mooby
First Post
found this on the messageboard. It's prolly been posted already, but take a look!
Most of these come from the published talks with Ed Stark, others come from insights from the game designers and the Sage, and a few others come from changes in the Living Campagins.
3.5 Revised Core Rules
Game Mechanics
—All unnamed bonuses on magical items are considered circumstance/competence bonuses and do not stack
—Extra partial actions: grant either an extra move or move-equivalent action or an extra partial attack
—Should a character receive the Uncanny Dodge ability from more than one class, she may stack the
levels of those classes together to determine the level of Uncanny Dodge granted
—Native Outsiders are vulnerable to the banishment spell returning to the plane of their deity or one appropriate to their alignment
—For a caster to enhance a spell with a metamagic feat, they must have access to the spell slot that a metamagicked spell would normally utilize, even if a class ability allows a spell to be prepared in a lower level slot
—Though an item or class ability might allow the casting of metamagicked spell at a lower level spell slot, all game mechanics, which rely on spell level, such as spell storage, treat the spell cast as if it were its normal level
—Creature subtypes (fire, cold, water, air, earth) now take a –10 penalty to save against their opposed element
—All shields and shield like items/spells now grant a “shield bonus” which do not stack with each other (no buckler and shield spell combos)
Feats
—You can only add one improved metamagic effect to any particular spell. You can still stack other metamagic effects on the spell but it is reduced only once on any particular feat (or stackings of the same feat) ::-this was suggested by SeanKReynolds as a fix since he made it in the first place::
—Dodge feat grants +2 dodge bonus to Armor Class against a single opponent
—Skill Focus feat grants a +3 bonus to the relevant skill
—Weapon Finesse feat now applies to all applicable weapons (i.e. you don’t have to choose a weapon)
—Weapon familiarity: racial exotic weapons are treated as martial weapons for their respective race
—Two-Weapon Fighting no longer has Ambidexterity as a prerequisite
Classes
—Bard and Ranger classes now get (6 + Int modifier) for skills
—A Bard with 15 or more ranks in Perform can duplicate the effects of the emotion spell for as long as he sings (and will have more songs in general)
—Bards ignore arcane spell failure in medium or lighter armor
—Barbarian gets DR 1/– at 7th level and it increases every three levels thereafter
—Monks gain Improved Flurry at 14th level; treat as the Lightning Fists feat
—Monks gain Ki Strike (+1 magic) at 4th, Ki strike (+2 magic, lawful) at 10th, and Ki Strike (+3 magic, lawful, adamantine) at 16th
—Rogues gain trap sensing at 5th level; treat as if they were actively searching for a trap at all times
—Ranger gains wild empathy at 1st level; treat like the emotion (friendship) spell usable at will that works on a single targeted animal within close range (only one attempt per animal in a 24 hour period however)
—Ranger can use the Track feat while running with a –10 penalty
—Ranger no longer receives Ambidexterity or Two-Weapon Fighting related virtual feats instead gaining “combat styles”
—Ranger chooses “two-weapon style” or “archery style” at 2nd level and picks up an additional related feat every four levels
—Wizard now has Decipher Script as a class skill
Spells
—haste now affects one creature/level within 30 ft. of each other, mass haste can now affect all targets within 30 ft. (only +2 AC bonus now)
—enlarge and reduce can grant a size category change if the effect is great enough
—creeping doom deals 62 damage/round for each square of the area of affect (16 squares) and shrinks to fill holes
—gate can only call and control creatures of your caster level or less
—harm has a Will save for half, 10 hp lost/level (max 150 hp lost), heal cures a maximum of 10 hp/level (150 hp max) also
—shapechange is limited to double your caster level in HD of creature assumed
—shield grants a +7 cover bonus to AC with no other cover related benefits
—telekinesis can affect one object per caster level (15 maximum) within the weight limits of the spell
—time stop works as the ELH variant: physical attacks, all touch spells, and all harmful spells/effects brought into the area by the time stopped caster can not affect creatures/things in normal time.
—wall of force has a Reflex negates if the hemisphere is centered on any unwilling targets
Magical Items
—activating boots of speed or a monk’s belt is a free action
—brilliant energy property is only a +3 weapon ability now
—ring of evasion: The evasion granted by this item is the same as that granted by the Monk or Rogue
classes and is subject to the same limitations
—holy avenger: SR is now equal to 10 + paladin’s level and it acts as a holy sword spell (remove the +2d6 holy damage)
—speed property only grants one extra attack regardless of how many speed weapons a character is wielding
—vorpal property can only affect a creature of one size category larger than the weapon