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<blockquote data-quote="Olgar Shiverstone" data-source="post: 952970" data-attributes="member: 5868"><p>Great link, thanks. Lots of explanation as to the "why" of the changes there.</p><p></p><p>Here are the new bits:</p><p></p><p>The arcane trickster now grants +1 spellcasting level at each class level, which is crucial since the character has given up at least 3 levels in his spellcasting class to qualify (2d6 sneak attack required).</p><p></p><p>Instead of getting bigger, the dragon disciple gains blindsense.</p><p></p><p> p. Decipher Script is now a (non-exclusive) class skill for bards, rogues, and wizards.</p><p></p><p> q. Making an Escape Artist check to escape a pin or grapple requires a standard action. If you've been pinned by a big monster with multiple attacks, you may well be in big trouble (though your buddies have a couple more options for helping you escape).</p><p></p><p>gg. You cannot apply multiple iterations of the same metamagic feat to a spell. You may, however, apply multiple metamagic feats to a spell. The difference between metamagic taking "a full-round action" and some spells requiring "one round of casting time" has been clarified.</p><p></p><p> j. The "spear" family now includes the shortspear (a one-handed simple weapon to be used with a shield or off-hand weapon; previously called the "halfspear"), the plain-old spear (a two-handed simple weapon; previously called the "shortspear"), and the longspear (a two-handed simple weapon with reach; previously called the "longspear"). Shortspear 1d6/x3, Spear 1d8/x3, Longspear 1d8/x3 (Reach)</p><p></p><p>g. The grappling rules have been set up to be a more step-by-step procedure, walking you through the process of starting a grapple. WOTC also added a few cool actions that you can take while grappling (such as move--bringing the other grapplers along--and use opponent's weapon).</p><p></p><p> ee. Alter self has undergone significant changes. It's now more like a lesser form of polymorph (self only). The gist is that you take the form of a humanoid (or other creature of your same type) within one size category of yours, and of a maximum HD equal to yours. You retain most of your own qualities, but gain the "physical qualities" of the new form, including size, movement, natural armor, natural weapons, racial bonuses, and any "gross physical qualities (wings, extra arms, etc.), though extra arms don't let you make more attacks than normal. You don't gain any extraordinary, supernatural, or spell-like abilities of the form.</p><p></p><p> ff. Change to cleric’s Animal domain: The granted power is now speak with animals 1/day and Knowledge (nature) as a class skill.</p><p></p><p>m. The MM has the highest quantity of new art.</p><p></p><p> n. High CR monsters in the MM: the balor, pit fiend, and tarrasque are all CR 20, the titan is CR 21, and the solar is CR 23.</p><p></p><p> f. A vorpal weapon only threatens "vorpality" on a natural 20 (confirmed by a second successful attack roll), rather than on the full crit range of the weapon.</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 952970, member: 5868"] Great link, thanks. Lots of explanation as to the "why" of the changes there. Here are the new bits: The arcane trickster now grants +1 spellcasting level at each class level, which is crucial since the character has given up at least 3 levels in his spellcasting class to qualify (2d6 sneak attack required). Instead of getting bigger, the dragon disciple gains blindsense. p. Decipher Script is now a (non-exclusive) class skill for bards, rogues, and wizards. q. Making an Escape Artist check to escape a pin or grapple requires a standard action. If you've been pinned by a big monster with multiple attacks, you may well be in big trouble (though your buddies have a couple more options for helping you escape). gg. You cannot apply multiple iterations of the same metamagic feat to a spell. You may, however, apply multiple metamagic feats to a spell. The difference between metamagic taking "a full-round action" and some spells requiring "one round of casting time" has been clarified. j. The "spear" family now includes the shortspear (a one-handed simple weapon to be used with a shield or off-hand weapon; previously called the "halfspear"), the plain-old spear (a two-handed simple weapon; previously called the "shortspear"), and the longspear (a two-handed simple weapon with reach; previously called the "longspear"). Shortspear 1d6/x3, Spear 1d8/x3, Longspear 1d8/x3 (Reach) g. The grappling rules have been set up to be a more step-by-step procedure, walking you through the process of starting a grapple. WOTC also added a few cool actions that you can take while grappling (such as move--bringing the other grapplers along--and use opponent's weapon). ee. Alter self has undergone significant changes. It's now more like a lesser form of polymorph (self only). The gist is that you take the form of a humanoid (or other creature of your same type) within one size category of yours, and of a maximum HD equal to yours. You retain most of your own qualities, but gain the "physical qualities" of the new form, including size, movement, natural armor, natural weapons, racial bonuses, and any "gross physical qualities (wings, extra arms, etc.), though extra arms don't let you make more attacks than normal. You don't gain any extraordinary, supernatural, or spell-like abilities of the form. ff. Change to cleric’s Animal domain: The granted power is now speak with animals 1/day and Knowledge (nature) as a class skill. m. The MM has the highest quantity of new art. n. High CR monsters in the MM: the balor, pit fiend, and tarrasque are all CR 20, the titan is CR 21, and the solar is CR 23. f. A vorpal weapon only threatens "vorpality" on a natural 20 (confirmed by a second successful attack roll), rather than on the full crit range of the weapon. [/QUOTE]
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