—Extra partial actions: grant either an extra move or move-equivalent action or an extra partial attack
I thought they were removing partial actions all together? Do they mean it grants a single extra attack (rather than extra partial attack)? Or is partial attack some new terminology?
—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
I don't understand, can someone give an example?
—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
Again, too many big words...
—Creature subtypes (fire, cold, water, air, earth) now take a –10 penalty to save against their opposed element
Ha! Now I don't have to used nerfed Harm on a white dragon anymore. I can use Fireball =) Wonder if they get a penatly to SR when using a spell against their opposted 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)
About time they renamed that. But wait... what's this?
—shield grants a +7 cover bonus to AC with no other cover related benefits
So which is it? Does the shield spell confer a shield bonus or cover bonus? And if it is a cover bonus (as suggested here) why wouldn't it stack with a buckler?
—Bards ignore arcane spell failure in medium or lighter armor
At what level does this begin? Wish we had the specific wording on this. I can see a Wizard/Sorcer taking a level of Bard so that they can get (a) armor and (b) the ability to ignore arcane spell failure when casting. I'll assume that it only works with Bard spells only...
—Barbarian gets DR 1/– at 7th level and it increases every three levels thereafter
7th level still seems a bit too hgih for this ability. I'd prefer if they got it sooner, and spread out when they got it. Maybe like at level 4 they get DR 1/- and every 4 levels they get an increase.
—Rogues gain trap sensing at 5th level; treat as if they were actively searching for a trap at all times
Neat...
—Ranger chooses “two-weapon style” or “archery style” at 2nd level and picks up an additional related feat every four levels
Very cool. I personally think they should do this for all the "fighter" types. Fighter, Ranger, Paladin and Barbarian (and maybe the Monk too). Each "fighter" class should have a dedicated feat list they can pick from every X levels. For example, the Fighter gets their standard feat progression every 2 levels, and the rest can get a bonus feat every 4 levels. Paladins can get a Divine Feat List, Rangers a "Nature" Feat List, and so on...
Either way, at least the Ranger seems much more worth it to play now, and I am satisfied with just that.
—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)
I've read that it was +1 AC and +1 Ref, not +2 AC... Unless this is new new info =)
—enlarge and reduce can grant a size category change if the effect is great enough
Makes sense...
—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
NERF!
Oh well, at least it is official now =P
—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.
I don't get it? So what CAN you do with Time Stop now besides age 1d4 rounds?
—brilliant energy property is only a +3 weapon ability now
I thought it was a +3 weapon ability already?
—holy avenger: SR is now equal to 10 + paladin’s level and it acts as a holy sword spell (remove the +2d6 holy damage)
Ok I guess. I still think it should do may +1d6 SACRED damage...
—vorpal property can only affect a creature of one size category larger than the weapon
Makes sense...
As long as I can still have my Vorpal Sap, I'll be fine.
Crit with Vorpal Sap... Take 2 points of subdual damage, and your head falls off =)