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kk. Whirlwind Attack now stipulates that when you use it, you forfeit any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell). That includes TWF. On the plus side, WA now allows you to attack each creature within reach (rather than just within 5 ft.), making it useful to big critters and to characters with polearms.
(Pro: No more bag o' rats. Con: No more Whirlwind Trips with Improved Trip followups.)
Dragonhide Plate: 3,300 gp for Fullplate that Druids can wear.
Monk's unarmed strike is treated as both manufactured weapon and natural weapon for purposes of spells or effects that improve them. (e.g., Magic Weapon or Magic Fang)
·A barbarian who gains a level in another class automatically becomes literate.
·The ranger no longer has to be evil to select his own race as a favored enemy.
l. You can coup de grace a creature with total concealment, but doing so takes two full-round actions.
m. When “squeezing” into a space smaller than their size – “Difficult terrain” (example: Ogre (large) moves into 5’ wide corridor) – movement cost is doubled; ie, each square moved counts as 2 squares (5’ counts as 10’). Diagonal movement would be 3 squares. You can always make just a 5’ step, even with penalties to movement.
n. “Tall” creatures have an extra 5’ of reach where “long” creatures do not (eg: Ogre (Large, tall) has 10’ reach; horse (Large, long) has 5’ reach).
You can use a weapon 2-sizes smaller or large with a –4 penalty (provided it isn't two-handed to begin with).
v. Monster ability arrays are clarified: standard (all 10s and 11s), elite (15,14,13,12,10,8), and nonelite (13,12,11,10,9,8) before adding racial modifications.
Lots of monster & spell changes listed in the conversion guide (too numerous to list here).