arbados
Explorer
OK, here are all the things I picked up on reading the book. It is pretty hefty so watch out! A few of these have been taken directly from this site so I thank you for the pick-up's and apologize for the repeat Anyways here is what I got. Hope it helps.
NEW RULE CHANGES
Half-elves, no longer get the ability to notice secret doors upon passing within 10-feet.
Clerics no longer start out with heavy armor proficiency.
Bardic performance is now usable a certain number of rounds per day instead of times per day (4 + charisma modifier + 2 for every new level beyond first).
Bard performances last only until the bards stops performing (no additional rounds after the performance is complete).
The Monk gains stunning fist at 1st level as a bonus feat. At 4th level and every 4 levels thereafter the monk gains the ability to apply a new condition to the target of his stunning fist (fatigue, sicken, staggered, blind, deafen or paralyze). The condition replaces the stunning of the target for 1 round and these effects do not stack with themselves, however additional hits do increase the duration.
Certain bardic performances require allies to both see and hear the bards performance in order to gain the benefit (inspire heroics).
Clerics can't harm and heal with Channeling at the same time
Druids can now wildshape into small elementals pretty early - 6th level- which gives considerable mobility.
Fighters have no speed loss in heavy armor from 7th. Their weapon groups include some esoteric combinations, including Monk weapons
Monks get significant perks; not only the improved flurry, but a bonus feat, a special improved Stunning Fist, and (less significantly) short sword proficiency.
Paladins and Rangers have an improved casting level (-3).
If a specialist wizard casts a spell from a prohibited school it now costs them twice as many spell slots. For example if mage armor is a spell from one of your prohibited schools it would now cost you 2 of your 1st level spell slots to cast as compared to one for every other spell. There is no longer the restriction of NOT gaining your specialist school ability if you prepare a spell from a prohibited school. You always gain your specialist school ability regardless of whether you prepare a spell from a prohibited school you only need to pay two spell slots to prepare the spell.
If you put a rank in a class skill you gain a +3 bonus to that skill. This is only for class skills. There is no longer the need to use 2 skill ranks to get 1 rank for a cross-class skill. There is no such thing. Each rank you put into any skill equals one. The only difference is you get the +3 bonus added to a class skill.
Humans no longer receive weapon proficiency with one martial weapon at first level. It is gone.
All races pick 1 favored class. No longer are certain races pigeon holed into having pre-generated favored classes for them from the rule book. Pick what you want so there is no worry about xp penalties and you gain the bonus HP or Skill point when going up a level in the favored class (see below).
When going up a level in your favored class you get to choose whether you wish an additional skill point or hp added to your character.
Races which previously got a +2 to specific perception checks only (gnome used to get a +2 to touch and smell only) now get them to all perception checks.
Half-orc, Half-elf and Human all get a +2 to an ability of their choosing when they begin play. No standard bonuses.
Rangers get Medium Armor Proficiency again. They were only light before.
Half-elf gets to choose two favored classes.
Turn Undead is now a feat and no longer comes "free of charge" for clerics and paladins. Additionally, undead no longer cower when turned and are now panicked for 1 minute. Intelligent undead are allowed another save to resist the effect each round.
Combat Maneuver Bonus is now both a CMB and a Combat Maneuver Defense to resist. Before it was simply a CMB roll vs. the static CMB of the defender. Now the combat defense adds your Dexterity Modifier to the number which makes the static number a little harder to beat. It is now the rolled CMB against the static CMD (which is now slightly improved).
Elves no longer go into a 4-hour trance. They must sleep for 8 hours just like the other races.
There is no more racial hp bonus at 1st level. HP's are back to the same old way they used to be. I give max at 1st level and then roll from there.
Armor check penalty is only applied to the Swim skill once, rather than being doubled as it was in 3.5.
Lunge feat allows a character the opportunity to have reach.
The Improved Great Fortitude, Will and Reflex save feats have changed. They now allow for the character to re-roll that type of save 1x a day. Keep in mind that there is still the typical Great Fortitude, Will and Reflexes which allows for the +2 bonus to the saves. This is just the second tier.
Great Cleave is different in that in 3.5 you had to knock the creature down to get an additional attack (was difficult). Now all you need to do is simply successfully hit an individual within your reach to get another attack against another within your reach. You can only get 1 attack per individual.
Step-Up feat now worries spell casters big time. When an adjacent foe attempts to make a 5-foot step away from you (lets say a spell caster so they are able to cast their spell without an AoO), you may also make a 5-foot step as long as you end adjacent to them. This is an immediate action!
If your caster level is lower than the required for casting level for the spell on a scroll you must make a Caster level Check DC = scrolls caster level + 1. If check fails you must make a Wisdom Check DC 5 to avoid a mishap.
Staff usually has 10 charges. When charges are used caster can imbue one charge back into staff by casting an equal or higher level spell into the staff. This uses up that spell slot on your list for the day. A staff cannot gain more than 1 charge per day and a caster cannot imbue more than 1 staff a day.
Staff uses wielders ability modifier, feats, etc to determine effect (including DC).
To fire a heavy catapult you must make a special check against a DC 15 using only your BAB , intelligence modifier, range increment penalty and the appropriate modifiers. You gain a +2 to this check for every previous miss (maximum of +10) if you can see where the miss hit. You gain a +1 per previous miss (maximum +5) if you cannot see where the miss hit. If missed roll the D8 to determine the direction of the miss and then the D4 to determine distance of 5-foot intervals. It requires a Strength check DC 15 to winch the arm of a heavy catapult and a DC 10 to winch the arm of a light catapult. A Reflex save (usually DC 15) allows for half damage from a catapult.
If a magic item skill check fails by 5 or more the item created is cursed.
Detecting a curse is like detecting regular magic except that the DC is 10 higher than the needed check. If check is successful then the curse can be detected. If the check is successful to detect the magic, but is not beat by 10 or more thus detecting the curse then the original magical "good" intent of the item is revealed. The nature of a curse can also be determined by using the standard DC to identify the magic of the item.
The remove curse DC is equal to 10 + the cursed items caster level.
A wand may be used while grappling.
Intelligent item saves are based off of their highest mental ability score.
Magic item creation is a skill check (usually spellcraft, but at times a profession or craft). You are still required to have the necessary feat. The DC to create an item is 5 + the caster level for the item. Failing the check means that the item does not function (time and material cost are consumed) and failing by 5 or more results in a cursed item.
The DC to create a magic item increases by +5 for each pre-requisite the caster does not meet.
If the spell for completing a magic item requires a costly material component the price equals the base price + any extra price for the material component.
Creating a magic item requires a minimum of 8 hours (with the exception being scrolls and potions, which take as little as 2 hours to create). Potions and scrolls which have a price between 251-1000 gp's take 8 hours to complete. Caster can create no more than 1 magic item per day.
By increasing the craft DC by 5 the time to complete a magic item can be accelerated to 4 hours of work per 1000 gps base price cost (instead of 8 hours).
Caster can only work 8 hours a day on a magic item (cannot be rushed).
If adventuring or work being performed in a distracting or dangerous environment while trying to create a magic item you net only 1/2 the amount of progress that you actually put in (4 hours for 8 hours of time). This time is not considered continuous.
Days needed to create a magic item need not be consecutive.
Can only work on 1 item at a time. If you start a new item while still working on another all the materials used on the "under-construction" item are wasted and you must once again start from scratch.
If an ability score drops to 0 you fall unconscious until your ability score is brought above. However, if your constitution score falls to 0 you die instead.
Ability damage and other affects caused by disease, poison or a curse cannot be cured while the affliction is still active.
Creatures holding their breath in an inhaled poison area have a 50% chance per round of still having to make a save against the effect.
Multiple doses of the same poison stack (Inhaled and ingested poisons can inflict multiple doses at once). Each dose of poison increases the DC to resist and cure by +2 and extends the duration by 1/2 its total duration.
The caster level check to cure a poison or disease is equal to its save DC.
One save/removal cures the effects of multiple poisons of the same kind, but not different types.
Readying a poison on a weapon/item causes the individual a 5% chance of effecting themselves (and making a save). This does not consume the poison.
If wielding a poisoned weapon and you roll a natural 1 you are the subject of the poison and must make a save. The poison is consumed by this.
Protection from Evil cast on someone currently charmed or dominated doesn't automatically negate the effect, it allows a new save at +2.
Nonlethal damage in excess of a character's full hit point total now converts to lethal damage instead of piling on into infinity (unless they regenerate).
Armor check penalty is only applied to the Swim skill once, rather than being doubled as it was in 3.5.
The rules for stabilizing after falling to negative hit points have changed. Gone is the old 10% chance per round to stabilize. Now you must make a DC 10 Constitution Check (applying your negative hit point total as a penalty) or lose 1 hp.
If penalties reduce damage to less than 1, the attack still deals 1 nonlethal damage.
Concentration checks are more difficult and the difficulty scales with level fairly well. There is no longer the skill and now it is effectively a caster level check.
A natural 1 on a failed saving throw causes a magic item on your possession to also make a saving throw.
Identifying potions requires a Perception check DC 15 + the spell level of potion.
The Ranger's favored enemy bonus now applies to attack rolls as well as damage rolls.
If you are hit by a non-damaging spell when casting a spell it requires a Concentration Check equal to the spells save DC + level of the spell you are trying to cast (which is D20 + caster level + relevant ability modifier - see below.
Concentration checks are now a D20 + caster level + relevant ability modifier of the type of caster you are. For a druid/cleric it would be wisdom. For a wizard it would be intelligence. For a sorcerer/bard it would be charisma.
To cast a spell while being grappled you must make a Concentration check DC 10 + the grappler's CMB + the level of the spell you are trying to cast. This of course is for spells which only require a verbal component.
When an unarmed character attacks another unarmed character there is no attack of opportunity for either. They just make attacks. This is only if neither have the unarmed strike ability such as a monk.
Charging characters gain a +2 to CMB for bull rush in addition to their +2 to hit.
Dispel Magic and Greater Dispel magic both allow unlimited caster levels. If you are 20th level you gain a +20 to dispel for both dispel magic and greater dispel magic. However, greater dispel magic allows you to gain a +4 to counterspelling, effect multiple targets, dispel more than 1 magic per individual and can dispel magic which only a remove curse spell can.
If you make your save in an entangle spell you can move at your normal speed. However, if you remain in the area you need to make a new save each round.
Remove Curse, Remove Disease and Cure Poison all require caster level checks (D20 + your level) to remove the effect. No more guarantee. You must beat the DC of the poison, disease or curse with your caster level check.
When in rope trick you cannot pull up, hide or remove the rope which you climbed up. It remains there!
When summoning monsters there are certain ones which when called will always be your alignment. When summoning certain creatures if you are good they gain the celestial template, if you are evil they gain the fiendish template and if you are neutral you choose which they have.
A Reflex save DC 15 allows an individual to avoid catching on fire. Rolling on the floor simply allows a +4 to your Reflex save.
Characters are dead when their hp's equal or exceed their constitution score. No minimum or maximum.
Diagonal movement is once again 1 for the first box, 2 for the next box and then alternating from there. In other words it would be 1, 2, 1, 2, 1, 2, etc.
NEW RULE CHANGES
Half-elves, no longer get the ability to notice secret doors upon passing within 10-feet.
Clerics no longer start out with heavy armor proficiency.
Bardic performance is now usable a certain number of rounds per day instead of times per day (4 + charisma modifier + 2 for every new level beyond first).
Bard performances last only until the bards stops performing (no additional rounds after the performance is complete).
The Monk gains stunning fist at 1st level as a bonus feat. At 4th level and every 4 levels thereafter the monk gains the ability to apply a new condition to the target of his stunning fist (fatigue, sicken, staggered, blind, deafen or paralyze). The condition replaces the stunning of the target for 1 round and these effects do not stack with themselves, however additional hits do increase the duration.
Certain bardic performances require allies to both see and hear the bards performance in order to gain the benefit (inspire heroics).
Clerics can't harm and heal with Channeling at the same time
Druids can now wildshape into small elementals pretty early - 6th level- which gives considerable mobility.
Fighters have no speed loss in heavy armor from 7th. Their weapon groups include some esoteric combinations, including Monk weapons
Monks get significant perks; not only the improved flurry, but a bonus feat, a special improved Stunning Fist, and (less significantly) short sword proficiency.
Paladins and Rangers have an improved casting level (-3).
If a specialist wizard casts a spell from a prohibited school it now costs them twice as many spell slots. For example if mage armor is a spell from one of your prohibited schools it would now cost you 2 of your 1st level spell slots to cast as compared to one for every other spell. There is no longer the restriction of NOT gaining your specialist school ability if you prepare a spell from a prohibited school. You always gain your specialist school ability regardless of whether you prepare a spell from a prohibited school you only need to pay two spell slots to prepare the spell.
If you put a rank in a class skill you gain a +3 bonus to that skill. This is only for class skills. There is no longer the need to use 2 skill ranks to get 1 rank for a cross-class skill. There is no such thing. Each rank you put into any skill equals one. The only difference is you get the +3 bonus added to a class skill.
Humans no longer receive weapon proficiency with one martial weapon at first level. It is gone.
All races pick 1 favored class. No longer are certain races pigeon holed into having pre-generated favored classes for them from the rule book. Pick what you want so there is no worry about xp penalties and you gain the bonus HP or Skill point when going up a level in the favored class (see below).
When going up a level in your favored class you get to choose whether you wish an additional skill point or hp added to your character.
Races which previously got a +2 to specific perception checks only (gnome used to get a +2 to touch and smell only) now get them to all perception checks.
Half-orc, Half-elf and Human all get a +2 to an ability of their choosing when they begin play. No standard bonuses.
Rangers get Medium Armor Proficiency again. They were only light before.
Half-elf gets to choose two favored classes.
Turn Undead is now a feat and no longer comes "free of charge" for clerics and paladins. Additionally, undead no longer cower when turned and are now panicked for 1 minute. Intelligent undead are allowed another save to resist the effect each round.
Combat Maneuver Bonus is now both a CMB and a Combat Maneuver Defense to resist. Before it was simply a CMB roll vs. the static CMB of the defender. Now the combat defense adds your Dexterity Modifier to the number which makes the static number a little harder to beat. It is now the rolled CMB against the static CMD (which is now slightly improved).
Elves no longer go into a 4-hour trance. They must sleep for 8 hours just like the other races.
There is no more racial hp bonus at 1st level. HP's are back to the same old way they used to be. I give max at 1st level and then roll from there.
Armor check penalty is only applied to the Swim skill once, rather than being doubled as it was in 3.5.
Lunge feat allows a character the opportunity to have reach.
The Improved Great Fortitude, Will and Reflex save feats have changed. They now allow for the character to re-roll that type of save 1x a day. Keep in mind that there is still the typical Great Fortitude, Will and Reflexes which allows for the +2 bonus to the saves. This is just the second tier.
Great Cleave is different in that in 3.5 you had to knock the creature down to get an additional attack (was difficult). Now all you need to do is simply successfully hit an individual within your reach to get another attack against another within your reach. You can only get 1 attack per individual.
Step-Up feat now worries spell casters big time. When an adjacent foe attempts to make a 5-foot step away from you (lets say a spell caster so they are able to cast their spell without an AoO), you may also make a 5-foot step as long as you end adjacent to them. This is an immediate action!
If your caster level is lower than the required for casting level for the spell on a scroll you must make a Caster level Check DC = scrolls caster level + 1. If check fails you must make a Wisdom Check DC 5 to avoid a mishap.
Staff usually has 10 charges. When charges are used caster can imbue one charge back into staff by casting an equal or higher level spell into the staff. This uses up that spell slot on your list for the day. A staff cannot gain more than 1 charge per day and a caster cannot imbue more than 1 staff a day.
Staff uses wielders ability modifier, feats, etc to determine effect (including DC).
To fire a heavy catapult you must make a special check against a DC 15 using only your BAB , intelligence modifier, range increment penalty and the appropriate modifiers. You gain a +2 to this check for every previous miss (maximum of +10) if you can see where the miss hit. You gain a +1 per previous miss (maximum +5) if you cannot see where the miss hit. If missed roll the D8 to determine the direction of the miss and then the D4 to determine distance of 5-foot intervals. It requires a Strength check DC 15 to winch the arm of a heavy catapult and a DC 10 to winch the arm of a light catapult. A Reflex save (usually DC 15) allows for half damage from a catapult.
If a magic item skill check fails by 5 or more the item created is cursed.
Detecting a curse is like detecting regular magic except that the DC is 10 higher than the needed check. If check is successful then the curse can be detected. If the check is successful to detect the magic, but is not beat by 10 or more thus detecting the curse then the original magical "good" intent of the item is revealed. The nature of a curse can also be determined by using the standard DC to identify the magic of the item.
The remove curse DC is equal to 10 + the cursed items caster level.
A wand may be used while grappling.
Intelligent item saves are based off of their highest mental ability score.
Magic item creation is a skill check (usually spellcraft, but at times a profession or craft). You are still required to have the necessary feat. The DC to create an item is 5 + the caster level for the item. Failing the check means that the item does not function (time and material cost are consumed) and failing by 5 or more results in a cursed item.
The DC to create a magic item increases by +5 for each pre-requisite the caster does not meet.
If the spell for completing a magic item requires a costly material component the price equals the base price + any extra price for the material component.
Creating a magic item requires a minimum of 8 hours (with the exception being scrolls and potions, which take as little as 2 hours to create). Potions and scrolls which have a price between 251-1000 gp's take 8 hours to complete. Caster can create no more than 1 magic item per day.
By increasing the craft DC by 5 the time to complete a magic item can be accelerated to 4 hours of work per 1000 gps base price cost (instead of 8 hours).
Caster can only work 8 hours a day on a magic item (cannot be rushed).
If adventuring or work being performed in a distracting or dangerous environment while trying to create a magic item you net only 1/2 the amount of progress that you actually put in (4 hours for 8 hours of time). This time is not considered continuous.
Days needed to create a magic item need not be consecutive.
Can only work on 1 item at a time. If you start a new item while still working on another all the materials used on the "under-construction" item are wasted and you must once again start from scratch.
If an ability score drops to 0 you fall unconscious until your ability score is brought above. However, if your constitution score falls to 0 you die instead.
Ability damage and other affects caused by disease, poison or a curse cannot be cured while the affliction is still active.
Creatures holding their breath in an inhaled poison area have a 50% chance per round of still having to make a save against the effect.
Multiple doses of the same poison stack (Inhaled and ingested poisons can inflict multiple doses at once). Each dose of poison increases the DC to resist and cure by +2 and extends the duration by 1/2 its total duration.
The caster level check to cure a poison or disease is equal to its save DC.
One save/removal cures the effects of multiple poisons of the same kind, but not different types.
Readying a poison on a weapon/item causes the individual a 5% chance of effecting themselves (and making a save). This does not consume the poison.
If wielding a poisoned weapon and you roll a natural 1 you are the subject of the poison and must make a save. The poison is consumed by this.
Protection from Evil cast on someone currently charmed or dominated doesn't automatically negate the effect, it allows a new save at +2.
Nonlethal damage in excess of a character's full hit point total now converts to lethal damage instead of piling on into infinity (unless they regenerate).
Armor check penalty is only applied to the Swim skill once, rather than being doubled as it was in 3.5.
The rules for stabilizing after falling to negative hit points have changed. Gone is the old 10% chance per round to stabilize. Now you must make a DC 10 Constitution Check (applying your negative hit point total as a penalty) or lose 1 hp.
If penalties reduce damage to less than 1, the attack still deals 1 nonlethal damage.
Concentration checks are more difficult and the difficulty scales with level fairly well. There is no longer the skill and now it is effectively a caster level check.
A natural 1 on a failed saving throw causes a magic item on your possession to also make a saving throw.
Identifying potions requires a Perception check DC 15 + the spell level of potion.
The Ranger's favored enemy bonus now applies to attack rolls as well as damage rolls.
If you are hit by a non-damaging spell when casting a spell it requires a Concentration Check equal to the spells save DC + level of the spell you are trying to cast (which is D20 + caster level + relevant ability modifier - see below.
Concentration checks are now a D20 + caster level + relevant ability modifier of the type of caster you are. For a druid/cleric it would be wisdom. For a wizard it would be intelligence. For a sorcerer/bard it would be charisma.
To cast a spell while being grappled you must make a Concentration check DC 10 + the grappler's CMB + the level of the spell you are trying to cast. This of course is for spells which only require a verbal component.
When an unarmed character attacks another unarmed character there is no attack of opportunity for either. They just make attacks. This is only if neither have the unarmed strike ability such as a monk.
Charging characters gain a +2 to CMB for bull rush in addition to their +2 to hit.
Dispel Magic and Greater Dispel magic both allow unlimited caster levels. If you are 20th level you gain a +20 to dispel for both dispel magic and greater dispel magic. However, greater dispel magic allows you to gain a +4 to counterspelling, effect multiple targets, dispel more than 1 magic per individual and can dispel magic which only a remove curse spell can.
If you make your save in an entangle spell you can move at your normal speed. However, if you remain in the area you need to make a new save each round.
Remove Curse, Remove Disease and Cure Poison all require caster level checks (D20 + your level) to remove the effect. No more guarantee. You must beat the DC of the poison, disease or curse with your caster level check.
When in rope trick you cannot pull up, hide or remove the rope which you climbed up. It remains there!
When summoning monsters there are certain ones which when called will always be your alignment. When summoning certain creatures if you are good they gain the celestial template, if you are evil they gain the fiendish template and if you are neutral you choose which they have.
A Reflex save DC 15 allows an individual to avoid catching on fire. Rolling on the floor simply allows a +4 to your Reflex save.
Characters are dead when their hp's equal or exceed their constitution score. No minimum or maximum.
Diagonal movement is once again 1 for the first box, 2 for the next box and then alternating from there. In other words it would be 1, 2, 1, 2, 1, 2, etc.