Dodge: The Dodge feat gives the user a +2 dodge bonus to armor class, instead of a +1. It may be taken more than once, each additional time adding +1 to the dodge bonus to AC.
Monk and Paladin multi-classing restrictions: All restrictions are removed.
Paladin’s mounts: Paladins lose the ability to summon their mounts, and have no time limit on their mount; once it is called, it is like any other animal, requiring food and shelter. In compensation, their mounts gain the celestial template, and a new spell has been added to the paladin spell list:
Call Mount
Conjuration (teleportation)
Level: Paladin 2, Blackguard 2
Components: V, DF
Range: see text
Target: Bonded Mount or Fiendish Companion of the caster
Duration: Instantaneous
Saving Throw: none
Spell resistance: Yes
This spell summons the target as greater teleport, which appears at a place chosen by the caster (but always within 10 feet of him.) The target must appear on a horizontal surface capable of supporting its weight.
Critical Threat ranges: Multiple effects that affect the threat range stack, as long as they are not from the same source. Thus, the Improved Critical feat stacks with the keen edge spell, OR with the Keen magical weapon ability. Keen edge does not stack with the Keen magical weapon ability.
Druids: Druids are proficient with all light and medium armor. They suffer no penalties when from wearing metal armor. However, when wildshaping, no metal item weighing more than 5 pounds will shift into the new form the druid takes. Such items will fall to the ground at the users feet. If the druid is wearing metal armor, wildshaping will cause the armor to be to be ruined if the form the druid assumes is larger than his normal form. Magic armor survives the change with a DC 15 Fortitude save.
Silver (and alchemical silver) is an exception to this rule, and will shift with the form of the druid carrying or wearing such an item. Alchemical silver armor has an armor class one worse than normal and an armor check penalty one better than normal. It weighs the same as steel. For example, an alchemical silver breastplate has an AC of 4 and a max dex of 4 and weighs 30lbs.
Alchemical silver armor costs +500 for light, +1000 for medium, and +5000 for heavy.
Druid weapon proficiencies are as follows: club, dagger, dart, quarterstaff, longsword, handaxe, shortspear, sling, and spear.
Sorcerers: Sorcerers receive the feat Eschew Materials for free at first level. At 5th level they receive the feat Spell Thematics for free. At 10th level they may select one spell from any class’s spell list to know and cast as an arcane spell of equal level. They may select another such spell at 15th and another at 20th.
Sorcerers do not gain familiars
Sorcerers gain these additional class skills: Diplomacy, Intimidate, and Use Magic Device.
Rangers: Rangers may select this additional combat style tree:
Mobility, Spring Attack, and Whirlwind Attack
Monks Monks may benefit from taking from this new feat:
Kung Fu Action Grip (general)
prerequisites: flurry of blows class ability, special (see below)
Choose one melee weapon. You may treat this weapon as a special monk weapon, allowing you to use a flurry of blows with it. Your base unarmed damage must equal or exceed the weapons base damage before you make take this feat. This feat may be taken more than once, each time applying to a new weapon.
Masterwork Armor: masterwork armor also increases the max dex bonus by one.
Special Weapon Materials: Mithril will bypass Silver DR. Alchemial silver weapons do two extra points of damage to creatures with the shapechanger subtype and to undead.
Psionics: The monk’s ki and psionics are recognized as the same energy, and the terms are used interchangeably. Monks gain the psionic subtype, and may achieve psionic focus and use psionic feats.
Half elves and half orcs: Half elves raised by humans get an additional skill point per level. Half elves raised by elves gain weapon proficiency with the longsword, rapier, and all straight bows, but their favored class becomes wizard.
Half orcs raised by humans gain an additional feat at 1st level, and gain a +4 racial bonus to intimidate checks. Half orcs raised by orcs gain weapon familiarity with the orcish double axe and do not receive a –2 penalty to charisma.