Well since others gave more than 5 I might as well tack some more on here from my doc....
Armor: Bonuses for medium/heavy armor increased, see this thread for list of changes...
http://www.enworld.org/messageboards/showthread.php?s=&threadid=961
Raising Ability Scores: Permanent increases to your Intelligence are retroactive with regards to skill points. Basically recalculate your total based on your new Intelligence. This reflects the unlocking of hidden potential.
Abilities and Spellcasters: All spellcasters may add their relevant ability modifier as a bonus to the number of 0-level spells that they can cast per day.
Universal Skills: The following skills are automatically considered universal for all characters: Craft, Knowledge (Local), Profession, & Speak Language.
Psions/Psychic Warriors: Merged into the Psionicist class with alternate rules for psionic combat. Basically it deals subdual damage rather than ability damage and Psionicists may use defense modes freely so long as their base PP equals the cost listed for the defense mode.
Rangers: reworked version of my own design.
Knacks: Each character begins with 3 “knack-points”, except humans, who receive 4.
One point can make a cross-class skill into a class skill for a particular class, or it can make a class-skill “universal” for your character, which means it will forever after be considered a class-skill for you no matter what class you are advancing in.
A second point will make a skill you just knacked into a class-skill universal or it will grant a +1 bonus to use a skill that has already been made universal. You can devote additional knack points to get a bonus greater than +1. This bonus stacks with any other bonuses your character may be entitled to from race, skill focus, etc…
Critical Success or Failure for Skills: If you roll a natural 20 on a check, treat it as if you had rolled a 30. Conversely, on a natural roll of ‘1’ treat the roll as a –10.
Auto-Skill Success: If your ranks in a skill meet or exceed the DC, you can choose to automatically succeed at that task rather than rolling, or taking 10 or 20. This limits the chances of extraordinary success, but cuts down on the time it takes to use the skill in game.
Intimidate: You may substitute Strength as the key ability for this skill
Perform: You may choose to specialize in one particular type of performance by devoting multiple performance slots to it. You gain a +1 synergy bonus to use the particular type of performance per 3 slots devoted to it.
For example, a bard with 15 ranks in Perform may choose devote 9 of these to the violin, gaining a +3 to all Perform checks made while playing the violin, or a +5 if had devoted all 15 ranks to it.
Wilderness Lore: new use: “Camouflage”: Using this skill you can attempt to conceal yourself, your companions, and inanimate objects by using natural or man-made materials. In forests and jungles, you might use shrubbery or mud. Arctic or similarly barren terrains usually require some sort of special clothing or paints. However, “digging-in” is an old trick that might work depending on the terrain. A single check is made for the entire group that is to be camouflaged, but many factors are involved. For each additional person, large object, and animal that needs to be camouflaged equals a –2 penalty to the check. Individuals who can succeed in a wilderness lore check, or hide check, of DC 10 will negate this penalty with relation to themselves. Determine the size of the largest individual or object in the group to be camouflaged, and then add a modifier to the DC based on that individual’s (or object’s)… Colossal -16; Gargantuan -12; Huge -8; Large -4; Medium- no mod; Small +4; Tiny +8; Diminutive + 12; Fine +16. Camouflaged individuals and objects can be noticed with a successful opposed Spot or Search check If at any point you move at more than ½ your base speed, or more than speed-20, in a round you negate your camouflage bonuses. Five or more ranks in Hide grant a +2 synergy bonus to all Camouflage checks. In addition, anyone who takes special steps to camouflage themselves with this skill and rolls a successful camouflage check (DC10) will gain a +2 synergy bonus to their own Hide checks. Also, a specialized “Terrain Suit” will add an additional +4 circumstance bonus to both hide and camouflage checks.
Deflect Arrows: You can deflect a number or missiles equal to your Dex modifier each round so long as you have a free hand. The mechanic for this feat is a Reflex save opposed by the attacker’s to-hit roll (Min. DC 20). In addition, as a full-round action a monk (and only a monk) may attempt to deflect a number of projectiles equal to his Monk level + his dexterity modifier
Extra Spell (from Tome & Blood): This feat allows bards and sorcerers to add a number of spell levels known equal to their Charisma modifier. You need not choose your new spells immediately. The spells gained must be at least one level lower than the highest-level spell the caster can use. This feat is retroactive (meaning if your Charisma rises after taking it, you gain additional spells known).
Eagle Claw Strike (from Sword & Fist/OA): This is simply the MA name for the Sunder feat, not a separate feat.
Signature Spell (from FRCS): Requires Int 19+ & Spell Mastery. You are capable of spontaneously casting this spell in place of other memorized spells. Additionally, when memorized, you also cast this spell as if you were 2 levels higher and the save DC versus its effects raises by +2.
Weapon Finesse: May be taken with scimitars, fencing sabres, and cutlasses.
Critical Hits: When a natural 20 is rolled for a critical threat, a crit-check roll is made to see if that attack is a critical hit. If that crit-check roll is also a natural 20 the damage multiplier may be increased by one (x2 to x3 for example), if an additional crit-check is successful. If that crit-check roll is also a natural 20 the damage multiplier may increase again (x3 to x4 to continue the prior example). This process goes on until you fail to roll a natural 20 on your crit-check roll.
Critical Fumbles: Whenever you roll a natural 1 on an attack roll you must check to see if that attack is a critical fumble. Make another attack roll with the exact same modifiers. If this attack also misses then you have critically fumbled. The DM determines the exact effect of this, but generally you have opened yourself up to an attack of opportunity from any opponents within striking distance, in addition you are now off-balance and lose your dexterity bonus to AC until your next action. If your crit-fumble checks roll is also a natural 1 something particularly nasty happens (DM’s discretion).
Disabled and Dying: Characters can fight until they reach (–10 + their Con. Modifier). Once they reach the equivalent to –10 they may make one last attempt to cling to life. The chance for the character to stabilize in this final round is modified by their Wisdom modifier + their Constitution modifier x3%.
For example, a character with an 18 Con and a 14 Wis can survive until –14 hp, and makes their final stabilization roll with a << 10 + (4+2x3%) >> 28% chance of success.
Saving Throws: A natural 20 always passes and a natural 1 always fails. In the case of a natural 1 a critical failure may have occurred. In such a case reroll the save, if the second roll is also a natural 1 then a critical failure has indeed occurred. The actual result of this is at the DM’s discretion.
Harm: Allows a Will save for a reduced effect. If the save is successful the target receives 5d8 +1 per level (max. +20) damage. This rule also applies when the Heal spell is directed against undead to damage them.
Wall of Ice: additional option: Ice Sheet: This casting cause a horizontal sheet of ice to fall upon opponents. The sheet covers up to one 10’ square per level and causes 1d6 impact damage +1 point of cold damage per level (max +20); targets within the area of effect may save for ½ damage. In addition the area is covered in ice. Any natural (non-magical) fires within the area of effect are extinguished. Anyone who attempts to move at greater than ½ speed must make a reflex save or fall instead.
Web: additional option: you may target a single creature with this spell. In this case you create a small sphere of webbing that you launch at the target. The target must make a Reflex save or be subject to the effects of the web spell
Disappear (from R&R): Casting this spell is a free action. This counts against the one the one quickened spell per rnd limit.
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Hero / Luck Points
These points may be expended to achieve heroic goals or simply to save your @$$ when the chips are down.
PCs receive 3 initially and then automatically gains + 1 per character level. Characters may also earn these points during the course of the game. What justifies such a reward is completely at the DM’s discretion. A may never have more than their character level +3 held in reserve. Please note that PCs who start their careers at an advanced level only receive 1 point per 3 character levels. NPCs may never possess/earn these points. You may expend these points as follows…
·Proactively spend one point to gain a +20 to a single d20 die roll.
·Reactively spend one to reroll a single d20 roll that was just made.
·Proactively spend one to gain a saving throw versus an effect that normally doesn’t allow one with no special bonuses allowed.
·Proactively spend one to be able to reroll anything below ½ on damage dice for one full round.
.Spend one to turn successful critical hit into a called shot. It requires 2 points to make a called shot to the head or similarly vital area. Roll a d12 with a special size modifier based on how big the weapon is in relation to you (-1 per size smaller and +1 per size larger) to determine the effect of the called shot. The victim receives a Fort save (DC = 10 + your BAB) to negate the effect. Even if this save is successful the victim suffers the effects of specific damage noted on page 67 of the DMG.
·These points may also be spent to accomplish other heroic feats that are beyond the scope of the rules (DM discretion).