This is gonna be fairly familiar to anyone who's played on here before.
1. Mordenkainen's Disjunction does not exist.
2. Anyone who would normally have 2 + Int skills instead has 4 + Int skills. Those that already have 4 or more skill points per level remain unchanged.
3. Untrained Knowledge skills can reveal information with a DC higher than 10. Of course you're still untrained, so don't expect miracles here.
4. When using the Craft skill to create a non magical item, determine the time it will take to complete the item using the formula for magic items (1,000 gold/day) instead of the existing formula. If this would result in a time of less than 1 day instead use the following formula: Less than 50 gold = 1 hour, 51-250 gold = 2 hours, every 125 gold or fraction thereof = +1 hour. Yes, this does mean you can make most mundane gear rather quickly. Good for you.
5. Permanent increases to Intelligence provide retroactive skill points. Temporary increases to Intelligence do not grant additional skills.
6. The Weapon Focus line automatically scales with HD. At 4 you are considered to have Weapon Specialization for all purposes, at 8 Greater Weapon Focus, and at 12 Greater Weapon Specialization. Note that it does not matter what class those levels are in. And yes, that does include monsters. All of these extra feats apply to the same weapon type as the original, which must be acquired normally. In addition this line of feats applies to a category of weapons rather than a single type chosen from the following list: Bludgeoning, Piercing, or Slashing. You can still take Weapon Focus more than once, but it must apply to a different category each time.
7. The Toughness feat grants 3 + HD HP, and cannot be taken more than once.
8. Improved Toughness grants 3 + HD HP, requires Toughness and a base Fortitude save of +2, and can still only be taken once.
9. Metamagic cost reducers cannot reduce the cost of any given metamagic below 1 or by more than 1. Thus Extend Spell cannot be reduced below a +1 spell level metamagic, Empower Spell cannot be reduced below a +1 spell metamagic, and Maximize cannot be reduced below a +2 spell metamagic. Metamagic rods and Sudden Metamagic feats still work normally. Divine Metamagic also works normally, however Nightsticks are considered to grant the Extra Turning feat and the Extra Turning feat no longer stacks with itself. Thus, more than one Nightstick is pointless. In addition Divine Metamagic can only be fueled by Turn Undead, and not any other Turn abilities you might have.
10. Two Weapon Defense provides an Insight bonus to AC equal to the number of mainhand attacks you can make derived from BAB. Improved Two Weapon Fighting and Greater Two Weapon Fighting no longer exist. Two Weapon Fighting now grants a number of offhand attacks equal to the number of mainhand attacks derived from BAB.
11. A third feat exists in the Two Weapon Fighting line called Two Weapon Parry. It requires both of the previous feats and a BAB of 11. With it you can 'hold' a pair of attacks from Two Weapon Fighting, and use those attacks as an Immediate action against an attack made on you. This pair of attacks can either be your primary pair or one of your secondary pairs. If either of your attack rolls are higher than the attack roll of the attack, the attack is parried and does not harm you. If both attack rolls are higher, the attack is parried and if the attack rolls are also sufficient to hit the enemy's AC + 4, you hit them normally with your attacks. If neither are higher, the parry fails and the attack is resolved normally. You must choose to use your stored Parry before learning the result of the attack roll. Parries not used by the start of your next turn are lost.
12. Improved Critical and Keen stack. Happy birthday. In addition Improved Critical applies to a category of weapons rather than a single type chosen from the following list: Bludgeoning, Piercing, or Slashing.
13. Improved Sunder, and anything else relating to breaking magic items no longer exists. You can still tunnel through dungeons with your adamantine greatsword if you want, but the gods will smite you if you think about breaking that shiny magic sword. Just kidding, but seriously. Don't be a Sundertard. Not all of these effects are feat related, but the ones that aren't also do not exist. If they were needed somewhere as a prerequisite... well now you don't need them. Enjoy using your feats to actually help yourself.
14. Monks are proficient with their own bodies (finally! They still fail though). They are also automatically proficient with gauntlets, which are considered a Monk weapon and do the listed damage or their unarmed strike damage, whichever is the greater.
15. Craft feats no longer grant a discount on the gold cost of an item, and no longer have an XP cost. They still cost the usual amount of time, but are granted automatically to anyone with a sufficient caster level.
16. Monks suck a barrel of cocks. But if you really want to play one anyways, gauntlets are considered an unarmed strike and can be enchanted the same as any other weapon.
17. Vorpal now triggers on a critical hit, not just on a natural 20. Yes, I am aware that lets a fool with IC: Slashing and a Keen Vorpal slashing weapon behead people 45% of the time or so. It's a fucking +5 enchantment, it needs less fail and more awesome. To dual wield with it you need two such weapons, at a minimum cost of 196,000 gold. Also Vorpal was errataed so Death Ward blocks it, and if some dumbass is running around without Death Ward at these levels they deserve what's coming to them. This also makes Heavy Fort block it. See previous comment.
18. The Bane weapon enchantment also bypasses all damage reduction by creatures of that type, even if you could not normally bypass that type of damage reduction with that type of attack and even if that type of damage reduction normally cannot be bypassed at all! Now non Artificers might actually use it!
19. Weapon Finesse allows you to use your DEX modifier for damage bonus as well as attack bonus on any finesseable weapon.
20. Magic armor, magic shields, enhancement bonus to natural armor items, and deflection bonus to AC items have the cost of said properties cut in half. Thus armor and shields are 500 * bonus squared and natural armor and deflection items are 1,000 bonus squared. Magic weapons keep the same cost.
21. The maximum enhancement bonus possible on such items is now +8, not +5. Magic armor and shields can still only have up to +9 worth of special properties in total. Magic weapons keep the same limitations.
22. 50% increase to WBL. More treasure for you, more nasty things for enemies to use against you.
23. Maximum HP per HD on level-up.
24. No multiclass penalties.
25. Iterative attacks from Base Attack Bonus have a penalty of -5, non stacking. Yes, this does mean a 20th level Warblade swings at +20/+15/+15/+15. This penalty can be further reduced with feats. Improved/Greater Two-Weapon Fighting no longer exist.
26. Full attacks are a Standard action. You still need Pounce in order to benefit from charge based effects on a full attack.
27. If you have at least 1 BAB, you can Power Attack with any weapon you are proficient in and are treated as if you have the Power Attack feat without actually taking it. Yes, this does include ranged weapons. Call it a Headshot. Also see feat section.
28. If you have at least 1 BAB, you can Point Blank Shot with any ranged weapon you are proficient in and are treated as if you have the Point Blank Shot feat without actually taking it. Also see feat section.
29. If you have at least 4 BAB, you can Precise Shot with any ranged weapon you are proficient in and are treated as if you have the Point Blank Shot feat without actually taking it. Also see feat section.
30. You can become proficient with any weapon by training with it for (7 days - your BAB, minimum 1 day) and making an Int check. The DC is 5 for Simple weapons, 10 for Martial weapons, 15 for Exotic weapons. You cannot take 10 on this check. If this check fails you can try again from the beginning, but if it fails by 5 or more you cannot reattempt to learn that weapon until your BAB permanently improves.
31. You can become proficient with any armor by training with it for (14 days - your BAB + the armor bonus of the armor, minimum 1 day) and making an Int check. The DC is 7 + the armor bonus of the armor. You cannot take 10 on this check. If this check fails you can try again from the beginning, but if it fails by 5 or more you cannot reattempt to learn that armor until your BAB permanently improves. If the armor has other negative effects such as arcane spell failure or violates Druidic oath you still suffer those drawbacks.
32. Barbarians gain DR x/- equal to their Con modifier or their Barbarian class level, whichever is lower. This is in addition to the DR x/- gained at level 7, 10, 13, 16, and 19 and any DR x/- the Barbarian has from items.
33. Barbarians of level 11 or higher also have Mettle, but only while raging.
34. Monks get full BAB. Not that that will stop them from failing.
35. Paladin Smite Evil can be used x times per encounter instead of per day and applies to any attacks made for one round, including AoOs. In addition if you Smite a target that is neither Good nor Evil the Smite still has half normal effect. Note the change to Smite also applies to any other Smite abilities with the target lines changed accordingly.
36. Paladin casting is now Charisma based. Happy birthday.
37. Ranger's Animal Companion progresses at the same rate as the Druid's.
38. Warlocks can Eldritch Blast as an attack action as long as it is your turn. Happy birthday.
39. This is a fairly blocky one:
a) Craft (Poison) follows the same rules as Craft (Alchemy): you pay 1/3 of the cost for materials, rather than having to seek out sources for poisons.
b) 4 ranks in Craft (Poison) prevents you from accidentally inflicting your poisons on yourself via the RAW percentage chance. 8 ranks in Craft (Poison) gives you +2 to all saves against poisoning. 16 ranks in Craft (Poison) grants you immunity to all poisons. At 4 ranks and every fourth rank thereafter in Craft (Poison), you add +1 to the DCs of your poisons. Craft (Alchemy) adds +1DC to relevant alchemical items in the same every-four-ranks progression.
c) All Craft (Alchemy) and (Poison) DCs are reduced by a 5pt step -- e.g. a flask of Acid is now DC10 to craft rather than DC15. Items without a listed crafting DC will be houseruled as necessary based on their complexity and potency.
d) Crafting is now done by gp/week rather than sp/week. Specify the quantity you want to make before beginning crafting checks. For example, you want to craft 20 flasks of Acid, costing a total of 200gp. You make your DC roll at 11. 11x10 = 110gp; you completed 11 flasks that week. Items costing less than 1,000gp per unit can be crafted concurrently, with separate DC checks (aka you could make both Thunderstones and Acid in the same time period, rolling for each production process separately).
e) Thrown weapons (encompassing alchemicals and poisons -- what have been previously described as splash/grenade-type weapons) can be taken as the subject of Weapon Focus and Improved Critical in the same manner as Piercing/Bludgeoning/Slashing. Thrown weapons threaten on a 20, and a critical strike multiplies the DC of the thrown item by x1.3, rounded to the nearest whole number.
f) If you can sneak attack (this means you, Rogues), you add +2 to the DC of a thrown weapon per sneak attack die when you successfully sneak attack with one.
g) Thrown weapons which do pure damage without a DC instead have x2 crit and add typed sneak attack damage when used in a successful sneak attack.
That's all still fairly balanced because RAW thrown/splash weapons both require you to lose your WBL to be effective,
and suck a bag of cocks. Now they just require you to lose a slightly smaller proportion of your WBL to make attacks.
40. If you play a class eligible for free LA and choose not to take it, you may instead choose to add 1 point per level of LA you declined to a single ability score. This is applied after you finish your point buy and apply any other racial modifiers.
41. Due to the nature of magical practices in Vale society, particularly in regards to the Magistry, all wizards gain
Collegiate Wizard as a bonus feat at first level. Have fun.