Sdebeli said:
I've read the stuff, and mind you, rely on the data there, the changes are somewhat drastic in some cases.
The biggest change are the sheer options that some of the classes have, now. Rouge Talents, for instance, are a list of abilities you can choose from as you level up. They cover everything from improving your usage of poisons, to making backstabs more efficient, to allowing death attacks, to giving you X number of uses of certain low level utility spells per day as an 'arcane knack.'
The new flexibility granted by the class restructuring has actually made prestige classes almost completely obsolete. Depending on which Rouge Talents you pick, you can model your Rouge to be anything from Indiana Jones to an assassin to a spellsneak.
Some of the classes did get pretty big overhauls, though. Sorcerers in particular have been totally restructured, and are, in my opinion, much better off for it. They used to be shittier versions of wizards. Now, though, they have "Bloodlines." You pick a Bloodline when you first make your character (or when you take your first level of Sorcerer, if you're multiclassing). That Bloodline denotes the origin and/or nature of your sorcerous talent, and you gain bonuses, special powers, and abilities as you level up as a part of your Bloodline.
Example: The Celestial Bloodline
Your Bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.
Class Skill: Heal (Heal becomes a Class Skill for you)
Bonus Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).
Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted COmbat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.
Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature already possesses.
Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage +1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage +1 for every two sorcerer levels you posses. A good creatures cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.
Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. You also gain unlimited use of the wings of heaven ability. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).
And that's just one Bloodline. There are dozens. Stuff for Demons, Angels, Dragons, Elementals, Dijinni, and Fey. Some of them have your power resulting from an auspicious alignment of stars and planets. Others have you gaining your powers from the Far Realm. The Destined Bloodline has your sorcererous talent springing directly from a vague but powerful touch of destiny that is upon your family and, most particularly, you. There's even an Undead Bloodline, which can result from either an undead taint in your family (such as a vampire or lich relative), or some strange inexplicable magical power of your own (being born dead but spontaneously returning to life).
And those are just the vanilla ones. The Ultimate Magic supplement adds about a dozen more Bloodlines into the pool, so at this point, Sorcerers are so customizable that you're liable to never run into two that are the same, or even similar.
[EDIT]
I'm working on making a Metal Ooze. I've already worked out that I want it to have a fairly high DR (to represent the fact that it's living metal), but I'm not sure how far I should take it. I'm tempted to just give it DR/Adamantine equal to the Hardness of steel as a substance, but I'm not sure if that would be too much.
Also, Metal Oozes consume metals, which adds to their mass (and allows them to procreate by splitting off once they get big enough), but the process takes time, so they don't have any special anti-metal powers like Rust Monsters. However, it does mean that Metal Oozes tend to gather 'nests' of discarded metal objects, such as armor, weapons, and jewelry, which they treat much like a squirrel does hoarded nuts. I'm considering giving them the Double Standard Treasure designation to reflect this, but I'm not sure if DST would warrant making them more powerful to justify the increased reward. Is the DR enough for that? Or should they be tougher?
I've actually been toying with the idea that they might be living masses of Adamantium, (i.e. Adamantine Oozes), and that's where Adamantium comes from (Adamantium veins are the fossilized remains of Adamantine Oozes), in which case they might have a DR/Adamantine equal to the hardness of Adamantium, but I'm not sure if that's pushing it too far.
What do you guys think?