Edit: Habe bei Koldak auf dem Friedhof den Todesgrund erweitert...
Spoiler (Anzeigen)Chapter 1: Introduction, page 2
Chapter 2: Generating a Character, page 4
Chapter 3: Races, page 8
Chapter 4: Classes, page 12
Chapter 5: Skills, page 52
Chapter 6: Feats, page 76
Chapter 7: Equipment, page 98
Chapter 8: Description, page 120
Chapter 9: Combat, page 130
Chapter 10: Magic, page 154
Chapter 11: Spells, page 170
Chapter 12: Running the Game, page 290
Chapter 13: Additional Rules, page 300
Chapter 14: Nonplayer Characters, page 332
Chapter 15: Magic Items, page 340
Chapter 16: Glossary, page 388
Chapter 17: Playtesting, page 402
Character Sheet, page 404
Class Changes: A number of classes received a host of tweaks and changes based off playtester feedback. Here is just a taste of what you can expect to find. Barbarian mighty rage got a little bit cheaper to maintain (going from 4 points per round to 3). Cleric domains and wizard schools now grant bonus spells instead of spell-like abilities (although they maintain their supernatural abilities). Bardic performance DCs are now based off the bard's level, not his Perform skill check. Rangers now grant their favored enemy bonus to their animal companion, if they have one. Sorcerer bloodlines got a few refinements, such as Intimidate being changed to Knowledge (planes) for Abyssal sorcerers.
Combat Feats: Combat feats, as you might know them from Alpha release 3, are a thing of the past. Now the term refers to any feat that can be selected as a fighter bonus feat. Of course, most of the great combat feats have been retooled to fit with this change. Some feats even got an upgrade, such as Dodge (whose bonus now increases to +2 if you have 10 or more ranks in Acrobatics) and Arcane Strike (whose bonus increases by +1 for every five caster levels you possess).
Spells: Wizard arcane schools got revised for the Beta. The big change here is that wizards now choose the spells that they gain upon reaching 2nd, 4th, 6th, 10th, 12th, 14th, 16th, and 18th levels. These spells must be from their school and are set once selected. It should be noted again that these spells now act as bonus spells, not spell-like abilities. This change does not affect the supernatural abilities granted by arcane schools.
Other Rules: There are dozens of other small changes to the rules as well. Favored Classes now grant a bonus hit point or a bonus skill point. Recharging staves now only uses up the highest-level spell slot used by the staff. Cover rules were simplified into something that is quite a bit easier to adjust. Nearly every chapter received numerous changes based off your feedback and comments.
Equipment: All of the basic equipment is here, plus a few new weapons to round out the list. The starknife is finally part of the Pathfinder RPG, meaning that clerics of Desna now have the correct weapon. Although this material is not strictly "new," some of it has been carefully tweaked to fit with other rule changes.
Traps: The system for creating traps has receive a significant overhaul. Although the end result is mostly the same, the formulas now allow for traps that go all the way up to CR 20. When building a trap using the Pathfinder RPG rules, the amount of damage and average number of targets is now more important, meaning that traps that hit the entire party, draining far more resources, are of a higher CR than traps that only target one character. A trap's CR can also increase dramatically if it lasts more than one round. Here are a few examples.
Swinging Axe Trap: CR 1
Type mechanical; Perception DC 20; Disable Device DC 20
Trigger location; Reset manual
Effect Atk +10 melee (1d8+1/x3); multiple targets (all targets in a 10-ft. line)
Frost Fangs Trap: CR 7
Type mechanical; Perception DC 25; Disable Device DC 20
Trigger location; Duration 3 rounds; Reset none
Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40-ft.-square chamber)
Meteor Swarm Trap: CR 19
Type magic; Perception DC 34; Disable Device DC 34
Trigger sight (true seeing); Reset none
Effect spell effect (meteor swarm, 4 meteors at separate targets, +9 ranged touch, 2d6 plus 6d6 fire (no save on a hit), DC 23 Reflex save for half damage on a miss, 18d6 fire damage from other meteors (DC 23 Reflex save for half damage); multiple targets (four targets, no two of which can be more than 40 ft. apart)
Spells and Magic Items: Both of these chapters have been expanded to a gigantic size (with the spells chapter alone coming in at 120 pages). While much of the content in these chapters is unchanged, a number of spells and items received some updates in the Beta, mostly to bring them in line with the rest of the rules. Due to space concerns, some of the spells and magic items were cut, but will be available in a free web enhancement for the book, due out at the same time the Beta Playtest Edition is released.