(avoiding enhancements in anticipation of the new enhancement system not being completely horrible)
General Stuff:
Air Elementals
Change from constant knockdown to once per 12 seconds, constant knockback to once per 6 seconds, give gust of wind a save, and give hobbits a check to stand from gust knockdown
Armor Bonuses on non-armor (bracers, robes, etc)
Add directly to physical resistance, but not stack with physical resistance of actual armor or benefit from bab
Balance
Any effect that would knock a player character down would allow the better of the normal bonus to avoid OR half the character's balance skill, whichever is higher
Disease Initial Save
If the initial save is made, the disease does not take effect (as per pnp)
Disease vs Heal Skill
Allow the higher of fortitude save OR highest Heal skill in the vicinity to remove(as per pnp)
Earth Elementals
Change earthgrab to have either a maximum range or require line of sight, if not both
Gelatinous Cubes
Change to not being randomly immune to negative energy damage
Giants
The sweep attack should not automagically knock everything back, and Tor giants shouldn't be immune to negative energy damage
Ice Mephits
Get rid of magic missiles; there are plenty of cold spells for them to use now rather than this 7 year old placeholder spell
Minotaurs
The charge attack should not knockdown/back on misses/dodges/incorporeals/etc, and disallow charging at close range
Mob Critical Hits
Make mobs roll to confirm their critical hits
Mob Impairment
Change (back) to make an impaired mob (stoned, stunned, held, sapped, etc) cancel their current attack and stop moving (more of a bug fix)
Mob Sneak Attack and Fortification Blowthrough
Only allow this to only happen on valid sneak attacks; when I'm fighting a mob face to face, it shouldn't get sneak attack critical hits
Mob Valid Target Checking
Change (back) to make mobs need to check whether an attack, spell, or ability connects both on initiation and completion rather than just initiation (more of a bug fix)
Mummy Disease
Require a melee hit to take effect (as per pnp), not just as a general aura
Mummy Fear
Once per character per mummy, not over and over at certain distances (as per pnp)
Object Induction (opening doors, pulling levers, etc)
Change to not be interrupted by trivial amounts of damage
Tome Eating
Change to a much faster rate
Race Features:
Dwarf Balance Bonus
Add the +4 bonus to any ability check, skill check, or save that can result in a knockdown, not just balance checks
Dwarf Poison Resistance
Should also grant 4 points of poison damage resistance
Dwarf Racial Enemies
Change the +1 to hit vs orcs and goblins to +5% to hit and the +4 dodge ac vs giants to +5% dodge
Halfling Thrown Weapon Bonus
Change the +1 to hit to a +5% to hit (or, heck, a +95% to hit, nobody would notice anyhow)
Size Bonus (just hobbits...for now)
Was +1 (5%) to hit, +1 ac (0% or 5% less chance to be hit), and +4 hide
Now +1 (+0% to +5%) to hit, +1 ac (0.01% to 3.5%), and +4 hide
Change to +5% to hit with proficient weapons, +1% dodge and max dodge bonus in heavy armor, +2% dodge and max dodge bonus in medium armor, +2% dodge and +3% max dodge bonus in light armor, +3% dodge and +5% max dodge bonus unarmored, and +4 hide
Warforged Rust Vulnerability
Was a stun (rather than merely 2d6 damage, reflex for half, as per pnp) to balance unintended earthgrab immunity
Now earthgrab immunity is gone, but expanded rust vulnerability remains
Change to 2d6 damage, reflex for half, with the extra effect affecting mithril and admantine body types with a 12 second slow with a fort save to avoid
Feats:
All Dragonmarks
Should regenerate charges at a rate of 1 per 5 minutes
Augment Summoning
Should also grant a -2 penalty to save vs charm type effects to minions
Combat Archery
Reduce minimum required Dexterity to 19 (since impermanent bonuses do not count...precedent: greater two weapon fighting)
Combat Casting
Also add +5 physical resistance while casting a spell
Crippling Strike
Let it still do a single point of strength damage if the cheater mob is on epic hard or elite and resists the two points
Epic Toughness
Allow Past Life: Berserker's Fury to qualify and reduce minimum required Constitution to 19 (since impermanent bonuses do not count...precedent: greater two weapon fighting)
Eschew Materials
Remove additional spell point cost, make passive rather than active
Extend Spell
Change to doubling of caster level of the spell rather than doubling duration (20 resists from an extended level 4 resist energy, etc)
Heighten Spell
Change cost from 5 per level heightened to (spell cost) / (spell level + 1) * (number of levels heightened)
{examples:
Niac's Cold Ray(1) cast at level 9: 4/2*8 = 16 (20 total cost vs 44 now)
Suggestion(3) cast at level 6: 20/4*3 = 15 (30 total cost; same as now)
Prismatic Ray(5) cast at level 7: 25/6*2 = 8.33 (33 total cost vs 35 now)
Finger of Death(7) cast at level 9: 40/8*2 = 10 (50 total cost; same as now)
Greater Shout(8) cast at level 9: 15/9*1 = 1.67 (16 total cost vs 20 now)}
Improved Sneak Attack
Reduce minimum required Dexterity to 19 (since impermanent bonuses do not count...precedent: greater two weapon fighting)
Magical Training
Grant to Bards in addition to the other primary casters
Mobile Spellcasting
Also add +5% dodge while casting a spell
Mobility
Also grant the max dodge bonus benefit to the unarmored
Overwhelming Critical
Reduce minimum required Strength to 21 (since impermanent bonuses do not count...precedent: greater two weapon fighting)
Past Life: Arcane Prodigy
Remove the reflex save from the ray
Past Life: Berserker's Fury
Is +20 hps (and other stuff)
Change to +<current level cap> hps (and the other stuff)
Past Life: Disciple of the Faith
Was +1 unarmed die step (+1 average damage at low level, +1.5 average damage low-mid level, +2 average damage mid level and up), +2 concentration, and a once per rest evasion clicky
Now +.5[W] unarmed damage (+1.75 average damage), +2 concentration, and a once per rest evasion clicky
Change to +.6[W] (+2.1 average damage), +2 concentration, an evasion clicky with a 5 minute cooldown, and grant that crummy Grandmaster version of improved unarmed combat to non-monks
Past Life: Druid
Should also grant a -1 penalty to save vs charm type effects to minions
Past Life: Fighter
Was +1 (+5%) to hit and +1 trip/stun/sunder DCs
Now +1 (+0% to +5%) to hit and +1 trip/stun/sunder DCs
Change to +2.5% to hit and +1 to all tactical DCs
Past Life: Initiate of the Faith
Is 5 charge per rest cure wounds and +2 heal
Change to make a charge regenerate every 60 seconds
Past Life: Ranger
Is +2 ranged damage and +2 elemental resists
Change to +2 ranged and thrown damage, +2 elemental resists, +1 natural armor per ranger past life
Past Life: Sneak of Shadows
Was 3 clicks of +1 (+5%) per 4 levels to hit while sneak attacking (and other stuff)
Now 3 clicks of +1 (+0% to +5%) per 4 levels while sneak attacking (and other stuff)
Change to 3 clicks of +5% to hit while sneak attacking per 4 levels (and other stuff)
Past Life: Student of the Sword
Was +4 to +16 (+20% to +80%) to hit 3 times per rest (and other stuff)
Now +4 to +19 (+0% to ?) to hit 3 times per rest (and other stuff)
Change to flat 95% hit rate for 20 seconds on a 5 minute timer (and other stuff)
Past Life: Warrior of the Wild
Was 3 charges of +2 to +5 natural ac (0% to 25% less chance to be hit) {Barkskin} per rest and +2 spot
Now (0.05% to 17.5% less chance to be hit)
Change to Ram's Might instead and add +1 natural ac to each ranger passive past life feat
Resist Poison
Also add a stacking 8 resistance to poison damage
Sap
Should work on enemies that are immune to mind affecting _spells_
Snake Blood
Also add a stacking 4 resistance to poison damage
Vorpal Strikes
Reduce minimum required Wisdom to 21 (since impermanent bonuses do not count...precedent: greater two weapon fighting)
Weapon Focus: <blah> (and greater, superior)
Was +1 (+5%) to hit
Now +1 (+0% to +5%) to hit
Change to +5% to hit with proficient weapons of <blah> type
Spells:
Armor of Speed
Also grant +3% dodge (more than haste; makes it useful and makes up for lack of footspeed boost)
Barkskin
Also grant +1 natural physical resistance with an additional +1 per 5 caster levels
Break Enchantment
Also remove a minimum of one randomly chosen deleterious enchantment, transmutation, or curse on friendly targets.
Cloudkill
Allow any amount of poison immunity to stop the Constitution damage (as per pnp)
Cometfall
Allow a player character to avoid the knockdown by making either of the two saves
Dimension Door
Change (back) to not vanishing if the caster moves too far away
Dispel Magic
Remove a minimum of one randomly chosen effect per cast
Freedom of Movement
Yes, that
Good Hope
Also grant the +2 bonus on ability checks
Greater Dispel Magic
Remove a minimum of two randomly chosen effects per cast or instantly banish a summoned creature
Greater Shout
Add 20% spell failure on a failed save
Haste
Also grant +2% dodge
Holy Aura
Also grant +4 protection physical resistance and correctly block irresistible dances
Mage Armor
Also grant +4 physical resistance that does not stack with that provided by armor
Mordenkainen's Disjuction
Remove a minimum of three randomly chosen effects per cast
Protection from Elements, Mass
Remove level cap
Protection from Evil (and Magic Circle Against Evil)
Also grant +2 protection physical resistance vs evil enemies
Shield
Also grant +1 shield physical resistance with an additional +1 per 5 caster levels
Shield of Faith (and Mass)
Also grant +1 protection physical resistance with an additional +1 per 5 caster levels
Shout
Also cause 20% spell failure on a failed save
Slow
Also reduce the target's dodge chance to half
Stoneskin
Also grant +5 physical resistance
Symbol of Pain
Change to a max duration of one minute vs player characters
Toughen Construct
Also grant +1 natural physical resistance with an additional +1 per 5 caster levels
Class Abilities:
Artificer/Wizard Scribe Scrolls
Change from super slow to merely mildly moseyish, at least in public areas
Barbarian Uncanny Dodge
Change from level 4 to level 2 (more of a bug fix)
Bard Inspire Greatness
Change the +2 to hit to +5% to hit
Monk 3xAir Finisher
Remove initial save and allow a save each 6 seconds thereafter; work against any enemy type
Monk 3xDark Finisher
Remove initial save and allow a save each 6 seconds thereafter
Monk 3xEarth Finisher
Remove initial save and allow a save each 6 seconds thereafter
Monk 3xFire Finisher
Allow epic and arcane levels to apply in addition to monk levels
Monk 3xLight Finisher
Allow epic and divine levels to apply in addition to monk levels
Monk 3xWater Finisher
Remove initial save and allow a save each 6 seconds thereafter
Monk Air Dark Air Finisher
Increase resave timer to 12 seconds
Monk Air Light Air Finisher
Change from a blur style concealment bonus to a cloudkill style concealment bonus
Monk Earth Dark Earth Finisher
Increase resave timer to 12 seconds
Monk Earth Light Earth Finisher
Change to work against all sleeps, stuns, and dazes (more of a bug fix)
Monk Fire Light Fire Finisher
Change the +2 attack bonus to a +5% attack bonus
Monk Void Light Void Finisher
Change the +5 attack bonus to a +10% attack bonus
Monk Water Dark Water Finisher
Change from Hold Person to Hold Thing Susceptible to Bleeding and increase resave timer to 12 seconds