Highlights:
- The scoundrel talent Fool's Luck no longer stacks with Skill Focus. (This was actually a house rule of mine, now made official.)
- Certain Force powers that targeted damage threshold now target Fortitude Defense with a size bonus: Force Grip, Force Slam, and Force Stun.
- Force Point Recovery can only be taken once now, not multiple times.
- Concealment and cover can protect against telekinetic Force attacks now.
- Wealth and Hyperdriven are clarified that their level is determined by all the classes and prestige classes that grant access to that talent, not just noble and scoundrel, respectively. So a Corporate Agent or Crime Lord will count their levels towards the Wealth payout, among others.
- The feat Acrobatic Strike grants only a +2 bonus now, not +5; also, it no longer stacks with Powerful Charge.
- Force Grip is now 6 squares and line of sight, not just line of sight.
- The Move Light Object application of the Use the Force skill, when used as an attack, is treated like a ranged attack; thus, it can be Deflected.
- You can't Vital Transfer yourself, and you can choose to heal less than the amount granted to prevent dealing more damage to yourself than you want. (You can still Dark Healing yourself, however.)
- To use any ability that affects characters with a Dark Side Score of 1 or higher, such as Dark Side Sense or Dark Side Scourge, you have to know they've got a Dark Side Point — i.e., you have to witness them committing an evil act, or they're obviously a Bad Guy (like a Dark Jedi, a crime lord, bounty hunter, stormtrooper, etc.). In essence, you can't activate them "by accident" (and also explains why the Jedi were never able to sense evil Palpatine). Further, when using the Sense Force application of Use the Force, you can specify that you are only searching for characters with a Dark Side Score of 1 or more.
- Force Thrust is slightly nerfed, as the target adds both their Strength bonus and base attack bonus to resist it. (Repulse from TFU already had this written in.)
- You have to roll a natural 20 on a Use the Force check to activate a power to regain all your spent Force powers, not just roll a natural 20 on Use the Force.
- The soldier talent Stunning Strike keys off of your damage roll, not your attack roll anymore. (Which is actually how I originally read the talent accidentally.)
- A critical hit with an autofire weapon will hit every target in the area, but will not deal double damage.
- When a Force power is Rebuked and reflected back, the effect is based on the original Use the Force check. If the Rebuked power is itself Rebuked, the effect is based on the Use the Force check for the first Rebuke.
- Involuntary movement (like Bantha Rush or a telekinetic Force power) never provokes an attack of opportunity.
- Droids do not count their starting hardware against their carrying capacity.