KOTOR:
- The Melee Duelist prestige class's prerequisites have been changed to "Melee Defense, Rapid Strike, and Weapon Focus in any melee weapon." This means the Melee Duelist can now be played with any melee weapon, including a lightsaber (as was originally intended).
- Adhesive and Cryoban grenades have a 2-square burst radius.
- Massassi and Kissai treat the Massassi lanvarok as a simple weapon, not an exotic weapon.
- The Improved Energy Cell upgrade now costs only 1 upgrade slot.
- When using the Gladiator's Brutal Attack talent, you calculate damage first, see if it beats the damage threshold, then add an extra die if it does. (This is how I figured it worked anyway.)
- The Gladiator's Exotic Weapon Master talent now also shares talents across exotic weapons (such as Weapon Specialization).
- The Wound power only makes moving down the condition track persistent if the damage dealt by the Wound power moves it down.
TFU:
- The Corruption power only deals damage on the target's next turn if it exceeds the target's Fortitude Defense by 5 or more.
- Large races get a +5 bonus to damage threshold for their size, making Togorians and Whiphids more attractive options to play.
- The organization created by the Natural Leader feat continues to grow in scale as you gain levels.
- The Independent Droid's Independent Spirit class feature applies only to a single skill check or attack roll.
- The Saboteur's Device Jammer talent works on any particular equipment you choose with an electronic component, excluding droids, vehicles and weapons.
SAV:
- If you have the Knife Trick feat and you have a concealed weapon, you threaten squares as though you were armed with a melee weapon.
- The Superior Protective Armor trait granted by the Superior Tech feat adds 2 to the armor bonus to Reflex Defense.
- The Charlatan's Damaging Deception talent now only triggers on the next attack before your next turn that hits, rather than just the next attack.
- The Outlaw's Uncanny Instincts talent now works once per round, not once per encounter. (Thank goodness, as I couldn't figure out why anybody would take it otherwise.)
- All powered armor now has two extra upgrade slots; powered armor is defined as any armor that has "power" in the name (or some variant thereof), so a Corellian powersuit is considered powered armor.
- Two items combined by the Dual Gear upgrade each require their own power source.
- The last line of the Silverplate item upgrade should go with the Spring Loaded upgrade instead. (If you have the Quick Draw feat, you may draw the item as a free action once per turn.)
Also, the missing Bonus Feat sidebar for Scum and Villainy is included!
Jedi: Burst of Speed, Close Combat Escape, Impetuous Move, Impulsive Flight, Lightning Draw, Opportunistic Retreat, Resurgence, Slippery Maneuver, Stay Up, Tactical Advantage, Wicked Strike
Noble: Cornered, Friends in Low Places, Hasty Modification, Impulsive Flight, Opportunistic Retreat, Signature Device, Superior Tech, Tactical Advantage, Wicked Strike
Scoundrel: Burst of Speed, Close Combat Escape, Collateral Damage, Cornered, Deceptive Drop, Desperate Gambit, Duck and Cover, Fleet Footed, Friends in Low Places, Hasty Modification, Impulsive Flight, Knife Trick, Lightning Draw, Signature Device, Superior Tech
Scout: Burst of Speed, Cornered, Deadly Sniper, Duck and Cover, Fleet Footed, Resurgence, Slippery Maneuver, Stay Up
Soldier: Burst of Speed, Collateral Damage, Deadly Sniper, Impetuous Move, Lightning Draw, Resurgence, Slippery Maneuver, Stay Up