https://www.reddit.com/r/Pathfinder_RPG/comments/82j4ua/glass_cannon_crew_sits_down_for_the_first_ever/dvarlin/This list is better compiled and more accurate. Use it instead.
Skills:
>10 of the dc is a crit on a skill check (for example, additional information on a knowledge check).
<10 of the dc is a crit miss on a skill check (if you fail? Bad things happen.) For example, failing an acrobatics check can give you the hampered condition (Hampered 5 means your speed is reduced by 5 feet).
Every character has Perception. Every (many?) skills are either trained, untrained or expert depending on your class, such as perception, which automatically adds a modifier equal to the levels you have in those classes. If you are untrained, you take a -1
Acrobatics is still a skill (in addition to Athletics). It was used to climb down a rope that was against a muddy hole (maybe the GM misspoke?).
Society is Knowledge (Local) and (Nobility). Untrained checks are made at a -1 penalty.
Setting up camp is a survival check (this might be module exclusive; it might be used as initiative if you are attacked in your sleep).
Athletics skill check to Grapple. It doesn't provoke and is considered an attack.
Athletics skill to disarm versus Reflex DC.
A Seek action can be used to determine what’s going on around you. Perception is the default skill. Arcana can also be used with this check to determine something is an illusion.
Recall Knowledge is another action you can do that will help you determine what a spell does.
“Leap Action” is a required action to get over certain obstacles. (Athletics?)
Gameplay:
You get hit points from your race, your class and your constitution modifier. (10 from Paladin; 8 From being Human)
Melee attacks with weapons you are trained in use your level plus your strength modifier.
Critical Hit: if an attack exceeds AC by 10 or more (even against touch AC).
Bulk is replacing carrying capacity. It is modified by Strength.
Exploration Phase: Each player explains what they are doing while exploring. This modifies what is rolled for initiative.
Initiative: Two players used Perception (they were looking), One used stealth (they were hiding), and one was trying to track down enemies and, had they been able to, they would have been able to Survival.
Players now have a Difficulty Class. So a player has a Perception DC that monsters will roll against.
Common Quality gives +0. Expert Quality item gives +1. Master Quality Weapon gives you a +2. Legend Quality gives +3. Poor Quality items are worse than Common Quality. The level of Craftsman you are determines the Quality of the items you craft. These apply to items that modify skills, or weapons that will modify to-hit.
There are no move actions, etc..., just 3 actions each round. You can take multiple attacks even at level 1, but each consecutive attack is at a -5. Agile weapon quality means you take a -2 instead.
Natural 1 on a Saving Throw against a spell causes the spell to do double damage.
Each component of a(n arcane?) spell is a separate action.
Moving takes an action. You can totally move 1 times your speed and attack twice, or move twice your speed and attack. Or move, attack and move again. Diagonal movement is the same (every other diagonal is double).
Step is a move action that doesn’t provoke reacts. It takes an action.
Every class in the game get “class feats” as they level up, roughly once every other level.
Flanking still gives you a +2 to attack.
Skeletons have weakness (positive energy) 2, taking 2 extra damage from channel. Skeletons have minor fire resistance.
Versatile lets a slashing weapon also be used as a piercing weapon (longsword).
Shield is a cantrip. It only has a verbal component, so you can cast it with 1 action and cast another spell with your remaining actions. “This counts as using the raise a shield action to give you a +1 bonus to AC. While the spell is in effect you can use the shield block reaction (hardness 4). After the shield is destroyed, you cannot cast it for 10 minutes. You can use the shield block action against magic missiles.”
You can shield bash without a feat.
Class Specific:
Illusion magic now has the ability to fool detect magic, unless the detect magic spell is of a higher level (as many spells level as you do)
Spellcasting Modifier is Level Plus Ability Score Modifier.
Quick Alchemy lets alchemists restore their elixirs (“minor elixir of life” is a first level thing), bombs and make limited alchemical items(?)
Clerics still get Light. You can only have 1 active light spell at a time.
Acid Splash now hits like a splash weapon. There is a reflex save to avoid damage.
Fighters can use the “sudden charge” ability to move double your speed and attack someone for 2 actions (it doesn't have to be a straight line). The fighter was level 1.
You can spend multiple actions to do a check for a bonus (this allowed a wizard to do an arcana+2 instead of a perception to notice something is an illusion).
You have to spend an action to actively defend with your shield to get any kind of bonus from it, but if you do you get a special reaction.
Shield Reaction: reduce damage you take from an attack equal to the shield’s hardness. Wooden shield has hardness 9. The shield takes the damage (but the damage is reduced by the item’s hardness).
Nimble Dodge is a Reaction that lets you add a +2 circumstance bonus in response to a single attack in a round.
Fighter gets three different reactions to choose from at level 1. That is their thing. One example is when someone moves away you get an AoO. Another example is when someone does a ranged attack.
You can pull our three alchemist bombs with one action. You can sheath a weapon as an action.
Lay on Hands is still Cha per day. It heals 1d4+[Spellcasting Modifier].
The medicine skill lets you treat characters who are dying.
Skill Unlocks are a thing at higher levels. The Medicine Skill Unlock lets you heal PCs hit points.
Cleric’s Channel Energy gives them a number of uses of the “Heal” spell per day. It’s the same as the spell anyone can prepare.
Heal Spell: 1 Action lets you heal any one target at touch. 2 Actions 1 target 30 feet away. 3 actions: every target within 30 feet. Works against undead to deal damage. If you use the full 3 action version, it will heal allies and damage undead. Otherwise, you have to pick “heal or damage”.
Channel only heals Cha modifier with 3 actions (at least at level 1).