The following changes have been passed relative to the original Chainbreaker rule set. (And the extent to which they have been implemented). "Pending" means official but not yet listed on the other pages of this wiki. "Implemented" means official and listed on the others pages of the wiki.
Monk fighter weapon group and monk special weapon quality weapons have been merged so that any weapon that falls into both groups is now in the one, single group. (pending)
Alchemists count as spellcasters for all purposes. (pending)
EitR blogpost adopted as official. (pending)
Changed "attack" term used in magic to "hostile action." (pending)
Resilient Illusions arcane discovery clarified to only boost the DC to disbelieve (needs to be implemented when arcane discvoeries are imported)
Imortality arcane discovery clarified to prevent death from old age (needs to be implemented when arcane discoveries are imported)
Clarify how SLAs work compared to spells and state that SLAs can be countered (needs to be implemented)
FAQs and errata ruled to be officially part of the Chainbreaker rules by default, though specifics can be discussed (big project to implement)
Trapfinding restrictions have been removed so that anyone can disable magical traps. Classes and archetypes that had a feature to find magical traps instead receive the following: They add 1/2 their level on perception checks to locate traps and on disable device checks (minimmum +1). When they fail a disable device check by 5 or more on their first attempt to disable a trap, they may immediately attempt a seond disable device check. (needs to be implemented)
A new skill organization scheme has passed (needs to be implemented)
Passive perception has passed for certain skill uses (needs to be implemented)
Magic item creation costs have been raised to 75% and this cost cannot be lowered (needs to be implemented)
Spontaneous full casters have had their spell progression accelerated to match prepared full casters (needs to be implemented) https://docs.google.com/spreadsheets/d/1x7zHwQ1tcL8WLF4G_85rGXNIlVvFfN7y4Msg9HJcbYQ/edit?usp=sharing
All sneak attack has been upgraded to function as unchained sneak attack for the purpose of functioning even when dealing with normal concealment (needs to be implemented when other forms of sneak attack are implemented).
Haunts can be identified with a Successful Knowledge Religion Check (10 + CR). If you exceed the check by 5 or more, you can learn more information. (needs to be implemented) Additionally, When a knowledge check reveals destruction conditions, the information is typically rather general, such as 'A nearby creature needs to be slain' rather than detailing the name and type of that creature.
Adjust Mystic Theurge prerequisites to be the following: Spellcraft 4 Ranks, 3 levels in a single class of one casting tradition, and 2 levels in a second class with a different casting tradition (needs to be implemented)
Change the Skald's Raging Song ability to the following: If a raging song affects allies, when the skald begins a raging song and at the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song’s effects last until that ally's next turn or until the song (needs to be implemented)
Add the following line to Eldritch Heritage, Believer's Boon, and similar feats: If this [bloodline power/domain ability/etc] is a spell-like ability, its spell level is equal to the spell level it has when gained by an actual [sorcerer/cleric/etc] (needs to be implemented)
Delete the spells known faq from implementation. (needs to be un-implemented)
Made it easier for witches to add spells to their familiars. https://docs.google.com/document/d/1Suq33b3tSNFhlqXP4qOaGceCZDgdcaOnhyZk2hqweZo/edit?usp=sharing
Overhauled wealth generation.
Altered spell learning for sorcerers.
Defined falling speed after the first round.
Unchained rage damage bonus applies to all ranged damage rolls that use strength.
Altered spell learning of prestige spellcasters
Your equipment is no longer damaged when you roll a nat 1 on a saving throw.
Cantrips for quarter casters like paladins.
The evil eye hex is now a curse effect, not mind-affecting.
Fixed a rules contradiction on potion identification.
Guidelines for adjusting monsters to account for (EitR) Elephant in the Room.
Specify that environmental damage has a type and thus resistance and immunity apply as normal.
Edit the poison use class feature
Added to the rogue's class skills.
Consolidate Craft into fewer categories
Background skills are the default. (implemented)
The unchained version of classes are the default. (implemented)
Fighter, paladin, cleric, and sorcerer have had their base skill ranks increased from 2 to 4. (implemented)
Rogues get skill unlocks and all other classes can take the signature skill feat. (implemented)
Anyone can take the signature skill feat multiple times for different skills (implemented)
Clarity added to the knowledge section regarding what information is gained from monster identification checks (implemented)
Redefined "dead" to clarify that corpses count as objects and improve wording (implemented)
Explicitly rule to take max hp at first HD and average rounded up thereafter. For simplicity, rule that animal companions and eidolons get average of their HD rounded up at ever HD, which is a small buff. We leave it up to the GM whether to apply this to monsters or not (implemented)
Mundane crafting rules overhauled. (Implemented)
Replaced the traits system with just a few traits that are not as locked in to flavor (needs to be implemented)
Remove Alignment Restrictions from Barbarian, Hunter, and Shifter (Barbaian Implemented, Shifter and Hunter needs to be implemented)
Change the Alignment Restrictions from LG and CE to "Any good" and "Any Evil" respectively for Paladin and Antipaladin (Implemented for Paladin, needs to be implemented for Anitpaladin)
Buffed all non-full-casters to have two good saves (implemented for core classes, needs to be implemented for non-core).
Forgemaster cleric archetype revised.
Replace all instances of rage and rage-like abilites with: While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, Fort saving throws, Will saving throws, Strength-based skill checks, and Strength checks. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). (implemented on barbarian, others need implemented)