Really, this thread was started for two reasons: Report my experience, and solicit feedback/suggestions.
The DM's notes follow:
The Races available will be Human (Empire, Brettonia, Tilean), High Elves (+1 LA), Dwarves (+1 LA), Wood Elves (+1 LA). Because of the differing kind of Humans there will be changes in the ability scores, but the overall human will remain the same.
Empire (+2 Str, -2 Cha)
Brettonia (+2 Str, -2 Wis)
Tilean (+2 Dex, -2 Int)
+High Elves (+2 Int, +2 Cha), Gain Weapon Finesse, All spells cast are at +2 caster lvl
+Wood Elves (+2 Dex, +2 Wis), Gain Weapon Finesse, and Improved Weapon Finesse (damage is based in Dex bonus)
+Dwarves (+4 Con, +2 Str, -2 Cha) SR 1 + HD, Profession (stonecutter), Craft (Engineering), Craft (Weapon/Armorsmithing), Knowledge (Engineering) are class skills
Each Race will have a few special prestige class that will be available at lvl 5+, and Multiclassing can be done at lvl 5+. If you are interested please let me know. The special Presige classes
As for the normal Classes there are some adjustments that will be made, Especially for the Spellcasters. Which is why I will start with the martial classes.
Fighters will remain pretty much the same, except at 1st lvl fighters gain a morale pool, starting with the maximum pool being 1, and increasing by 2 every even level and 3 every odd level. Morale can be used to increase Attack bonus, dodge bonus, damage bonus, for 5 rounds. Each point can be spent individually. At 5th level when fighters spend their morale bonus it affects everyone within a 10ft radius around them. This increases by 10ft every 5 levels. At 10th level the Fighter can spend these points to give +1% miss chance to everyone within their radius for the entire combat.
Barbarians will also be remaining pretty much the same, except that the rage can be channeled, and the Barbarian gains a Rage pool similar to the Fighter, except the Barbarian can use these points to subtract attack bonus (of enemy units around you, this increases in range by 5ft every 5 lvls and for every 5 ranks in Intimidate), add damage bonus to self, and temporarily increase his/her strength bonus by +1 for every 2 points for 5 rounds.
Bards still remain singers, however they do not gain their arcane spells. Rather they gain bonus feats every 3rd level.
Dragon Shamans are not available b/c the dragons of the Warhammer universe are not quite as noble as they normally are.
Duskblades will still be available, however, they will be available to elves or those who are promised to the specific colleges, and will undergo spellcasting changes, however the abilities the duskblade gains is still the same.
Hexblades are only available to Chaos
Knights will remain the same, except they are only available to humans.
Monks also will remain the same except that when they gain at lvl 16 the ability to snatch bullets/deflect them with their bare hands (adamantine). They lose Knowledge (arcana) and gain Knowledge (history).
Ninjas will not be available as Cathy will not be accessable.
Paladins (Knight Templars) will not be available until lvl 5, and will keep their spellcasting abilities, use the Prestige Paladin as the use for becoming a paladin, except there will be certain abilities granted to those who become devoted to a specific church, like Sigmar, Mor, ... Also see Clerics for the changes in Turning.
Rangers will lose their Pet as well as their spellcasting abilities. In exchange they gain favored enemies & favored terrains each time they might gain a favored enemy. Also if going Ranged style mastery, the ranger increases his range with his weapon by 30ft at improved combat style, and an additional 60ft at Combat style mastery. For 2 weapon fighting style he increases the crit chance by +1 and crit bonus by 1. Rangers can choose to allowcate the spent skill point in knowledge (nature) to their favored enemies (every 2 points count as an additional +1) and every spent skill in survival to their favored terrain (every 2 points count as an additional +1).
Rogues will remain the same, except they gain full BAB procession (fighters BAB), and gain Knowledge (all skills taken individually, except arcana). Rogues often make the best Witch Hunters if they are zealous enough
Scouts will also remain the same.
Samurais will also not be available as Cathy will not be accessable
Wu Jens will also not be available as Cathy will not be accessable
Swordsages, Warblades, Crusaders, Binders, Shadowcasters, Warlocks, Truenamers, and Favored Souls will not be available
As it pretains to the casters, essentially all of the casters are being combined into one, as the magic system of the Warhammer setting all come from the 8 winds of chaos. If you are planning to play a spellcasting class see me personally for the spells that are castable via the different schools. Dwarves do not practice magic, as using it it forbidden except for the Chaos Dwarves, and slowly turns them into stone statues. I will lay out the basics of each of the classes here though. Magic users all suffer from the chance of something very bad happening. All spells involve rolling percentile die, and rolling a 1 or a 2 can cause very bad things to happen.
Clerics will be devoted to a specific god, and gain their domains from those gods still. Also what spells they gain access to depend also upon the god that they worship. Also they do not gain the ability to turn the undead, rather they turn chaos taint, and gain the ability to sense it. Clerics gain the ability to turn Daemons.
Wizards/Sorcerors do not change except they also only get spells from their specific college that they attend. They do gain differing benefits as well depending on what college they attend.
Druids are essentially the same as Wizards/Sorcerors, litterally, the druids 1 of 2 schools, those dealing with life and those dealing with beasts. Those dealing with Beasts (Ghur) will get their ability to transform into animals as well as summon animals. Those dealing with life (Ghyran) will get spellcasting
The Winds of Magic are:
Hysh - The White Wind - Collegiate of Light - Light
Chamon - The Yellow Wind - The Gold Order - Metal
Ghyran - The Green Wind - The Jade Order - Life
Azyr - The Blue Wind - The Celestial Order - Heavans
Ulgu - The Grey Wind - The Grey Order - Shadow
Shyish - The Purple Wind - The Amethyst Order - Death
Aqshy - The Red Wind - The Bright Order - Fire
Ghur - The Brown Wind - The Amber Order - Beasts
For the specific spells and changes to the body and new abilities gained by the different winds, please tell me. Also for High Elves there is an additional Magic source Qhaysh - The Silver Wind - High Magic and it has its own special benefits and is only accessable by Elven Wizards. And Dwarves have runes, for the benefits and the use of Runes talk to me if you want to use them.
Also keep in mind that especially for humans and dwarves (more dwarves than humans) that technology of equal value to the power of magic is indistinguishable from each other.
Random thoughts: magic items are low. So wish economy tricks, builds centering around items, etc, are out.
Basically, I need high guaranteed damage, and in this case, a Rogue, having full BAB, might not be too bad. The DM was ok with the Tome fighter, but thought that some of the scaling feats are broken, and wasn't happy about the Tome Fighter having all good saves.
We're starting at level 3, so I have some wiggle room, especially with LA, etc.