Spellcasters and artificers who can craft magic items can make 1000gp worth of items in one day over the course of 8 hours. If an item's market value is less than 1000gp, it takes a proportional fraction of the 8 hours to complete. If the caster so chooses, she may begin to craft another item with the remaining portion of the day. For example, if a wizard decides to scribe a scroll which will have a market value of 500gp, she will complete it in 4 hours. She may then begin to craft another magic item, perhaps even completing another two scrolls, each worth 250gp, in the same day.
A weapon or armour's enhancement bonus strengthens the materials from which it is made. Special abilities are powerful magicks that can only be held by magical materials of sufficient strength. A special ability can only be placed on a weapon or piece of armour whose enhancement bonus is equal to or greater than the base price modifier of the ability. Any lesser creation would be ripped apart by the power of the magicks contained within. For example, if a spellcaster desires to craft a weapon with the speed special ability, the weapon must have an enhancement bonus of at least +3. Such a weapon could also have the bane and anarchic special abilities, since the base price modifiers for these are not greater than +3, and the total equivalent bonus of the weapon is not greater than +10.
Bonuses, such as the human bonus skill point at each level and a rogue's sneak attack dice, are added as the very last step when making a calculation. For example, if a human fighter has an Intelligence of 5 (-3 modifier), he would receive 2 skill points per level: (2 [Ftr] - 3 [Int mod]) (minimum 1) + 1 [human bonus].
Rangers and any other class granting the favoured enemy or hated enemy ability add to their list of class skills. The new class skills are the Knowledge skill related to any creature type selected as an enemy. For example, a ranger with aberration as a favoured enemy would have Knowledge (Dungeoneering) as a class skill.
Any character who uses a familiar or animal companion as more than a friend (i.e. spy, combatant, mount, etc.) is granting the DM permission to treat that familiar or companion as a target in combat. If the creature is merely a roleplaying trait, the DM will NOT use it as a target unless it is story-related; you may trust that it is at least as safe as you, and immune to being targeted.