Just a few things to add since some of us have reached level 2.
* Synergy Bonuses: If you have at least 5 ranks in one skill, it may grant a +2 synergy bonus to a few other related skills. This table can be found here:
http://www.d20srd.org/srd/skills/usingSkills.htm#skillSynergy
* Skill Tricks. These are inbetween a skill and a feat in terms of capacity. Right now, a 2nd level character can only know one skill trick and they must meet any and all of that trick's requirements. Learning a skill trick costs 2 skill points. Using them is usually a rule of once per encounter or once every ten minutes, although some specific tricks may have different rules. Please consult either Complete Scoundrel or here
http://www.angelfire.com/wy/eventry/DD/Tricks.html (sorry about any pop-ups) for specific info on each trick.
* Advanced Combat. This is just a quick reminder of the thing you can do in combat besides swing a weapon. Further and full details are in the phb or d20srd.org
-- Coup de Grace: A full-round action that provokes AoOs, you use a melee weapon (or bow or crossbow, provided you're adjacent to the victim) to autocrit a helpless opponent. Helpless in this sense means the victim is bound, sleeping, paralyzed, unconscious, or otherwise at your mercy. The attack automatically hits and is considered a critical strike (plus any sneak attack dice). If the victim still manages to survive they must survive a Fortitude save (DC 10 + damage dealt). Undead are immune to being coup de graced.
-- Total Defense: As a standard action, you get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action. You can’t combine total defense with fighting defensively or with the benefit of the Combat Expertise feat (since both of those require you to declare an attack or full attack). You can’t make attacks of opportunity while using total defense.
-- Fighting Defensively: If you do so, you take a -4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round. You have to actually announce you're going to attack to declare you're fighting defensively, whether it's a single attack or a full-attack action (where you make every attack attack you're allowed).
-- Aid Another: An attack roll against AC 10 can either increase an ally's attack rolls or AC for the rest of the round.
-- Bull Rush: You move into an opponent's space and make an opposed Strength check. Success lets you shove the opponent back 5 feet, with an additional 5 feet for every 5 points you exceeded the check.
-- Charge: Use up your whole turn to move anywhere from at least 10 feet to up to double your normal movement and make a single attack action with a +2 bonus (and a -2 penalty to your AC until the start of your next turn).
-- Disarm: You make an opposed attack roll, which benefits from being bigger and/or using a 2-handed weapon, and if successful either knock the opponent's weapon to their feet (or snatch it into your hand if you used an unarmed strike).
-- Grapple: You wrestle with your opponent. This is pretty involved stuff so read up on it. It's a damn good tactic against spellcasters though.
-- Mounted Combat: Only certain horses can do this without provoking Ride checks every round. Since we're not all using mounts in combat I will say that several feats help it along and fighting opponents that are on foot while you're mounted is considered attacking from high ground (you gain +1 to attack rolls against them).
-- Overrun: As a standard action during your movement, you try to move through and over an opponent no bigger than one size category than yours. It's a bit complicated as well, but the good outcome it the opponent is knocked prone and you can continue your movement.
--Sunder: Similar to disarming, but instead of knocking their weapon away or snatching it into your hand, you simply try to break it. Furthermore, you may also sunder shields (and other carried/worn objects, though these use slightly different rules).
--Throw Splash Weapon: Certain weapons like flasks of acid and holy water can be aimed at a specific grid intersection instead of at an opponent. This is a ranged attack against AC 5. A miss indicates the weapon veers off course from the intended space, either right back at you or off in one of the 7 other main directions.
--Trip: You make an unarmed melee touch attack (which means it ignores shield, armor, and natural armor bonuses to AC) and if it hits, you then make a Strength check opposed by the opponent's Strength or Dexterity (whichever is higher). If you beat the check, the opponet is now prone. You can't trip someone more than one size category bigger than you.
--Turn/Rebuke Undead: Only relevant to clerics and paladins.
-- Two-Weapon Fighting: I'll simply list the modifiers to your attack rolls here. The modifier before the slash is your primary attack, the one after is the off-hand or secondary attack.
Without the Two-Weapon Fighting feat and off-hand weapon isn't light: -6/-10
Without TWF and off-hand weapon is light: -4/-8
TWF and off-hand weapon isn't light: -4/-4
TWF and light off-hand weapon: -2/-2