I forgot to add in the +3 class skill bonus for the leadership example, now the math makes sense, thanks.
For Renown I use a similar system to how fantasy craft does theirs. If I would build my own:
For skills it is hard to balance since the current power level in the pathfinder system is spells then class abilities then feats then skills. Bring up skill power means you can underpower quite a few other things, plus one skill should not overshine another (right now +16 acrobatics allows limited flight, how to you balance that with +16 ride or +16 climb?).
Kirth, started looking over Feats.
P 1 Does the +2 to the DC saving throw for ability focus need a bonus descriptor?
P 1 Ancestral Weapon. With the new numen rules it would need a rewrite. I am not big on the feat though (spend a feat just to have my weapon stolen) and maybe it should be cut?
P 5 under leadership the 16 ranks ability, it should depend on character not fighter level correct?
P 5 the leadership potential calculation example seems off, I think when you changed the calculation you altered how the example would work out.
P 5 for the leadership feat, if you are using the special feature (other skills for specialized followers) you still need diplomacy 1 rank as a prereq correct?
P 7 under oath, you are using bonus and boon interchangeably, was that intentional?
P 9 to be alphabetical paragon of insight should be before paragon of intellect.
Is it intentional that Social training and Moral training’s prerequisite skills are not required to be class skills like stamina training and strength training? (is it a physical vs mental attribute boost difference)?
Finally for skills as an aside, why is it that Craft alchemy is used for making spirits and beer? It seems off that a wizard with this feat gets to make all kinds of potions along with beer, but a fighter is regulated to only being able to create beer and spirits when they are spending skill points on that skill.
Kirth, I have been looking through the skills section (slowly) and found a few things.
P 1 The ranger’s free skill ranks are now Endurance, Handle Animal, Perception, Planar Sense, Stealth, and Survival
P1 Sixth Sense is now a feat rather than just a rogue class ability.
P1 The last sentence of the first paragraph should now read something like “8th level and not be eligible to gain the sixth sense feat’s benefits”
P2 I would propose changing the acrobatics wording to “narrow surfaces, rooftops, ship rigging, trees, or uneven or unstable ground without falling.” Since you already included types of forest in your table (with forest type getting more difficult as the tree density decreases) I think you intended that to mean tree traveling (but the dense forest, medium forest, sparse forest is never explained in the table so I could be wrong). I would also then change the table heading to surface width or terrain type. The terrain types I would add (in addition to the forest types) is travelling across flat rooftops, travelling across slanted rooftops, travelling across floating objects (logs, alligators, row boats) and ship rigging.
P3: I believe you wanted to remove slow fall and water walking from the task DC table since they now fall under class skill benefits.
P3: Does the nimble moves ability apply to water walking and wind stepping (i.e. with a acrobatics skill of 15 you do need to make a check if you are only water walking across 25 feet of water)? I would suspect it would not apply but it should be spelled out.
P3: For wind step, something similar to the following clause should be added (just like the water walking section) “if you do not reach solid ground by the end of this movement, you immediately fall unless you succeed at another check.”
Finally, "editor in chief" is fine with me, I would be honored.
for edits, note P = page
under the equipment chapter.:
p2 Would you like to add the comment “If you use your shield as a weapon, you lose it's AC bonus until your next turn. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.” Under heavy shield martial proficiency?
P22 near the bottom it should be “a” rough exchange table.
As an aside, you state xxx gp, in the special materials section. Would you like to change all the final gp references to numen references?
P 25 Under enhanced companions “(see spell effects, below)” should be above.
P 25 Pseudodragon is misspelled in enhanced companions.
P27 for medium armors, the +1 enhancement bonus should start after + 4 correct? It is unlisted for medium armors and one could assume either hide +4 or scale +5 but for simplicity sake I assume you want only one number (and hide makes more sense)?
P27 for stone: simulated and bastard are misspelled.
P28 the last bullet point under adamantine should be weapons correct?
P30 is there a benefit to have darkwood weapons? Nothing is listed but in the SRD the weapons weight used to be reduced by half.
P 31 the abysium weapons need a gp cost (looks like sickening strike at +6 BAB so 12,000 gp)
P 31 Astral drift metal, did you need “weapons” in the first bullet point since you have a weapons bullet point below?
P32 Celestrum first bullet points should be “light” armor and shields. Also the heavy armor bullet point should be gp not hp.
P 33 For greensteel armor what is the total numen adjustment price?
P34 the total numen adjustment for stygian ice?
P34 what types are the penalties to Inubrix (likely alchemical for hardness and enhancement for the to hit and damage.
P33 for Blue ice, the first bullet point should be “light” armor and shields. For weapons should it be see above to calculate appropriate weapons cost?
P34 the weapon cost for rattling strike, would that be 12,000 gp (feat with a +6 BAB)
P 35 for obdurium, oerthblood, and proteum the bonus to hardness is an alchemical bonus correct? Also it is intentional that oerthblood’s bonus to hp does not scale like most of the armors do (light, medium, and heavy)?
P35 the pearlsteel bonus to weapons, is the 2000 gp addition correct?
P36 for pandemonic silver, the hurricane wind should likely by 75-174 rather than to 154 (since tornado starts are 175.) and the penalties to hardness and hp are alchemical correct?
I looked over the introduction section. Very minor edits.
Do you use insanity saves? I do not see them listed and would suspect they would end up being intuition saves modified by wisdom (since a 0 wisdom leads to insanity).
For Alignment, do you rule that clerics and archivists must have an alignment just like paladins?
CMD is equal to 10 + CMB “+ plus” the following AC modifiers (if applicable): page 11
Clever Positioning: When using the Reposition maneuver (see below), page 12 (the reposition maneuver is above).
An enemy being moved by a reposition does not provoke an attack of opportunity because of the movement unless you possess the Improved Bull Rush feat “and a +11 BAB”. (greater bull rush states you need a +11 BAB to provoke attacks of opportunity)
I noticed that as written fighting defensively and the total defense option seem to give an equal penalty to attacks of opportunity, I was wondering if the total defense penalty should be higher.
These rules supersede the normal Pathfinder rules for Readied Actions and Delay. Duplicate wording on page 14
Under take a breather, the +1 bonus to attack, damage, or saves is what type of bonus?
Thanks, I am looking at equipment next and will post anything I notice as time (which I seem to have very little of) allows.
Congratulations on finishing this endeavor. It is amazing to think about how many years this was worked on. I would love to take a look at the final product (and slowly send some editing feedback if there is any left to do). This will be the 5th? edition of these rules I think.
And happy early birthday to you Kirth.
For the Prestige Paladin:
To continue for cleric
In the cleric document
Kirth for the monk
I looked over the druid.
You still list life bond in your type of bonds table, but it seems you merged it with the domain bond. This also comes up because there are some some life bond references in the druid feats, likely they should change to channel energy.
Looking over the Animal initiation may want to update some of the bonus feats (like greater wrestling maneuvers).
Finally, for the spirit shaman the description seems like only they can use the dispell chaos/law/evil/good spell to end possessions, is there a reason you did not just errata the spell for all the classes with access to it.
Baphomet in the cleric document in missing his first level granted spell and the spell level number progression is funky (1st 2nd .... 15th 17th).
Cyth-vsug is missing the 11th level granted spell and creeping doom should likely be 13th not 7th.
For rogue's slippery mind ability, do they need the iron will feat before the greater iron will portion of the ability kicks in or can they wave the prereq?
Also under silver, pandemonic, you may want to reword the begining section so say something like "including penetrating damage reduction and the addition to Craft DCs. They can penetrate damage reduction as if chaotically-aligned"
Also the Hurricane wind strength in the table likely should be 75-174 (rather than 75-154)
I looked over a few of the documents. I am not able to be as detailed with feedback right now but I can point out some issues.
For skills you rolled drive, administration, and linguistics into knowledges and professions but you still list them separately in the class right ups. Since they now count in the profession and knowledge (all) category you do not need to list them separately anymore.
For the feats you still list Bones mystery (in the spells, feats, and cleric feats document), this also is the same for the mercy mystery in the cleric feats description (should be the life mystery)
Was not adding a sorcerer and battle sorcerer archetype for the paladin intentional, they would seem to have good synergy.
You seemed to have removed first blood but it is still listed in some of the feats in the feats document and a lot in the equipment document.
For some of the mysteries you gain greater spell focus at 11th level and in others 9th, is it intentional that they are different?
A lot of the mysteries revelations still refer the cleric, wizard, and oracle level which I think are cut and paste errors.
In the incarnate "planar body" it should be "a" planar adaption spell not “an”.
The life and oracular mysteries do not seem to be on par with the others, I don't know if you would want to flesh them out more (life could get some undead fighting powers, for the oracular mystery I like some of the void powers from the dragon empires player guide).
For the rogue swarm dodger description, I am a little confused with the improved evasion power since you seem to be able to already avoid damage with the regular evasion ability.
The 3rd day of rogue's luck happens at 17th level rather than 16th level in the table, which does not match the description.
For rogue, advanced combat talents and advanced skill talents do not match their descriptions.
Sabotage item could be clarified, the table makes it seem each task is a separate attempt but the descriptions allows for one attempt with different effects depending on how much you beat the DC by.
For ranger did you consider giving things like snow vision, dust vision, and mist vision rather than cold resistance, heat resistance, and sea sickness immunity? I guess I like rangers to be able to guide through snow storms, sand storms, and thick fog rather than rolling around naked in the snow or running through the Sahara desert in full plate mail with cold and heat resistance.
For the small sword is there a reason you get finesse with the simple proficiency but not with martial and exotic?
For the Archon martial path in sorcerer, you refer to "greater" sudden metamagic (quicken), how is that different than sudden metamagic?
Also if you take the sudden metamagic feat and choose the sudden spell how often would you be able to use it (I would assume it defaults to the +1 category (3 x a day) but a + 0 level metamagic feat is not addressed).
It is hard to believe that these are almost done. With my daughter being born a couple weeks ago it will likely be some time after April 1st when I get to read these updated documents, but it will be really nice to have the "final" rule set.
I am glad a few others came on board to do some proof reading also, it is nice to see and shows how inspiring this rules rewrite is.
Good luck during this last crunch week.
Sorry, I was refering to the sentence: You gain a like bonus to your CMB (CMD) for defending against these maneuvers as well.
For a "fighter bonus feat", I was hoping to rephrase it to state "a character with fighter levels that has selected this feat". It is hard to remember if one took the feat with their bonus feat, before or after they multiclassed, etc.
Finally, were you able to look over the edits to the sorcerer and wizard at the bottom of page 5. I figure you did but you did not post anything.
From the feats document:
Under the chaotic mind feat: you reference the zen warrior fighter talent that I believe was removed.
Under favored terrain: you state that it does not scale as a druid’s does, could you just say it does not scale instead?
Under the oath feat: you reference the multiple oaths feat in the last sentence, I believe it was removed.
For the resistance feat: Was it intentional to make it only for full BAB classes? Keying it off BAB rather than character level seems to make that the case.
Under the storm lashed feat change profession (sailor) to profession (sailing)
Under Familiar shadowform: is the feat still necessary since one now has the incorporeal familiar choice.
Under Urgent Shield: how long does the shield last once summoned?
Under Spell Mastery: remove the reference to read magic.
Under Spell Perfection: Change enlarge spell to reach spell.
Under Split Slot: Change references of Arcanum to feat.
Under Dodge, critical: I believe that improved uncanny dodge has been subsumed by the uncanny dodge feat.
Under feint, improved: you reference tricky maneuvers in the special section, did you decide to keep them as a maneuver choice?
Under the giant slayer feat: it should probably provide feat bonuses rather than racial bonus to attacks.
Under mounted combat: Change the ride skill references in the second paragraph of the benefit section to handle animal skill checks.
Under the bull rush, improved: Under the benefit section near the end of the 1st paragraph did you mean CMD rather than CMB? This also happens under the improved overrun feat.
Under the Critical, improved feat: delete the reference to a fighter bonus feat.
Under impaling attack feat: change the prereq reference of improved wrestling maneuvers to improved grapple.
Under power throw: The +11 and +16 abilities seem to be the same.
Under Distracting Lure: The prereq armor specialization should be Heavy Armor Optimization I believe.
Under redirection: Change the save reference of “half your monk level” to “half your character level”, also under synergy change improved forcing maneuvers to improved bull rush.
Under insightful strike: The BAB progression seems off, I think that abilities progression may be out of order (the +16 ability should maybe be the +6 ability?).
Under Severing strike: Change references to stroke of precision to severing strike.
Under demonic obedience: what is the benefit of the resistance gained equal to?
For the equipment document:
For the light shield you state that a shield enhancement bonus does not work for a shield bash attack, do you want to make a clause to that effect under the heavy shield also?
For you weapons table, the kestros was not added. Also do you want to create a separate entry for spiked shield and armor or just default to the normal pathfinder rules.
For the garrote, cord, garrote, wire, whip, and net: change references of improved wrestling maneuvers to improved grapple
The flails and whips description should come before hammers and picks to stay alphabetical.
I feel a little better about the intuition addition now, though I still would like to see how play testing treats it (and the work it causes will be huge I fear). Also I think the Bleed out option in endurance did not make it to the document posted online since I did not see it under endurance in my print out.
Having divination spells target intuition is good.
Also even with the toning down of the perception skill I still would count it as a benefit under wisdom. Back in 2nd edition I used an old dragon magazine suggestion to make 5% x your wisdom = perception, ever since that time perception had always been a core ability score for all my characters in 1st and 2nd edition.
I have been thinking about the 4 saves change and came up with a few questions/observations:
I looked over the spells and discovered how few spells actually are charm spells, most of the save or suck spells are compulsions. That being said dividing up charm spells to intuition and compulsion spells to will create three saves (Fort, Will, and Intuition) rather than two that are able to knock a player out of the combat with one roll (save or suck). This would seem to weaken the non-spell casting classes more. Allowing spell casters a new weakness to exploit seems to only strengthen them, especially the casters that are able to change out their entire complement of spells each day to vary their offensive options (i.e. the wizard and cleric).
I was also wondering how often making an intuition save would really matter. Yes against charm spells it is key, but I could only find 8 spells designated as charm spells (5 of which are the spells with charm in their name) when I looked through the list of spells I use (Core spells and select others), and honestly if I had to choose to defend myself against compulsion spells (most of the save or suck spells) or illusions and charm spells, intuition would be the minor save to focus on.
Am I missing something or was that intentional?
sorcerer and wizard:
Change you begin play with 4 zero level spells to 3.
The Blast metamagic ability is gained at 4th level and so it probably should come before the rapid metamagic ability that is gained at 5th level.
Under aberrant form: you gain 100% immunity to crits and sneak attack under the unusual anatomy ability, gaining it under aberrant form is redundant.
Under Bloatmage: change the bonus feat enlarge spell to widen spell; under the eldritch blast’s great blast ability I believe the description in the parentheses after fell nausea is redundant; under bloat one should gain bloat once a day at 9th level rather than 8th, and at the end of description of bloat change “begins” to “begin”.
Under celestial: change the bonus feat defend ally to shared shield.
Under dreamspun: change the bonus feat improved tricky maneuvers to improved feint.
Under elemental, earth: change the bonus feat improved and greater forcing maneuvers to something like improved bull rush and improved overrun.
Under the Fey bloodlines: interestingly the fleeting glance ability is a (Sp) or (Su) ability depending on the bloodline, should they be consistent?
Under the Djinn eldritch blast greater blast ability, do you want it to reach hurricane wind force at 19th level?
Under Hag: you state they can gain ogres and hill giants as followers both under the bonus feats and the bloodline arcana.
Under Incantatrix: what do they gain damage reduction to?
Under Maestro: did you want to give them the bonus feat disguise spell rather than the spellsong feat?
Under the sevenfold veil: Should the bonus feat arcane shield be urgent shield instead?
Under the shadow bloodline: change the bonus feat improved tricky maneuvers to improved feint.
Under the spell thief: change the bonus feats improved and greater tricky maneuvers to improved feint and ?? (uncanny dodge is a possibility)?
Under stormborn: change the bonus feat enlarge spell to widen spell, also since the bestiary 2 gives stats for lightning elementals would you like to allow this bloodline to summon lightning elementals rather than air elementals?
Under Verdant: do you still allow the steal maneuver (under the tanglevine ability).
You give them the bonus skill spellcraft and it also appears on the wizard class skills, is that correct?
Under the runic wizard ability did you want them to gain a competence bonus to linguistics rather than spellcraft?
For the abjurer protective ward ability: I think the “for one round” comment after the deflection bonus to AC is an error since you state it lasts for a number of rounds equal to your intelligence bonus earlier in the paragraph. Under mental backlash you should gain this ability at 12th level rather than 7th level.
Under the evoker’s counterfire ability: you state they gain this ability at 4th level twice.
Under the elemental fire master specialist ability change the enlarge spell feat to widen spell.
Under the witch hex aura of desecration, do you want the increase to the negative energy and turn resistance DC to scale?
Under the witch hex water lung, do you want it to be 1 hour/level rather than 1 minute, it seems really short otherwise.
Also creating four saves is... much more complicated. Very interesting choice, let me know how it works.
I looked over the Adventure paths and would like to see the following in the bestiary 4:
There are minor differences between the druid and ranger wild empathy, did you want to combine them?
In the Ranger lore section the table is missing the outlaw ranger choice.
The Ascetic hunter still references the monk’s stunning fist ability which I believe was removed.
For the favored enemy adaptation, you changed a lot of the racial feats for the civilized humanoids, you may want to update the feats allowed (an state which race they are linked to).
For the giants and monstrous humanoids throw anything was updated to catch off guard I think.
For the ordained hunter and ranger mage, did you want to state “minimum zero” after the ranger level -3 when determining caster level?
Runecaster refers to bard level rather than ranger level.
Under combat styles there were a few feats/abilities I could not find: Pinpoint targeting, Great throw, Sleeper lock, decisive strike, versatile student of war, devastating critical, shared shield, vigilant defender, and greater power attack.
few more things:
For the Cleric:
For bonus feats, I believe that channel smite is now channeling strike correct?
For the Fire and Winter domain’s 20th level ability, I believe that the Enlarge spell feat is now the Reach spell feat.
For the Protection domain, I could not find the defend ally feat, what did it change to?
Under the sun domain: the granted powers heading seemed to be deleted, unsure it if was something I did or if it was on your copy also.
Under the Thievery domain, did you want to treat sixth sense the same way you treated it with the Halfling paragon?
I did not see power over shadow in the feats section anymore, did you just want to grant the 20th level travel domain the shadow walking skill with 20 ranks?
Under Animal Devotion’s special heading, change references to turn or rebuke undead to channel energy and channeling uses.
Do you want to allow sorcerers with the shadow bloodline access to the umbral shroud feat?
Fire devotion under special, change the reference to rebuke uses to channeling uses.
Under merciful healer, do you want the removal of poison and disease to be automatic, or will it just grant the recipient an extra save against the effect that does not harm them if they fail?
For the Knowledge devotions I believe that the Student of War and Battle leader feats have been combined into the skills section, also the dread secret feat is now automatic in the dark knowledge domain.
For the Druid, second to last paragraph in detect spirits erase the “turn to”.
Wild empathy: Can you attract elementals with your leadership feat? At 18th level do magical beasts with an intelligence score less than 3 need to make a will save to attack you?
Hierophant under the animal shaman is misspelled.
Arcane Hierophant: under spell theurgy delete “number of” before druid caster level.
Under ascetic druid under martial artist, I assume their unarmed attacks damage progress like the monks correct?
Sorcerer: I noticed that the table 1 Spells known for the sorcerer (1st level spells) does not match the favored soul’s progression.
Under spells, in the second paragraph favored souls should gain 3 rather than 4 0 level spells and one rather than two 1st level spells of their choice. Also the references to table two in the second paragraph should reference table 1. Finally you do not mention them gaining bonus mystery spells, would you like to add a reference to that fact?
Under divine mystery second paragraph, change the reference to table 2 to table 1.
Under Aspirancy, change divine reflexes to you gain lighting reflexes as a bonus feat for your favored soul class.
Under Athar delete the reference to xp cost under the steal spell like ability revelation.
Under the battle mystery, delete the reference to great bull rush under maneuver mastery.
Under the Cult mystery Madness revelation, delete the reference to using your charisma modifier for Will saves rather than wisdom.
Under the Flames mystery change the cinder dance revelation to granting the surefooted feat rather than acrobatic steps. Under the energy penetration revelation delete reference to the greater spell penetration feat. For heat death, do you want to place a limit to how often this ability can be used a day? Do you want to have the searing flames mystery grain searing evocation as a bonus feat instead, except that spells modified by this feat to not take extra time to cast or a higher level spell slot? For the Elemental focus do you want to remove all the water spells, or still give them a choice of what element to remove from their spell list?
Under the frost mystery: Under the energy penetration revelation delete reference to the greater spell penetration feat (this also should be done in a few other mysteries also). Do you want to turn flash freeze, numbing cold, and piercing cold into flash frost, numbing cold, and piercing cold evocation bonus feats instead? Ice magic should likely require you to remove all the [fire] descriptor spells from your spell list. Finally for the final revelation you should gain improved great fortitude correct?
For the life mystery, did you really only want to grant 1 + the char modifier channeling times a day for the channel revelation?
For the mercy mystery, did you want to combine the combat healer revelation with the battle mystery revelation of the same name, only allowing a mercy favored soul to select it at 1st level instead?
For the Nature mystery: the natural divination revelation can state “as the juju mystery of the same name” since they appear to be the same. For wild speech the wild empathy ability could be as a druid of equal level as your favored soul level.
For the Stone mystery change the 20th level’s reference to the extend spell to the reach spell, do this also for the Wind mystery.
For the water mystery the storm revelation and the frost mystery winter storm revelation are the same, you could combine them.
Fighter: some of the knightly order chanllenge give a morale bonus to attack should this stack with the normal morale bonus to attack the challenge fighter talent grants? The riposte talent's special section still refers to greater weapon maneuvers. Under the banner ability the table's attack bonus and the description's attack bonus does not seem to match.
For the bard:
Do bards suffer the 5% spell failure penalty when they are using a buckler?
For bard spells: they start play knowing one rather than two spells of their choice correct?
Under the bardic lore commanding: in the 2nd paragraph you want to add your bard level rather than fighter level to the save DC correct?
Kirth, few things for the monk
For the steal ki sutra, did you want to limit it in some way such as stating you can only steal the ki of an individual creature once a day (so monks do not keep striking friends and hostages for non-lethal damage to recover spells after each combat).
for the healing hand sutra, did you mean all cure spells rather than just cure light wounds?
Hive totem: Under hive toxicity add “At 8th level” at the beginning of the paragraph
The Wolf totem: There are only 5 feats available, was that intentional?
Under the rage powers: In the rage powers table ferocious tenacity should be deleted, it is under greater rage powers instead. The storm bred, powerful blow, penetrating attacks, protective spirits, and quick reflexes are not in alphabetical order in the table.
Under the blood in the water description: the “you’re” is a cut and paste error I think, change to “if”.
Under the improved rage powers table: Ground breaker is subsumed by the earth breaker power, it should likely be deleted.
Under might rage powers: Luck of the Norns and Heroic rage are extremely similar, one could keep them separate but would you like to combine them?
Also does the Chaotic rage power overlap or stack with the barbarians normal DR?
Under Primal rage powers: Delete the Skin turning III power, it is found under the mighty rage powers, also under the primal fortification power change one of the references of greater fortification to mighty fortification.
On the barbarian document:
Under the Appendix A heading, change the totem bonus feats to happen at 3rd and 7th (rather than 2nd and 5th) and the special abilities to happen 4th and 8th level (rather than 3rd and 6th).
Under the Bear totem: I do not see increased vigor in the feats document, and the bear totem's powerful build should not stack with the giant's stance feat not rage power (I would assume).
Under the Bull and Elephant totem: I do not see headless charge in the feats document, what was it changed to?
Under the frog totem: the bonus feat disruptive, is it the same as the fighter talent of the same name?
Under the hawk totem: What was rapid shot changed to? I do not see it in the feats document.
Looked over the races document:
For high elves: the search check example of (1d20 + INT bonus + rogue level), I thought that searching for secret and concealed doors fell under the disable device skill that anyone could take.
For human, paragon: the table gives them a bonus feat at 2nd level but in the description it states they gain a bonus feat at 2nd and 4th level.
Under gnomes attribute modifiers: the food gnome reference is inaccurate, to think of a race this small as anything more than a snack or possibly and appetizer is wrong (I think you wanted to say forest gnome instead).
Under the gnome magical linguist feat: you still reference read magic but I believe you rolled that spell into your skills section.
Under Halfling Paragons: did you want to change the burglary ability they gain to the sixth sense feat?
Under Orc: is their type changed to monstrous humanoid in your world? It appears that way but I know in pathfinder they are of the humanoid type.
Under fetchlings: I believe you combined hide in plain sight into the stealth skill, also I find the wording for the number of times each spell like ability is usable confusing (each spell like ability could gain quite a few usages a day).
Under the feytouched wild empathy ability: what druid level does it function at?
Under hagspawn: the green widow skill synergy should likely be deceitful rather than deceptive.
Under lycanthrope: Under the savagery ability I could not find some of the feats. Bear – improved wrestling maneuvers (likely improved grapple now), two weapon rend (likely two weapon strike now) and vigilant defender (unknown what it is now); boar – Banzai charge (unknown what it is now), Improved and greater forcing maneuvers (likely improved overrun and bull rush now); rat – Improved tricky maneuvers (unknown, maybe sixth sense or weapon finesse special); wolf – combat advantage (unknown) and improved wrestling maneuvers (likely improved grapple now).
Finally the Vampire entry is missing the listing on a few abilities and I would recommend clarifying the damage reduction progression.
Few other things I noticed.
In the races document: the human paragon states they get a bonus feat at 2nd and 4th level, but this is not reflected in the table above (and I suspect that the 4th level feat was turned into ignore condition).
Wizard familiars: For delivering touch spells, the table states they gain it at 2nd level, but the descriptive text states 3rd level.
Sorcerers: Your eldritch blast for the ogre magi and orc do not match the 12th and 16th level progression of your other bloodlines.
I looked over the introduction section this week. Few things I noticed.
For comeliness, were you planning to incorporate some of the other races you created on the table, such as the centaur, plane touched, etc.
The social class attribute seems... complicated for little benefit. I think a nod to 1st edition is nice, but other than starting gold what game effect does it grant? I am assuming the starting social class attribute is based upon the characters parents rather than their personal abilities and political clout/skills anyways correct?
Under the battle fatigue section you may want to update the "Note:" section, fighters now gain the stalwart ability and paladins can gain "auras" to suppress the fatigued and exhausted conditions.
Under forcing maneuvers, "check" description: you still refer to the improved forcing maneuver feat.
The clever positioning description section refers to its self as a feat rather than a maneuver.
Did you eliminate Tricky maneuvers? I did not see an improved tricky maneuvers feat anymore. If you did you can just place the interrupt action later under the "preemptive action section" and refer to "three" rather than "four" types in the types of maneuvers section description.
In the nonstandard maneuvers section you still refer to improved forcing maneuvers.
Under your elaborate defense table did you just want to eliminate the +1 through +10 section since it is an advanced fighter talent that cannot be gained till 11th level? That way the table matches the fighter section table exactly.
In the casting spells in combat section, I was a little unclear about the “wind and rain or sleet” wording. I assume both wind and rain or wind and sleet must be present, but how much wind? Extreme winds are okay unless there is how much rain. Wind and snow does not require a check?
For casting spells on another plane, did you want to just make it to require a Knowledge (the planes) check rather than also allowing a spellcraft check to substitute for the knowledge (the planes) check. Also will wizards have their standard action spells change to one full round when casting on another plane (if they make their knowledge (the planes) check when they prepare spells).
Question on the skills section.
Do you want to include the casting of spells on other planes in the Knowledge (the planes) skill description? This also applies for spell craft skill and counterspelling. I noticed that you did not give any description for identifying spells in the spell craft skill description.
Finally, in the endurance skill the “run, in combat” frequency given in the table does not match the text description. Also the ignore exhaustion DC in the table is 35 but the text states it as DC 30.
Question on the wizard's bonded object (staff):
Few things for the wizard writeup.
You still refer to Read Magic in the spellbook section but I believe you removed that spell and combined it with linguistics now.
Infinite Variety and Disdain Need are still listed in the high arcana table but are not in the descriptions. Did you mean to remove them?
Knowing Stare does not have a description in the high arcana table.
Few things I noticed.
In the rogue document
Unflinching in not listed in the skill talents table.
The strafe bomb description is a little confusing, I think you wanted to say "You designate one creature in the line to be the target of the bomb and make your attack roll against that creature; all other squares in the line take splash damage."
Was it intentional not to give rogues zero level spell slots, I know rangers (and I think monks) get them?
In the Profession sailing description the table states a DC of 25 and 30 for tropical storms and hurricanes respectively, but the text description states them as 30 and 40 respectively. Which do you prefer?
I looked over the monk and ranger.
Question, it appears that you allowed rangers and monks to have zero level spells (for monks it appears under the ki powers known and for rangers it is listed under spells per day), but for the monk there is no listing stating they can used their 0 level ki powers an unlimited (or limited) time per day.
Finished reading over the feats document. I have a few questions/observations:
Should the serenity prereq be a Wis of 13 rather than a Cha of 13? It would make more sense.
For skill focus your example should be updated since you updated how the feat works.
For evocation, piercing did you want the damage you can convert to increase with level, a 10 point maximum seems really low at higher levels.
In the prereqs for the thanatopic spell your Knowledge (religion) should be changed to Knowledge (the planes).
The mounted combat and staredown feats still reference the ride skill and intimidate rather than demoralize, not a big deal but you may want to consider rewording them.
Finally is there a reason practiced bloodline gives a +5 bonus to effective sorcerer level. Most all the other practiced feats give a +4 instead.
Very good work.
I was able to go through the Skill document. Overall I have to say I really like the changes. I did catch a few things that may require some clarification.
Question on using Spellcraft to heighten a spell. In your skill document it states the DC is 25 + the spell level, while in the feats document under arcane feats, metamagic it states it is DC 20 + the spell level, which is right?
Under special in the athletics section you still have a reference to the lizard familiar giving a +3 on climb checks, should that be removed?
Under the Disable Device skill do you want to leave in the “Trap DC + 10” for the delay trap activation, +10 only in the box could lead to some ambiguity.
For the Endurance skill, what do you think about creating an Endure Elements and Altitude Affinity section for the skill?
For the Endurance skill, under the die hard description, did you decide to not go with the –Con for death and leave it at -10 hit points for dying?
Under the Handle Animal skill you refer to a ride check under “guide with knees”, did you want to remove the word ride?
Under the Spellcraft skill you still have a few references to Use Magical Device, one under Emulate alignment, one under Emulate ability score, and one under the special section.
Under the Spellcraft skill at the end of the special section you still have the specialist wizards gaining a bonus and penalty to learn spells within their school and of their opposition school, did you want to delete that section?
Finally there are still a couple references to disguise checks in the Perform (Acting) skill. They are in the Special section.
As always, time permitting, I will let you know if I see anything else.
I am sure Kirth can add quite a few other things here but I can summarize a few nice things that rogues gain in Kirthfinder.
One is skill excellence which turns them into full casters being able to use their skill ranks to cast some (very nice and high level) spells.
They are given enough free feats to help them be effective in combat (weapon finesse and improved feint).
Sixth sense and evasion are an upgrade.
Finally the talents are much better (especially the advanced talents). I especially like dexterous fortitude and dexterous will allowing them to use their reflex save in place of their fortitude or will save once a round. There are talents which allow them to make their sneak attack more effective (like a talent granting low light or darkvision). Also if you take a look most of the rogue options in the APG are changed to talents allowing you to mix and match (like enforcer or scout's charge).
Finally, the full spell casters have been toned down a little, which makes the rogue (and other non full casters) get beefed up a little by default. Kirth did an extensive rewrite and without checking out the other classes, feats, and even the new and improved skills one cannot make a full assessment of the changes.