I have some questions:
Hacker's Curse trap:
I am a bit worried about this one.
That curse will affect every technological item the party is using (all items in 60 ft. and no save for any item below level 8). That also includes armor and weapons.
At level 1-4 the PCs cannot cast remove affliction themselves. And the DC 35 computers check is also out of range for most of the characters. So the only option left for them is spending a lot of fame for remove affliction, or throw away all their gear and buy new stuff which also will hurt a lot.
Is this really intended?
I am also a bit worried about the fact that the curse is contagious so someone with that curse might play at another table and infect other people's gear.
The Whisperwing Hatchlings:
Quote:
Melee bite +6 (1d6+3 P plus 1d4 Dexterity drain [DC 9])
Putting ability drain as a to-hit effect on something for lvl 1-4 characters is quite nasty, and what exactly does that DC 9 mean?
Is that a save to negate or to half?
And what save is it actually - Fortitude, Reflex, Will?
And is it even a save or some other check?
The Acolyte Memories:
They have trick attack, but what skill are they using for it? Stealth, Bluff, something else? And do they get any bonuses on that skill (most operative specializations get some bonus) but without any information given it is hard to guess.