The whole book is really meh. The classes are all pretty balanced but there is nothing interesting about them, while it was mentioned that they were going to be mash-ups of old classes, I thought they were going to do what paizo has done in the past and put a special twist on them, not just slap together class features from different classes and call it done.
Scenario: Frostfur Captives
Preference given to players from This thread.
If your character has seen action before you must show me your chronicle sheets. No sheets, no seat.
Seat 1: ---------
Human Witch 3 | HP 20/20
Aldus sits on a log, eyes darting from person to person as they start speaking. His hands tend to the small pouch on his lap as he folds one of his magical scrolls into a paper crane before placing it in a cup and lighting it on fire. He continues adding things to the cup, some wine from his wineskin, herbs from his pouch, a bit of the spider leg split down the middle. A faint aroma wafts up onto the breeze carrying the odd sent of pumpkin and cotton candy. Smelling the brew, absently nodding, he tilts Bird's head back before pouring it down his gullet.
Spellcraft 1d20 + 9 ⇒ (9) + 9 = 18 Success. Adding a spell to my familiar from a scroll.
Male Human Oracle of the Heavens 20/Horizon Walker 10
As you make your way to the small trading town of Bosh that sits on the bank of the mighty Vassa River you come to find that the news you heard was correct. It looks like every farmboy with a sword within a hundred miles of here has shown up, most likely seeking to make their name as a Hero. Glancing around you see that some of those milling about town look quite competent, dressed in fine armor and wielding expensive-looking weapons.
Asking one of the passerby heroes what's going on he tells you "Ain't you heard? the headman's offerin a bag of gold to anyone who deals wit dem shadow beasties, dey only come out at night tho so we waits."
Quickdraw Swordsman (Fighter)
Honed by years of intense training, the quickdraw swordsman becomes a force of nature, his sword strikes like lightning dancing upon the sea.
Weapon and Armor Proficiency: A quickdraw swordsman is not proficient with medium armor, heavy armor, or shields. A quickdraw swordsman is proficient with all Heavy Blades and Light Blades belonging to the fighter weapon groups.
Quickdraw Master (Ex): At 1st level, a quickdraw swordsman gains Improved Initiative and Quickdraw as bonus feats, even if she does not meet the prerequisites.
This ability replaces the bonus feat at 1st level.
Sword of the Swift (Ex): At 2nd level, a quickdraw swordsman gains a +1 bonus to initiative checks. This bonus increases by +1 for every four levels after 2nd. At 10th level a quickdraw swordsman may sheath his weapon as a swift action.
This ability replaces bravery.
Lightning Fast (Ex): At 3rd level, Once per day you may roll an opposed initiative check against a target of your choice, if you succeed you gain a +2 insight bonus on attack rolls, saving throws, and Armor Class against the target for a number of rounds equal to your wisdom modifier. At 7th level, the bonus increases by +1, you can use this ability one additional time per day. At 11th level the ability improves yet again, the bonus increases by +1, and you gain another daily use, to a maximum of a +4 Bonus 3 times per day.
This ability replaces armor training 1, 2, and 3.
Quickdraw Slash (Ex): At 5th level the quickdraw swordsman's blade becomes a blur of metal. When a quickdraw swordsman draws his weapon he gains a +1 to hit and a +2 to damage on the first attack he makes that round. At 13th level the bonus to hit increases to +2 and the damage bonus increases to +4.
This ability replaces Weapon Training 1 & 3.
Uncanny Dodge (Ex): At 15th level, a quickdraw swordsman can no longer be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A quickdraw swordsman with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.
This ability replaces armor training 4.
Godstrike (Ex): At 19th level, once per day a quickdraw swordsman can perform a strike so fast that it bypasses the defenses of any enemy. As Standard Action you may make an attack against an adjacent enemy, you automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + your fighter level) or die. Creatures immune to critical hits are immune to this ability.
This ability replaces armor mastery and Weapon mastery.