Archives of Nethys tells me Mystic Past Life alternate trait is PFS legal and Samsaran. That's leaps and bounds more useful or distinct that the others get (Reallocate skill points for a negative level+time, bloodline/a decent number of exclusive feats, and a once per day SLA that doesn't last long enough to build around). Samaran casters get to poach all kinds of crazy useful spells with that trait. This is particularly useful for Divine casters since Hunter (strictly better than Ranger if allowed), and Paladin get massively discounted spell levels and potent unique spells where Bloodrager doesn't.
No idea if occult casters are PFS legal for mystic past life or if archetypes are valid for MPL (there's a few that shift casting type), but it's great even without them.
Idealist (Cleric)'s description really should mention "Selective channel is explicitly legal for use with Invoke Realm. This makes dead/wild magic and "no gravity" really shine by turning them into no-save shutdown spells that don't hurt the party." and have
As for Shaman, most hybrid classes struggle in popularity (see Open Gaming Network's character survey) suffer from the question of "why?" you'd use them over the base classes. While Warpriest (via Fervor among other things), Brawler (mundane fist user), Bloodrager (a magically incline martial that isn't a full on gish) and Investigator (mundanish smart guy) have their niches (themetically and mechanically), Shaman doesn't really do much Witch and Oracle couldn't. Plus it's the only class in PF that's MAD with two mental attributes.
Non-spoilers from Player's Guide
Hellknight (The Inner Sea World Guide) or Hellknight Signifer (Paths of Prestige): While on the surface this might seem an inappropriate choice for Hell’s Rebels, the development of the rebellion in Kintargo actually does set up opportunities for a Hellknight PC to take part. You should speak to your GM about this option if you wish to play a Hellknight hopeful, as he or she will have advice on what orders would be best to join. In any event, you should avoid focusing your character on the more infernal or diabolic options available for the class.
Order of the Torrent: Kintargo’s own Hellknight order has been strangely quiet since martial law was enacted, and its leader, Lictor Octavio Sabinus, has been missing entirely.
If she's still alive, what stops her from praying to her god? Even if she doesn't have a holy symbol (which is actually pretty difficult since Hellion's holy symbol is a weapon that can be created with Instant Weapon, a spell without a DF requirement), she can still prepare spells. Kingmaker (the VG) has multiple bits that outright say it's the norm, not the exception, for deities to talk to their clerics (though it's not clear on if these are two sided or not).
I'd add to Warlord
Sandru: Actual Swashbuckler (though that's mechanically pretty lame), Standard Bearer Cavalier/Scaled Fist Sensei/Battle Herald (though the NPCs already have a source of Bardic Music unless you change that), Warlord (3PP).
Does Thrune have any way of knowing if the Board of Governor's motion is valid or not (if it had all the family members)? When reading that bit one of my first ideas was making a "Board of Governors" of the entire city (aint no rule the council has to consist only of those families, it has to be unanimous or the board have any other power). Carliss's situation stops that from working unless there's some distant relative who has a claim in the city, but I doubt Cheliax would go for broke on the chance one line is truly extinct.
Nicolas Paradise wrote:
"if not who killed her". He may not know who did it, but he'd know she's dead.
The PCs are like... 6th level, maybe even 7th, at that point. I assume most of the people in the stands are level 3 or lower and would die to an AoE. I don't think the gang members are suicidal. If you really want to have such an encounter, add an outlaw troop.
As for Hellion knowing they killed Meyanda, she was his high priest and he has less very few clerics (8 fixed ones, plus a 1/25 chance of 1d8 as random encounters). Hellion would absolutely she is dead, if not who killed her.
For Norgorber, it's established him and Aroden are enemies.
Norgorber represents the darkest urges of humanity, the murderous, self-destructing impulses that keep the race unable to escape its worst depravities. That the villain managed to coax divinity from the very Starstone that Aroden had raised from the ocean depths made Norgorber—and his debased followers—sworn enemies of Arodenites everywhere.
If he did it, at least (according to Starfinder), he'll get what he deserves, being devoured by Lao Shu Po (and even if he didn't, he's still an evil god that deserves it).
Achaekek seems like a good candidate.
If we rate Idealist only on Alignment, Gravity and Magic...
The extra spells have no cost and are strictly better than not getting them. Alignment trait allows you to inflict a -4 penalty to all mental score based checks in the bubble, which an OK effect. High or, especially, no Gravity can totally shut down a good number of enemies, especially at low levels where flight is less common. Adding plus two to the caster level of your entire party via enhanced magic is a pretty good trade for channel energy. Having an anti-magic field you and your allies are immune to is a really nice effect.
Dead God's Hand Description wrote:
Based on Pathfinder Publisher Erik Mona's multi-year, multi-group office Pathfinder campaign, The Dead God's Hand takes new players and Game Masters on a deadly adventure filled with dungeon exploration, ancient mysteries, and phantasmagoric tests that see them reliving events from the life of Aroden, the dead god of humanity whose murder triggered the beginning of the current age!
(On a side note with Dead God's Hand and the descriptions of the second 2E AP, it looks like we'll learn more about Aroden. Neat.)
Who do you think did it? Why then?
Aroden had a lot of deities who would benefit from his death and many enemies of deity power. Asmodeus gained the most from his death. The Aboleth still have a grudge against Azlant as far as I know. Do they have a deity?
For why then, I think it's just that a god could be literally anywhere, but this time they knew where Aroden would be.
I think you're underestimating how useful Spell Kenning is. At the very least it's a way to remove conditions at a speed (same day instead of next day) even prepared casters often struggle to do and spontaneous casters (like Skald) are totally inept at if it's not scroll friendly. That's not even getting into the utility of having any sorc/wiz spell usable on tap or the many ways to expand what list you can pull from. Spell Kenning is so good that if an archetype gave a fullcaster Diminished Spellcasting in exchange for Spell Kenning, I think it would be worth a serious look.
As for Idealist effecting time or not, the change to Astral Plane isn't actually related to the time effect: The Astral Plane is merely listed as "Timeless". The line is actually overwriting the Astral Plane's magic trait of "enhanced (see Magic on the Astral Plane on page 153)".
Page 153 wrote:
All spells and spell-like abilities used within the Astral Plane can be employed as if they were improved by the Quicken Spell or Quicken Spell-Like Ability feats, though this has no effect on spells and abilities that have already been quickened or on spells from magic items. Spells thus quickened are prepared and cast at their unmodified level. As with the Quicken Spell feat, only one quickened spell or ability can be cast per round.
Planar Bond is a straight upgrade, giving extra spells as spontaneous options for no cost. The real big star here is Invoke Realm. Invoke Realm's power is highly variable with plane selection, which is very setting dependent if you aren't using Golarion. Regardless, it's pretty easy to bust.
Note the bolded part in it "Within the radius of the idealist’s channeling, all alignment and magic planar traits are suppressed and replaced with the traits of the plane that matches the idealist’s planar bond. This includes alignment, gravity, and magic traits (see pages 58–63 for information on planar traits.)". It includes those effect, not is limited to them.
This means, depending on your plane, you can render flightless creatures unable to move, give some kind of pseudo flight, make the ground sapient, make objects impervious to everything, create an area of water, make people save or be blinded as well as save or explode if they're at full HP, stop magic, give everyone (including yourself) +2 CL, and everything time trait can do. Remember: the only spell that even slightly fiddles with time, Time Stop, is a 9th level spell for a very good reason, and one could argue that only speeds you up.
Even if Invoke Realm did nothing and just cost Channel Energy, for several planes the extra spells are worth what is normally just a battery of extra healing.
Sword Devil (Ranger)
Death Druid? I'd say this largely depends on how Phantom compares to animal companion+wild shape since the other abilities are solid improvements to largely niche abilities but minor compared to AC+wildshape. I don't really know spiritualist class enough to tell if one is even worth just the AC, let alone both.
Familiars have gotten a lot of support over the years, but the thing that makes them so much better is smashing the action economy with UMD, which was in core. This was true in 3E, it's where the Lightning Warrior joke came from, it's just nobody really wanted to use them since they'd destroy your hard earned XP if killed.
d20pfsrd shows them as +2 dex, +2 int, -2 wisdom. That may be an error on their part. Assuming Archives of Nethys is more accurate (likely so), replace that line with Jiang-Shi born.
As for healing, if you're going to be an undead controlled necromancer, I'm assuming you're in an evil campaign. That means you're cleric/warpriest/inquisitor/antipaladin gets spontaneous negative energy. Failing that, just get a Wand of Inflict Light Wounds.
Chronicles of Legend adds some nice toys. Alternate capstone is unclear what it replaces (talent or Vengeance Strike), but gaining two talents AND being able to ignore specialization restrictions (potentially even archetype restrictions!) is really good. Almost a full page of new talents, many of which are great. Volatile Arrows has insane nova potential on an archer based vigilante since it can be applied per attack (Fast Bombs, but rapid shot/haste applies and you get full BAB) and you can take it again to gain a discovery to boost the bombs. Steel Soldier lets you hide an entire suit of armor as easily as a dagger and makes the gauntlets a pair of cheaper than normal magic weapons (Removes one of the weaknesses of TWF).
Malleable Flesh gives unlimited shapeshifting and the shapechanger type (which qualifies them for a good number of things that are supposed to be Kitsune only or off limits to PCs). Morphic Weaponry gets you versatile natural attacks (You might be able to create tentacles for hands free natural attacks though, as with all things Oozemorph, it's unclear.). You can stack Gruesome Shapechanger, Startling Shapechange, and Shapechanging Savage feats to unleash a series of debuffs on your enemies at once (fort or sickened, swift feint against one foe and free Dazzling Display).
I am beyond offended that you said there aren't any good religious heroes, what about muh boi Jean Paul Valley (Azreal) or, as a meme answer Bibleman
There's always The Spectre, though he's been more more plot device than hero for decades.
How does Thanaldhu impersonating Carver bluff off the fact that he can't cast spells even though the real Carver can? That seems like a big hole in his disguise.
The main one Carver knows that the PCs would ask for would be Cure Light Wounds (just to stretch daily healing upon returning to town). I suppose the fake could claim he used his slots on the other replaced townspeople today already, but that invites a lot of follow up questions.
Trial of the Apprentice is a third party AP dedicated to this.
Of the official ones, Crypt of the Everflame is pretty good module for beginners with generic undead being the worst content wise (and in video games, that doesn't even warrant an E10 rating), plus plot-wise it's a coming of age scenario that could have younger than normal PCs. It has a pair of followup modules, but book 2 is sketchy on use for young children (or players that aren't idiots since it outright tells you to homebrew if the players don't jump in front of the railroad tracks and do something really stupid) while book 3 is kinda meh and needs an in-character way to tell some treasure is fake patched in. Iron Gods doesn't really have anything too bad, but tech rules aren't exactly for new players (especially so if you're converting to 2E).
Going further back, to my memory Age of Worms doesn't really have anything beyond typical undead and generic "bad guy will destroy the world if you fail", especially so if you flavor Diamond Lake's missery as primarily the result of a historical style "company store" type scam. Red Hand of Doom is a bit higher level, but has no content problems I can think of beyond the generic ones I've mentioned already. Level range starts where Trial of the Apprentice leaves off (If anyone knows of a good module that goes ~3-5 and could be worked to connect Crypt of the Everyflame to RHoD, I'd love to hear it), though you may need to adjust the story a bit to make that work.
If it was something like Silksworn that made it a very good caster despite only getting 6th level spells, it would be one thing. Problem is its class features are otherwise all gish based, and a few hours of +4 AC isn't cutting it at earlier levels, so it's a gish that is ultra squishy or caster with no class features that only gets 6th level spells, comparable to Adept but without the sheer discounts that gets. If anything -0/-0 for if it got armor (which I only gave it because Omdura is far on the weak end of tier 3 already, largely outclassed by Warpriest) is overly generous.
Exemplar of War
On Oracle, three corrections:
Cyclopean Seer has the words power and versatility mixed at the top. Should be Power -1, Versatility +0.
Spirit Guide should say
Divine Herbalist is the OGL friendly name. Its true name is "Pei Zin Practitioner".
I posted 3 Oracle archetypes that aren't yet included in the document back on page 22.
Magic plants largely exist as dungeon features to include water walking/portals/ect. in more "natural" dungeons (and provide a bit of healing that can't be sold at profit or stockpiled in case of goodberry bush). The gold is largely arbitrary since even with Harvest Season to remove the growth time, they're not really useful to PCs.
Gods and Magic wrote:
Followers are forbidden from using imbue with spell ability (or similar spells that grant spellcasting abilities) on targets who cannot normally cast spells or use spell-like abilities; it is considered an unworthy sharing of blessed magic
Inner Sea Gods wrote:
Priests of Nethys use imbue with spell ability to teach apprentices how powerful magic feels; sorcerers and wizards who worship Nethys may learn it as a 4th-level spell, and bards may do so as a 3rd-level spell. Nethys’s followers are, however, forbidden to use spells that grant spellcasting to share magic with those normally unable to cast spells or use spell-like abilities.
How do Oracles, who are given their abilities, work with this? Does Nethys consider himself above this rule? Does he not have them (like Apsu)?