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Overall Art and Layout -- I love Wayne Reynolds' art (in general), so I'm perfectly happy with seeing so much of it "recycled." The format of the doc is good and readable. I'm probably in the minority in that I'd prefer a sans serif font.
Alignment -- I'd like to see alignment somewhat deemphasized (but not eliminated). I basically think alignments should represent extremes. Unlike in 2.5, where everything falls into 9 alignments, I'd like to see it that 90 percent or more of sentient creatures don't have alignments in terms of mechanical effects ... instead, maybe some system of "allegiances." This may be too much of a departure from 3.5, though.
Page 3 -- "Compatibility" -- I'm very pleased this is stressed, and I encourage the designers to continue to stress it. I don't want to lose the utility of my huge 3.5 library.
Page 4 -- "Races" -- That elf is just too buff ("frail"? really?), and those ears have absolutely got to go. Is it wrong that I find Sailor Gnome so hot? Oh, and why does the dwarf look like Baron Harkonnen? He's even floating a little bit.
Page 5 -- "Races" -- Dwarf and Gnome, "Hatred" -- Up the bonus to +2, and allow it to apply to damage as well. Make it meaningful, and make it conform more uniformly when other bonuses.
Page 6 -- "Races" -- Halfling -- Halflings seem to make better wizards than elves do. After all, wizards still need Constitution, but they rarely need Strength. How about +2 Charisma instead of +2 Intelligence. Sure, it overlaps with gnomes a little (no pun intended), but I'd rather that than overlap with elves.
Human -- I'm not sure humans got enough to keep up with the other races, especially given that their 3.5 advantages (skills and bonus feat) are diluted in Pathfinder. I think they need a little more, if there's any desire to keep human as the baseline.
Page 10 -- "Classes" -- Table 4-1 -- I'm all for customizable speed of advancement, but please keep in mind that wealth will also need to be adjusted, probably with its own table.
Page 10 -- "Classes" -- Cleric -- Change "Turn Undead" to "Channel Faith." It fits the description of what's going on more.
Page 11 -- "Classes" -- Fighter -- Should Weapon Groups be listed with Fighter? It seems more general, and thus more suited to Equipment, or Combat. I do like the addition of weapon groups very much, but the inclusion of picks in "Spears" is very odd. Picks should probably be in "Hammers," and then while you're at it just throw all spears into "Polearms."
Page 13-14 -- "Classes" -- Rogue -- The description of sneak attack needs to be altered to match the new flavor referenced in the sidebar. Personally, I don't think it's worth having the restriction on "must be able to reach" a weak spot in a foe. If a rogue is sneak attacking, he's finding a weak spot within reach, by definition. Also, please eliminate the restriction on sneak attacking from concealment when the concealment is due to dim light. I've really never liked that a human rogue can't sneak attack someone in a dim alley.
Page 16 -- "Classes" -- Wizard -- Arcane Bond needs to be modified to restrict who can use the powers imbued in the item. As written, the rules can be abused to allow incredible discounts on enchanting stuff. Add a simple, "Any powers imbued in an item by virtue of Arcane Bond function only when held by the bonded wizard."
It'd be nice to divorce the bonuses provided by familiars from the type of familiar. IMO, a wizard's player's first criterion in selecting a familiar should be "what's cool" instead of "what gives me the best bonus." I don't really have a suggestion for this, though.
Page 20 -- "Skills" -- Overall, I'm on the fence about eliminating skill points. For most skills, it's true that it's almost always better to have them maxed. On the other hand, a little Knowledge (local) or Craft or Profession or whatever can be character-defining, and, more importantly, the lack of maximum ability in a skill can be character defining. All in all, given that skills are generally only calculated at character generation or when leveling up, I think eliminating them gets rid of more than it enhances.
In general, I'm in favor of rolling some skills together. There are a few exceptions:
Forgery in Linguistics? No way. Just make Forgery a Craft subskill.
I don't like Open Lock and Sleight of Hand being combined into Theft. Other than being arguably Dex-based, those skills aren't really linked. I'd suggest Open Locks either standing on its own -- it has the utility for it -- or being combined with Disable Device. (What is a lock if not a device to be disabled?) As for Slight of Hand, put it in Deception. Sleight of hand is more about misdirection than manual dexterity, anyway.
Why is Sense Motive in Deception rather than Perception? I see that Deception would be helpful, but handle that with a synergy bonus. (The classic Sense Motive being "smelling fear," right, and dogs might have Perception, but sure ain't gonna have Deception.) Oh, and please, please stress that the Sense Motive use of whatever skill is not a lie detector. Maybe not even call it Sense Motive, but rather Character Judgment or something.
With the elimination of Use Rope, BTW, Escape Artist can't be entirely unchanged. It'll need a static DC for escaping from being tied up.
I like the addition of "no more than 2 steps" in Diplomacy, but I suggest taking it even farther. Make each step a separate check, with the second check at the original DC+5. Also, mention that sometimes Diplomacy just won't work. Same for Intimidate.
I'd like to see Perform simplified. Personally, I'd be in favor of saying that, mechanically, if you've got Perform you can use any instrument or medium you want. That might rub some folks the wrong way, I guess.
I'm ambivalent about discarding Track in favor of Survival, but final judgment will have to wait 'til we see the Ranger. Tracking is so associated with rangers that I never really had a problem with it requiring a feat for somebody else to use.
I just don't like the Fly skill. Flying has weirdnesses all throughout 3.5 (like being the only rules that need facing (sorta)), and this seems to add to them. If anything, the ability to improve flight seems more like a Feat.
Page 32 -- "Feats" -- Mechanically, most of the +2/+2 feats just aren't worth keeping, IMO. Still, something to be said for the roleplaying utility, I guess.
Improved Overrun -- Needs to specify that the "does not provoke AoO" language applies only with respect to the target. As currently written, allies of the target arguably wouldn't get AoOs that are based on movement.
More later on the other chapters.