Hey, no problem, I totally understand the holiday thing. Anyway, I went through the abilities and called out the problematic ones and suggested various fixes. Feel free to use any that you like. I hope you had a good time on Thanksgiving though!
It went pretty well, was skiing for the whole time, made me a fairly happy camper.
Seems okay, the rogue has more limited proficiencies, but is less combat oriented (and thus gets a bunch of nice defensive and non-combat abilities).
As a class, this guy is a little closer to the Ninja than the rogue, more martial, less skills, and less secondary benefits.
This ability isn't overpowered, but it is redundant with the later Stolen Moments ability. I say drop it and give the class a scaling fast movement ability instead, topping out at +30 ft.
This isn't quite the same as a second move ability or a speed bonus, as it requires that the echocaller move in the same direction and distance as he already moved in the round, while a second move action allows moving in any direction, or taking other actions aside from a repeat of existing movement. I'll probably increase the cost on the Stolen Moments to further differentiate the two abilities.
Like others have said, I'd suggest adding the restriction that the Echocaller must have seen the creature using the ability.
Certainly a reasonable suggestion, it'll be implemented.
This should only apply to the first sudden strike in a round, and it should only affect the extra damage done by the sudden strike ability.
Sorry if the wording wasn't clear, it was intended only to affect the damage of the sudden strike, rather than all damage from an attack. Limiting it to the first sudden strike of the round is a good suggestion, it was intended to be that way and it didn't turn out that way in writing.
I say just simplify this to work like the spell speak with dead, caster level equal to class level.
Unclear wording issue. It is supposed to bring the target fully back to life for one round, rather than just talk to them. Think of it as a one round summon effect, more than anything else. Bring back the party spellcaster for one last ditch spell toss, the party cleric for a heal spell, and so on.
Does this ability only work on ongoing spell effects? The second to last sentence seems to imply this.
This is supposed only to work on duration spell. I might limit it only to those with a range of touch, or personal, rather than allowing it to affect a larger array of spells, but as it stands, he can copy things like a Firecloud spell to affect a single creature. This is a bit annoying, and making it single target spells only makes it easier.
Abilities that grant extra actions should always come with some sort of penalty, IMO, because the number of action you get in a round is the most fundamental limitation on character power. The move action one is probably okay, but for the others I'd suggest giving him a small penalty to attacks, saves, and ability checks (-1 for the standard action, and -2 for the full-round action) during the round after he uses this ability.
The cost of these abilities needs to go up, given how powerful they are, and perhaps with some kind of penalty as well. I might also shift the order around a little and add a beginning one that grants a single extra attack, then the move -> standard -> full options.
What is the duration of this ability?
Addressed elsewhere.
This ability is fine, as far as I can tell, but again, no duration listed.
Addressed elsewhere.
This seems okay to me.
Thanks.
This seems fine, as well.
Thanks.
The clone shouldn't be able to use any echo abilities, shouldn't receive the benefits of any temporary buffs, and you should disappear during the following round. Also, where does the clone appear?
The copy is supposed to not benefit from any non-permanent buffs, which includes its own Echoes abilities. It appears next to the user, and disappears after one round, although again, things that need to be made clearer. Always the joy of looking at unedited work.
This ability is pretty much redundant with the last Stolen Moments (which you get in just two levels), I suggest dropping it.
Going to adjust the cost of Stolen Moments so that this can be taken as a separate option, rather than having it be overshadowed.
This ability also seems fine, but I say make it a standard action to use. That way the echocaller has to choose whether or not to use his save or die or fight normally (or use Stolen Moments, I suppose).
Well, the idea is that he can use any of his abilities while fighting normally, but for this one it is probably a good idea to shift it around and make it a standard action, to prevent the death spell spraying.
This is just too good. I like capstone abilities because they reward staying in a single class, but an extra swift action for a class who's primary ability relies on swift actions is too much. Not to mention that doubling his echoes basically means that he never has to worry about running out. I think you should drop it.
I rather like this ability as it stands. The extra swift actions allow him to use his abilities extra times a round, as per Quicken spell and the other various multi-action abilities, while the upgrade to the number of echoes that he has is likely necessary, given that with around 25 (an average number), he could very easily run dry in the third encounter of the day, and perhaps earlier, especially if he is using a large number of the higher level abilities. Had it come at an earlier level, I would be more concerned, but with level 9 spells and epic monsters around, it seems less worrying where it stands.
This is way too strong. My suggestion is instead to upgrade the Echo of the Future ability so that along with your "real" duplicate 2d4 semi-real duplicates appear. The semi-real duplicates are just like the regular duplicate but all they can do is flank, move (at your base speed), and make attacks of opportunity (at your attack bonus). If an attack is successful (your AC) against one of them, they just disappear.
This is taken from the Arcane Duelist's copy abilities, although it is stronger than that one. Probably does need to be downgraded, although this needs to be compared to Gate, Timestop, and other fight ending spells in terms of what is available at that level.