First of all, an excellent conversion of a 3.5 class to 4th Edition.
My only quibbles (minor) some have mentioned are some powers are perhaps overpowered. When I say overpowered, mind you, I don't mean broken. But, I think they might be just a few numbers off, that have to seem a slight advantage. Given playtesting, this could be off, but for right now, just some I might edit. Mostly, I'm using the source books as a guide for damage ranges and conditions.
For example: Inciting strike gives an ally temp hit points equal to int modifier + 1/2 level. As an at-will, I would simply remove the 1/2 level aspect, which seems well to compare to the Paladin's Bolstering strike (using just wisdom modifier as the bonus) or sacred flame (which uses just the charisma bonus)
For Improvised Jab, I might recommend that the bonus to attack come from a secondary attribute. At-wills that grant bonus uses a secondary stat for this (Furious smash attacks with str, but grants cha. ) Or, Righteous brand limits it to a type of attack (melee attacks). I could see the Jab being an Int bonus to hit on ALL attacks.
As for other powers,
Critical Strike: Require combat advantage instead of flanking, and have the effect grant combat advantage as well. A nice help for the rogue in the party, which otherwise doesn't hurt the effect or fluff.
Phantom Blow: again, use combat advantage (looks similar to critical strike btw???)
Immediate assistance: (using the pdf) might just reword the text box to be dex+2 versus AC, and add the special take before the attack tag.
Improvisation: Nothing (Just thought the fluff text was awesomely funny
Glitterdust: Ranged to Area
and that's all for now (got a little bored). As it turns out, my critique came out more as a proofreeding excersise for consistancy. So yeah, overall, still a solid class. Just think of these as possible edits before WotC hires you ;P
My only quibbles (minor) some have mentioned are some powers are perhaps overpowered. When I say overpowered, mind you, I don't mean broken. But, I think they might be just a few numbers off, that have to seem a slight advantage. Given playtesting, this could be off, but for right now, just some I might edit. Mostly, I'm using the source books as a guide for damage ranges and conditions.
For example: Inciting strike gives an ally temp hit points equal to int modifier + 1/2 level. As an at-will, I would simply remove the 1/2 level aspect, which seems well to compare to the Paladin's Bolstering strike (using just wisdom modifier as the bonus) or sacred flame (which uses just the charisma bonus)
For Improvised Jab, I might recommend that the bonus to attack come from a secondary attribute. At-wills that grant bonus uses a secondary stat for this (Furious smash attacks with str, but grants cha. ) Or, Righteous brand limits it to a type of attack (melee attacks). I could see the Jab being an Int bonus to hit on ALL attacks.
As for other powers,
Critical Strike: Require combat advantage instead of flanking, and have the effect grant combat advantage as well. A nice help for the rogue in the party, which otherwise doesn't hurt the effect or fluff.
Phantom Blow: again, use combat advantage (looks similar to critical strike btw???)
Immediate assistance: (using the pdf) might just reword the text box to be dex+2 versus AC, and add the special take before the attack tag.
Improvisation: Nothing (Just thought the fluff text was awesomely funny

Glitterdust: Ranged to Area
and that's all for now (got a little bored). As it turns out, my critique came out more as a proofreeding excersise for consistancy. So yeah, overall, still a solid class. Just think of these as possible edits before WotC hires you ;P