* Forgemaster (Dwarf archetypes, pg. 16) has multiple craft-based abilities. They seem to be additions rather than replacements, so I’m not sure it hurts the archetype to just dump them.
* Gauntlets of Skill at Arms (Elven Magic Equipment, pg. 28): fluff text says "gloves" all over the place. I'm assuming this is a typo.
* Gloves of Elvenkind (Elven Magic Equipment, pg. 29): +5 seems like a large bonus for less than 10,000 gp, but the DCs on casting defensively seem pretty steep, anyway, and there aren't a lot of other ways to boost your bonus, so this might not be out of line.
* Knack w/ Poison (Gnome Racial Alt, pg. 32): One of the benefits here is to a craft skill, which is probably why one of its replaced elements is Obsessive. I'm wondering if the LPF version should just remove the craft bonus and only replace Illusion Resistance? Or is a bonus vs. poison good enough that it needs a higher cost?
* Obsession Log (Gnome Equipment, pg. 37): Since we changed the racial trait, I'm inclined to just nix this piece of equipment, though I suppose it could always just be a gnome-fluffed MW tool for a Gnome's racially-bonused skill.
* Paragon Surge (Half-Elf spell, pg. 48). +2 to two ability scores and any feat (with prereq restrictions) seems like a lot to get for a minute / level. It only works on half-elves, but does seem like there's some spamming potential for a spontaneous-caster half-elf. Maybe I just have a poor sense of the 'circumstantial' feats, though, and this isn't nearly as useful as I think it is.
* The flavor of the Blood God Disciple (Half-Orc archetypes, pg. 53) abilities might be questionable, especially given that, as written, the eidolon could be munching on helpless foes. PC's can (and do) still coup-de-grace, though, so I'm not sure this isn't just a more graphic instance of an already-occurring practice.
* Resilient Brute (Half-Orc Feats, pg. 57): I'm split on this one. Crits are rare enough that you probably don't need to use this more than once a day, so the limit doesn't seem like much of a limit to me. On the other hand, the rarity of crits may make its own case for the power level of the feat.
* Half-blood Extraction (Half-Orc spells, pg. 59): If I'm reading this right, the spell permanently (instantaneous duration) changes a half-orc (playable race) into an orc (non-playable race). I'm inclined to nix it for that reason, rather than argue with folk about a spell that turns their PC into an NPC. I suppose, though, we should take a hard look at the Reincarnate spell if my argument stands, since it has the potential to do the same thing (though the target race is randomized in that case).
* Risky Striker (Halfling feats, pg. 67): The basic feat seems like a modified Power Attack mechanic, but the scaling on this feat only increases the bonus (to damage), without increasing the penalty (to AC). Seems off to me.
* Long-Nose Form, Tengu Wings, and Tengu Raven Form (Tengu feats, pg 166-7): They don't seem overpowered from a crunch perspective, I suppose, but it does seem odd that a non-SLA race has so many SLA feats available. It may work with the LPF fluff, though, where Tengus were originally servants to a god (and thus they might conceivably retain a measure of otherworldly magic?).
* Fiendish Vessel (Tiefling Archetype, pg 171): Probably goes without saying, but since the archetype requires a fiendish patron and exact alignment match, I think it should be out of bounds for PCs under the 'no evil characters' rule. Honestly, even if you could create a neutral fiend as your patron, I think the intent of the archetype is such that I'm not especially comfortable with it for PCs.
* Strongtail (Merfolk Alt trait, pg 195): I think I've heard more than enough good argument against this trait. Losing speed in a little-used movement mode for increasing one you use all the time doesn't really seem like much of a trade-off outside of aquatic campaigns.
Let's see how many of these I can get to in one sitting before my will fails.![]()
Paragon Surge: I see the possible concern, but I'm not worried by it. It's high enough level, and it's only minute/level. I could probably be convinced otherwise, though.
Essentially, paragon surge lets a half-elf sorcerer (and in a later example in the thread, possibly also an oracle) dynamically pick any spell from the sorc/wiz list (or even any two) if the feat they choose is Expanded Arcana. Sage-blooded sorcerers might even get an additional casting (negating the 'spell tax') depending on their Int stat before casting, and folks with access to quickened versions of the spell don't even have to wait an extra round to start using their cherry-picked temp spell.
At this point, folks may feel sorcerers are sufficiently underpowered vs. wizards/witches/summoners that it doesn't matter, but that scenario does seem like a bit of an auto-win to me.
Did we get an actual vote on this started? I was building my 3rd character, and loved the class bonus Half orc's got for monks. Additional Stunning Fists per day? yes please.I think the material on existing races seems to be more or less agreed upon, so perhaps the judges want to go ahead and vote on at the alternate racial features and class bonuses, freeing up discussion for the remainder of the concerns.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.