Thanks, Cooper.
Warden - well, the Personal Superiority is supposed to stack with Warcry, unless I borked up the way I wrote it. It is a Barbarian/Marshal/Wildrunner mix.
I had that weaksauce feeling with the Theldarian. It was originally a monk, ranger, paladin mix, with a bit of psionics thrown in. It is supposed to be the primary healer, potion maker, stealth guy, scout guy and all-round skill monkey. Each of the five classes has a different "casting" mechanic. The Theldarian's is supposed to be spell-like abilities. They are also supposed to get all of their Disciplines eventually, which is why there are 10 of them. Any suggestions on beefing it up? Maybe Wis to AC in light armour on one of the Disciplines?
Beastmaster - Animal Companions all improved with level as per the druid table. The BM's schtick is supposed to be the companions. The divine casting is actually secondary. I should really lower it, because it seems that the casting is really amping up the power of this class compared to the others. Terrain Mastery is straight out of the DMG/SRD, actually. I think I should just change it to a straight +4 skills across the board. +4 Tumble for Underground, +4 Jump for Hills, +4 Listen for Desert.
Arcane Warrior - I had hoped that the addition of a couple of utility spells and ranged spells would have made this one too powerful compared to the others. I thought this one would be the biggest cannon of the 5, which, given the lack of other tricks available, would mean that damage is the main way of killing things.
Galarian is Jedi. No two ways about it. It is supposed to be MAD, and Wildtalent is supposed to be there. The class isn't based on the Soulknife, but I can see where that came from. WT is there just to give the class a minor boost right at the beginning. That is all it is there for. I am trying to stay away from any armour for the Galarian, whch is one of their distinguishing characteristics.
Featherfall should be a free action. I borked this one up if it is standard action.
I should just replace the whole bonus to speed with a half-Monk speed bonus.
I'll have to amend the Throwing to include the Returning ability. At first I was thinking along the lines of a Galarian having multiple shards, but that won't happen until high levels.
Actually, I thought the shards would be overpowered because of their increased size damage and increased threat range and multiplier. The worst case scenario would be a guy with improved critical (shard) on a 18-20/x4 shard that does 3d6 damage base... And you can get weapon focus (shard) normally, which will apply to any instance of the shard.
There is a couple of things about the campaign. The ultimate bad guys are demons and devils. The main troops/spawns are not (mainly orc, human and that large lizardman from Eberron on crack). The other thing is that magic weapons are very rare (hence inherent bonus on the soulshard rather than enhancement bonus), and some of these magic weapons become uber weapons of doom in the hands of a Theldarian (which I had hoped to be the balancing factor to their weaksauce-ness). Magic is more centred towards wondrous items, potions, wands, scrolls and the like.