What did you base racial LA on?
Only Wolves have an LA within the setting, the rest are meant to be balanced with each other, provided their strengths are used intelligently. A Ferret will, of course, not be as good a bruiser as a Bear.
The Wolf's LA was set at one because they are essentially getting 3 powerful feats, but the benefit of those feats does not scale well enough to be worth saccing 2 levels.
Also you have a lot of stuff, where do i begin? You focused on feats or prc's or racial levels currently?
Focused on racial levels currently, but feel free to start wherever you would like.
Coyote first.
Is Handle Undead a new skill? Because I'm not familiar with it. I'm assuming it's just a new skill that I don't know about...so cool, I think this might be a required addition to DN vanilla, not just the sub levels.
Yes, new skill. Listed in the summary thread. Basically Handle Animal for mindless undead. It would make sense as a standard addition, which is why it's given on top of the standard 3 replacements. I may make a note in the houserules section as well (or on the skill itself), but unless I decide there's too much else wrong with the DN, don't think it's worth making a DN fix just to include.
Stitched Flesh Familiar seems to be...powerful...you don't give anything up, you just alter the familiar? Gain feats? I mean, it is just a familiar (most powerful class ability, you know), but still. Eh, it's probably fine.
Lost Pack seems to be really powerful...You don't give anything up, but all undead animals gain an additional HD? And no, you don't give up the familiar, remember. You moved the familiar to an earlier spot.
Good point. I think I was intending for something else to be lost along the way, but I don't remember what it was. Got any suggestions?
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hadow Growth....wow....again, really powerful. But maybe confusing. Okay, so say you use negative Energy Burst. Do you use Charnal Touch to roll for the duration? Or something else? Maybe simplify it bay saying it lasts for a number of rounds equal to your class level.
If you use Negative Energy Burst or Charnal Touch to heal it lasts for up to 6 rounds, based on how much healing your Charnal Touch does, which is 1+1/4 levels. Round/lvl would be super duper strong, especially for Burst.
This one is less inspired than the Raven Archivist....Also, all power questions fly out the window if you intended it to be more powerful than the vanilla DN. But you might want to change the vanilla one, and then add in true substitute abilities, rather than just add some.
I honestly put more thought into this one than the Raven Archivist, but I think "less inspired" is definitely the right phrase, it was a bit harder to get out.
It was intended to be a slight power boost, just like the Wolf Warmage, but also to focus more on larger groups of weak mindless undead instead of a few very powerful ones; kind of a flip on the Coyote Druid sub level.
The first ability needs to change. I don't even know what the last sentence is trying to say.
I said I was having difficulty with the wording...
I'll attempt to clarify, and maybe just should in the feat. If he is good/evil neutral, he treats both as opposed alignments, likewise if he is law/chaos neutral. So a TN Tiger Paladin would treat all other alignments as opposed, which mainly benefits auras and some smites.
For the power, it seems to be REALLY powerful. I'd definitely take this over a non Tiger paladin. Effectively, you are granting the level 7 detection ability at this level. And they are protected by a non-magical avoid detection spell, because they don't give off any aura (and every aura) for alignment. I think make it take a swift action to change your effective alignment. The third ability would work best with this change, as well.
I hadn't realized it would be so powerful, but you're right, so many other items hinge on the Paladin's alignment even though the option is no longer restricted that this affects a lot. Making it an action to switch effective instead of counting as all potential sounds like it would limit that well though.
The second ability should be made more clear that it's an aura Tiger paladins can choose, not a new ability. Also, you should probably add a third ability. I don't know what, but most racial subs have three modified levels.
True, but I wanted it to mirror the Crane sub levels, which also offer a new aura as an option (creating the need to give up one of the other aura choices) in place of simply granting an ability.