I am currently playtesting this, so I may be adding some new abilities (including via feats). Therefore, unless you are willing to do this one twice, once now, and once after I get some real play-test done on it, I would advise you to delay this:
The Grace-Gift: This is a class about being the
wind SCRAM-jet beneath the party's wings, and AoOs. Buffer (and they are giving up there own defenses or otherwise nerfing themselves to do that buffing), holder of the front line, and day's end healbot. Neither I nor anyone I have spoken to have really seen its like before. Relies heavily on feats (especially the class-exclusive feats) for its customization, but unlike the fighter, those feats are much more meaningful (Or at least I hope so...). It may tail off towards the higher levels, but that just means I need to beef up the higher levels (IE I am not going to nerf the lower levels). More details on what I am considering doing to modify it available if you actually need them.
Recommended Tags (ones I am less sure about have question marks next to them):
Genre:
(None)
Inspiration:
Original? (when almost everyone who looks at the class goes "I have no idea how this would work out in actual play." I get the impression this may be justified.)
Sub-systems:
Divine? (Certainly most of their at-wills replicate Divine spells).
Arcane?? (But they do get a
Fly equivalent, and eventually something that would leave
Haste in the dust if it weren't for the fact that it was single target and comes at a cost to your own actions)
Invoker (But they, unlike the warlock, know all the spells on their list...)
NOT Vancian despite having one such ability, with more to be potentially added, especially via the "Never a Burden" ability.
-Unique? (Does smashing together knowing all your spells from the cleric with a warlock's bottomless well of power count?)
Roles:
Buffer
Healer(but needs more abilities for this at higher levels, especially acceleration of the times involved)
Crafter(But ONLY due to
Gift of Soul allowing donating XPs to item and spell casting, having the Craft skill on their list, and Aid Another)
Magic
Melee? (Do really good AoOs count? You can START your turn outside of the enemies' reaches, but the ability doesn't kick in until they do something within your reach.)
Tank (A very odd sort of tank, but definitely intended as one. Not much at goading enemies into attacking them directly, but "or otherwise prevents his allies from behind harmed." definitely seems to me to fit the combination of buffing, AoOs, and having Brick Wall level defenses when they aren't giving away parts of them.).
Special:
Big Read? (I'm hitting the character count limit on the first post, and have a second post just for the class-specific feats).
Incomplete? (Not that it LOOKS it, just that I really feel I need to beef up the later levels in terms of the range of abilities, comprehensiveness of abilities, speed of healing effects (might drop many of them down to 1 hour or eventually), and number of abilities you can use in one turn. That last part is because most of the buffs have durations of 1 round, so pre-cast buffs, especially those with 10 minute/level or longer durations start overwhelming you later.)
SUSPECTED TIERS:
Probably starts off at tier 3 at the lower levels, but also probably fades back to tier 4 at higher levels currently. This is a design flaw I need to fix by beefing up the higher levels as described above.
Might hit Tier 2 if I add "Never A Burden".