Hi all! I've been asked to chime in on the power creep before it's too late (or maybe it already is too late):
Holy Avengers:
1. Jeff, you're really handicapping yourself in the future with the auto-kill of Evil Outsider. Evil Outsider is such a broad category. I would suggest changing this to just double or triple damage on Evil Outsiders instead. That is definitely more manageable.
2. Also, I think the extra Guard is worrying since it stacks. Guarding three players is too strong.
3. Also, you should clarify how Grace works with rerolls. There are way too many re-roll effects now. I would suggest that you cannot use rerolls with Grace (and that either roll or both could trigger Kent's artifact effect).
Barbarian Medallion: No issues. Glad that Fury was changed from being an automatic 20 (which would create issues with auto-kill weapons) to just being an automatic crit, which is more balanced. Thanks.
Monk Necklace:
1. The "melee can attack as ranged" has consistently been a power balance problem with monks since they can just completely ignore ranged. At least before, they had to sacrifice their gloves slot for it. Now, all top level monks just get the ability for free with this necklace. I really think you should just drop the ability.
2. +1 use of Psychic Powers is problematic because it's stackable. Right now the big issue is Tier 5 Mind Shield which lets you completely ignore Will saves. Being able to do so 3 times is overly strong. Though at this point, I think the better solution is to just errata Mind Shield to tone it down.
Ranger Pendant: While both Ranger types are overly strong (dual-wielding vs Legendary bow), I'm not sure why this provides a damage boost just for the ranged version, which already benefits from the obscenely overpowered Io's bow with 18-20 criticals.
While I don't mind Animal Friend, it's only a matter of time before the Rangers whine about consuming polymorph potions and demand the ability to reuse it (like the Druids did with Polymorph, resulting in their Legendary last year which means they never have to turn in a polymorph potion again).
Charm of Timely Aid: At first glance it seems okay, but it can result in a lot of healing. 20% chance of healing 10 HP every combat. More importantly, while most of the rerolls seem to involve saving throws, this could get complicated and confusing if there are ever any rerolls for initiative. If you roll a 3 and then reroll, do you still get the healing? If you roll a 3, reroll, and then roll another 3, do you get 10 + 10 = 20 healing?