More time now, spiderman rocked!!. Anyways overall a very good book. I'm going to have to look closely at the classes presented in the book before I let them in, the dancer and the spellsinger I'm concerned about. The races overall cool, except the gnome and 1/2ling with good mental stats, a no brainer of either a wizard or sorcerer. The grey elf surprsingly isn't a no brainer though, one con hits a wizard much harder than str, and +he has virtually no elf abilities, only gets the 4 hour rest, and then gains+2to arcance knowledge checks, no martial weapon profs, no+to spot,search, listen, no low light vision even. If anything a weak race, not a strong one even with the +2 to two stats (int,chr)-2 to con. Still my basic preference is that if humans are stat wise same world wide, but different cultures and appearences, the except maybe for reallly, separte sub races the same should be true for demi-humans. I see no reason why grey,high,wood,wild elves should be any different except for culture, and maybe training based stat bonuses like which martial weapon feats they gain.
Feats overall they seem fairly cool, a couple got me worried or I mock, the spell miser(pre-req 7th level spellcaster) can retain a prepared spell or spell slot if make a concentraiton check=to 10+(spell levelx2) if miss check by 5 or more lose the spell, and don't even cast it, can only do this for a spell level=to your spell casting attribute modifier. ?S is that per day, or any time as long as the spell level isn't too high. If it is per day, it is ok but not something I'd likely take, if it is any number of times but at one time can't be too high of a spell level then it is a feat I can't see a spellcaster not taking.
OK the mock one, can't remember the name, something like noble xxx a human regional feat gives you a +2 to saves vs fear. Considering I think every save vs fear is a will save isn't this just a really crappy iron will.
Dug the feat that gave you either exclusive skills as cross class skills, or cross class skills as class skills, number of skills= to your int mod.
I really dug the skill section with tons of examples of crafts and professions and what a good roll could accomplish.
Spells ok, nothing really grabbed me except I think domains are giving way too many wizard flavor spells to clerics as cleric domain exclusive spells. Also the channeling positive energy for cool effects thing, I'm not diametrically opposed too, but considering clerics are the most overpowered class in 3rd ed, they really don't need any legs up.