@ Jolmo - I'm just going crazy. I probably shouldn't be proofing things at what was for me 2-3 in the morning, huh?
@ Zerth - Hmm, yeah, maybe my paranoia is getting the best of me. No Guarded Defense. I was just checking for your stats, I was pretty sure you had them listed correctly since the math was coming out okay. Sorry about the fire resist thing, I forgot about mine and remembered the magical enhancement. I should probably rename that masterwork component.
I was going to go through and chat a bit about backgrounds after we had all the crunchy stuff squared away, but I can field this one now. As you probably noticed from the description, most people outside the monasteries are part of loosely-organized "savage" island tribes, a la most Pacific Islanders before we Europeans showed up. That doesn't rule out a non-monastery such as the one you described, but it would be very rare. Perhaps they are unwitting immigrants from another plane, or tribesmen who adapted quickly to the urbanity of Caeldwyste and places like it when exposed to it?
What it really comes down to is whether you think your character would be more likely to accompany the monks on one of their most sacred tasks, or work out her aggression in the surprisingly-pragmatic tribal ritual I described.
@ rangerjohn - Hm, I didn't notice that, but you're right. Too many human characters over the years, I guess. I'm still getting 27,200 for your gear, though: 26215 magical gear (8415 + 1800 + 16000) + 57.6 mundane gear (18 + 10 + 1 + 8 + 7 + 10 + 1 + 0.5 + 0.1 + 2) + 927.4 gems and cash (500 + 400 + 27 + 0.4) = 27200 spent total. Maybe you were thinking platinum pieces = 5 gp?
For the planar scout build, did you want another Planar Touchstone? I think I mentioned it, but it seems like a good idea to mention it again.
@ everyone - My reasoning for parrying is basically as follows:
First off, there are quite a few penalties and restrictions attached to it, most importantly the inability to parry ranged attacks, multiple attackers, and in anything heavier than light armor (keeping your normal AC from being really high as well). And there's the size restriction on the attacks you can parry, too. Of course, many of these can be overcome by feats, but that gets expensive.
I also thought that you would only use parry against attacks that had rolled quite well anyway, making the high bonuses on parry rolls somewhat reasonable. And then there's
Dragon, from which most of the parrying rules were cribbed, which makes me at least a little more confident.
What really worries me is all those +2s that you can get. They're flavorful, but maybe too much, since most of them stack in one way or another.
In any case, Jolmo's completely tricked his character out for parrying, so if it's breakable, he's broken it.

We'll see what happens, I guess.