Feeling better. Now working down (page 1)
Dalamar:
Racial Paragon Classes - racial classes, "how to be more dwarf than any other dwarf"
Cloistered Cleric - the non-combat cleric: d6 HD, poor Base Attack, only light armor, more class skills, more skill points, knowledge as bonus domain, bardic knowledge, some more spells from other spell lists.
Thug - Fighter variant, more skills, only light armor
Wilderness Rogue - some other skills, some other class abilities
Magic Rating - taken instead of caster level, add together
Recharge Magic - your spell slots recharge over time and you can then use the same spell again
Felon/Mordane76:
Honor - there is mechanical honor, free-form honor (from OA), family honor, and some sample codes of honor.
Taint - Could be from Rokugan, it's much more elaborate than OA.
Mordane76:
Incantations - looks almost like d20 Modern / Epic rules
The racial variants seem to be taken from dragon
AFGNCAAP:
Reducing Level Adjustments - Per Three class levels you attain you may buy a reduction to your LA with XP
Bloodlines - lots of pages, seems to be some kind of multiclassing with bloodline traits.
PrC versions of the Paladin, Ranger, & Bard - these are 15-level Prestige classes.
gestalt characters - effectively taking two classes at once: just use all class features and the better of all variable features (for example Base Attack, Base Saves, # of skill points...)
...
Hecatæus:
the binding - seems ok to me, standard binding for 3e hardcover
(page 2)
Kai Lord:
Bloodlines (take 2) - Ancestors available: Celestial, Demon, Devil, Doppelganger, Black Dragon, Blue Dragon, Brass Dragon, Bronze Dragon, Copper Dragon, Gold Dragon, Green Dragon, Red Dragon, Silver Dragon, White Dragon, Air Elemental, Earth Elemental, Fire Elemental, Water Elemental, Fey, Djinni, Efreeti, Janni, Cloud Giant, Fire Giant, Frost Giant, Hill Giant, Stone Giant, Storm Giant, Githyanki, Githzerai, Hag, Lycanthrope, Minotaur, Ogre, Slaad, Titan, Troll, Vampire, Yuan-ti.
There are three bloodline strength - minor, intermediate, and major, giving 5, 10, or 20 special abilities.
All of that uses up 13 pages.
Swack-Iron:
I couldn't find anything called Damage Save. As I don't know about M&M, I can't correlate. Sorry.
buzz:
the pic is from D. Roach
Level Check Turning - allows you to affect Undead with more HD
Generic Classes - Just 3: The Expert, the Spellcaster, and the Warrior. (Expert and Warrior are NOT the NPC classes from DMG)
Hex Grid - looks goog, but the facing variant in hex scares me!
Bell Curve Rolls - 3d6 instead of 1d20 and what it entails.
Damage to Specific Areas - that's in the DMG
(page 3)
Gundark:
variant hit point systems -
-Injury System: No hp, just 6 conditions: hit, disabled, dying, nonlethal hit, staggered, unconscious.
-Vitality Points: Just like SW
Also: Reserve points, massive damage threshold, death and dying
defense bonus - a class defense bonus like SW or d20 Modern
Trainz: (I'm not a playtester, but I will try)
new ability scores generation methods - No
Paladin variant specs - There's a 15-level prestige class; P. o. Freedom: Chaotic Good variant; P. o. Slaughter: Chaotic Evil variant; P. o. Tyranny: Lawful Evil variant.
Players roll all the dice - It's mathematically the same as always, NPCs and monsters get an attack score, a Fortitude, Reflex, and Will score, and a Caster level score, PCs get a defense check, a magic check, and a spell resistance check.
Level independant XP awards - a flat XP award for a specific challenge rating, combined with another experience point progression for characters (more like 2e)
(page 4)
Frostmarrow:
Domain Wizard - domains as cleric domains, granted power: +1 caster level for domain spells.
That's all. Did I miss something?