@ Delgar
Adamantine
ammunition +60
light armor + 5000
medium armor +10000
heavy armor +15000
weapon +3000
Adamantine weapons ignore hardness less than 20. No enhancement bonusses other than the standard masterwork bonusses.
@ Lord Rasputin
Wizard Universal Spells: Arcane Mark, Prestidigitation, Permanency, Limited Wish, Wish
Spectral Hand seems the same
Acrobatic: +2 Jump & Tumble
Athletic: +2 Climb & Swim
Deceitful: +2 Disguise & Forgery
Stunning Fist: monks may use this a number of times a day equal to monk level, other characters can use it one/day for every four levels.
I don't have time to go through all the skills to find the synergies.
@ Leiff
Boots of Striding & Springing: +10 enhancement to base land speed and +5 competence to jump, Price 5,500 gp
Expeditious Retreat gives +30 enhancement to base land speed
@ Duke Frinn
Shades; functions like shadow conjuration, except that it mimics sor/wiz conjuration spells of 8th level and lower, 80% damage to nonbelievers, nondamage spells are 80% likely to work vs nonbelievers.
@ Conaill
There is no heavy lance. There is a Two-handed melee weapon "Lance" that has reach.
When you are medium sized, it should be within the rules to use a small spiked chain with one hand with only a -2 penalty. Small weapons, whether reach or melee have the same range increment/threat range as medium weapons.
@ Uder
Sorry ... no time to type all of the monster tables
@ Shard O'Glase
Mithral and steel do not bypass hardness
@ Iron_Chef
The Summon Monster spells still have a round/level duration
@ Drakmoore
Weapon Finesse; "With a light weapon, rapier, whip or spiked chain made for a creature of your size category ..."