I'll have to look at the augments more later...
Is getting an amulet of mighty fists with magical properties still an option, along with the augments? Or are augments replacing it?
Augments are replacing it. However, do anticipate "Unique" weapons with old properties on them in addition to augment slots.
As far as your skill rules... you say if you have one of the skills in the brackets, you have the new skill. You list *all*
knowledges and martial lore within a single skill (Lore). Do you still take Lore ranks individually for each subcategory, or is it one singular giant skill now? Also, why do some of the skills have asterisks next to them? And when a skill says "Dex/Con" or whatever, I assume that means you can use either of those modifiers on it?
Lore skills are still separated by the original types (Religion, Arcana, etc). Class skills for Lore are identical to the original set (so a Warblade would be able to take Local, Martial, and History as class skills for the Lore skill, but not others).
The asterisked skills denote that they only have 1 key ability modifier, whereas the rest are dual-natured. If a skill says Dex/Con, you have to pick which ability modifier you use with that skill upon character creation (retraining can change this). This actually came up with Legerdemain in my last campaign: The DFA's player was playing a Factotum, and used Dex for that skill in order to double-up on the ability modifier.
EDIT: How do your skill rules work with synergy bonuses? Is there a reason Inspect is Wis-only, when 2 of its 3 skills are Int-based originally?
Synergy bonuses have been hammered out, but they are on a Doc file. I'll post them when the party hits 2nd level. Inspect was originally just Search+Sense Motive until I realized I forgot Appraise, so I added that skill into Inspect. I've always felt that the Search skill should have been Wis-based, as Wisdom is the ability score that governs perception. I may end up switching Inspect and Perception's key ability modifiers though, now that you brought it up.
And have you considered/tried making a named server, rather than direct connect? I don't know if it will help; all I know is I currently can connect to a named server for a different game, and the one I create for my game also works. But I could not get your IP connect to work. Maybe something else was wrong, I don't know.
I'm going to try the named server, provided I can figure it out.
Sinfire, how do you feel about a human monk with the feat Magical Training?
It's Forgotten Realms material, something I've very rarely ever allowed. I also know what tricks can be done with that feat (getting 9th level spells on a 20th level Fighter...), and would prefer it if that level of optimization stayed out.
If it is to get wand access without needing UMD/Manipulate Device, I would prefer you use Apprentice (DMG2) or Aereni Focus (PGtE). You are getting 2 bonus feats at 1st level after all.