The mini-session and it's proposal all happened while I was in the car, on my way home from Edmonton. BTW that's why I had to leave so suddenly on Friday... At least Grandma's doing better than normal and the rest of teh fambly are all fine as usual.
Things I want...
Firstly, feat retraining, from PHB II (page 193). Basically, you trade one of your old feats for a new one; you cannot lose a feat that is a prerequisite for any of your other character options, and you must have been able to take the new feat at the time when you took the feat you'll be losing. I want it to trade in Twin Spell, I haven't used it yet and I don't see much reason why I would use it, and there's more interesting/useful feats I want to take... like Reserve feats that let me fight without running out of spells in under a minute.
Teamwork benefits (one person is the "leader" and must meet high prerequisites, everyone else must meet lower prerequisites to gain the benefits, requires two weeks of training together)
-Group trance (PHB II pg 161, leader must be an elf or half-elf, members need 1 rank concentration): all members sleep as an elf, gaining a full night's sleep in 4 hours (spells still need 8 hours rest)(useful for maintaining a watch though)
-Snap Out Of It (DMG II pg 193, leader needs 8 ranks concentration, members need 1 rank concentration): any ally can grant a new saving throw against an ongoing compulsion effect with a full-round action (a given ally can grant only 1 extra throw for a given effect).
-Spell Barrage (DMG II pg 193, leader needs 8 ranks spellcraft, members need 2 ranks spellcraft): Spells that force a reflex save grant a -2 penalty on subsequent spells' reflex saves for 1 round
-Superior Flank (DMG II pg 194, leader needs 4d6 sneak attack, members need 3 BAB): If two team members are flanking an enemy, all team members are considered to be flanking that enemy (and use ALL team members' rogue levels to overcome Improved Uncanny Dodge)
-Energy Abjuration (feat, CMage, pg 42): When you cast an abjuration spell, you gain special energy resistance for the duration of the spell ((1 + spell's level) * 5), the energy resistance is against the first type of energy damage you take (and then the energy resistance vanishes after one use)
-Fiery Burst (reserve feat, CMage pg 43): With a 2nd or higher level fire spell prepared, you can use a standard action to make a 5' radius burst that does 1d6 fire damage per spell level of the highest-level fire spell you have prepared, and you get +1 effective CL for fire spells. (basically as long as I have a Fireball prepped, I can shoot at mooks all day instead of running out of spells in under a minute)
-Magic Sensitive (reserve feat, CMage pg 44): With a 3rd or higher level divination spell prepared, you have permanent Detect Magic activated. Also +1 CL for divination spells.
-Minor Shapeshift (reserve feat, CMage pg 45): With a 4th or higher level polymorphing spell prepared, you can spend a swift action to gain one of the listed effects: a) +2 melee damage, b) +5' movement speed, c) temporary hit points equal to your HD. Lasts for # of rounds equal to highest-level polymorph spell prepared; if you use it again before the duration runs out, the first effect ends immediately. Also +1 competence bonus to CL for polymorphing spells.
-Arcane Turmoil (spell, wiz 2, CMage, 96): targetted dispel magic, will save vs. losing one prepared spell/spell slot
-Tenacious Dispelling (spell, wiz 3, CMage 119): Targetted dispel magic, second consecutive cast can be targetted or area dispel and gets +2 to the dispel check
-Ghost Lantern (spell, wiz 3, CMage 106): only caster and allies (1/3CL) can see the light given off by touched object
-Heart of Water (spell, wiz 3, CMage 107): gain swim speed, underwater breathing, +5 Escape Artist, can end spell to activate Freedom of Movement for 1 round
-Otiluke's Suppressing Field (spell, wiz 4, CMage 112): suppress spells of a specified school or type ([evil], [fire], etc.)
-Spellguard Rings (magic item, CMage 127): spellcaster activates both rings as a free action while casting a spell; his spells cannot affect the wearer of the second ring for 1 round (4000 gp for both rings together)
-Amulet of Spell Conversion (magic item, CMage 132): replace one of your prepared spells with another from your spellbook of equal or lower level, 1/day (only works for people who prepare spells from spellbooks): 18,000 gp
-Cloak of Comfort (magic item, CMage 132): continuous Endure Elements, resistance bonus to saves (price depends on bonus): 3k, 6k, 11k, 18k, 27k
-Metamagic Wand Grip (magic item, CMage 133): When placed on a wand, you can apply a metamagic feat you know to the casting of the wand (and spend 1 extra charge per spell level adjustment): 6,000 gp
-Quill of Scribing (magic item, CMage 133): Uses your Scribe Scroll feat for you (you must pay all scroll construction costs, like casting the spell, material gp, exp cost)
(any chance we could make a homebrew Quill of Scribing that writes copies spells you've interpreted off of a scroll and into your spellbook?)
Optional Spell Components can't be used with spells with Metamagic feats already applied to them, and use one unit per spell level
-Angel Down (optional Spell Component, CMage 135): applies Extend Spell metamagic to an abjuration spell: 100 gp
-Dragon's Tear (optional Spell Component, CMage 136): applies Heighten Spell (+1) to a [fire] or mind-affecting spell: 200 gp