Hello everyone, today I'm trying to put together a character for a game with a lot of houserules. Among the most troubling is one in which any Natural One made on an attack roll immediately ends the turn, regardless of how many actions or attacks you have left, and a confirmation roll of 5 or less makes the DM consult a critical fumble charter, the effects of which include falling on your own weapon for an automatic Self-Coup-de-Grace. While contemplating that, I thought I would try to make a well-defended character using Luck Rerolls and Reserve Feats such that don't require attack rolls.
The rules and houserules in effect:
28 Points for Attributes (and each new character brought in comes in at 2 less, so the next one would be at 26)
Classes (including PrC's) from the core rulebooks including PHB2, the Complete Series minus Psionic, and the Forgotten Realms Campaign Setting
Races from the Forgotten Realms Campaign Setting, no LA Buyoff
Feats and Magic Items from the above, MiC, and any other official WotC source, all pending approval
Unearthed Arcana is not permitted, nor is getting Flaws for Feats (getting a Flaw is fine, but no corresponding Feat would be gained)
10th level character, 74,000 GP
Some guidelines and other information:
The entire party is mostly Evil or Chaotic Neutral
The current dungeon has resulted in multiple deaths and new characters being brought in, my character died but was Resurrected from a Scroll.
The party makeup at this time consists of: a Human Rogue/Blackguard with a level or two of Fighter; a Halfling Warlock with Flight, Stone Hand grapplers, Animate Dead and of course blasting; an unknown Archery-focused type*; a Human Frenzied Berzerker*; an Elf of unknown abilities*; and an unmet character*. Each character with an asterisk is a replacement character or a new player's character.
The shop owner has a character that comes in occasionally, a Human Urban Ranger, and his Ape Animal Companion received Sentience from a Druid and became a Druid itself; both characters come in and out as available/at the whim of the DM.
The party has very little in the way of healing; any spell slots or abilities that CAN be used for healing MUST be used for healing upon pain of death (my prior character, a Cleric of Helm, was killed for being A.) Good, B.) A DMM Persist Cleric who for some inexplicable reason thought it was better to buff and protect party members instead of healing damage in combat, and C.) to acquire the Holy Artifact he had which doubled all spell slots, the new slots only able to be used for Healing magic. Thus, a Cleric or Favored Soul type are not being considered. Caveat/exception: if a Feat, Class, or ability would prevent the possibility of healing the party, then such a thing would be valued and considered. Merely being unoptimal at healing isn't enough, the character must be completely unable, save for something like Wands with UMD.
I tend to do well with complex Arcane Caster types like Wizards, my current character being a Focused Conjurer/Master Specialist/Mage of the Arcane Order, though I would be up for some variety.
.
A couple ideas I'm tossing around at the moment are an Uttercold Necromancer type, a Malconvoker (the attack rolls of the summoned creatures shouldn't count against my PC, though I'll have to check) and an Ultimate Magus.
Does anyone have any suggestions, either as a general archetype or as a specific trick/ ability to be used? Given the number of houserules that get thrown around, I would like to keep the character relatively simple, with a minimum of things that could be ruled against me. Better to get all the tricks approved up front, so there's no unexpected results later.
I'll put together a build in a day or two, after I've talked more with the DM tomorrow.