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Messages - Divreon

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Haven't seen the Emergency Force Sphere before, It's good for a lot of situations. It might fill in a gap with the fort saves though.

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D&D 3.5 and Pathfinder / Help me maximize my play in a houserule heavy game.
« on: September 01, 2014, 04:03:24 AM »
TLDR: I'm looking for Spells/Psionic powers, lower levels spells/powers are better, for a broken house ruled campaign.

THE FULL SCOOP:
The Game I'm playing is a heavily house ruled pathfinder game.

The house rules allow for a feat every level instead of the normal, and points that can be spent on taking spells and psionic powers as spell and psi-like abilities, or for buying up stats as stat progression is gone.

The Cost of the spells is the level of the spell squared, and the cost per casting is the level of the spell, with the exception that level 1 spells get two castings per point spent into them, and level 0 spells, cost 1 point but can automatically be cast unlimited times per day. Spells/Psi powers taken in this way cannot be higher than 6th level. If you ever have 27 castings of the same spell/power per day, you are considered to have unlimited castings(Don't ask why 27, that's not really important)

So I'm playing an elf Dual Cursed oracle 7(Tongues-does not advance, Legalistic, and TIME mystery), Witch 2(Cackle, Fortune, Flight). I know, Weird combination, but it works with the story.

My current build is a support build. Fortune and Misfortune from dual cursed for re-rolls for the party and myself on command, as well as Witch Fortune/cackle to give them a 'free' reroll every round in combat in exchange for my move action, or if I had time before combat to build up the duration by cackling twice a round for a few rounds. Meanwhile I have Flight to get out of the way.

We ARE using hero points, and I'm using the witch's spells for blood money, to cast the spell that grants free hero points. +8 to important rolls is really nice, as is the whole cheat death thing.

As For AC, I'm using nothing but psionics for AC, Thicken skin, Precognition-defense, force screen, and intertial armor. Between these and a purchased higher dex of 22/+6 I can get up to a 38 AC

While my character as is, is decent by the standards of the game, I'm twinked for Diplomacy, and not really useful except for the buffs/debuffs I've been throwing since day one of the game.

Another minor issue is that my fortitude save is horrendous, and the creatures we've been fighting, Dragons and Demi-Gods, are only scaling up, I think it might lead to a save or die in the future that I won't be able to make, even with 2-3 re-rolls.

I have one custom feat, it lets oracle curses and revelations, as well as Witch hexes, treat my level as if it were the combined levels of witch/oracle, instead of each of their respective lower levels, and it makes the combination playable.

My main goal is to take over the world and be the eventual 'God King' of the world. To do this, I need to outshine the rest of the party in some way.

I'm not opposed to becoming more offensive, as we often have people to fight, but I think having the people of the land support us could be a bigger deal, and while my diplomacy will certainly help with that, winning while looking impressive may be just as important.


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Introduce Yourself / A New Munchkin Approaches
« on: September 01, 2014, 03:24:25 AM »
Hello All,

I'm the rules lawyer from my group, not obnoxiously so, but I do beta testing for card/board games from time to time, and I like reading and breaking bad rules.

I like seeing rules interactions and considering how they apply, and I like the thought exercise behind it. I don't go too far into the land of cheese, but I do love it when DM's make house rules as they are rarely better than the rules they are replacing and leave giant holes to walk through.

-Divreon

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