AngelOmnipotent
2009-05-23, 04:36 PM
Hello!
I'm starting up a new game tomorrow and I've settled on using a Malconvoker. I'm taking the Conjurer varient from UA and Focused Specialist from Complete Mage. I've banned Enchantment, Evocation, and Necromancy. Basically I'm looking for some general advice but mainly feat advice to fill in the blanks.
The GM is allowing 2 flaws and its a rather high powered game. There are also house rules, but these are the ones that actually apply to this question directly:
• Background Feats: At levels 1, 5, 10, 15 and 20 all characters gain a free bonus 'background feat', which can be any feat generally regarded as underpowered (e.g. Endurance, Skill Focus, Alertness...)
• Death and Dying: You are disabled from 0 to negative your CON modifier, and dying down to negative CON score. For example with a CON of 18 you are disabled from 0 to -4, and dying until -17. At -18 you are dead. However with a negative CON modifier, 6 CON for example, you are automatically dying from 0 and dead at -6.
My current idea of progression is as follows (any room for suggestions is welcome) and all sources are available:
http://i651.photobucket.com/albums/uu236/blowlotsup/progression-1.jpg
I'm also toying with 1 level of Sacred Exorcist, but I'm not sure if it's a good idea. If it is, where should I stick that level? If not, level 20 will be Wizard.
My idea was to take Twin Spell as my 6th level feat, and sticking Shadowy Conjuration (I think that's what it's called?) in there somewhere, but all the feats I have right now are easily replacable, although the rule about Death and Dying makes Diehard very powerful in the early levels.
Go to town and tell me if I've made a royal mess of it, or whether I'm on the right track. It's the first time I've ever had the freedom allowed from a GM to make something outside of mostly Core.
Thanks in advance!
Edit: Completely forgot, the list of background feats is as follows:
Acrobatic
Agile
Alertness
Animal Affinity
Athletic
Deceitful
Deft Hands
Diligent
Endurance
Diehard
Great Fortitude
Investigator
Iron Will
Lightning Reflexes
Mounted Combat
Negotiator
Nimble Fingers
Persuasive
Run
Self Sufficient
Simple Weapon Proficiency
Skill Focus
Stealthy
Track
I'm starting up a new game tomorrow and I've settled on using a Malconvoker. I'm taking the Conjurer varient from UA and Focused Specialist from Complete Mage. I've banned Enchantment, Evocation, and Necromancy. Basically I'm looking for some general advice but mainly feat advice to fill in the blanks.
The GM is allowing 2 flaws and its a rather high powered game. There are also house rules, but these are the ones that actually apply to this question directly:
• Background Feats: At levels 1, 5, 10, 15 and 20 all characters gain a free bonus 'background feat', which can be any feat generally regarded as underpowered (e.g. Endurance, Skill Focus, Alertness...)
• Death and Dying: You are disabled from 0 to negative your CON modifier, and dying down to negative CON score. For example with a CON of 18 you are disabled from 0 to -4, and dying until -17. At -18 you are dead. However with a negative CON modifier, 6 CON for example, you are automatically dying from 0 and dead at -6.
My current idea of progression is as follows (any room for suggestions is welcome) and all sources are available:
http://i651.photobucket.com/albums/uu236/blowlotsup/progression-1.jpg
I'm also toying with 1 level of Sacred Exorcist, but I'm not sure if it's a good idea. If it is, where should I stick that level? If not, level 20 will be Wizard.
My idea was to take Twin Spell as my 6th level feat, and sticking Shadowy Conjuration (I think that's what it's called?) in there somewhere, but all the feats I have right now are easily replacable, although the rule about Death and Dying makes Diehard very powerful in the early levels.
Go to town and tell me if I've made a royal mess of it, or whether I'm on the right track. It's the first time I've ever had the freedom allowed from a GM to make something outside of mostly Core.
Thanks in advance!
Edit: Completely forgot, the list of background feats is as follows:
Acrobatic
Agile
Alertness
Animal Affinity
Athletic
Deceitful
Deft Hands
Diligent
Endurance
Diehard
Great Fortitude
Investigator
Iron Will
Lightning Reflexes
Mounted Combat
Negotiator
Nimble Fingers
Persuasive
Run
Self Sufficient
Simple Weapon Proficiency
Skill Focus
Stealthy
Track