Admittedly I kinda half skipped the last 4(?) pages but...
Noooo. Atleast read my posts. Or, Hell, I'll just include them in the OP so that way we stay on task. I don't mind the usual back and forth, but most of the COP stuff was only a tangent.
Okay fine, I added quotes of myself in the OP so people know the correct thread direction.
Hey, I only half skipped them. Walls of text scare me
Current direction is house rules? Pfft.
I was predestined but then I argued [general]
Prerequisite: Must be willing to argue. A lot.
Benefit: Once per week immediately before fighting a spellcaster you may use COP to ask if you will lose. If he says no you win the fight no matter the actions spent and preparations taken it will happen as BG's char op says true answers come to pass no matter what. If he says yes then run away and you will be 100% successful becuase BG's char op also says changing the actions changes the outcome.
*cough* I mean.
Great Destiny [general]
You have a great destiny to fulfill.Prerequisite: Be a player character.
Benefit: The gods fighting each other trying to get you to work for them and no deity is clear on your fate due to other divine influence attempting to alter your fate. Divinations and such effects (including remote sensing) cannot reveal anything related about you, your where abouts, plans, or equipment you are carrying. This effect also prevents other characters and creatures from using insight based bonuses against you.
Ride the Tide of Time [Spelltouched]
Do spelltouched feats even have flavor?Prerequisite: Exposure to a wizard casting time stop or celerity like effects.
Benefit: Once per encounter when a magical effect that grants extra actions is cast that doesn't affect you, you immediately gain an the same action granted by the effect the spell or effect grants. You cannot take more than a full-round action this way. If the spell is Time Stop your full-round action takes place within the suspended time after the spell is cast, thus allowing you to effect the caster and after the full-round action you slip back into normal time. This feat cannot be triggered by nonmagical effects that grant additional actions such as a Sharn's multiple heads or spells that do not directly grant additional actions such as Schism.
FAQ (cus my intent overrules in misdirection my poor typing skills created)
[spoiler]Q: Does Great Destiny block COP from knowing your actions?
A: Partially, no deity knows about your future so they cannot provide true answers about what you will be doing (see COP's true answer). However if the contact in question personally knows about your past or present (mindful they could not have used remote sensing) they may reveal information they remember from rumors and past experiences with you.
Q: Can a character with Great Destiny get a surprise round against someone with Foresight? What about Cunning?
A: Yes, all divination effects do not work against the player, foresight cannot foretell the player's attack to properly warn the caster and also foresight's bonuses to AC do not apply to attacks made by the character as they are insight bonuses. And no, Great Destiny cannot prevent Cunning from having it's effect as Cunning is not a divination based effect.
Q: Does Ride the Tide of Time work if a Swiftblade casts Haste to gain extra actions?
A: No. Haste is an Ex effect when cast by a swiftblade thus nonmagical. Haste cast by others would grant an attack action allowing you to make a single attack that you could normally use within a full-attack action at the time of casting though.[/spoiler]
If you are lazy you could do feats for dimensional anchor, true seeing and rod of absorption effects rather than buying the items for it. Maybe even make up an anti-summoning effect for the wizards that admit to not being enough to do anything them selves but meh. I'm too lazy to do those, besides I kinda like the idea of simply running away after the wizard burns 5,000XP and in debts him self to an epic creature.