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Chapter 3 by JackSimth JackSimth

Who?

Level 1 build notes

Pathfinder + 3.X + 3rd party; Gestalt, 25 point buy

Half-elf Freelancer//Freelancer(Monsterkin)

Stats:

Point buy: 7 Str, 14 Dex, 7 Con, 16 Int, 11 Wis, 18 Cha: 25 points

Racial: +2 Cha (Half-elf): 7 Str, 14 Dex, 7 Con, 16 Int, 11 Wis, 20 Cha

Level 1:

Freelancer(Regular):

½ BAB, d6 HD: 0 JP

Eldritch Godling Divine Casting: Charisma: Generic Spellcaster: 20 JP

10 skills points/level: 6 JP

8 class skills: 4 JP

Extra Feat: 10 JP

One Good Save (Ref): 0 JP

10: Eldritch Godling, Major Ascendency, Primordial Magic: Burn spell slots for any of a variety of effects

10: Eldritch Golding, Minor Ascendency, Talent for Mysticism, Clever Godling's **** of Personality (Su): Saves and three skills based on Cha: Acrobatics, Disable Device, Escape Artist

=60/60 JP

Freelancer(Monsterkin)(apply extra JP feats here: 90 points): 4 class skills, one good save (Will) (0 pts)

Constructed (Young Arbiter, CR 1): Most Construct benefits, treated as both Construct and Outsider for spells and effects. 10 JP

From the Void (Necrophage Slasher, afflicted Peasant, CR 1): Don't eat, drink, breathe, sleep; immune to the hazards of space.10 JP.

Telepathic Caster(Formian Traits, via a Formian worker: the 3pp one,not the Paizio or 3.5 one): Cast all spells as spell-like abilities: 10 JP

Autotelic (Ex)(from Trompe L'Oeil applied to a bat): Use Cha in place of Con for fort saves, HP, anything else: 10 JP

Rejuvenation (Degenerate Poltergeist, Bestiary 2): Reform in 2d4 days on the spot if slain: 10 JP

Natural Invisibility(Degenerate Poltergeist, Bestiary 2): Always invisible, not subject to Invisibility Purge

Embodiment Casting (Embodiment of Magic, Spheres power): Spheres CL = HD, with spell pool and such. 10 JP.

Well of Miracles (Primarcane template,spheres of power): ½ CL bonus Magic talents, can change them (and any others) out daily: 10 JP

Regeneration(Eldritch Template): Regen 2 with no bypass

Traits:

Trap Finder (Campaign): +1 Trait bonus to disable device, can disable Magic traps, disable device is class

Seeker (Socal): +1 Trait bonus to Perception, Perception is class

Flaws:

**** (-1 AC)

Poor Reflexes: (-3 Reflex saves)

Feats:

Half-Elf:Skill Focus(Perception)

1st: Extra JP(Monsterkin)

Flaw: Noble Scion(War): Charisma to init, replaces Dex.

Flaw: Extra JP(Monsterkin)

Freelancer: Extra JP(Monsterkin)

Skills:

Class: 4 Monsterkin, 8 Freelancer, 2 traits

Per level: 10 base, 3 int, 1 fcb

Acrobatics (Dex->cha): +1 Rank, +3 Class Bonus, +5 cha = +9

Bluff (Cha): +1 Rank, +3 Class Bonus, +5 Cha = +9

Diplomacy (cha): +1 Rank, +3 Class Bonus, +5 Cha = +9

Disable Device (Dex->cha): +1 Rank, +3 Class Bonus, +5 cha, +1 Trait = +10

Disguise (Cha): +1 ranks, +3 Class,+5 Cha = +9

Escape Artist (Dex->Cha): +1 ranks, +3 Class +5 cha = +9

Fly(Dex): +1 Rank, +3 Class, +2 Dex

Knowledge(Arcana)(Int): +1 ranks, +3 Class, +3 int = +7

Knowledge(Religion)(Int): +1 Rank, +3 Class, +3 Int = +7

Perception (Wis): +1 ranks, +3 Class, +0 Wis, +3 Skill Focus, +1 Trait, +2 half-elf = +10

Sense Motive (Wis): +1 ranks, +3 Class, +0 wis = +4

Spellcraft (Int): +1 ranks, +3 Class, +3 Int = +7

Stealth (Dex): +1 ranks, +3 Class, +2dex = +6

Use Magic Device (Cha): +1 ranks, +3 Class, +5 cha = +9

Saves:

Fort: +0 base, +5 cha=+5

Ref: +2 base, +5 cha, -3 flaw=+4

Will: +2 base, +5 cha=+7

HP:

6 (base), +5 Cha, +20 Constructed (medium) = 31

AC: 10 Base, +2 Dex, -1 **** = 11, ff 9, t 11

Spells:

Freelancer:

Slots:

0: At will (PF)

1:2 Base, +2 bonus

Known:

0:4: Toolkit, Resistance, Detect Magic, Guidance

1:2: Color Spray, Charm Person

Monsterkin:

Spell Points: Level+Cha=6

Known:

Embodiment Casting:

Illusion(All senses)

Well Of Miracles:

Destruction

What's next?

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