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Chapter 3 by JackSimth JackSimth

What awaits on waking?

Level 1 notes

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

Human Freelancer//Freelancer(Monsterkin)

Stats:

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

Racial: +2 Cha: 7/7/7/16/16/20

Level 1:

Freelancer(Regular):

0: ½ BAB, d6 HD:

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

6: 10 skills points/level

4: 8 class skills:

10: Bonus Feat: Extra JP(Monsterkin)

0:One Good Save (Fort)

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, Athletics, Piloting

=60/60 JP

Freelancer(Monsterkin)(90 points): 4 class skills, one good save (Will) (0 pts)

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

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

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

10: Font of Magic (Primarcane): Unlimited spell points, Cha/round: 10JP

10: Construct Immunities(Starfinder Universal monster rules): Imm: Bleed, **** effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, Stun, Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, nonlethal, and Any effect that requires a Fortitude save (unless the effect works on objects or is harmless).

10: Immortal Spark: don't die of old age, no penalties from old age, immune to **** effects, can't be magically aged (Drunk, Minimal[Fine] Nemean Lion)

10:Autotelic (Trompe L'Oeil): Use Cha in place of Con for everything

10: From the Void: Necrophage Slasher: Don't eat, drink, sleep, breathe; Imm. to hazards of space travel other than zero gravity

Traits:

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

Religion: Battlefield Surgeon: Heal (->Medicine) class, +1 trait

Flaws:

****: -1 AC

Poor Reflexes: -3 Ref

Feats:

Flaw: Versatile Spellcaster: Spend to slots of level N to cast a spell of N+1

Flaw: Extra JP (Monsterkin)

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

1st: Extra JP(Monsterkin)

Skills:

Points: 10(base)+1(human bonus)+1(FCB)+3(Int)+Background=15+2/level

Class:

Traits: Disable Device(->Engineering), Heal(-> Medicine)

Noble Scion: Kn(Nobility)->Culture

Freelancer: 8

Monsterkin: 4

Acrobatics(Dex->Cha(FoP), ACP,class):

+1 rank, +3 class, +5 cha=+9

Athletics (Str->Cha(FoP); Armor Check Penalty, class)

+1 rank, +3 class, +5 Cha=+9

Bluff (Cha)

+5 cha=+5

Computers (Int; Trained Only, class)

+1 rank, +3 class, +3 int=+7

Culture (Int; Trained Only, class)

+1 rank, +3 class,+2 Feat, +3 int=+9

Diplomacy (Cha, class)

+1 rank, +3 class, +5 cha = +9

Disguise (Cha)

+1 rank, +5 cha=+6

Engineering (Int; Trained Only, Class)

+1 rank, +3 class, +1 trait, +3 Int=+8

Intimidate (Cha)

+5 cha=+5

Life Science (Int; Trained Only, class)

+1 rank, +3 class, +3 int=+7

Medicine (Int; Trained Only, Class)

+1 rank, +3 class, +1 trait, +3 int=+8

Mysticism (Wis; Trained Only, class)

+1 rank, +3 class, +3 wis=+7

Perception (Wis, class)

+1 rank, +3 class, +3 wis=+7

Physical Science (Int; Trained Only, class)

+1 rank, +3 class, +3 int=+7

Piloting (Dex->Cha(FoP), class)

+1 rank, +3 class, +5 cha=+9

Sense Motive (Wis,class)

+1 rank, +3 class, +3 wis=+7

Sleight of Hand (Dex; Armor Check Penalty; Trained Only,class,background)

+1 rank, +3 class, -2 dex=+2

Stealth (Dex; Armor Check Penalty)

-2 dex = -2

Survival (Wis)

+1 rank, +3 wis=+4

Profession(UPB production,Cha, background, class)

+1 rank, +3 class, +5 cha=+9

Saves:

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

Ref: +0 base, +5 cha, -3 Flaw=+2

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

HP:

6(base), +5*1 Cha=11

AC: 10 Base, -2 dex, -1 flaw=7(T 7, FF 7)

BAB: +0

Melee: +0 BAB, -2 STR = -2

Ranged: +0 BAB, -2 DEX = -2

Spells:

Freelancer:

Slots: Don't care. Can spend spell points.

Known:

0: 4:

1: Detect Magic

2: Daze

3: Dancing Lights

4: Prestidigitation

1: 2:

1: Cure Light Wounds

2: Charm Person

Monsterkin:

Spell points: Cha(5)/round + pool of lev+Cha(6)

Talents:

Embodiment Casting: Dark: Shadow Stash*2: Shadow holds up to 5 pounds of stuff, can don items in my stead.

Well of Miracles:

Casting 1: Warp Sphere

Casting 2: Warp: Extradimensional Room

What's next?

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