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Chapter 44 by JackSimth JackSimth

What's Dan's game?

Level 15 notes

Race: Hologram

Diminutive Construct with Con score, can't do non-mental actions other than project hardlight body without Hardlight Body active.

Hardlight Body: Be effectively humanoid at will.

Healing Circuit: Can be healed/ raised/ resurrected/ etc with some minor limitations

Programmed Appearance: Change appearance 1/day, any non-specific small or medium humanoid.

Robotic: Imm. bleed, disease, **** effects, poison, nonlethal damage, and sleep effects unless those effects specify they affect constructs. +4 bonus vs. humanoid only effects. No need to eat/drink, but can; still sleep

Theme: Roboticist:

1st: Theme Knowledge:

Computers: Class or +1

Reduce the DC of Engineering checks to identify creatures and technology by 5.

6th: +1 rank for purposes of constructing tech items (not magic or hybrid)

12th: 1/Day Make Whole for constructs or tech items, faster starship repair

18th: Pending: Get resolve points back for dealing with new tech items

Ability Scores:

Ability Quick Picks, Focused: 18/14/11/10/10/10. Priority: Cha/Int/Con/rest: 10/10/11/14/10/18

Flaw: -2 Con 10/10/9/14/10/18

Level Up(5th): +1 Cha, +2 Dex:10/12/9/14/10/19

Level up: 10th: +1 Cha, +2 Dex: 10/14/9/14/10/20

Level Up 15th: +1 Cha, +2 Dex:

10/16/9/14/10/21

Mythic: +8 Cha: 10/16/9/14/10/28

Mythic Enhanced Ability: +2 all: 12/18/11/16/12/31

Enhancement(spells): +6 all: 18/24/17/20/18/37

Personal Upgrades: +6 Cha, +4 Dex, +2 Str: 20/28/17/20/18/43

Monsterkin: +4 Cha: 20/28/17/20/18/47

Class: Gestalt: Freelancer/Freelancer(Monsterkin).

1st: Freelancer

0: ½ BAB, d6 HD:

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

0: 4 skills points/level:

0: 4 class skills

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: Piloting, Acrobatics, Athletics

0: Simple weapon prof.

10: Nature's Whispers: Cha instead of Dex to AC

10: Fae Power (Su): Fey points, ½ lev+Cha: Spend to power Surreal feats, summon ringfort (complex)

=60/60 JP

1st: Monsterkin (Extra JP *2)

10: Slip Drive(Spectra): Drift Engine rating of ½ CR, only need to stay still for one round to use it, can go between planes.

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.

10: Greater Lifesense (Blindsight(Life) 5 miles (Degenerate Hellion Revenant)

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

0: 4 class skills

0: ½ BAB, d6 HD

0: One good save (will)

10: Telepathic Casting: Cast everything as spell-like

10: Machine Telepathy (Spectra template applied to a Tiny Elemental): Comp./Eng. checks at 100 ft, talk to machines/creatures with this in range

80/80

2nd: Freelancer:

10: Divine Grace (Paladin): +Cha to saves

10: Lineage Domain(Time(Past)): Eldritch Godling: Gain Time(Past) domain spells and powers:

1st: Do-over: Imm: 3+Cha/day: Reroll a failed skill checks, saving throws, or attack rolls.

8th (pending): 3/week, max 1/day: Rewind time 1 round of combat or 1 min. of non-combat time

10: Attuned Mysticism(Eldritch godling): 1 type, +⅕ cl: Adjust spells to affect that type rather than normal. Fey.

2nd: Monsterkin:

10: Divine Providence(Walking God template, applied to a young Degenerate Mythic Human Skeleton): Roll double tier (or max on die) tier times a round. Doesn't count as a nat-20.

10: Mythic Outpouring (from same): Unlimited use of Mythic power

10: Powers of Faith: Gain powers of Faith as a rank-10 Mythic. Complex. Of particular note is that I can assign a high priest, who becomes a Mythic Hierophant-9.

3rd: Freelancer

10: Fabricate Tech (Technomancer): Spend a spell slot for a tech item (not weapons or armor), spell lev *3, max CL, for CL min.

10: Bonus Feat: Transformation (Human): Can turn into a Human, shapechanger subtype

10: Hex (via Spirit Guide Oracle): Benefit of Wisdom: Use Cha instead of Int for all Int-based skills checks

3rd: Monsterkin

10: Unearthly Grace (Young, Degenerate, Wyrgrove Nymph): Cha as Racial to saves, Def. to AC

10: Font of Magic (Primarcane): Cha free spell points/round

10: Magical Mastery (Bound One): +2 Spheres CL

4th: Freelancer

10: Continue Casting

10: Motivate Charisma minor aura (Marshall: Add my cha to mine and all allies Cha-based checks)

10: Bonus Feat: Fleeting Spell: +0: Spell is dismissable, half normal duration

+2 for Vancian (Inspired Spell))

Attuned Mysticism: + Humanoid

4th: Monsterkin

10: Unassailable Power (walking god template): Ignore AMF, dead magic zones, and similar for my abilities and gear

10: Technological Wonders (Young, Degenerate, Recycled Construct Terraformer): All abilities are nonmagical and Permanent

10: Primordial Lore (Dark Walker template): Know Mythic version of all spells known; ignore spell Resistance and any immunities of a target

5th: Freelancer

10: Energy Alteration: Cast as a full action to change spell damage type (to fire, cold, elec, acid, or sonic). Alt: Spend a resolve point to do it as a standard

10: Fabricate Arms: As Fabricate Tech, but weapons and armor

10: Bonus Feat: Bonded Mind: Communicate with allies with the feat as per Message spell, but no chance of interception

Attuned Mysticism: +Construct

5th: Monsterkin

10: Blessing of Pain (Drunk Joyful Thing): +Cha Profane->Divine AC,Saves, Attk, Dmg

10: Dual Actions (Serpentir, MM V, CR 4): Two full sets of actions every round

10: Reflective Hide (Monster of Legend template): Permanent unlimited spell turning

6th: Freelancer:

10: Continue Casting (3rd)

10: Dream Manifestation (Mystic Dreamer): Spend 1 resolve point as a full-round action to duplicate the effects of any spell I can cast

10: Bonus Feat: Third Eye: Can see and understand Ethereal creatures (handy for prerequisites, notably Spirit Walk to go Ethereal, Spirit Shield to reduce **** damage and Ethereal Weapon to make things Ghost Touch)

6th: Monsterkin

10: Telepathy, 1 mile: Chrestomath Caulborn

10: Immunity to Temporal Magic (Ex)(Time Crawler): immune to all time-related spells and effects (including time stop, temporal stasis, and the like).

10: Construct Immunities: Lots of immunities (Starfinder universal, Enacted Wingbot)

7th: Freelancer

10: Bonus Feat: Greater Link: Focus to see/hear through Conjuration Companion's senses

10: Chosen Ride (Racer Archetype): 1/day pick a vehicle and a benefit (going with starship and +1 speed routinely, but there are other options). Applies to just the one ride.

10: Amplify Drift Engine: Spend some Resolve to attune to a drift engine, giving it +1 rating

7th: Monsterkin

10: Fey Power (Su) (Young, Drunk, Degenerate cù-sìth) + Cha to attack rolls, damage rolls, CMB, and CMD.

10: Ability Increase(Cha): +2 Cha

10: Ability Increase(Cha): +2 Cha

8th: Freelancer:

10: Progress Casting

10: Spell Restraint (Black Mage Mage Talent): Reduce area of radius effect spells as needed (5 ft increments)

10: Bonus Feat: Burrowing Spell: Allows casting spells without line of effect (through walls)

Attuned Mysticism: +Outsider

8th: Monsterkin:

10: **** Field (Security Eye): 5 Shield Points/HD with fast healing=HD, but shuts down for 24h if it reaches 0 (does not stop lasers). Stops critical hits while active, resist/imm/vuln. does not apply.

10: Shadow Traces (Shadow Traced Creature): Imm: Create three clones with half HP, some limits.

10: Reshape Reality (Sp) (Protean Attractor):. 1/day use 20% real Mirage Arcana

9th: Freelancer:

10: Bonus Feat: Portal Combat: Can attach portals to surfaces, close them on people, and throw them at people.

10: Coven Hex (Witch hex): Aid Another on caster level for others with this hex.

10: Overmind Psionics: Prepare two Psionic Powers known of each level I have slots, ML=CL, power with spell slots

9th: Monsterkin:

10: Inner Bard (Su) (Azata-Inspired): 1/day, choose a bardic performance of up to bard level = lev; use it Cha-mod rounds/day as a move action

10: Harbinger’s Awareness (Ex) (Archon-graced): Can't be surprised or flat-footed

10: Resistance: Fire (direct): Resist 15 fire

10th: Freelancer:

10: Progress Casting

10: Bonus Feat: Circle Casting: Can support other casters with the feat for caster level boosting

10: Instant Upgrade: As Fabricate Tech, but armor upgrades.

Attuned Mysticism: +Dragon

10th: Monsterkin:

10: Energy Immunity: Fire (direct)

10: Immunity to Missile Weapons (gravity elemental): As long as they're no bigger than me

10: Immunity to Spells (Ex) (gravity elemental): Immune to all weight/mass-based effects (not just spells, despite the name)

11th: Freelancer:

10: Bonus Feat: Counterspell: Spheres Counterspell / Dispel Magic

10: Magic is Magic (Eldritch Godling): Determine CL by adding up all classes (so 2*level, because Freelancer and monsterkin: +2 for Spheres (bound one) and usually

10: Hex (via Spirit Guide Oracle): Intuitive Aesthetics: Use Cha instead of Wis for all Wis-based

11th: Monsterkin:

10: Plant Immunities (Joltvine; Starfinder universal): A few immunities not covered by Construct Immunities

10: Divination Immunity (Metal plated creature, lead): Immune to all magical attempts to gain info

10: Magic Immunity (Ex) (Degenerate Dragonbone Golem): immunity to all spells, spell-like abilities, and supernatural effects and abilities.

12th Freelancer:

10: Advanced Casting (6th)

10: Shared Skill (Posessed Shaman): Pick two skills, make them Wis(->Cha, hexes), treated as full ranks. Stealth, Sleight of Hand. Closes all SF skills to Cha.

10: Hide In Plain Sight(Shadowdancer): Use Hide even when observed, if within 5 ft of any shadow besides mine

12th: Monsterkin:

10: change shape (greater polymorph) (Protean, Illureshi)

10: Profane Gift (Su)(Succubus, with Profane Temptations, Gift of Transformation): Kiss a humanoid(Attuned Mysticism applies), give a +2 Profane(Divine) bonus to an ability score of their choice: Telepathy at any range can use Suggestion on them at will; they can use my Change Shape, but I hear their thoughts

10: Perfect Memory (Ex) (Angel, Cassian): What it says on the tin: Remember everything perfectly

13th: Freelancer:

10: Evasion(Rogue): Ref Half -> Neg.

10: Mettle(Hexblade): Fort/Will partial -> Neg.

10: Uncanny Agility (Ex)(Operative): Imm. Flat-footed, no bonuses vs. me if flanked or prone

Attuned Mysticism: +Undead

13th: Monsterkin:

10: Malevolence: Possess people (Ghost template)

10: Calculate Outcome (Ex) (Anacote Quantifier): Take ten on any skill checks despite distractions; 1/day reroll failed ability check, attack rolls, saving throw

10: Stranger’s Shot (Su): Small arms unlimited ammo, can be Piercing, laser(fire), or elec(targets KAC); swift: Aim to ignore all cover and deal +1d6 damage on next shot

14th: Freelancer:

10: Continue Casting (7th)

10: Quad Attack (Ex): Four attacks on a full attack when using small arms or operative melee weapons

10: Covering Fire (Ex)(FFD20 gunner): Take a move action to threaten out to my first range increment with a weapon

14th: Monsterkin:

10: Mutable (Ex) (Apari): Imm. Critical hits, can divy up ability damage/drain across stats

10: Wake Rider (Su)(Asteray): Latch into a starship and follow it, including into the Drift

10: Digital Transfer (Su): Possess a computer, transfer between them, with body and all gear

15th: Freelancer:

10: Empowered Weapon (Technomancer): Mv: Expend a spell slot: Next attack with a weapon gains + spell level to hit, + (spell level) d6 damage

10: Phase Shot(Technomancer): Std: Spend resolve to shoot someone despite nonmagical barriers

10: Spellshot (Technomancer): Use area spells through a ranged weapon's, replacing spell range with the weapon's range

Attuned Mysticism: +Plant

15th: Monsterkin:

10: Felling Blow (Ex): Swift: Apply a critical hit effect after striking

10: Ambush (Ex)(Carrion Wheel): Active during surprise rounds, full set of actions

10: Sense Detection (Su): Know direction and distance to anyone who has detected me by any means. (Damiaran maggot)

Flaws:

Pathetic (-2 Con)

Noncombatant (-2 melee attack rolls)

Feats:

Flaw: Extra JP

Flaw: Extra JP

1: Noble Scion(War): Kn(Nobility)-> Culture: +2, class; Cha to init instead of Dex

3: Human Guise (count as Human for requirements)

5: Extra Scion Talent: Channel Energy: Channel energy as a cleric of level, 1+½ lev/day

7: Termination Clause: Fleeting spell works on Permanent effects, can be a contingency-like scenario

9: Contingency: Cast a sphere effect as a contingency

11: Defiant Luck (qualifies for Inexplicable Luck)

13: Improved Counterspell: Stronger counterspells

15: Greater Counterspell: Spheres Disjunction

Traits:

Campaign: Trap Finder: Disable Device -> Engineering: +1 Trait, Class; can disable Magic traps

Social: Seeker: Perception: +1 Trait, Class.

Skills: Note: Divine Providence on the base die, plus Display Of… from Mythic and Surge makes each result in 57+ the below 99+% of the time.

Class: All (Karmic Blessing).

Ranks: All (Enable Function + Open Minded)

All: +15 Rank, +15 investment in Item Familiar +3 Class, +8 Ins, +5 Luck, +6 Morale =+52

Any Mental, plus Acrobatics, Athletics, Piloting: +52 All, +18 Cha, +17 Motivate Cha, +7 Visualization of the Mind=+94

(all skills not otherwise specified).

Culture(Int-> cha): Cha, +2 Feat=+96

Engineering(int->cha): Cha, +1 Trait

=+95

Perception (wis->cha): Cha, +1 Trait, +30 Emh=+125

Survival(wis->cha)(SB): Cha, +6 Divine =+101

Stealth(Dex->Wis->Cha)(SB): +Cha, +2 Enh=+96

Saves: Note: Divine Providence on the base die, plus Surge (Augmented by necklace) also with Divine Providence, makes each save result 39+ the below 99+% of the time.

All: +18 cha, +18 Divine Grace, +18 Racial, +18 Divine(BoP), +5 Luck=+77

Fort: 15 good: +9 base, +77 All= +86

Ref: 15 poor: +5 base, +77 All, +3 Dodge= +85

Will: 15 good: +9 base, +77 All= +86

EAC: 10 base, +18 Cha, +18 Def +42 armor, +18 Divine(BoP), +3 dodge=109

KAC: 10 base, +18 Cha, +18 Def +44 armor, +18 Divine(BoP), +3 dodge =111

HP: 5lev+racial(4)+94 Mythic, -1/level (Channel the Mishtai) =100

Stamina: (5+18(Cha, Autotelic))* Lev=345

Resolve: ½ lev + Cha=25

Note: Divine Providence on the base die, plus Surge (Augmented by necklace) also with Divine Providence, makes each result 37+ the below 99+% of the time.

Melee Atk: +15 BAB, +5 Str, -2 Flaw, +5 Luck, +6 Morale, +18 Divine(BoP), +3 Haste, +18 Fey=+68

Wyrmlord Dragonglaive: 13d8+67 Slashing and Elec, powered: 20 capacity, usage 1, reach

+Frost Flaming Fusions (can have half damage be fire, cold)

+Burning fusion: Burning critical hit effect

+Ensnaring Fusion: Entangle Critical hit effect

+Phase Blade: Targets EAC

(+15 Weapon Focus, +18 BoP, +5 Luck, +5 Str, +6 morale, +18 fey)

+Ethereal Weapon: Ghost Touch

Ranged Atk: +15 BAB, +8 Dex, +5 Luck, +6 Morale, +18 Divine(BoP), +3 Haste +18 Fey=+74

Paragon Reaction Cannon: 12d10+63 Piercing, Penetrating, 100 ft, 20 charges, usage 1, Sounding critical hit

+Energetic Fusion (uses charges)

+Frost, Shock, Flaming Fusions (can have half damage be fire, cold, elec)

+Ethereal Weapon Spell: Ghost Touch

+Advanced Invisibility

+Eternal Steel (regen 3 acid/rust)

(+15 Weapon Focus, +18 Blessing of Pain+5 luck, +6 morale, +18 Fey)

Paragon Kin-killer rifle: 11d10+63 Slashing, 120(1500), capacity 20, usage 1, unwieldy

+Frost, Shock, Flaming Fusions (can have half damage be fire, cold, elec)

+Energetic Fusion (uses charges)

+Ethereal Weapon Spell: Ghost Touch

+Advanced Invisibility

+Eternal Steel (regen 3 acid/rust)

(+15 Weapon Focus, +18 Blessing of Pain+5 luck, +6 morale, +18 Fey)

Spheres

Spell Points: lev+Cha=33+Cha/Round

Talents: All. Enable Function + Extra Magic Talent repeatedly

Vancian Spells:

Per day: Don't care. Inspired spell + unlimited Mythic power gives unlimited Casting of spells.

Known: All. Enable Function + Expanded Arcana feat (so that Primordial Lore grants me the Mythic versions)

Overmind Psionics:

0: Empathy, Detect Psionics

1: Crystal Shard (1d6/PP EAC single target slashing), Astral Construct

2: Ego Whip (Cha damage and daze, single target, will partial), Swarm of Crystals (1d4/PP Slashing in 15 ft cone; Ref half)

3: Energy Burst (40 ft radius burst 1d6/pp energy dmg, ref half), Battlesense: Complex teamwork

4: Energy Ball, Empathic Feedback

5: Teleport Trigger, Hail of Crystals

6: Genesis, Null Psionics Field

7: Divert Teleport, Send Reality

Mythic:

Heirophant-9, Spheremaster (dual path)

Divine Surge: Inspired Spell: Spend Mythic, cast any divine spell of a level I can cast at +2 CL, any spell on my (very expand) list

Mythic Sphere Mastery: Fallen Fey. 2 for 1 on Fey blessings; Spend Mythic to get any two blessings, don't need to know them.

Mythic Tradition:

Drawback: Cursed: Unaligned: -2 Cha checks vs. outsiders with an alignment subtype

Quality:When All Seems lost: 3 rounds of Superman, then **** for 8 hours

Boon: Expertise: Solar Manifestation from Solarian: Small Weapon, Armor booster, or Shield at will. Used for a weapon on my ship.

Base Abilities:

Hard to kill: Auto-stabilize, double con ****

mythic power: 25 (paragon), unlimited

Amazing initiative: +tier to init, Extra non-spell standard for spending mythic:

Recuperation: Spend Mythic and an hour to recover almost everything

Mythic saves: Saves are all negates unless Mythic

**** of will: Imm: Reroll a d20 (including non-mythic's)

Unstoppable: Expend Mythic to remove conditions

Immortal: Returning to life 24 hours most of the time

Surge +1d10 (->2d8+1 Potent Surge, ring, and Greater Surge)

Ability Score4: +2 to any ability score4

Mythic Feats:

1: Dual path(Spheremaster): Gain a second path, including the first level Ability

3: Mythic Paragon: 2 tiers higher for any numbers thing.

5: Ascendant Spell: Duplicate Mythic versions of spells via metamagic

7: Potent Surge: +1 on surge die

9: Lucky Surge: Roll surge twice and take better

Mythic Path Abilities

1: Heirloom: Gain a Legendary Item, up to three abilities

2: Implement Master: Spend Mythic to use an implement on the wrong sphere

3: Heirloom: Now a minor artifact, up to six abilities

4: Borrowed Power: Swift: Spend Mythic to grab a path Ability from anything other than Spheremaster for 2*tier rounds

5: Crafting Mastery: Craft Magic items without the feats

6:Heirloom: Now a major artifact, up to ten abilities

7: Implement Master: Spend Mythic to use Spheres implement on other Spheres

8: Battlemagic Sense:

+Tier to spellcraft to ID Magic

Swift/Imm: Spend Mythic to treat BAB=Mysticism ranks for 1 min

Aware of casting ranged magic in 130 ft, ID with check even if no line of sight

Counterspell as an immediate action (bonus if ready). Need to be able to counterspell

9: Curse Bearer: Ignore basically all negative effects of curses

Gear:

Pearly White Spindle Aeon Stone: +1 CL

+Advanced Invisibility

+Unplottable

Junk Armor (CL 42): EAC 42, KAC 44

+Effortless Armor spell (removes speed penalty)

+Spirit Bound Armor spell (ignore flat-footed and off-kilter)

+Mythic Armor Master*3 (removes ACP and Max Dex)

+Mythic Armored Might: +50% boost, max half tier (so +5)

+Advanced Invisibility

+Unplottable

+Eternal Steel (Regen 3/Acid or rust)

Personal Com Unit

+Advanced Invisibility

+Unplottable

+Eternal Steel (Regen 3/Acid or rust)

+5 Spheres Implement (Conjuration): Ring

+Advanced Invisibility

+Unplottable

+Legendary Item*3 (Limited count due to Heirloom):

Surge: Caster level checks & Concentration checks

Intelligent*6

Spellcasting*5: 25 pts

Wish 3/day (CL 22): 18

Limited Wish 1/day: 7

Ring of ****: 1/Day CL 10 Wall of ****

+Item Familiar:

Invest life energy; invest skill ranks; invest spell slots

Sapience; senses; communication

Special Ability:

Purpose/Dedicated power: Purpose: Protect worshippers / interests of me

Power: 7th level spell at will: Limited Wish

+Advanced Invisibility

+Unplottable

+Heirloom: Major Artifact.

Surge: Saving Throws

Abilities:

Eternal Bond: Always bound to me.

Flexible Bond: Can lend the item to up to tier others (9+2=11)

Metamagician (Spend Mythic instead of MM adjustment)

Perfect Surge(can use surge on any roll, +2 for the original)

Returning (spend Mythic to teleport the item to me on the same plane)

Returning (the 2nd: Now works across planes too)

Undetectable (perfect Stealth when invisible and in contact with this)

Soul Safe (revive in 24 hours if slain, spend Mythic to negate negative levels/**** effects)

Paragon Reaction Cannon: 12d10+63 Piercing, Penetrating, 100 ft, 20 charges, usage 1, Sounding critical hit

+Energetic Fusion (uses charges)

+Frost, Shock, Flaming Fusions (can have half damage be fire, cold, elec)

+Ethereal Weapon Spell: Ghost Touch

+Advanced Invisibility

+Eternal Steel (regen 4 acid/rust)

(+15 Weapon Focus, +18 Blessing of Pain +5 luck, +6 morale, +18 Fey)

+Unplottable

Paragon Kin-killer rifle: 11d10+63 Slashing, 120(1500), capacity 20, usage 1, unwieldy

+Frost, Shock, Flaming Fusions (can have half damage be fire, cold, elec)

+Energetic Fusion (uses charges)

+Ethereal Weapon Spell: Ghost Touch

+Advanced Invisibility

+Eternal Steel (regen 4 acid/rust)

(+15 Weapon Focus, +18 Blessing of Pain+5 luck, +6 morale, +18 Fey)

+Unplottable

Wyrmlord Dragonglaive: 13d8+67 Slashing and Elec, powered: 20 capacity, usage 1, reach

+Frost Flaming Fusions (can have half damage be fire, cold)

+Burning fusion: Burning critical hit effect

+Ensnaring Fusion: Entangle Critical hit effect

+Phase Blade: Targets EAC

(+15 Weapon Focus, +18 BoP, +5 Luck, +5 Str, +6 morale, +18 fey)

+Ethereal Weapon: Ghost Touch

+Unplottable

+Advanced Invisibility

Buffs:

Borrowed Power:

All Mythic path abilities I want. Not listing here.

Spells(direct, CL 43 normal, 41 constant; 32 base +5 enh (Mythic Implement Master) +5 circle magic Spheres)

Suffer The Flesh: +5 CL

Craft Magic Tattoo3: +1 CL Form (3)

Fell Energy Channel the Mishti(+3 CL, -1 HP/Level)

Heroics(lots):

All weapon/armor proficiencies, plus Weapon Specialization for all.

All combat feats of note.

Extra Combat Talent many times, for all Combat Talents desired.

Enable Function:

Expanded Arcana for all spells known (includes Mythic thanks to Primordial Lore)

Extra Magic Talent: All Magic Talents

Basically any other feat I want that I qualify to have

Delay **** (Via Limited Wish, Envy domain)

Greater Celestial Healing (fast healing 4)

All six of the Animal Attribute spells with Fell Energy

Spider Climb (Climb speed)

See Invisibility: What it says

Personal Gravity: Manipulate gravity for me by one step

Instant Upgrade:

Brain: Accelerated Datajack: Link up to electronics, gain a bonus

Left Hand: Charge Palm

Personal Upgrade: *3

+6 Cha

+4 Dex

+2 Str

Detect Radiation

Detect Tech

Extra Sense 3*3: Blindsight(scent/sound/vibration) 60

Keen Senses: +2 Insight Perception, low-light vision

Life Bubble: Protects from hot/cold weather, vacuum, bad air, pressure

Greater Arcane Sight (via Mythic Magic Awareness and Borrowed Power)

Mind Blank (via Mythic Inscrutable and Borrowed Power)

Tongues

True Seeing

Detect Augmentation

Detect Thoughts

Might of the Elicoth: +3 carried bulk

Benevolent Synesthesia: Immune Blind, Deafness, Dazzled

Greater Darkvision: Darkvision-120

Detect Poison

Read Magic

Ant Haul: Triple carrying capacity

Detect Evil/Chaos/Good/Law

Detect Charm/Demons/Undead

Entropic Shield: 20% miss chance on Ranged attacks

Karmic Blessing: Once per skill: Makes class

Protection From Good/Evil/Law/Chaos/Technology: Immune to Soul manip, most mind control; +2 Res. vs. certain effects

Delay Disease/Pain/Poison: Effective Immunity to the things.

Greater Detect Magic: Good for finding faded magic

Enchantment Sight: See Enchantments

Grace: No AoOs for movement

Fell Energy Find Traps: +2+½ CL insight to find traps, auto-roll in ten feet, max+12

Overstimulate: Ferocity: Staggered but still moving below 0 HP.

Fell Energy Visualization of the Mind: Cha: +7 bonus to Cha-based checks

Brightest Night: Extra low-light vision

Fell Energy Deadeye's Lore: +6 Divine survival, no half-speed movement for it

Feather Step: Ignore Difficult Terrain

Bed of iron: sleep comfortably in armor

Fastidiousness: stay clean and dry

Urban Grace: Move through crowds and urban settings easily

Fell Energy Bestow Insight (once per skill): +4 +¼ cl Insight to skill (max +8)

Spheres(Nature): Eternal Steel: Regen-4/Acid or rust (Spheres)

BattleMagic Sense: BAB=Level via Borrowed Power and Path Dabbling.

Fell Energy Mythic Divine Favor: +5 Luck Attack/ Damage/ Skills/ Saves

Fell Energy Mythic Heroism: +6 Morale to all checks, attack rolls, saves, and weapon damage rolls

Fell Energy Mythic Augmented Haste: +3 attack, dodge AC, dodge reflex; bonus attack, bonus move action, +70 enh all movement modes

Aura Sight: See all alignment auras in 120 ft

Detect Thoughts/Anxieties/Desires: Detect Int/Wis/Cha after a few rounds, plus the named info

Pierce Disguise (Heightened to 9th): See ghostly image of true form when subject is magically Disguised (no range limit)

Acute Senses: +30 Enh. Perception

Beastward(Vermin Affinity): (6 copies: Base + Attuned Mysticism Dragon, Outsider, Fey, Construct, Humanoid): Starting attitude of type is indifferent, they won't attack unless compelled. Divine Countenance + Persuasive Countenance + Beyond Morality push that to Helpful. (Spheres)

Sense Vitals: 1/3rd CL d6 sneak attack

Mythic Augmented Burrow: 40/20 (dirt/stone) Burrow speed (110/90 due to Haste). Can leave a tunnel

Greater Shield of Fortification: 50% chance to ignore crits

Divine Transfer: DR/Evil=Cha bonus

Pass Without Trace: Untrackable

Speak With Animals (6 copies: Base + Attuned Mysticism Dragon, Outsider, Fey, Construct, Humanoid): Converse with creatures of that type

Winding Key: Extra std action each round

Illusion(Advanced Invisibility)+Selective Illusions: Invisibility, folks I choose can see through it. Combines with Undetectable from Mythic Heirloom for perfect stealth on demand. (Spheres)

Shadow Stash*2: My shadow wears most gear for me (including armor and magic items) (Spheres)

Alteration(Anthropomorphic Transformation as blank, Greater Changes, **** changes * 3, CL 42=15)(Spheres)

1:Uncanny Dodge (no flanking, flat-footed)

2:Spirit's Reach: +15 ft(CL 16) to reach with hands.

3:Spiritual Touch: All Ghost Touch

4:Avian Creature(Wings): Fly 190(Avg)(+70 Haste) at CL 32(42) via Fusion.

5: Starflight: 3d20 hours in system, 3d20 days between stars

6:Beam: 1d6, +1d6/3 CL ranged touch, 150 ft (CL 42), no type; Charge as full-round for triggering as a 100 ft line of 1d6/2 cl untyped + 2*CL fire

7:Web Spinner (via Fusion from Conjuration): Can make (and throw) webs. Complex.

8: Construct Plating: DR/Adamantine 2+⅕ CL (10 at CL 42)

9:Manipulate Healing: Fast Healing 5, regrow severed pieces

10: Mystical Companion (Via Fusion): Ki pool, can use feats for Unchained Monk ki talents

11: Trapbreaking Companion (via Fusion) bonuses when dealing with traps, can spend feats on Rogue talents

12: Vanishing Companion (via Fusion): Hide even while observed

13: Fey Skin: DR/Cold Iron 3+⅕ CL (11 at CL 42)

14: Lycanthropic Hide: DR/Silver 3+⅕ CL (11 at CL 42)

15: Cheesy body: DR/Slashing 5+¼ CL (15 at CL 42)

Twist Essence(not trait): Remove Technological subtype

Permanent Transformation: Instant effect (still Alteration, though).

Illusion(Spheres):

Advanced Invisibility

Selective Illusions

Suppression(Invisibility, Silence, Touchless, Odorless)

Manipulate Aura(none)

Fate: Tug Fate: 1/round change a 1 to a 20 or vice-versa in 60 ft (at CL 42) radius aura

Protection: All Aegis talents except: Guardian, Impartiality, Impedance, Peacebound

…so I always get a save, am immune to the five elements, and can't be found via Divinations.

Divination(Spheres): All the Sense talents, plus Expansive vision twice, to get info out to Long range, and Penetrating Vision twice to see past most barriers

Protection: Mobile Ward: Antimagic aura(with spell restraint): No magic in my square (Except mine: Unassailable Power)

Protection: Mobile Ward:Antimagic Aura(tech): No tech in my square (Except mine: Unassailable Power).

Freedom of Movement: Imm. Paralysis, grapple, other movement impediments

**** Ward: Imm. Negative energy

Sheltered Vitality: Imm. Ability damage/drain/Fatigue

Detect Scrying: What it says on the tin

Greater Anticipate Teleportation: 5 ft/CL aura that delays incoming Teleportation 3 rounds and alerts me

Starmantle: Concerts nonmagical weapons to harmless light on contact; ref. half for magic weapons (small AMF negates magic of weapons…)

Darkness spell tuned to exactly eliminate light from ^

Greater Dimension Door: Close range Dimension door as a move action

Ironguard: I'm immune to metal (magic or otherwise) and can pass through it.

Null Psionics Field: Negate psionics in a small radius around me (except mine: Unassailable Power)

Divert Teleport: Incoming teleports must Will save or go where I send them

Opportunity: Roll three times and take best on most rolls (for after I'm out of Divine Providence for the round)

PERSONAL T13 EXPLORER

TIER 13

Medium Explorer

Speed 13; Maneuverability Perfect (Turn 0)

AC 10; TL 11

HP 85; DT -; CT 17

Shield Superior Shields 600 (Forward 150, Port 150, Starboard 150, Aft 150)

Attack (Forward) Heightened Magic Torpedo Unit (5d4 + 5; 20 hexes), Heightened Magic Torpedo Unit (5d4 + 5; 20 hexes)

Attack (Port) Heightened Magic Torpedo Unit (5d4 + 5; 20 hexes), Heightened Magic Torpedo Unit (5d4 + 5; 20 hexes)

Attack (Starboard) Heightened Magic Torpedo Unit (5d4 + 5; 20 hexes), Heightened Magic Torpedo Unit (5d4 + 5; 20 hexes)

Attack (Aft) Heightened Magic Torpedo Unit (5d4 + 5; 20 hexes), Heightened Magic Torpedo Unit (5d4 + 5; 20 hexes)

Power Core Nova Heavy (200 PCU) [Abysium]; Systems Consciousness Uplink Drive, Crew Quarters (Luxurious), M12 Thrusters [Horacalcum], Magic Thrusters, Mk 1 Defenses [Horacalcum], Mk 1 Tetranode Computer, Robotic Appendage (Mk 1), Training Interface Module (Solar Connection (Gunner)), Ultra Long-Range [Djezet]; Expansion Bays Fuel Synthesizer, Power Core Housing; Modifiers +1 to any 4 checks per round, +6 Computers (sensors only), +2 Piloting

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