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Chapter 7
by
JackSimth
What's he do with it?
Level 2 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
Eidolon: Str 17, Dex 13, Con 13; +2 Cha: 17 Str, 13 Dex, 13 Con, 16 Int, 11 Wis, 22 Cha
Level 1:
Freelancer(Regular):
½ BAB, d6 HD: 0 JP
Generic Spellcaster casting-1: 20 JP
10 skills points/level: 6 JP
8 class skills: 4 JP
Extra Feat: 10 JP
One Good Save (Ref): 0 JP
Archmage Arcana(Legendary Medium Archmage Spirit): Prepare two spells from any Arcane list for every level I have spell slots. 10 JP.
Divine Surge(Legendary Medium Hierophant Spirit): Prepare two spells from any Arcane list for every level I have slots.
=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
Waxen Regeneration(Waxwork Creature Template): Regen 5/Fire that works without a con score and allows acting below 0 HP
Level 2:
Freelancer: 30 points:
Fused Link (Synthesist Summoner): Spend health to keep Eidolon from going too low
Alchemical Knowledge (Base, Su): Prepare two extra spells of each level, Alchemist list,Legendary Medium spirits
Mystic Lore (Base, Su): Prepare two extra spells of each level, any Psychic spellcasting list, Legendary Medium spirits
Monsterkin: 30+10 points:
Unearthly Grace (Su) (Young, Drunken, Degenerate Wyrgrove Nymph, Spheres of Power Bestiary): +Cha mod Racial saves and Deflection AC
Font of Magic: Unlimited spell points, cha mod/round (Primarcane template)
Powers of Faith (Walking Deity template, Spheres of Power, applied to a young, Degenerate, Mythic Human Skeleton): Gain powers of Faith of a Mythic-10 deity (complex)
Mythic Outpouring (Walking Deity): Unlimited use of Mythic power
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 initiate, replaces Dex.
Flaw: Extra JP(Monsterkin)
Freelancer: Extra JP(Monsterkin)
Oath 2: Extra JP(Monsterkin)
Skills:
Class: 8+4+2 (=14) class skills, 10+3(Int)+1(FCB) (=14) skill points/level:
Acrobatics (Dex): +2 Rank, +3 Class Bonus, +1 Dex = +6
Bluff (Cha): +2 Rank, +3 Class Bonus, +6 Cha = +11
Diplomacy (cha): +2 Rank, +3 Class Bonus, +6 Cha = +11
Disable Device (dex): +2 Rank, +3 Class Bonus, +1 Dex, +1 Trait +8 racial = +15
Disguise (Cha): +2 ranks, +3 Class,+6 Cha = +11
Escape Artist (Dex): +2 ranks, +3 Class +1 dex = +6
Fly(Dex): +2 Rank, +3 Class, +1 Dex = +6 + maneuverability
Knowledge(Arcana)(Int): +2 ranks, +3 Class, +3 int, +2 comp = +10
Knowledge(Religion)(Int): +2 Rank, +3 Class, +3 Int, +2 comp = +10
Perception (Wis): +2 ranks, +3 Class, +0 Wis, +3 Skill Focus, +1 Trait, +2 half-elf +8 Eidolon, +2 Comp = +21
Sense Motive (Wis): +2 ranks, +3 Class, +0 wis = +5
Spellcraft (Int): +2 ranks, +3 Class, +3 Int = +8
Stealth (Dex): +2 ranks, +3 Class, +1 dex, +20 Invisibility = +26
Use Magic Device (Cha): +2 ranks, +3 Class, +6 cha = +11
Saves:
Fort: +0 Base, +6 Cha, +6 rac(cha) = +12
Ref: +3 Base, +2 Dex, -3 Flaw, +6 rac(cha) = +8
Will: +3 Base, +0 Will, +6 rac(cha)= +9
HP:
6+3.5 (first is max), +6*2 Cha, +20 Constructed (medium) = 41/41
Eidolon: 2d10+2 (13): Temp HP
AC: 10 Base, +1 Dex, -1 ****, +6 Def +4 Natural, +4 Armor (****)= 24 (t 16, ff 23)
Mythic 1 (worship self; use Powers of Faith to grant myself Mythic-1)
Path: Archmage, Wild Arcana: Swift: Cast a spell on my class list at +2 CL: Don't need to know it.
Pathfinder Ability: Legendary Item
Feat: Mythic Paragon
Legendary Item: Ring of X-Ray Vision:
Returning (spend Mythic to teleport it to me)
Metamagician (spend Mythic in place of metamagic adjustments)
Undetectable (can't be detected by any means while invisible and immune contact)
Surge: Saving throws
Mythic Tradition:
Drawback:Cursed(Unchained: -2 cha checks vs. aligned outsiders, illusory alignments require a CL check to work)
Quality: When All Seems Lost: 1/Day three rounds of being superman… then go **** for eight hours)
Boon: Expertise(Synthesist Summoner Eidolon): Get a Synthesist Summoner Eidolon of my level
Eidolon:
Level specials: 2 HD, +2 Natural Armor, +1 Str/Dex, 4 EP, 3 max attacks, Darkvision, Share Spells, Evasion
Base Form: Biped:
+2 Natural Armor, 2 claws (1d4), Str 16, Dex 12, Con 13, Claws, limbs (arms), limbs (legs)
Evolutions (purchased):
Ability Increase (Charisma): +2 Cha: 2 points
Skilled(Perception, Disable Device): +8 Racial to listed skills: 2*1 EP
Result:
Str 17, Dex 13, Con 13
2 BAB
4 Natural Armor
Attack: 2 claws +5 for 1d4+3
Spheres of Power Oaths:
Oath of Honor(Tribal: Must maintain an honor score in that system or take penalties, but it's boosted to the required minimum if below that during level up): 2 points gained
Forbidden Knowledge(Perpetual Discomfort: Shaken in armor or bulky clothing): 2 points gained
Bonus Feats: 4 points spent (feat levels 2, 6, 10, 14, 18)
Spells:
Freelancer:
Slots:
1st: 3 base, 2 bonus
Known:
0th: 5: Detect Magic, Read Magic, Acid Splash, Mage Hand, Grasp
1st: 2: Color Spray, Vanish
Archmage Arcana:
0: Silent Image (Gnome Illusionist), Prestidigitation
1: Lesser Rejuvenate Eidolon, Blindness/Deafness (Teflamar Shadowlord)
Divine Surge:
0: Stabilize, Detect Poison
1: See Invisibility (Runescarred Berserker), Honeyed Tongue
Mystic Lore:
0: Detect Psychic Significance, sift
1: Burst of Adrenaline, Burst of Insight
Alchemical Knowledge:
0: N/A
1: Bomber's Eye*2
Monsterkin:
Spell Points: Level+Cha=8
Known:
Embodiment Casting:
Illusion(Odor, Sound, Touch*2, Shadow, Lingering Illusion)
Miraculous Lore:
Destruction (Energy Focus and Shape Focus to get Searing Blast for d8 dice of fire damage and explosive blast for an area effect)
Constant Buffs(renew for free…)
Mage Armor (+4 Armor AC, ****, invisible): Hours/Level
Comprehend Languages (10 minutes/level)
Endure Elements (24 hours)
Ant Haul (hours/level)
Heightened Awareness (10 min/lev)
Longstrider (hours/lev)
Pass Without Trace (hours/lev)
Fastidiousness(24 hours)
Arcane Pocket(hours/lev)
What's next?
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Into the game
A geeky power fantasy
Three friends end up in a homebrew campaign that turns far more real than they expected.
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Updated on Jun 8, 2026
by JackSimth
Created on Feb 3, 2026
by JackSimth
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