Chapter 8
by
JackSimth
What does the day bring?
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
Mythic: +8 Cha: 7/14/7/16/11/28
Eidolon: Str 17, Dex 13, con 13: 17/13/13/16/11/28
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
Level 2:
Freelancer:
10: Hex, Shaman: Secret(Ex): Heighten Spell
10: Lineage Domain,
Time(Past) (Eldritch Godling): Gain Time(Past) domain spells as spells known, domain powers (Do-over, 3+Cha/day, time shift at 8th)
10: Divine Grace: Cha to saves, (Paladin)
Monsterkin:
10: Powers of Faith (Walking God Template, Spheres of Power: Apply to a young Degenerate Mythic Human Skeleton for CR 2): Can be worshipped as a deity, grant spells, grant Mythic, and more; complex, see entry.
10: Mythic Outpouring: Unlimited use of Mythic power (same source)
10: Font of Magic: Casting mod free spell points each round (Primarcane template, Spheres of power)
Mythic: Worship self, set self as High Priest:
Heirophant-9.
Divine Surge: Inspired Spell
Mythic Feats:
1: Dual Path (Spheremaster: Fallen Fey Sphere Mastery)
3: Mythic Paragon
5: Powerful Surge
7: Maximize Surge
9: Extra Path Ability
Path Abilities:
1: Flexible Counterspell: Imm: Counterspell by spending Mythic and a spell slot. Spellcraft check needed, no other roll.
2: Crafting Mastery (do not need Magic item Crafting feats)
3: Heirloom (Legendary Item with a minor boost)
4: Heirloom (now a minor artifact)
5: Borrowed Power (Spend Mythic to copy other Path Abilities temporarily)
6: Heirloom (now a major artifact)
7: Mirror Dodge (Imm: Teleport 30 feet,let an illusion soak the attack)
8: Eternal Soul (can't be soul trapped/hurt)
9: Beyond Morality (no alignment,always treated as best)
EPA: Ultimate Versatility: Spend Mythic to change a class feature decision temporarily
Mythic Tradition:
Drawbacks:
Price of Power (Spend GP to regain uses of mythic… infinite, so harmless)
Recharge Required (go to a specific place to regain Mythic power… infinite, do harmless)
Cursed: Drawbacks of an Oracle Curse: Unchained: -2 to Charisma-based stuff vs. Aligned Outsiders. (minor)
Quality:
When All Seems Lost: 3 rounds of Superman, then **** for 8 hours.
Boons:
Expertise: Synthesist Summoner Eidolon
Legendary Gear: Legendary Item for free once per 3 tiers; two boons. Major Artifact at tier-9
Eidolon(Synthesist):
Base: Biped: Medium; Speed 30 ft.; AC +2 natural armor, Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Claws, limbs (arms), limbs (legs).
Table: 2 HD, BAB, +2 AC, +1 Str/Dex, Darkvision, Fused Link, Share Spells, Evasion, 4 EP, 3 max attacks.
Purchased Evolutions: Climb (1): Climb 20; Skilled (Perception, Disable Device, Spellcraft): +8 Racial to listed skills: 3*1=3
Net:Medium; Speed 30 ft, climb 20 ft; AC +4 natural armor, Attack 2 claws +5 (1d4+3); Ability Scores Str 17, Dex 13, Con 13, Claws, limbs (arms), limbs (legs),Skilled (Perception, Disable Device, Spellcraft),Darkvision, Fused Link, Share Spells, Evasion
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): +2 Rank, +3 Class Bonus, +9 cha = +14
Bluff (Cha): +2 Rank, +3 Class Bonus, +9 Cha = +14
Diplomacy (cha): +2 Rank, +3 Class Bonus, +9 Cha = +14
Disable Device (Dex->cha): +2 Rank, +3 Class Bonus, +9 cha, +1 Trait, +8 Eidolon = +23
Disguise (Cha): +2 ranks, +3 Class,+9 Cha = +14
Escape Artist (Dex->Cha): +2 ranks, +3 Class +9 cha = +14
Fly(Dex): +1 Rank, +3 Class, +1 Dex
Knowledge(Arcana)(Int): +2 ranks, +3 Class, +3 int = +7
Knowledge(Religion)(Int): +2 Rank, +3 Class, +3 Int = +8
Perception (Wis): +2 ranks, +3 Class, +0 Wis, +3 Skill Focus, +1 Trait, +2 half-elf, +8 Eidolon = +19
Sense Motive (Wis): +2 ranks, +3 Class, +0 wis = +5
Spellcraft (Int): +2 ranks, +3 Class, +3 Int, +8 Eidolon= +16
Stealth (Dex): +2 ranks, +3 Class, +1 dex = +6
Use Magic Device (Cha): +2 ranks, +3 Class, +9 cha = +14
Saves:
Fort: +0 base, +9 cha, +9 Divine Grace, +6 Resistance=+24
Ref: +3 base, +9 cha, -3 flaw, +9 Divine Grace, +6 Resistance=+24
Will: +3 base, +9 cha, +9 Divine Grace, +6 Resistance=+27
HP:
6+3.5*1(base), +9*2 Cha, +20 Constructed (medium), +4*9 Mythic = 83
Eidolon:2d10+2=13 (temp)
AC: 10 Base, +1 Dex, +4 armor, -1 ****, +4 Natural = 18, ff 17, t 10
Spells:
Freelancer:
Slots:
0: At will (PF)
1:3 Base, +3 bonus
Known: Don't care. Mythic Inspired Spell covers all class list spells as Swift action at +2 CL. That's all Druid, Cleric, Wizard, and Sorc spells, plus any from domains.
Time(Past) Domain spells: 1st–deathwatch, 2nd–ancestral advisor, 3rd–ancestral dream, 4th–commune with the ancients 5th–hold monster, 6th–contingency, 7th–lesser time stop, 8th–temporal stasis, 9th–time stop
Monsterkin:
Spell Points: Level+Cha=11
Known:
Embodiment Casting:
Illusion(All senses)
Well Of Miracles:
Destruction
Fallen Fey
Buffs:
Mind Blank (cl 2 from Protection Domain, immune divinations, 24 hour duration)
Superior Resistance (cl 2 via Miracle from Luck domain: +6 Resistance bonus to saves, 24 hour duration)
Mage Armor (via Inspired Spell, CL 4): +4 Armor to AC (recast when it fails, every 4 hours)
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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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