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Chapter 14
by
JackSimth
How do folks react?
Level 2 notes
Race: Companion Xenometric Android(Strix)
Medium Humanoid(Android)
Constructed: For effects targeting creatures by type, androids count as both constructs and humanoids (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum.
Looks like a normal Strix.
Nightborn: Strix gain a +2 racial bonus to Perception and Stealth checks in dim light or darkness.
Strix Mobility: Strix have a land speed of 20 feet and an extraordinary fly speed of 30 feet with average maneuverability.
Flat Affect: Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.
Theme: Roboticist:
1st: Theme Knowledge:
Computers: Class or +1
Reduce the DC of Engineering checks to identify creatures and technology by 5.
6th: Pending
12th: Pending
18th: Pending
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
Mythic: +8 Cha: 10/10/9/14/10/26
Class: Gestalt: Freelancer/Freelancer(Monsterkin).
1st: Freelancer
0: ½ BAB, d6 HD:
20: Eldritch Godling Divine Casting: Charisma: Generic Spellcaster:
6: 10 skills points/level:
2: 5 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
2: Light Armor prof.
0: Simple weapon prof.
10: Nature's Whispers: Cha instead of Dex to AC
=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:Well of Miracles (Primarcane template,spheres of power): ½ CL bonus Magic talents, can change them (and any others) out daily
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: Spaceflight (Ship Glitch Gremlin): Travel through space at standard astrogation speeds
10: Magical Development(Living Idol, Demagogue Powers): 3 spheres talents.
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.
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
Traits:
Campaign: Trap Finder: Disable Device -> Engineering: +1 Trait, Class; can disable Magic traps
Social: Seeker: Perception: +1 Trait, Class.
Skills:
10 base, +2 Int, +1 FCB = 13/level
Class: 5 + 4 + Computers, Culture, Engineering, Perception:
Piloting(Dex -> Cha): +2 rank, +3 Class, +8 Cha=+13
Acrobatics(Dex -> Cha): +2 rank, +3 Class, +8 Cha = +13
Athletics (Str -> Cha): +2 Rank, +3 Class, +8 Cha = +13
Computers(Int): +2 rank, +3 class, +2 Int = +7
Culture(Int): +2 rank, +3 class, +2 Int, +2 feat = +9
Engineering(Int): +2 rank, +3 class, +2 Int, +1 trait = +8
Perception (Wis): +2 rank, +3 class, +0 Wis, +1 Trait = +6
Stealth(Dex): +2 rank, +3 class, -1 Dex=+4
Physical Science(Int): +2 rank, +3 class, +2 int=+5
Survival(wis): +2 rank, +3 class, +0 wis=+5
Mysticism(Wis): +2 rank, +3 class,+0 wis=+5
Sense Motive(Wis): +2 rank, +3 class,+0 Wis, -2 racial = +3
Bluff(Cha): +2 rank, +3 class, +8 cha =+13 (and the DC to beat is at +2…)
Background Skills:
Sleight of Hand(Dex): +2 rank, +0 Dex: +2
Profession(UPB production)(Cha): +2 Rank, +8 Cha=+10
Saves:
Fort: 2 good: +3 base, +8 cha, +8 Divine Grace = +19
Ref: 2 poor: +0 base, +8 cha, +8 Divine Grace= +16
Will: 2 good: +3 base, +8 cha, +8 Divine Grace = +19
EAC: 10 base, +8 Cha=18
KAC: 10 base, +8 Cha=18
HP: 5lev+racial(4)+94 Mythic=50
Stamina: (5+8(Cha, Autotelic))* Lev=26
Resolve: ½ lev + Cha=9
Melee Atk: +1 BAB, +0 Str, -2 Flaw=-1
Ranged Atk: +1 BAB, +0 Dex=+1
Spheres
Spell Points: lev+Cha=10
Talents:
Embodiment Casting: Illusion
Well of Miracles:
1: Destruction (Shape Focus for Explosive Orb; Energy Focus for Stone Blast)
2: Technomancy Sphere
Demagogue Powers:
1: Fallen Fey
2: Fallen Fey: Greater Link
3: Fallen Fey: Share Link
Casting Talents for Having Casting
1: Ranged Technomancy(Close)
2: Ranged Technomancy(Medium)
Vancian Spells:
Per day : Don't care. Inspired spell + unlimited Mythic power gives unlimited Casting of spells.
Known: Don't care. Inspired spell + unlimited Mythic power gives any spell on my list.
Time(Past) Lineage 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
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: Aegis: Form Astral Suit.
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
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: Many forms: Blank Transformation at will; Spend Mythic to change shape as Alteration Sphere with any three Alteration talents for ten minutes/tier
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:
one flight suit stationwear (not worn)
one cestus battleglove (1d4)
one survival knife (1d4)
one tactical semi-auto pistol (1d6) with 27 small arm rounds
Astral Suit:
Astral Skin:
Free:
Speed2: +52 ft move
Nimble: +2 Enh Dex
Evasion: Ref half->Neg.
Bought (4 at 2nd):
1: Darkvision-60
1: Swim: Swim speed=base speed
2: Climb: Climb speed=½ land
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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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