More fun
Want to support CHYOA?
Disable your Ad Blocker! Thanks :)

Chapter 9 by JackSimth JackSimth

Where's she going?

Level 2 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

Mythic: +8 Cha: 7/7/7/16/16/28

Eid. Str/Dex/Con 17/13/13: 17/13/13/16/16/28

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

Level 1: 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

Level 2: Freelancer:

10: Magic Is Magic (Ex)(Eldritch Godling): CL = sum of all full Casting classes + half of partial Casting classes

10: Fused Link (Synth Summoner): Spend HP to prevent damage to eidolon

10: Attuned Mysticism (Eldritch godling): Tune type-specific abilities apply to alternate type, 1+⅕ CL

Attuned Mysticism: Humanoid

Level 2: Monsterkin

10: Powers of Faith(Walking god template): Can be worshipped as a deity, complex.

10: Divine Providence(Walking god template): Roll min(double Mythic Tier, max die) Mythic Tier/round

10: Mythic Outpouring: Unlimited Mythic Power

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 2 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):

+2 rank, +3 class, +5 cha=+10

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

+2 rank, +3 class, +9 Cha=+14

Bluff (Cha)

+9 cha=+9

Computers (Int; Trained Only, class)

+2 rank, +3 class, +3 int=+8

Culture (Int; Trained Only, class)

+2 rank, +3 class,+2 Feat, +3 int=+10

Diplomacy (Cha, class)

+2 rank, +3 class, +9 cha = +14

Disguise (Cha)

+2 rank, +9 cha=+11

Engineering (Int; Trained Only, Class)

+2 rank, +3 class, +1 trait, +3 Int=+9

Intimidate (Cha)

+9 cha=+9

Life Science (Int; Trained Only, class)

+2 rank, +3 class, +3 int=+8

Medicine (Int; Trained Only, Class)

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

Mysticism (Wis; Trained Only, class)

+2 rank, +3 class, +3 wis=+7

Perception (Wis, class)

+2 rank, +3 class, +3 wis=+8

Physical Science (Int; Trained Only, class)

+2 rank, +3 class, +3 int=+8

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

+2 rank, +9 class, +5 cha=+14

Sense Motive (Wis,class)

+2 rank, +3 class, +3 wis=+8

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

+2 rank, +3 class,+1 dex=+6

Stealth (Dex; Armor Check Penalty)

+1 dex = +1

Survival (Wis)

+2 rank, +3 wis=+5

Profession(UPB production,Cha, background, class)

+2 rank, +3 class, +9 cha=+14

Saves:

Fort: +3 base, +9 cha=+12

Ref: +0 base, +9 cha, -3 Flaw=+6

Will: +3 base, +9 cha=+12

HP:

62 base, +92 Cha+9*4 Mythic=66

Eidolon: 2d10+2=22

AC: 10 Base, +1 dex, +3 natural (Eidolon) -1 flaw=16(T 10, FF 15)

BAB: +1(2)

Melee: +2 BAB, +3 STR = +5

Ranged: +2 BAB, +1 DEX = +3

Spells:

Freelancer:

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

Known:

0:5:

1: Detect Magic

2: Daze

3: Dancing Lights

4: Prestidigitation

5: Toolkit (Kobold Press)

1:2:

1: Cure Light Wounds

2: Charm Person

Monsterkin:

Spell points: Cha(9)/round + pool of lev+Cha(11)

Talents:

Embodiment Casting: Dark: Shadow Stash2: Shadow holds up to 5CL pounds of stuff, can don items in my stead.

Well of Miracles:

Casting 1: Warp Sphere

Casting 2: Destruction Sphere

CL 2: Conjuration Sphere(Extended Summoning for Greater Summoning)

CL 4: Conjuration(Extra Companion)

Mythic (worship self, grant self high priest position): Heirophant-9

Base:

Ability Score: +8 Cha

Hard to kill: Auto-stabilize, double con score for ****'s door

Surge: 1d10

Amazing Initiative: +Tier to initiative

Recuperation: Spend Mythic and an hour to gain a full night's rest.

Mythic Saving Throws: Non-Mythic save half/partial -> Negates

**** of Will: Imm: Spend Mythic to **** a Reroll of a die (mine or any non-Mythic)

Unstoppable: End any of a list of conditions on my turn

Immortal: 24 hour auto-res with some exceptions

Tradition Drawbacks:

Cursed: Unaligned: -2 on Cha checks with alignment subtype outsiders (minor enough to ignore)

Price of Power: Spend money to recover Mythic (unlimited, doesn't matter)

Recharge Required: Return to source to recharge Mythic (unlimited, doesn't matter)

Tradition Trait: When All Seems Lost: 3 rounds of Superman, then eight hours ****

Tradition Boons:

Expertise: Gain a class Feature: Synthesist Summoner Eidolon: Summoner a meat suit, gain benefits thereby

Legendary Gear: Counts as two boons: Get Legendary Item path ability

Mythic Feats:

1: Dual Path(Spheremaster): Pick abilities from another path as well, including base ability of that path

3: Mythic Paragon: Count tier as +2 for numbers

5: Potent Surge: Surge die +1

7: Ascendent Spell: Duplicate Mythic spells via metamagic

9: Utilitarian Dilettante: two Mythic Utility talents

Mythic Path Abilities:

Hierophant Base: Inspired Spell: Cast any spell on my list of a level I can cast as a Swift action and +2 CL

Spheremaster Base: Mythic Sphere Mastery Warp: Spend Mythic when Warping to visualize destination and adjust target slightly

1: Heirloom: Second Legendary Item.

2: Divine Countenance: Everyone within one step of my alignment starts one step better on relation scale

3: Borrowed Power: Swift: Spend Mythic to get another path ability (non-Spheremaster) for 2*tier rounds

4: Heirloom 2: Second Legendary Item is now a minor artifact

5: Beyond Morality: No alignment, always treated as most favorable

6: Heirloom 3: Second Legendary Item is now a Major Artifact

7: Many Forms (Su): Blank Transformation on self at will; spend Mythic for Alteration Sphere+3 talents at CL 10+tier for 10 min/tier

8: Implement Master: Use Spheres implement on any sphere

9: Flexible Counterspell (Su): Imm: Spend Mythic to roll spellcraft on a spell, same slot or better to counter if successful

F: Persuasive Countenance (Su): Everyone within one step of my alignment starts one step better on relation scale

F: Crafting Mastery: Craft items as though I had all feats for it

T: Legendary Item*3: Major Artifact

Eidolon:

Base:

Biped: Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, arms, legs, claws

Table:

2 HD, +2 na, +1 Str/Dex, 4 EP, Darkvision, Link, Share Spells, Evasion

Purchased

Climb:1: Climb speed=base speed

Improved Natural Armor:1: +2 NA

Claws:1: 2 claws (on feet)

Swim:1: Swim speed=base speed

Net:

Medium

2 arms

2 legs

4 claws

Darkvision-60

Swim 30

Climb 30

+6 natural armor

Evasion

Str 17, Dex 13, con 13

2d10+2 hp

Buffs:

Synth Eidolon Symmoned and Fused

Many Forms to look normal-ish

Makeup to hide the glowing symbol (simple minor features mundane disguise): Perception DC 31

Companion 1: Mage Archetype biped (3 HD, CL 2: Destruction sphere, Healing Sphere)

Companion 2: Mindless, Warrior archetype biped (4 HD: Composite Longbow and a Greatsword, both +1)

What's next?

More fun
Want to support CHYOA?
Disable your Ad Blocker! Thanks :)