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Chapter 21
by
JackSimth
Goons?
Level 3 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: +10 Cha: 7/7/7/16/16/30
Eid. Str/Dex/Con 17/13/13: 17/13/13/16/16/30
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
Level 3 Freelancer:
10: Shaman Hex: Secret: Heighten Spell
10: Hex (via Spirit Guide Oracle): Benefit of Wisdom: Use Cha instead of Int for all Int-based skills checks
10: Hex (via Spirit Guide Oracle): Intuitive Aesthetics: Use Cha instead of Wis for all Wis-based skills checks
Level 3 Monsterkin:
10: Unearthly Grace (Young, Degenerate, Wyrgrove Nymph): Cha as Racial to saves, Def. to AC
10: Magical Mastery (Bound One): +2 Spheres CL
10: Greater Lifesense (Blindsight(Life) 5 miles (Degenerate Hellion Revenant)
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)
3rd: Secret of Magical Discipline: 1/Day spend a spell slot to cast a spell of the same level from ANY spell list. Takes a little longer.
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):
+3 rank, +3 class, +10 cha=+16
Athletics (Str->Cha(FoP); Armor Check Penalty, class)
+3 rank, +3 class, +10 Cha=+16
Bluff (Cha)
+10 cha=+10
Computers (Int->Cha; Trained Only, class)
+3 rank, +3 class, +10 cha=+16
Culture (Int->Cha; Trained Only, class)
+3 rank, +3 class,+2 Feat, +10 cha=+18
Diplomacy (Cha, class)
+3 rank, +3 class, +10 cha = +16
Disguise (Cha)
+3 rank, +10 cha=+13
Engineering (Int->Cha; Trained Only, Class)
+3 rank, +3 class, +1 trait, +10 Cha=+17
Intimidate (Cha)
+10 cha=+10
Life Science (Int->Cha; Trained Only, class)
+3 rank, +3 class, +10 cha=+16
Medicine (Int->Cha; Trained Only, Class)
+3 rank, +3 class, +1 trait, +10 cha=+10
Mysticism (Wis->Cha; Trained Only, class)
+3 rank, +3 class, +10 cha=+16
Perception (Wis->Cha, class)
+3 rank, +3 class, +10 cha=+16
Physical Science (Int->Cha; Trained Only, class)
+3 rank, +3 class, +10 cha=+16
Piloting (Dex->Cha(FoP), class)
+3 rank, +3 class, +10 cha=+16
Sense Motive (Wis->Cha,class)
+3 rank, +3 class, +10 cha=+16
Sleight of Hand (Dex; Armor Check Penalty; Trained Only,class,background)
+3 rank, +3 class, +1 dex=+7
Stealth (Dex; Armor Check Penalty)
+1 dex = +1
Survival (Wis->Cha)
+3 rank, +10 cha=+13
Profession(UPB production,Cha, background, class)
+3 rank, +3 class, +10 cha=+16
Saves:
Fort: +3 base, +10 cha, +10 racial =+23
Ref: +1 base, +10 cha, +10 racial, -3 Flaw=+18
Will: +3 base, +10 cha, +10 racial=+23
HP:
63 base, +103 Cha+10*4 Mythic=88
Eidolon: 3d10+3=33
AC: 10 Base, +1 dex, +6 natural (Eidolon) -1 flaw, +10 Deflection=26(T 20, FF 25)
BAB: +1(3)
Melee: +3 BAB, +3 STR = +6
Ranged: +3 BAB, +1 DEX = +4
Spells:
Freelancer:
Slots: Don't care. Can spend spell points.
Known: Irrelevant. Inspired Spell + Mythic Outpouring means full list access as a Swift action.
Monsterkin:
Spell points: Cha(10)/round + pool of lev+Cha(13)
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: Warp: Distant Teleport
CL 4: Warp: Unwilling Teleport
CL 6: Warp: Unseeing Teleport
CL 8: Warp: Ranged Warp
Mythic (worship team in a loop, grant high priest position in loop): Hierophant-10
Base:
Ability Score: +10 Cha
Hard to kill: Auto-stabilize, double con score for ****'s door
Surge: 1d12
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
Divine Vessel (Ex): Non-Mythic must roll twice and take worse on saves vs. my spells; always max Healing applied to me; DR 10/Epic
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*3
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
10: Battlemagic Sense: Bonus to ID sphere effects=tier, swift/Imm: Spend Mythic to have BAB=Spellcraft ranks for 1 min/tier; nice sense of what's being cast, can counterspell as an immediate if I can counterspell…
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:
3 HD, +2 na, +1 Str/Dex, 5 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
Bleed(Claws):1: Claws do 1d6 nonstacking bleed damage
Net:
Medium
2 arms
2 legs
4 claws
Darkvision-60
Swim 30
Climb 30
+6 natural armor
Evasion
Str 17, Dex 13, con 13
3d10+3 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
Vitality:
1: Fast Healing 3
Bestial Reflexes:
2: Pounce: Full Attack at end of charge
Elemental Body Body:
3: Elemental Movement: Air: Fly(30) Avg, supernatural
Alteration Basic:
4: Cosmetic changes
5: Low-light Vision
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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.
Updated on Jun 10, 2026
by JackSimth
Created on Feb 3, 2026
by JackSimth
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