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Chapter 12
by
JackSimth
What does the dawn bring?
Level 4 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
Level 4: +1 Cha: 7 Str, 14 Dex, 7 Con, 16 Int, 11 Wis, 21 Cha
Mythic: +12 Cha: 7 Str, 14 Dex, 7 Con, 16 Int, 11 Wis, 33 Cha
Inherent: +5 Int/Wis/Cha: 7 Str, 14 Dex, 7 Con, 21 Int, 16 Wis, 38 Cha
Eidolon: Str 17, Dex 13, Con 13; +2 cha: Str 17, Dex 13, Con 13, 21 Int, 16 Wis, 40 Cha
Inherent: +5 Str/Dex/Con: Str 22, Dex 18, Con 18, 21 Int, 16 Wis, 40 Cha
Enhancement: +4 All: Str 26, Dex 22, Con 22, 25 Int, 20 Wis, 44 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
Level 3
Freelancer: 30 points
Mettle (Hexblade): Fort/Will partial -> negates
Medium’s Guidance (Legendary Medium Bound Spirit); Prepare two spells of each level from the Medium list: metamagic does not increase Casting time
Overmind Psionics: Prepare Psionic Powers, 2 per spell level; power by spending spell slots
Monsterkin: 30 points:
Immortal (Deep One): Don't age, immune to magic aging
Magical Mastery (Bound One template): +2 Spheres CL
Unassailable power (walking god template): Ignore AMF, dead magic, and similar effects
Level 4
Freelancer: 30 points
Casting (2nd level spells)
Attuned Mysticism (Adept Godling): Tune spells to affect other types: 1 + ⅕ CL. Outsider.
**** of Personality (Clever Godling): Cha to saves and three skills instead of normal attribute (Disable Device, Perception, Sense Motive)
Monsterkin: 30 points
Technological Wonders (Young, Degenerate, recycled Construct terraformer): All abilities are permanent and non-medical
Domain Mastery (Walking god): Three domains, three Spheres talents from each associated domains
Cat’s Luck (Su): From Silvanshee: Cha as Luck to saves; 1/day grant same to an ally
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)
Oath 2: Extra JP(Monsterkin)
3rd: Fleeting Spell: Cut spell duration in half, make dismissable, easier to dispel, and less aura
Skills: All are class (Karmic Blessing repeatedly), all are at full ranks (Enable Function(Open Minded) repeatedly). Calculate modifiers as needed.
All have: +4 Ranks, +3 Class, +5 (Untyped: Visualization of the mind/body), +2 Luck (Ascendant Spell Divine Favor), +4 Morale (Ascendant Spell Heroism), +3 Insight (Bestow Insight at CL 6)=+21
Skill checks are thus:
Str: +21 all, +8 Str=+29
Dex: +21 all, +6 Dex=+27
Acrobatics when Jumping: +20 Enh (Jump), +12 Racial (Expiditous Retreat)=+59
Int: +21 all, +2 Enh (Tears to wine), +7 Int=+30
Knowledge: +21 all, +2 Enh (Tears to wine), +2 more insight (+5 Insight: Lore of the Gods), +7 Int, +2 Comp=+34
Spellcraft: +8 Racial: +38
Wis: +21 all, +2 Enh (Tears to wine), +5 Wis = +28
Cha: +21 all, +17 Cha = +38
Perception (**** of Personality): +8 Racial (Eidolon), +2 Racial (Half-elf), +3 Skill Focus, +1 Trait(Seeker), +2 Comp=+54
Trapfinder’s Focus +1-> +55 vs. Traps
Sense Motive (**** of Personality): +8 Racial -> +46
Disable Device (**** of Personality): +1 Trait(Trap Finder), +1 (Trapfinder’s Focus) -> +40
Use Magic Device: +1 more Insight (Magic Savant): -> +39
Saves:
Fort: +1 Base, +17 Cha, +17 rac(cha), + 1 resist, +17 luck, +4 morale= +57
Ref: +4 Base, +17 cha, -3 Flaw, +17 rac(cha), +1 resist +17 luck, +4 morale= +57
Will: +4 Base, +17 cha, +17 rac(cha), +1 resist +17 luck, +4 morale= +60
HP:
6+3.5*3 (first is max), +17*4 Cha, +20 Constructed (medium) = 104/104
+4/+4 Visualization of the Body
Eidolon: 3d10+18 (34): Temp HP
AC: 10 Base, +6 Dex, -1 ****, +17 Def +6 Natural, +6 Armor (****), +4 Shield(****) = 48 (t 32, ff 42)
Mythic 10 (worship Charles in loop)
Path: Herophant: Recalled Blessing: Spend Mythic to cast a divine spell without expending the slot. Some bonuses when doing so.
Dual Path: Archmage, Wild Arcana: Swift: Cast a spell on my class list at +2 CL: Don't need to know it.
Path Abilities:
1: Legendary Item
2: Mighty Summons
3: Legendary Item
4: Beyond Morality
5: Enhanced Ability (Cha)
6: Legendary Item
7: Eternal Soul
8: Divine Source (Trickery(Espionage) (grants Time Stop and Mind Blank), Envy (Wish, Simulacrum, Limited Wish))
9: Divine Source (Fate(4 winds Fantasy Gaming) (grants Resurrection and Miracle))
Epa: Divine Source (Artifice(Construct)(Fabricate, Major Creation, Limited Wish, Polymorph Any Object, Prismatic Sphere)
10: Overcome Curse
Pathfinder Ability: Legendary Item
Mythic Feats:
1: Dual Path(Archmage)
3: Mythic Paragon
5: Ascendent Spell
7: Mythic Spell Lore:
1: Haste
2: Borrowed Time
3: Deathless
4: Restore Mythic Power
5: Terraform
6: Barkskin
7: Burrow
8: Fly
9: Heroism
10: Limited Wish
11: Magic Vestments
12: Wish
9: Extra Path Ability
Legendary Item (Major Artifact): Ring of X-Ray Vision:
1: Flexible Bond
2: Metamagician (spend Mythic in place of metamagic adjustments)
3: Undetectable (can't be detected by any means while invisible and immune contact)
4: Intelligent
5: Intelligent (spellcasting)
6: Intelligent (spellcasting)
7: Intelligent (spellcasting)
8: Intelligent (spellcasting): 20 points: 3/day Wish (18), 3/day Silent Image (2)
9: Eternal Bond
10: Soul Vault
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: 3 HD, +2 Natural Armor, +1 Str/Dex, 7 EP, 4 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
Claws (2 claws, feet): 1 point
Improved Natural Armor (+2 NA): 1 point
Skilled(Perception, Sense Motive, Spellcraft): +8 to the chosen skills. 3*1=3 points
Result:
Str 17->26, Dex 13->22, Con 13->22
3 BAB
+6 Natural Armor
Attack: 4 claws +18 for 1d4+11
(+2 luck atk/dmg, +4 morale atk, +1 Enh atk/dmg)
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: 5 base, 2 bonus
2nd: 2 base, 2 bonus
Known: All Cleric/Wizard/Druid/Sorcerer spells (whether I can cast them yet or not!). Enable Function (Expanded Arcana) repeatedly.
Archmage Arcana:
0: Silent Image (Gnome Illusionist), Prestidigitation
1: Lesser Rejuvenate Eidolon, Blindness/Deafness (Teflamar Shadowlord)
2: Magic Savant, Enable Function
Divine Surge:
0: Stabilize, Detect Poison
1: See Invisibility (Runescarred Berserker), Honeyed Tongue
2: Hunter's Eye, Near Horizon
Mystic Lore:
0: Detect Psychic Significance, sift
1: Burst of Adrenaline, Burst of Insight
2: Analyze Aura, Opportunity Object
Alchemical Knowledge:
0: N/A
1: Bomber's Eye*2
2: Focused Scrutiny, Vine Strike
Medium's Guidance:
0: Sift, haunted Fey Aspect
1: Anticipate Peril, Charge Object
2: Tongues, Heroism
Overmind Psionics:
0: N/A
1: Elemental Steward, Defensive Precognition
2: Psycoportive Shelter, Evade Attack
Monsterkin:
Spell Points: Level+Cha=10
Known: All (Enable Function (Extra Magic Talent) repeatedly
Combat Talents: All (Enable Function(Extra Combat Talent) repeatedly)
Constant Buffs(Permanent due to Technological Wonders, dismissable due to Fleeting Spell)
Ascendant Spell Mage Armor (+6 Armor AC, ****, invisible)
Shield (+4 **** shield to AC)
Comprehend Languages
Endure Elements
Ant Haul
Heightened Awareness
Longstrider
Pass Without Trace
Fastidiousness
Arcane Pocket
All six of the Animal Attribute spells
Resistance
Detect Magic
Read Magic
Abundant Ammunition (on quiver)
Celestial Healing
Detect Charm
Detect Alignment (all four)
Detect Undead
Ascendent Spell Divine Favor
Karmic Blessing (once per skill, so all are class)
Bestow Insight (once per skill)
Protection From Evil
Tap Inner Beauty
Trapfinder's Focus
Find Traps
Magic Savant
Detect Weaponry
Benediction
Cloud of Knives
Lore of the Gods
Near Horizon
Hunter's Eye
Energy Resistance (all five versions)
Ascendant Spell Heroism
See Invisibility
Entropic Shield
Tears to Wine
Undetectable Alignment
Visualization of the Mind (all three forms)
Visualization of the Body (all three forms)
Divine Insight
Ascendant Spell Anticipate Peril
Detect Metal
Detect Radiation
Detect Secret Doors
Pierce Facade
Technomancy
Brightest Night
Jump
Expeditious Retreat
Longshot
Urban Grace
Monkey Fish
Pattern Recognition
Protection From Arrows
With the Wind
Sense Vitals
Delay Pain
Greensight
Spider Climb
Swift Fly
Tongues
Magic Fang (once per claw)
Enable Function (many, many times):
All metamagic feats that don't have requirements
Extra Magic Talent often enough to have all of the Spheres magic talents for which I qualify.
Extra Combat Talent often enough to have all these Spheres Combat talents for which I qualify
Open Minded enough to have full ranks in all skills
Mind Blank
What's next?
- No further chapters
- Add a new chapter
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 8, 2026
by JackSimth
Created on Feb 3, 2026
by JackSimth
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