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Chapter 38 by JackSimth JackSimth

What's the bill?

Level 5 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: +12 Cha, +2 rest: 9/9/9/18/18/32

Level 4: +1 Cha: 9/9/9/18/18/33

Eid. Str/Dex/Con 18/14/14, +2 cha=18/14/14/18/18/35

Mech: +6 Str, +8 dex: 24/22/14/18/18/35

Enh: +6 all: 30/28/20/24/24/41

Level 1: Freelancer(Regular):

0: ½ BAB, d6 HD:

20: Eldritch Godling Divine Casting: Charisma: Generic Spellcaster:

10: Nature’s Whispers (Ex): Use Cha instead of Dex for AC and CMD. Nature Oracle.

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: Metal(Adamantine) (Brittle, Clunky, Haunted Tiny Animated Object, CR 1): Hardness-20

10:Autotelic (Trompe L'Oeil): Use Cha in place of Con for everything

10: Incorporeal Form (Shadow Rat): Turn incorporeal 1/day for 1 hour (Recharge via Heroic Fortune or Heroism from the Fate sphere)

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

Attuned Mysticism: +Fey

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)

Level 4 Freelancer:

10: Shared Skill(Possessed Shaman): Pick two skills: ->Wis(->Cha) based, ranks = level (Sleight of Hand, Stealth)

10: Minor Aura, Motivate Charisma (Marshall): Add Cha again to all Cha based skills

10: Continue Casting (2nd level spells)

Level 4 Monsterkin:

10: Unassailable Power (walking god template): Ignore AMF, dead magic zones, and similar for my abilities and gear

10: Technological Wonders (Young, Degenerate, Recycled Construct Terraformer): All abilities are nonmagical and Permanent

10: Primordial Lore (Dark Walker template): Know Mythic version of all spells known; ignore spell Resistance and any immunities of a target

Level 5 Freelancer:

10: Fabricate Tech (Sp): Spend spell slots to make Starfinder tech items (not disposable, magic, hybrid, weapons, armor,or armor upgrades). Item level = Slot*3, max level=CL

10: Empowered Weapon (Su): mv: Spend a spell slot to give a weapon +spell level to attack and +spell level d6 damage until next round

10: Overmind Psionics (Legendary Medium Overmind spirit): Prepare two Psionic powers of every levels I have spell slots; power with spell slots

Level 5 Monsterkin:

20: Cabal Master (Su) (living idol): Circle Casting and Spell Proxy as bonus feats even if they do not meet the prerequisites.

10: Telepathy(1 mile): Young Chrestomath Caulborn

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.

5th: Counterspell: Spheres of Power: Dispel Magic, basically.

Skills:

Points: Max All. Enable Function + Open Minded feat

Class: All. Karmic Blessing spell

Any(Str): Use Starfinder equivalent, and Cha

Any(Dex): Use Starfinder equivalent, and Cha

Any(Con): Use Cha

Any(Int): Use Cha

Any(Wis): Use Cha

Any(Cha=all skills): +5 ranks, 3 class, +15 Cha, +15 Motivate Charisma, +3 Skill Focus, +7 Visualization of the Mind, +8 Insight, +5 Luck, +6 Cups, +7 Fey Beauty, +5 Morale(Courage, Mind)=+78

Culture: +2 feat=+81

Engineering: +1 Trait=+80

Medicine: +1 Trait=+80

Perception: +7 Wild Instinct, +32 Enh, +5 Comp=+123

Sense Motive: +5 Comp, +12 Mythic=+96

Survival: +6 Sacred: +85

Saves:

Fort: +4 base, +15 cha, +15 racial, +5 Luck, +15 Sacred, +3 Resist =+57

Ref: +1 base, +15 cha, +15 racial, +5 luck, +15 Sacred, +3 resist, -3 Flaw, +5 Pentacles, +4 Haste=+60

Will: +4 base, +15 cha, +15 racial, +5 luck, +15 Sacred, +3 resist =+57

HP:

65 base, +155 Cha+10*4 Mythic, -1 HP/Lev Channel the Mishti, +1 HP/Level Toughness =145

Fast Healing 2

Regrow body parts

Regeneration 1/2 Spheres CL (Acid/Fire) while below 0 HP

Ferocity

Eidolon: 4d10+20=60 (but always divert to self)

Mech: 164 hp

+11 temp,

+27 shield (regen 9)

+Regeneration 1/Acid or rust

+Elemental Immunity(Acid, Fire, cold, elec, sonic)

+Hardness 14

+Construct Immunities

+54 temp HP(Mythic Empowered False Life)

+DR 15/Epic +5/Adamantine (Adamantine converts damage to healing)

+Hardness 20

AC: 10 Base, +15 dex->Cha, +9 natural (Eidolon), +9 Enh Natural -1 flaw, +15 Deflection, +6+2 Shield (Shield Spell plus Shielded limbs), +4 Dodge, +21 Armor(enduring armor, ****, + Armored Might)=80(T 43, FF 61, FFT 24)

BAB: +2(5)

Melee: +5 BAB, +10 STR, +5 luck, +5 swords motif, +5 Insight, +4 Temporal Haste= +34 (+8 more when using shadow limbs)

Ranged: +5 BAB, +9 DEX, +5 luck, +5 swords motif, +5 Insight +4 Temporal Haste= +33

+9d6+5d6 sneak attack, +5d6 more with weapons

Move:

Land: 30+70 Enh+20 Totem of Speed+30 Impossible Speed +120 impossible speed activated=240

Fly at land Speed (Pilgrim of the Sky air walk)

Fly alt: Winged Flight 150, +70 enh, +40 Totem of speed=260

Burrow at land speed

Swim at land speed

Climb-20(+70 Enh)+20 Totem of speed=110

Extra Move/Swift (Temporal Haste)

Extra non-casting standard (costs Mythic)

+6 Swift/Immediate actions/round (Villainous Reactions) (so seven)

Speed Surge (Ex): Extra move actions (costs Mythic)

Extra Standard: Winding Key

Spells:

Freelancer:

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

Known: Irrelevant. Inspired Spell + Mythic Outpouring means full list access as a Swift action. Also all: Enable Function + Expanded Arcana

Monsterkin:

Spell points: Cha(14)/round + pool of lev+Cha(18)

Talents: All. Enable Function + Extra Magic Talent. Base talents used for requirements for desirable feats.

Overmind Psionics:

0: Crystal Light, Missive

1: Energy Ray, Vigor

2: Anticipatory Strike, Crystalstorm

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:

4 HD, +4 na, +2 Str/Dex,8 EP, Darkvision, Link, Share Spells, Evasion, 4 max attacks, ability score increase

Purchased

Improved Natural Armor2:12: +2*2 NA

Claws:1: 2 claws (on feet)

Bleed(Claws):1: Claws do 1d6 nonstacking bleed damage

Ability Increase(Cha):2: +2 Cha

Grab(Claws):2: Start a grapple on a hit with a claw

Net:

Medium

2 arms

2 legs

4 claws

Darkvision-60

+9 natural armor

Evasion

Str 18, Dex 14, con 14, +2 Cha

4d10+8 hp

(before buffs)

Mech (Pilot Sphere):

Base: Biped:

Size Medium; Speed as pilot; AC +2 armor; Melee slam (primary) x1 (1d6); Reach 5 ft.; Ability Scores Str +2, Dex +2; Bonus HP 10 hp; Weapon Affinity melee, ranged; Weapon Slots 2

Special: Bipeds start play with the Arms enhancement.

Shielded Limbs: The biped mech’s forelimbs are specially modified to provide additional protection to the pilot, granting him a +2 shield bonus to AC. This bonus increases by +1 every 5 levels thereafter (10th, 15th, 20th). If the mech is already wielding a shield, he instead increases its shield bonus to AC by an amount equal to that granted by this ability -1.

Table (level + ½ tier = 5+6=11)

9d10 hd

+5 Armor Bonus

Hardness 9

+4 Str/Dex

3 Mech Enhancement

20 BP

Size increase (take dex and HP)

Pilot Sphere Bonuses:

Sturdy Pilot: Rank temp HP(5+6=11)

Bonus Customization: extra Mech Enhancement*3

Enhancements:

Fortified Hull3: 32 bonus HP/HD

Arcforged Armor: +5 Hardness

**** Field: 3*HD shield points, CR fast healing

Advanced Armor Plating(+2 Armor)

Net:

9d10+20+54=164 hp(+11 temp, +27 Shield)

+9 Armor AC

+4 (or +3 stacking) Shield AC

+6 Str, +8 Dex

Slam 1d6

Hardness 14

20 Battery Points

Improved Familiar(Small Cat):

Transformative Familiar form: Ring.

Enchantments:

+5 Spheres of Power Implement

Base Sphere: Conjuration

Extra Sphere*5:

Alteration

Life

Time

Warp

Destruction

Intelligent Item:

Senses 120 ft

Darkvision

Blindsense

Speech

Dedicated Purpose: Defend the servants and interests of a specific deity: Me!

Dedicated Power: 7th level spell at will: Limited Wish

Mythic Legendary Item*3:

Surge: Saving Throws

Abilities:

Eternal Bond: Can't be bonded to another

Flexible Bond: Lend out to up to tier people

Soul Safe: Revive from **** 24 hours later

Metamagician: Spend Mythic in place of metamagic adjustments

Returning: Teleport to me when called

Returning: Now works across planes

Everlasting: Don't eat, drink, breath, or age while in contact.

Buffs:

Vancian base CL 10, +2 when Mythic casting, +15 from permanent buffs=27

Use:

Suffer The Flesh: +5 CL, untyped

Craft Magic Tattoo3: +1 CL Form (3), untyped

Fell Energy Attuned Mysticism Channel the Mishti(+3 CL, -1 HP/Level, Insight

Fell Energy Attuned Mysticism Harmonic Chorus: +4 Morale CL, DC

-> CL 25 most, 23 Mythic or Secret of Magical Discipline

Invisible Spell Metamagic: No visual manifestation

Attuned Mysticism Winding Key: Extra standard or move action each round

Mistsight: See through fog, rain, and other water-based Concealment as though it didn't exist.

Enable Function, many times (via Secret of Magical Discipline + Heroic Fortune spell to recharge it)

Open Minded repeatedly: All skills at full ranks

Extra Magic Talent repeatedly: All magic talents

All metamagic feats

Most Magic Item Creation feats (those that only require a caster level)

Mindsight: ‘See’ minds via telepathy

Karmic Blessing, many times:

All skills class

Heroics, many times:

All combat feats I want

includes Extra Combat Talent for Spheres of Might goodness

Detect(Poison, Radiation, Charm, Metal, Thoughts, Anxieties, Desires, secret doors, undead): What it says on the tin. Usually a 60 foot cone, but some variations

Technomancy: As detect Magic, but for technology

Read Magic: Read magical writings without a check

Ant Haul: Triple carrying capacity

Feather Step: Ignore Difficult Terrain

Keen Senses: +2 Comp. Perception, low-light vision

Negate Aroma: No smell

Pass without Trace: No Tracks

Attuned Mysticism Fell Energy Animal Attribute spells (all six): +6 Enh to all stats

Attuned Mysticism Fell Energy Mythic Barkskin: +7 Enh Natural Armor, DR 14/Epic

Delay Disease/Poison/Pain: Put off to named effects for the duration (forever….)

Greater Detect Magic: See Magic, lingering auras are visible for a long time

Elemental Speech (all four forms): Talk to elementals and certain related creatures.

Greensight: See through plants (not wood)

Fell Energy Attuned Mysticism Ironskin: +9 Enh natural armor

Fell Energy Attuned Mysticism Wild Instinct: +7 Perception

Spider Climb: Climb 20

Fastidiousness: Always clean

Protection From (Good / Evil / Chaos / Law / Technology): immunity to possession, most mind control; bonus vs. named things

Attuned Mysticism Fell Energy Shield spell: +6 Shield AC

Celestial Healing: Fast Healing 1

Comprehend Languages: Understand all languages

Bed of Iron: Sleep comfortably in armor

Fell Energy Attuned Mysticism Visualization of the Mind(Cha): +7 Cha based skills

Mythic Empowered False Life: 54 temp HP

Misdirection: Register as a rock to Divinations

Fell Energy Attuned Mysticism Bestow Insight (repeatedly); +8 Insight to a(all) skill(s)

Trapfinder’s Focus: Trapfinding of a rogue of ½ character level (so rogue-2 at 5th): +1 vs. traps, can disable magic traps

Sense Vitals: 5d6 Sneak Attack, manufactured weapons only

Hunter's Eye: ⅓ CL d6 sneak attack

See Invisibility: What it says on the tin

Lead Plating: Immune to radiation, divinations blocked by lead

Blade Tutor's Spirit: Insubstantial cloud reduces voluntary melee penalties by 1+⅕ CL (min penalty 0) (6 @ CL 27) (e.g., Power Attack penalty)

Blood Wind: Use natural attacks as ranged weapons (range increment 20 ft)

Grace: No AoOs for movement

Fell Energy Attuned Mysticism Find Traps: +12 Insight to Perception to finding traps, auto-check within 10 feet

Effortless Armor: Not slowed by armor, reduce ACP by 5.

Fell Energy Mythic Divine Favor: +5 Luck Atk/Dmg/Saves/Skills

Bestow Grace: +Cha Sacred saves

Shield of Fortification: 25% chance to ignore crits/sneak attack

Speak with Animals: What it says

Fell Energy Attuned Mysticism Acute Senses: +32 Enh Perception

Protective Spirit: Invisible spell strikes back at AoOs (bab+dex) to ruin them.

Perceive Cues: +5 Comp. Perception/Sense Motive

Fell Energy Attuned Mysticism Deadeye's Lore: +6 Sacred Survival, full speed tracking

Fell Energy Attuned Mysticism Resistance: +3 Resistance to saves

Tongues: Speak and understand any language

Overstimulate: Stay awake when below 0 HP (but Staggered).

Mythic Expeditious Retreat: +40 foot enh. to move

Fell Energy Attuned Mysticism Mage Armor

Life Bubble (Starfinder-1): Shell of fresh air. Ignore gasses, vacuum, pressure, bad air; Endure Elements effect

I Wish (Limited Wish, Mythic, CL 5….)

Opportunity: Roll three times and take best for every attack, saving throw, ability or skill check

Delay ****: Don't die of HP damage

Freedom of Movement: Immune to anything that restricts movement

**** Ward: Immune to **** effects and negative energy

Sheltered Vitality: Immune to ability damage/drain, fatigue

Augmented Mythic Haste: +70 Enh all movement modes, extra move action each round, extra attack on a full attack with manufactured weapons

Mythic Fly: Fly 120(Good)

Starmantle: Nonmagical weapons turn into a burst of harmless light. Magical weapons become reflex half.

Add a Darkness spell Heightened to exactly counter the light from this.

Telepathy: 100 foot telepathy

Use to qualify for Mindsight

Spheres (CL 12+5 enh+5 Circle Casting):

Alteration: 6 traits from CL

+Anthropomorphic Form (+2 Traits, cosmetic changes cost nothing)

+Greater Changes: +1 Trait

+**** Changes*2: +2 traits

=10 traits

+Permanent Transformation to make it my default (use Many Forms to pick things up briefly as needed)

Bestial Reflexes: Pounce: Full Attack at the end of a charge

Cosmic Body: Spirit's Reach: +5+5/10CL extra reach (does not threaten)

Avian Transformation: Flight: Fly(20+20/5 CL =100 @CL22) Avg, +1 per 10CL (Perfect at CL 15)

Avian Transformation: Wing Attacks

Elemental Purity: Air: Fly +50 ft(150)

Vermin Transformation: Web: 1/Min. can throw a web to Entangle someone. Can also at as a trap.

Manipulate Healing: Regenerate Flesh: Fast Healing also regrows lost body parts.

Fast Healing: Fast Healing +1/10 CL (3@CL 22)

Starflight: Fly in space. In-system 3d20 hours, 3d20 days between

Amorphous Weaponry: can shift damage types of natural weapons, or add certain mundane properties (one per weapon)

Protean Mastery, Shift Organs: 25%, +25%/10 CL chance to negate critical hits & sneak attack

Fate:

Consecrations (20 ft radius, +5/5 CL=40@CL 22)

Tug Fate: nat-10 +/- (10+½ CL) Luck (my choice). 1/round: Nat 1/20 to opposite

Undo Harm: Heal 5+CL damage to allies, max damage from last round; Imm: Spend spell point to remove recent conditions

Motifs: Personal:

Fell Energy Attuned Mysticism Cups: +4+1/10 CL bonus to mental skill checks

Fell Energy Attuned Mysticism Pentacles: +3+1/10 CL to one save(Ref)

Fell Energy Attuned Mysticism Swords: +3+1/10 CL attack

Judgement: Sense Motive faster (lots faster)

Temperance: Reroll 1's on saves/attacks

Words:

Freedom: Ignore things that impede movement

Fell Energy Attuned Mysticism Perfect(Charisma): +3 Cha checks, can use Diplomacy as a 1 round (at -10), Intimidate as Swift

Protection:

Most of the Aegis talents. Summary: ALWAYS get a save, and a morale bonus as well. Immunity to Pressure, five basic energy types, ability damage/drain, deleterious planar traits, energy drain, negative energy; Antimagic/Antitech aura limited to my square (I, my spells,and my gear are immune: Unassailable Power); treated as an ally for enemy Magical effects.

Polished Dark:

Darkvision: +30+10*(½ CL)=base+140=200 ft

Improved Obfuscation: Divinations must make an MSB check vs. my MSD and he able to penetrate one foot of lead to work on me

Clearsight: See through my own darkness

Dark Slaughter: 1d6, +1d6/5 CL sneak attack, can make it bleed damage

Vanish Into Darkness: Can attempt stealth while in some kind of shadow,even if observed, and special senses don't automatically penetrate stealth, instead granting +4 Perception per special sense

Fluid Silhouette: Can go through the tiniest cracks

Advanced Shadow Limbs: Shadow works as two arms with +5 ft reach, str=10+CL+Cha mod(=47)

****: Gravetongue: Can talk to corpses to find out what happened since they died. Also talk to undead.

Divine: Sense:

+Expansive Vision twice for Long range

+Burrowing Spell to ignore barriers

Read Magic: Read magical and mundane writings

Battlefield Sense: No flanking me!

Blindfolded Oracle: Blindsight in range

Detect Scrying: Detect and interfere with scrying in range

+Mechanical Counterintelligence: Works on tech, too

Ghost Sight: +CL to checks to notice invisible/Ethereal creatures, negates Invisibility miss chance

Logos: Understand all written and spoken words, always understood myself

Fell Energy Attuned Mysticism Prescience: +3 +1/10 CL Insight to attack rolls; discharge for 12+½ CL

Scent(Keen Scent)

Sense Magic: See magic in range

Sniper's eye: Reduce Perception distance penalties by CL

Tremorsense: What it says

Alternate Divinations:

See in Darkness: Ignore all darkness, including magical

Spirit Sense: Detect Immortal creatures in range

Touchsight: Telekinetic touching at range

Sense Observation: Know when someone's looking at me

Divinations: Can see lingering auras for days=My CL

Hear Name: Hear when someone uses my name to refer to me.

+Power of the Name: Anywhere in plane

+Speak and I listen: I can scry or Warp directly to them as an immediate action

Trapfinding: +½ CL bonus to dealing with traps and hazards; disable magic traps as a rogue

Fallen Fey:

Aelfwine: All four. Carry four flasks of unlimited **** that have individually minor effects

Animate Hair:

Tangling Locks: Adjacent hostile must Str check vs. DC to retreat

Grasping Treases: Hair can Slam(1d4), and do non-offensive manipulation of objects

Beast Ward:

Vermin Affinity*4: Regular plus each Attuned Mysticism: creatures of the type start neutral (+Persuasive Countenance, + Divine Countenance = Helpful), can't attack me unless compelled

Fell Energy Attuned Mysticism Fey Beauty: +3+⅕ CL (+7@CL 22) bonus to Charisma-based checks

Long Step: Teleport 5+5*½ CL ft as a move action

Mantle of Autumn: Cloak of Leaves: Mv: Swirling Leaves selectively grant Concealment until dismissed (free)

Natural Blessing*4 +Attuned Mysticism: All allies of correct types gain +1, +⅕ CL luck bonus on saves

Winterfey: Snowsight: See normally through ice and snow

Zolavoi’s Mantle: Smokesight: See through smoke easily

Bound to Nature: Reincarnated on **** 1/week.

Light:

+Black Light to remove visuals

Infravision: See heat, use it to track

Encompassing Light: Reach and damage as +1+1/10 CL size categories larger

Mind:

Fell Energy Attuned Mysticism Powerful Courage: +5 Morale most rolls, immune fear

Nature:

Wild Instinct: Improved Uncanny Dodge (no flanking/flat-footed except by rogue of my CL+4)

Nature's Movement:

Earth: Burrow speed,works through stone slowly

Water: Water walk: Walking on liquids or swim speeds = land speed

Resist Elements: Earth: DR/Adamantine 1+⅕ cl(5@22), stacks with other DR,damage prevented becomes healing ?????

Ride the elements: Increase speeds by 10 ft + 10 ft per 5 cl (40@15)

Speak with the elements: All: Speak with materials

Speak with Wildlife: Both: Talk to animals/Vermin

Time:

Fell Energy Attuned Mysticism Temporal Haste: Extra mv or Swift each round; +10+10/5 cl Enh all movement,+3+1/10 CL Dodge to AC, Attack/Ref.

Illusion:

Persistent Spell Full Sensory Glamor to remove all spell visuals (e.g., Ironskin doesn't make my skin feel rough)

Selective Illusions Suppression (full set, plus Advanced Invisibility)

War:

Momentum: Pool=Excessive (Resourcefulness many times + lots of momentum talents)

Totems Auras (Totemic Aura, centered on me, with Penetrating Totems to ignore LoE)

Divisive Totem: Enemies must save or treat everyone as a non-ally. Also makes summoned enemies ‘wild’.

Gyroscopic Totem: land-bound enemies provoke for entering squares,no 5-ft steps, ref. or fall prone after moving more than 5 feet

Haunting Totem: Mind-affecting illusion (Phantasam) keeps enemies flanked (special senses bypass)

Invigorating Totem: Allies gain Temp HP 1+⅕ cl/round, stacking to CL, while in Totem

Tactical Totem(Upgraded): All allies treated as having Share Spells and Bonded Mind, if they meet the req.

Totem of Agility: Allies ignore difficult terrain, open doors as free actions

Totem of Doom: Enemies are shaken, no save, stacks.

Totem of Shared Sight: Allies share Perception, including special senses

Totem of Speed: Allies +5, +5/5 cl bonus to movement speed

Totem of Tactical Coordination: Allies don't take damage from allies’ attacks, can auto-save vs. such

Totem Of Tenuous Mortality: Allies Regen(Fire or Acid) ½ CL while below 0 hp; enemies below 0 HP must Fort or die(**** effect)

Weather:

Barometric Mantle: Know if weather is being manipulated in range, know natural weather for next 48 hours

Boreal Glare: Ignore sight issues from snow/sleet, can Glare at a person within 30 feet to deal cold damage

Clear Skies: Treat weather as 2+1/10 CL steps less severe

Bear: Endurance Feat

Others taken, but generally left off.

Borrowed Power:

Villian:

Apparent Demise: On ****, spend 3 Mythic to get Breath of Life, Invisibility, and a 24-hour duration fake body and equipment to die for me

Impervious: Keep immunities even if normally bypassed. Free if attacker is non-mythic, costs Mythic if attacker is Mythic. Non-action

Unspeakable Name: I can hear, potentially scry, dominate, and possess people who say my name too much

Villain’s Defiance: Can expend Mythic to delay conditions, multiple, until I run out of Mythic power

Villainous Counter: Imm: Expend Mythic to counter Mythic abilities

Villainous Reactions (Ex): Take 1+½ tier swift/imm. actions/round

Your Children’s Children: Revive after **** based on available Mythic power. Curse my killer and descendents.

Stranger

Endless Ammunition (Su); Spend Mythic in place of ammo, gains +½ tier (6) Enhancement, can be special materials, can avoid misfire

Forget It Ever Happened: Use Memory Lapse /Modify Memory by expending Mythic, potentially as an Immediate action

No One of Consequence: Nondetection, people don't remember details easily; can suppress/resume as desired.

None of Your Business (Su): Can counter Divinations with Intimidate.

Speed Surge (Ex): Free: Spend Mythic for move actions

Steadfast Resolve (Su): Spend Mythic in place of Resolve

Mirror Dodge: Imm: On hit: Spend Mythic to teleport 30 ft, leave an illusion to take the hit.

Vanishing Move (Su): swift: Invisibility for a round. Spend Mythic to make that Greater Invisibility CL=2*tier(=24)

Watching the Watchmen (Sp): Always Detect scrying effects, spend Mythic to counter as an Imm.

Ghost Rider (Su): Spend Mythic to become incorporeal (with mount), Wind walk, can apply to others, and pick up frightful presence

Inscrutable: Mind Blank, Non-Mythic auto-fail diplomacy/knowledge checks about me

Mystic:

Enduring Armor (Su): **** Armor, 3+Tier(=15)

Irrepressible Soul (Su): Free: Spend Mythic to attempt to end mind control charm, polymorph, possession, illusion, and anything the covers my identity

Mythic Hex: Gain Coven Hex, can spend Mythic to use hexes again on a target

Sanctum: Personal Extradimensional Mansion

Spiritual Echo (Su): Mirror Dodge for targeted spells and rays

Trade Fates (Su): Greater Mind Swap, can swap places and roles in life with a non-mythic while keeping own body. Affects memories.

Unfathomable Knowledge (Su): Spend Mythic for Vision spell with no drawbacks

**** Hero:

Always a chance: Don't auto-miss on a 1.

Blind Luck (Ex): Critical threats ignore miss chance and mirror images

If I Can, So Can You (Su): Spend Mythic to share my die roll result on a save

Perfect Aid (Ex): Add tier to aid another, and can add Mythic Surge result to Aide Another as well

Shot in the Dark (Ex): Precision damage works on creatures with Concealment (even total)

Unwavering Skill (Ex): Take Ten/Twenty on class skills despite distractions

Forsake Fate (Su): Non-Mythic Divinations about my future fail, non-mythic Insight or luck bonuses vs. me become penalties; non-mythic **** rerolls ineffective, spend Mythic to negate those if Mythic.

Class Mimic (Ex): Borrow a class feature from an ally.

Ever Practical (Ex): Imm. Confusion/Insanity, spend Mythic to negate mental ability damage/drain, borrow another's d20 result on saves vs. mind-affecting

Living Saint:

Deliverance (Su): Spend Mythic to auto-succeed on a save that would have killed me

Genius;

Assured Skill (Ex): Spend Mythic before a skill checks to roll twice, take higher, and add tier to the result

Manufactory (Ex): +1000 gp * tier progress/day on magic items

Perfect Polyglot (Ex/Sp): Effectively immune to detect thoughts, language dependant effects run 4 cl higher, can cast language spells with Mythic

Skeptical Eye (Ex): Here for the auto-save vs. Illusions. +tier to Sense Motive is nice

Stealth Drone: Invisible, flying, disposable spell relay.

Trap Taker: Reprogram and move traps

Regression to the Mean (Su): Non-action: Spend Mythic to make mine, allies, or opponents’ die rolls average

Bound:

Mythic Major Hex: Major Witch Hex: Beast's Eye: Borrow senses of animals within 100 feet, can hop between at that range. Regular animals get no save. Goes very well with Attuned Mysticism.

Stalwart Companion (Su)*3: Eidolon gains DR 15/Epic

Artifact*2: Aegis, saving throws Surge, five Legendary Item abilities:

Returning: Spend Mythic to get it back

Returning: Now functions across planes

Eternal Bond: Nobody else can bond

Undetectable: Invisibility becomes perfect stealth while in ci tact

Metamagician: Spend Mythic to apply metamagic feats to spells

Devour Magic (Su): Auto-pass one spell save/round, store as Rod of Absorption (2*tier storage). Can spend to power spells, or cast Dispel Magic

Flexible Terms (Ex): 1/day permanently change a class feature or feat choice; temporarily tier times a day

Universal:

Ultimate Versatility: Temporarily change a choice of class feature, some limits.

Ever-ready(Spheres): Always act in surprise round, bonus of ½ tier vs. readied actions

Eternal Youth(Spheres): Stop aging. Can control my apparent age.

I Wish(Spheres): Spend Mythic for Limited Wish, including Mythic versions.

Ravaging Time (Su): Spend Mythic to join a time stop, cast a boosted time stop, and hurt folks while in a time stop.

Spectacular **** (Ex)(Spheres): Spend Mythic to act briefly after being killed/permanently incapacitated

Magic Awareness(Spheres): Greater Arcane Sight constantly, spend Mythic for Greater Dispel Magic

Mythic Execution(Spheres): Spend Mythic to reduce casting time, up to tier rounds removed, min. 1 std

Transcorporeal Emissary (Spheres): Spend Mythic to treat an incorporeal creature as corporeal, or add Ghost Touch to weapons and armor temporarily, constant see Invisibility

Eternal Soul: No negative levels/level drain from non-mythic, immune to soul manip (likewise). Spend Mythic to negate Mythic sorts of those

Display of (all six, one person basic stat): Spend mythic for +20 to a skill/ability check

Longevity: No dying of old age, ignore penalties for old age (still age, technically)

Mythic Sustenance: No longer need to eat, breathe, or drink; immune to inhaled poisons and any effect that requires breathing

Pierce the Darkness: +60 ft to Darkvision

Enhanced Ability: All six stats: +2 all ability scores

Pure Body/Destiny/Senses: Immune to non-mythic disease, poison, curse, compulsion, blindness, deafness

Sleepless: Don't sleep. 1/day 1-hour mediation to recover daily use abilities

Unchanging: Imm. Non-Mythic polymorph/Petrofication

Mythic Presence: Swift: Spend Mythic: Frightful Presence that runs off tier. DC 10 + Tier + Cha.

Mythic Sight*2: True Seeing vs. non-mythic

Archmage(Spheres):

Battlemagic Sense:

+Tier to checks to ID magic

Spend Mythic to treat spellcraft as BAB for a bit

Auto-aware of spells o 20 ft

Can counterspell as imm.

Gifted(Spheres):

Honor Between Thieves: Can't be robbed

Eldritch Shield (Su): imm: Spend Mythic to gain temp hp=10+3*tier

Astounding Disable (Ex): Disabling lock/trap is now a move action

Enhance Magic Items (Ex): +½ Tier to CL of scrolls, potions, wands, staves

Fast Bargainer (Ex): Swift: Diplomacy/Intimidate/Bluff/Sense Motive on everyone in 10*tier feet, adding tier to the result

Greater Surge (Su): Surge die now 2d8

Inspire Trust (Ex): Swft/mm: Spend Mythic to improve a non-mythic creatures attitude: No cap.

Lend Power (Su): Imm: Spend Mythic to give Mythic ally my Surge die on a check

Subtle Magic (Ex): Hide casting with a Bluff check

Supreme Stealth (Ex)*3: Special senses still need to oppose my stealth check.

Prepared For You (Ex): 1/encounter: Imm: Spend Mythic to get a full round of actions in response to enemy action

Reverse Scrying: Chance to reverse scry, control scene when scried.

Surge of Inspiration: Imm: Spend Mythic to give an ally that failed an attack or save my surge die,potentially turning the failure into a success

Mythic Sphere Talents:

Mythic Miracle: Miracle 2/day,

Mythic Sphere Master: Conjuration: Once for each Conjuration Companion: Add a Mythic template from list to the companion

Universal Mythic Spheres:

Mythic Casting: +6 Mythic to CL in two Spheres (Conjuration, Time)

Mythic Magic Talents: 6 magic talents

Mythic Martial Knowledge: +6 to BAB/Ranks for two Combat Spheres: Pilot, Beastmastery

Trickster

Ranged Disable: Std: Disable Device at 30 feet via thrown weapon, -5 to roll; spend Mythic to ignore penalty and do it as an attack action

Marshall:

Tactical Genius*3: Three bonus teamwork feats, changeable daily; all allies on 30 feet count as having it for me getting bonuses

Aura of Perseverance (Ex): Allies in 30 ft stay awake below 0

Unswervering Loyalty: Immune to non-mythic mind-affecting items; spend Mythic to stop Mythic mind-affecting stuff too

Hierophant

Divine Metamastery*4: Spend Mythic to freely use a metamagic feat of up to +4 adjustment for free.

Servant of Balance: Crits don't do extra damage (other effects still happen)

Pilgrim of the Sky: Spend Mythic for Air Walk or Overland Flight. Not affected by altitude, can walk on clouds.

Pilgrim of the Waves: Water walk or sink. If sink, can breathe water, walk on the bottom, ignore penalties for being underwater.

Guardian:

Armor Master*3: Ignore ACP, max dex, and ASF from light/medium/heavy armor

Armored Might: Increase armor bonus by half tier, max 50% of the armor

Draw Fire: Imm (free with Mythic spent) redirect ranged attacks at allies in 30 ft to me.

Mule's Strength *YES: Treat strength as 5 points higher per instance for carrying capacity (only).

Impervious Body*3: DR 15/Epic

To the ****: Stay conscious (but Staggered) below 0 hp.

Invincible Stand: Spend Mythic to get DR 20/- until I move from the spot or tier rounds pass

Mythic Resolve: Spend Mythic to roll a save as many times as I like

Unbreakable Resilience *2: Recovery ability damage/Drain to all six ability scores at the rate of 1/hour; swift to spend Mythic to get one point of each back now

Champion:

Impossible Speed: +30 ft base land speed, spend Mythic for +10*tier for an hour (keep it running)

Limitless Range: Ranged weapons *5 range increment, no max range; alt: throw anything with 20 ft range inc and no max range

Sniper’s Riposte (Ex): No AoOs when I make a ranged attack; spend Mythic to drop sniping penalty to stealth

Unstoppable Shot (Ex): Std: Ranged attack roll and damage roll once, compare to all creatures in a line out to max range, spend Mythic to bend the line twice.

Critical Master (Ex)*2: Confirm all critical threats and roll max damage with them

Shatter Spells (Su): Spend Mythic, Melee touch attack: Greater Dispel Magic, CL=2*Tier on the effect.

Archmage:

Eldritch Breach (Su): Roll twice and take better on most CL checks

Energy Conversion (Su): Spend Mythic to change a spells descriptor and damage type among acid, cold, electricity, or fire

Sensory Link: Std: See and hear through familiar, use it as original point for spells while doing so by spending Mythic

Transformative Familiar (Ex): Familiar can become a ring (get from Beastmastery Sphere)

Tangible Illusion (Su): Full round: Spend Mythic, touch an illusion, it's temporarily solid (some limits)

Star Walker: Can make an orb for starflight

Synth Eidolon Summoned and Fused

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

What's next?

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