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Chapter 38
by
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
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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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