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Chapter 31
by
JackSimth
Level 6?
Level 6 build notes
Race: Hologram
Diminutive Construct with Con score, can't do non-mental actions other than project hardlight body without Hardlight Body active.
Hardlight Body: Be effectively humanoid at will.
Healing Circuit: Can be healed/raised/resurrected/etc with some minor limitations
Programmed Appearance: Change appearance 1/day, any non-specific small or medium humanoid.
Robotic: Imm. bleed, disease, **** effects, poison, nonlethal damage, and sleep effects unless those effects specify they affect constructs. +4 bonus vs. humanoid only effects. No need to eat/drink, but can; still sleep
Theme: Roboticist:
1st: Theme Knowledge:
Computers: Class or +1
Reduce the DC of Engineering checks to identify creatures and technology by 5.
6th: +1 rank for purposes of constructing tech items (not magic or hybrid)
12th: Pending: 1/Day Make Whole for constructs or tech items, faster starship repair
18th: Pending: Get resolve points back for dealing with new tech items
Ability Scores:
Ability Quick Picks, Focused: 18/14/11/10/10/10. Priority: Cha/Int/Con/rest: 10/10/11/14/10/18
Flaw: -2 Con 10/10/9/14/10/18
Level Up(5th): +1 Cha, +2 Dex:10/12/9/14/10/19
Mythic: +8 Cha: 10/12/9/14/10/27
Mythic Enhanced Ability: +2 all: 12/14/11/16/12/29
Enhancement(spells): +6 all: 18/20/17/20/18/35
Personal Upgrades: +6 Cha, +4 Dex, +2 Str: 20/24/17/20/18/41
Class: Gestalt: Freelancer/Freelancer(Monsterkin).
1st: Freelancer
0: ½ BAB, d6 HD:
20: Eldritch Godling Divine Casting: Charisma: Generic Spellcaster:
6: 10 skills points/level:
2: 5 class skills
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: Piloting, Acrobatics, Athletics
2: Light Armor prof.
0: Simple weapon prof.
10: Nature's Whispers: Cha instead of Dex to AC
=60/60 JP
1st: Monsterkin (Extra JP *2)
10: Slip Drive(Spectra): Drift Engine rating of ½ CR, only need to stay still for one round to use it, can go between planes.
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.
10:Well of Miracles (Primarcane template,spheres of power): ½ CL bonus Magic talents, can change them (and any others) out daily -> (Ultimate Versatility) (unlimited talents known now, don't need this): Greater Lifesense (Blindsight(Life) 5 miles (Degenerate Hellion Revenant)
10:Autotelic (Ex)(from Trompe L'Oeil applied to a bat): Use Cha in place of Con for fort saves, HP, anything else
0: 4 class skills
0: ½ BAB, d6 HD
0: One good save (will)
10: Spaceflight (Ship Glitch Gremlin): Travel through space at standard astrogation speeds -> (Ultimate Versatility): Telepathic Casting: Cast everything as spell-like (can fly around in space thanks to Star Walker via Borrowed Power from the Archmage path)
10: Magical Development(Living Idol, Demagogue Powers): 3 spheres talents. -> (Ultimate Versatility): Machine Telepathy (Spectra template applied to a Tiny Elemental): Comp./Eng. checks at 100 ft, talk to machines/creatures with this in range (no longer need the extra talents known)
80/80
2nd: Freelancer:
10: Divine Grace (Paladin): +Cha to saves
10: Lineage Domain(Time(Past)): Eldritch Godling: Gain Time(Past) domain spells and powers:
1st: Do-over: Imm: 3+Cha/day: Reroll a failed skill checks, saving throws, or attack rolls.
8th (pending): 3/week, max 1/day: Rewind time 1 round of combat or 1 min. of non-combat time
10: Attuned Mysticism(Eldritch godling): 1 type, +⅕ cl: Adjust spells to affect that type rather than normal. Fey.
2nd: Monsterkin:
10: Divine Providence(Walking God template, applied to a young Degenerate Mythic Human Skeleton): Roll double tier (or max on die) tier times a round. Doesn't count as a nat-20.
10: Mythic Outpouring (from same): Unlimited use of Mythic power
10: Powers of Faith: Gain powers of Faith as a rank-10 Mythic. Complex. Of particular note is that I can assign a high priest, who becomes a Mythic Hierophant-9.
3rd: Freelancer
10: Fabricate Tech (Technomancer): Spend a spell slot for a tech item (not weapons or armor), spell lev *3, max CL, for CL min.
10: Hex (via Spirit Guide Oracle): Intuitive Aesthetics: Use Cha instead of Wis for all Wis-based
10: Hex (via Spirit Guide Oracle): Benefit of Wisdom: Use Cha instead of Int for all Int-based skills checks
3rd: Monsterkin
10: Unearthly Grace (Young, Degenerate, Wyrgrove Nymph): Cha as Racial to saves, Def. to AC
10: Font of Magic (Primarcane): Cha free spell points/round
10: Magical Mastery (Bound One): +2 Spheres CL
4th: Freelancer
10: Continue Casting
10: Motivate Charisma minor aura (Marshall: Add my cha to mine and all allies Cha-based checks)
10: Magic is Magic (Eldritch Godling): Determine CL by adding up all classes (so 2*level, because Freelancer and monsterkin: +2 for Spheres (bound one) and usually +2 for Vancian (Inspired Spell))
-> Permanent CL 8
Attuned Mysticism: + Humanoid
4th: Monsterkin
10: Undead Immunities (Starfinder): Big swath of immunities. -> (Ultimate Versatility): Unassailable Power (walking god template): Ignore AMF, dead magic zones, and similar for my abilities and gear (Immunities handled via spells and the race change to hologram)
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
5th: Freelancer
10: Energy Alteration: Cast as a full action to change spell damage type (to fire, cold, elec, acid, or sonic). Alt: Spend a resolve point to do it as a standard
10: Fabricate Arms: As Fabricate Tech, but weapons and armor
10: Instant Upgrade: Astral Fabricate Tech, but armor upgrades.
Attuned Mysticism: +Construct
5th: Monsterkin
10: Blessing of Pain (Drunk Joyful Thing): +Cha Profane->Divine AC,Saves, Attk, Dmg
10: Dual Actions (Serpentir, MM V, CR 4): Two full sets of actions every round
10: Reflective Hide (Monster of Legend template): Permanent unlimited spell turning
6th: Freelancer:
10: Continue Casting (3rd)
10: Dream Manifestation (Mystic Dreamer): Spend 1 resolve point as a full-round action to duplicate the effects of any spell I can cast
10: Overmind Psionics: Prepare two Psionic Powers know of each level I have slots, ML=CL, power with spell slots
6th: Monsterkin
10: Telepathy, 1 mile: Chrestomath Caulborn
10: Immunity to Temporal Magic (Ex)(Time Crawler): immune to all time-related spells and effects (including time stop, temporal stasis, and the like).
10: Immunity to Magic(Wood Golem): Immune to most spells that allow SR: **** to spells that don't exist in Starfinder, heal by cold at ⅓ damage.
Flaws:
Pathetic (-2 Con)
Noncombatant (-2 melee attack rolls)
Feats:
Flaw: Extra JP
Flaw: Extra JP
1: Noble Scion(War): Kn(Nobility)-> Culture: +2, class; Cha to init instead of Dex
3: Fleeting Spell: +0: Spell is dismissable, half normal duration
5: Bonded Mind: Communicate with allies with the feat as per Message spell, but no chance of interception
Traits:
Campaign: Trap Finder: Disable Device -> Engineering: +1 Trait, Class; can disable Magic traps
Social: Seeker: Perception: +1 Trait, Class.
Skills: Note: Divine Providence on the base die, plus Display Of… from Mythic and Surge makes each result in 57+ the below 99+% of the time. All class (Karmic Blessing).
Ranks: 10 base, +3 Int, +1 FCB + Spheres bonus( Piloting, Athletics, Acrobatics, Survival, Profession(Sailor), Engineering, Profession(Trapmaker), Stealth, Sleight Sleight of Hand, Diplomacy) +Background = 27/level
Class: All (Karmic Blessing)
All: +6 Rank, +3 Class, +8 Ins, +5 Luck, +6 Morale =+28
Cha: +27 All, +15 Cha, +15 Motivate Cha, +7 Visualization of the Mind=+65
Bluff, Diplomacy, Disgusting, Intimidate, Piloting, Acrobatics, Athletics, Computers, Physical Science, Mysticism, Sense Motive, Medicine, Life Science, and Profession(Dancer, UPB Production, Trap Making, Sailor, Accountant, Barrister, Spellcaster, Psychologist).
Culture(Int-> cha): Cha, +2 Feat=+67
Engineering(int->cha): Cha, +1 Trait
=+66
Perception (wis->cha): Cha, +1 Trait, +30 Emh=+96
Survival(wis->cha)(SB): Cha, +6 Divine =+72
Stealth(Dex)(SB): +All, +7 Dex, +2 Enh=+37
Sleight of Hand(Dex): +All, +7 Dex=+35
Saves: Note: Divine Providence on the base die, plus Surge (Augmented by necklace) also with Divine Providence, makes each save result 39+ the below 99+% of the time.
All: +15 cha, +15 Divine Grace, +15 Racial, +15 Divine(BoP), +5 Luck
Fort: 6 good: +5 base, +65 All= +70=+65
Ref: 6 poor: +2 base, +65 All, +3 Dodge= +70
Will: 6 good: +5 base, +65 All= +70
EAC: 10 base, +15 Cha, +15 Def +30 armor, +15 Divine(BoP), +3 dodge =88
KAC: 10 base, +15 Cha, +15 Def +33 armor, +15 Divine(BoP), +3 dodge =91
HP: 5lev+racial(4)+94 Mythic, -1/level (Channel the Mishtai)=64
Stamina: (5+15(Cha, Autotelic))* Lev=120
Resolve: ½ lev + Cha=18
Note: Divine Providence on the base die, plus Surge (Augmented by necklace) also with Divine Providence, makes each result 37+ the below 99+% of the time.
Melee Atk: +6 BAB, +5 Str, -2 Flaw, +5 Luck, +6 Morale, +15 Divine(BoP), +3 Haste=+38
Wyrmlord Dragonglaive: 13d8+38 Slashing and Elec, powered: 20 capacity, usage 1, reach
+Phase Blade: Targets EAC
(+6 Weapon Focus, +15 BoP, +5 Luck, +5 Str, +6 morale)
Ranged Atk: +6 BAB, +7 Dex, +5 Luck, +6 Morale, +15 Divine(BoP), +3 Haste =+42
Tempest Arc Rifle: 6d12+28 elec,crit 6d6 arc, stun,80 ft,100 charges, usage 2
(+6 Weapon Focus, +15 Blessing of Pain+5 luck, +6 morale)
Rift Rifle, wormhole: 11d10+32 Slashing, 120(800), Critical Corrode 4d6, capacity 80, usage 10, unwieldy
Spheres
Spell Points: lev+Cha=21+Cha/Round
Talents: All. Enable Function + Extra Magic Talent repeatedly
Vancian Spells:
Per day: Don't care. Inspired spell + unlimited Mythic power gives unlimited Casting of spells.
Known: All. Enable Function + Expanded Arcana feat (so that Primordial Lore grants me the Mythic versions)
Overmind Psionics:
0: Empathy, Detect Psionics
1: Crystal Shard (1d6/PP EAC single target slashing), Astral Construct
2: Ego Whip (Cha damage and daze, single target, will partial), Swarm of Crystals (1d4/PP Slashing in 15 ft cone; Ref half)
3: Energy Burst (40 ft radius burst 1d6/pp energy dmg, ref half), Battlesense: Complex teamwork
Mythic:
Heirophant-9, Spheremaster (dual path)
Divine Surge: Inspired Spell: Spend Mythic, cast any divine spell of a level I can cast at +2 CL, any spell on my (very expand) list
Mythic Sphere Mastery: Fallen Fey. 2 for 1 on Fey blessings; Spend Mythic to get any two blessings, don't need to know them.
Mythic Tradition:
Drawback: Cursed: Unaligned: -2 Cha checks vs. outsiders with an alignment subtype
Quality:When All Seems lost: 3 rounds of Superman, then **** for 8 hours
Boon: Expertise: Solar Manifestation from Solarian: Small Weapon, Armor booster, or Shield at will. Used for ship.
Base Abilities:
Hard to kill: Auto-stabilize, double con ****
mythic power: 25 (paragon), unlimited
Amazing initiative: +tier to init, Extra non-spell standard for spending mythic:
Recuperation: Spend Mythic and an hour to recover almost everything
Mythic saves: Saves are all negates unless Mythic
**** of will: Imm: Reroll a d20 (including non-mythic's)
Unstoppable: Expend Mythic to remove conditions
Immortal: Returning to life 24 hours most of the time
Surge +1d10 (->2d8+1 Potent Surge, Necklace, and Greater Surge)
Ability Score4: +2 to any ability score4
Mythic Feats:
1: Dual path(Spheremaster): Gain a second path, including the first level Ability
3: Mythic Paragon: 2 tiers higher for any numbers thing.
5: Ascendant Spell: Duplicate Mythic versions of spells via metamagic
7: Potent Surge: +1 on surge die
9: Lucky Surge: Roll surge twice and take better
Mythic Path Abilities
1: Heirloom: Gain a Legendary Item, up to three abilities
2: Implement Master: Spend Mythic to use an implement on the wrong sphere
3: Heirloom: Now a minor artifact, up to six abilities
4: Borrowed Power: Swift: Spend Mythic to grab a path Ability from anything other than Spheremaster for 2*tier rounds
5: Crafting Mastery: Craft Magic items without the feats
6:Heirloom: Now a major artifact, up to ten abilities
7: Many forms: Blank Transformation at will; Spend Mythic to change shape as Alteration Sphere with any three Alteration talents for ten minutes/tier
8: Battlemagic Sense:
+Tier to spellcraft to ID Magic
Swift/Imm: Spend Mythic to treat BAB=Mysticism ranks for 1 min
Aware of casting ranged magic in 130 ft, ID with check even if no line of sight
Counterspell as an immediate action (bonus if ready). Need to be able to counterspell
9: Curse Bearer: Ignore basically all negative effects of curses
Gear:
Ageism Series: Specialist: 25/28, 7 slots
+Quicksuit upgrade: Get in/out as a std
+Reflective Reinforcement Upgrade: Dr 5/-
+Computer Interface upgrade (it's a full Starfinder computer installed in armor… which I upgrade to the limit, because it's free).
+Mk 5 Fortified Plates upgrade (no crits)
+Vibration Sensors: Blindsight(Vibration): 30
+Heavy Weapon Mount (Longarm or sniper weapon no longer requires hands)
+Disintegrator Rifle, Eradicator: 5d20 Acid, Corrode 4d6, 30 ft, 80 charges, usage 8
+Heavy weapon mount (longarm or sniper weapon no longer requires hands)
+Paragon Kin-killer rifle: 11d10P, 120(1500) ft range, 8 rounds, usage 1, Critical Enfeeble, unwieldy
+Effortless Armor spell (removes speed penalty)
+Spirit Bound Armor spell (ignore flat-footed and off-kilter)
+Mythic Armor Master*3 (removes ACP and Max Dex)
+Mythic Armored Might: +50% boost, max half tier (so +5)
Personal Com Unit
Mark II Mindlink Circlet: 100 ft Limited Telepathy
Legendary Item*3 (Limited to four abilities due to Heirloom):
Surge: Mental skills
Intelligent*4
Spellcasting*3: 15
Wish 1/day: 9
Greater Shadow Enchantment 1/Day: 6
Paramour's Prism
Heirloom: Major Artifact.
Surge: Saving Throws
Abilities:
Eternal Bond: Always bound to me.
Flexible Bond: Can lend the item to up to tier others (9+2=11)
Metamagician (Spend Mythic instead of MM adjustment)
Perfect Surge(can use surge on any roll, +2 for the original)
Returning (spend Mythic to teleport the item to me on the same plane)
Returning (the 2nd: Now works across planes too)
Undetectable (perfect Stealth when invisible and in contact with this)
Soul Safe (revive in 24 hours if slain, spend Mythic to negate negative levels/**** effects)
Rejuvenating: Spend Mythic to heal self or remove conditions.
Everlasting: While in contact, don't age, eat, drink, breathe, or worry about **** heat/cold.
Buffs:
Borrowed Power:
All Mythic path abilities I want. Not listing here.
Spells(direct, CL 25 normal, 23 constant; 14 Spheres):
Suffer The Flesh: +5 CL
Craft Magic Tattoo3: +1 CL Form (3)
Fell Energy Channel the Mishti(+3 CL, -1 HP/Level)
Heroics(lots):
All weapon/armor proficiencies, plus Weapon Specialization for all.
All combat feats of note.
Extra Combat Talent many times, for all Combat Talents desired.
Enable Function:
Expanded Arcana for all spells known (includes Mythic thanks to Primordial Lore)
Extra Magic Talent: All Magic Talents
Basically any other feat I want that I qualify to have
Delay **** (Via Limited Wish, Envy domain)
Celestial Healing (fast healing 1)
All six of the Animal Attribute spells
Spider Climb (Climb speed)
Mythic Fly: Fly-120(good) (->190, Haste)
See Invisibility: What it says
Personal Gravity: Manipulate gravity for me by one step
Instant Upgrade:
Brain: Accelerated Datajack: Link up to electronics, gain a bonus
Left Hand: Charge Palm
Personal Upgrade: *3
+6 Cha
+4 Dex
+2 Str
Detect Radiation
Detect Tech
Extra Sense 1: Blindsense (scent/sound/vibration) 30
Extra Sense 2: Blindsight (sound) 20 and Blindsense (sound) 40 when active (audible)
Keen Senses: +2 Insight Perception, low-light vision
Life Bubble: Protects from hot/cold weather, vacuum, bad air, pressure
Greater Arcane Sight (via Mythic Magic Awareness and Borrowed Power)
Mind Blank (via Mythic Inscrutable and Borrowed Power)
Tongues(via Mythic Tongues and Borrowed Power)
True Seeing (via Mythic Sight and Borrowed Power)
Detect Augmentation
Detect Thoughts
Might of the Elicoth: +3 carried bulk
Benevolent Synesthesia: Immune Blind, Deafness, Dazzled
Darkvision: Darkvision-60
Detect Poison
Read Magic
Ant Haul: Triple carrying capacity
Detect Evil/Chaos/Good/Law
Detect Charm/Demons/Undead
Entropic Shield: 20% miss chance on Ranged attacks
Karmic Blessing: Once per skill: Makes class
Protection From Good/Evil/Law/Chaos/Technology: Immune to Soul manip, most mind control; +2 Res. vs. certain effects
Delay Disease/Pain/Poison: Effective Immunity to the things.
Greater Detect Magic: Good for finding faded magic
Enchantment Sight: See Enchantments
Grace: No AoOs for movement
Fell Energy Find Traps: +2+½ CL insight to find traps, auto-roll in ten feet, max+12
Overstimulate: Ferocity: Staggered but still moving below 0 HP.
Resist Energy (all five): Resist 30 vs. Fire/Cold/Elec/Acid/Sonic
Fell Energy Visualization of the Mind: Cha: +7 bonus to Cha-based checks
Brightest Night: Extra low-light vision
Fell Energy Deadeye's Lore: +6 Divine survival, no half-speed movement for it
Feather Step: Ignore Difficult Terrain
Bed of iron: sleep comfortably in armor
Fastidiousness: stay clean and dry
Urban Grace: Move through crowds and urban settings easily
Fell Energy Bestow Insight (once per skill): +4 +¼ cl Insight to skill (max +8)
Spheres(Nature): Eternal Steel: Regen-2/Acid or rust (Spheres)
Energy Immunity(Fire): Via Miracle (Luck domain): What it says on the tin.
BattleMagic Sense: BAB=Level via Borrowed Power and Path Dabbling.
Fell Energy Mythic Divine Favor: +5 Luck Attack/ Damage/ Skills/ Saves
Fell Energy Mythic Heroism: +6 Morale to all checks, attack rolls, saves, and weapon damage rolls
Fell Energy Mythic Augmented Haste: +3 attack, dodge AC, dodge reflex; bonus attack, bonus move action, +70 enh all movement modes
Aura Sight: See all alignment auras in 120 ft
Detect Thoughts/Anxieties/Desires: Detect Int/Wis/Cha after a few rounds, plus the named info
Pierce Disguise (Heightened to 9th): See ghostly image of true form when subject is magically Disguised (no range limit)
Acute Senses: +30 Enh. Perception
Beastward(Vermin Affinity): Four, one for each Attuned Mysticism + base: Starting attitude of type is indifferent, they won't attack unless compelled. Divine Countenance + Persuasive Countenance + Beyond Morality push that to Helpful. (Spheres)
Sense Vitals: 1/3rd CL d6 sneak attack
Mythic Augmented Burrow: 40/20 (dirt/stone) Burrow speed (110/90 due to Haste). Can leave a tunnel
Greater Shield of Fortification: 50% chance to ignore crits
Divine Transfer: DR/Evil=Cha bonus
Pass Without Trace: Untraceable
Speak With Animals (four copies: Base + each Attuned Mysticism): Converse with creatures of that type
Winding Key: Extra std action each round
Illusion(Advanced Invisibility)+Selective Illusions: Invisibility, folks I choose can see through it. Combines with Undetectable from Mythic Heirloom for perfect stealth on demand. (Spheres)
Shadow Stash*2: My shadow wears most gear for me (including armor and magic items) (Spheres)
PERSONAL T4
TIER 4
Small Tug
Speed 13; Maneuverability Good (Turn 1); Drift 1
AC 11; TL 12
HP 45; DT -; CT 9
Shield Heavy Shields 420 (Forward 105, Port 105, Starboard 105, Aft 105)
Power Core Arcus Maximum (200 PCU); Drift Engine Drift Engine (Signal Basic); Systems Budget Long-Range [Djezet], Consciousness Uplink Drive, Crew Quarters (Luxurious), Gray Cloaking Device (Cut-Rate), Mk 1 Defenses [Horacalcum], Mk 1 Trinode Computer, S12 Thrusters [Horacalcum], Training Interface Module (Solar Connection (Gunner)); Modifiers +1 to any 3 checks per round, +0 Computers (sensors only), +1 Piloting;
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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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