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Chapter 22
by
JackSimth
What do they get?
MOAR POWER
Two levels, almost three… we picked up a lot of experience down there. We settle into my ship and get to work.
For my regular Freelancer side, I go with the Marshall's Minor Aura Motivate Charisma. It will let me add my Charisma a second time to all of my Charisma-based skill checks… which is also all of my Intelligence and Wisdom based skill checks, as well as some of my Dexterity-based checks, thanks to other class features I picked up. Ultimately it's just numbers boosting. The fun ones I get there are from elsewhere: Starfinder's Technomancer gets me Fabricate Arms, Fabricate Tech, and Instant Upgrade: They all do the same thing: Make sci-fi technology (weapons and armor, miscellaneous items, and upgrades for armor, respectively) with similar mechanics: I spend a spell slot and get a thing of the category up to an item level of three times the spell slot spent or my caster level, whichever is lower… and I can **** that very well. I also grab Spellshot (from the same source): It lets me tie a spell's range to a weapon's range, greatly increasing the range of most spells… especially with some of the Starfinder sniper weapons. I also pick up third level spells, which provides a lot of break points for me.
For my Monsterkin side, I nab Dual Actions from a weird two-headed snake-like undead from Monster Manual V: It gets two full sets of actions every round… and now, so do I. Magical Mastery from the Bound One template to boost my Spheres of Power caster level (which, as a permanent bonus, works for requirements, letting me qualify for things requiring a Spheres caster level of eight), godripper from the godfoe template (why yes, I would like to ignore DR and Hardness, then pick up a few nice magic item property effects for all my weapons), Reflective Hide (return to sender all targeted spells on me), and two abilities from the Ghostly Visage that will let me share spells with anyone easily.
Then, of course, there's the stuff that simply advances: My Eidolon grows stronger (I dump the basic skill boosts - I have enough from other sources now - and switch things up for Charisma boosts, because I am all in on my Charisma), I get more saves, health, skills, and such. Attuned Mysticism gets me another type; I go with Fey, as Spheres of Power has the Fallen Fey sphere and Share link to let anyone be treated as Fey. The third level spells also let me do some nice things: Mythic Augmented Haste (an extra move action every round, and an extra seventy foot enhancement to all movement speeds), Mythic Augmented Fly (a 120 foot base fly speed, before Haste), Mythic Augmented Burrow (slow natively, but goes well with the Haste), Winding Key (an extra standard action each round), and a bunch of caster level boosting… which will go very well with my equipment creation capabilities and ability to use spell points instead of spell slots for those: Yes, I can use a seventh level spell and get a max level piece of equipment… Permanently. Most of it won't be for me: It's for when I want an army.
I can set a summon up to be capable of wearing Starguard Armor (the best Starfinder powered armor, and yes, it fits in the bulk limitations… barely) while wielding an Icecap Ice Launcher (a heavy weapon, deals a lot of single target cold damage) and a Crackdown Shout Projector (deals a lot of nonlethal sonic damage in an area, for when I want prisoners). Of course I'll upgrade the armor too - Shadow Sprint units for long distance travel, Displacement Units and Prismatic **** Fields for some extra defense when needed, and so on. Recharging them is a problem, but that's a good thing: It makes it difficult for enemies to use the gear of the
[fallen.
By](http://fallen.By) the time I'm done picking my features for the two levels, everyone else has long since finished…which is good, as I need to update everyone's buffs, including the vehicles and my minions. Of particular note at this point is that I can cast Eternal Steel from Spheres of Power on the mechs and Companion Vehicles, giving them Regeneration - not only will they heal on their own on the off chance something hurts them, but they’ll avoid destruction as long as it’s not acid or rust… and I can ward them against acid to a fair extent.
I also figure out how to bypass the ‘can't be used to qualify’ restrictions on magical feats: I cast Heroics to get an unrestricted Combat feat, then use my Mythic ring to use Wish for Embrace the Dark Chaos to swap that for an Abyssal Heritor feat, then again for Shun the Dark Chaos to swap that back for any feat for which I qualify. Spells from my Ring aren't inherently Permanent and nonmagical, but the Embrace/Shun spell pairing is Instant, and I can recharge the ring. Even better, I can do that for anyone.
Which is good, as fifth level is where Charles’ pet build takes off, as Monstrous Mount merges his options for his animal companions….
Which does he choose?
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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