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Chapter 3
by
JackSimth
What awaits on waking?
Level 1 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
Level 1:
Freelancer(Regular):
0: ½ BAB, d6 HD:
20: Eldritch Godling Divine Casting: Charisma: Generic Spellcaster:
6: 10 skills points/level
4: 8 class skills:
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
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: Immortal Spark: don't die of old age, no penalties from old age, immune to **** effects, can't be magically aged (Drunk, Minimal[Fine] Nemean Lion)
10:Autotelic (Trompe L'Oeil): Use Cha in place of Con for everything
10: From the Void: Necrophage Slasher: Don't eat, drink, sleep, breathe; Imm. to hazards of space travel other than zero gravity
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 to 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)
Skills:
Points: 10(base)+1(human bonus)+1(FCB)+3(Int)+Background=15+2/level
Class:
Traits: Disable Device(->Engineering), Heal(-> Medicine)
Noble Scion: Kn(Nobility)->Culture
Freelancer: 8
Monsterkin: 4
Acrobatics(Dex->Cha(FoP), ACP,class):
+1 rank, +3 class, +5 cha=+9
Athletics (Str->Cha(FoP); Armor Check Penalty, class)
+1 rank, +3 class, +5 Cha=+9
Bluff (Cha)
+5 cha=+5
Computers (Int; Trained Only, class)
+1 rank, +3 class, +3 int=+7
Culture (Int; Trained Only, class)
+1 rank, +3 class,+2 Feat, +3 int=+9
Diplomacy (Cha, class)
+1 rank, +3 class, +5 cha = +9
Disguise (Cha)
+1 rank, +5 cha=+6
Engineering (Int; Trained Only, Class)
+1 rank, +3 class, +1 trait, +3 Int=+8
Intimidate (Cha)
+5 cha=+5
Life Science (Int; Trained Only, class)
+1 rank, +3 class, +3 int=+7
Medicine (Int; Trained Only, Class)
+1 rank, +3 class, +1 trait, +3 int=+8
Mysticism (Wis; Trained Only, class)
+1 rank, +3 class, +3 wis=+7
Perception (Wis, class)
+1 rank, +3 class, +3 wis=+7
Physical Science (Int; Trained Only, class)
+1 rank, +3 class, +3 int=+7
Piloting (Dex->Cha(FoP), class)
+1 rank, +3 class, +5 cha=+9
Sense Motive (Wis,class)
+1 rank, +3 class, +3 wis=+7
Sleight of Hand (Dex; Armor Check Penalty; Trained Only,class,background)
+1 rank, +3 class, -2 dex=+2
Stealth (Dex; Armor Check Penalty)
-2 dex = -2
Survival (Wis)
+1 rank, +3 wis=+4
Profession(UPB production,Cha, background, class)
+1 rank, +3 class, +5 cha=+9
Saves:
Fort: +2 base, +5 cha=+7
Ref: +0 base, +5 cha, -3 Flaw=+2
Will: +2 base, +5 cha=+7
HP:
6(base), +5*1 Cha=11
AC: 10 Base, -2 dex, -1 flaw=7(T 7, FF 7)
BAB: +0
Melee: +0 BAB, -2 STR = -2
Ranged: +0 BAB, -2 DEX = -2
Spells:
Freelancer:
Slots: Don't care. Can spend spell points.
Known:
0: 4:
1: Detect Magic
2: Daze
3: Dancing Lights
4: Prestidigitation
1: 2:
1: Cure Light Wounds
2: Charm Person
Monsterkin:
Spell points: Cha(5)/round + pool of lev+Cha(6)
Talents:
Embodiment Casting: Dark: Shadow Stash*2: Shadow holds up to 5 pounds of stuff, can don items in my stead.
Well of Miracles:
Casting 1: Warp Sphere
Casting 2: Warp: Extradimensional Room
What's next?
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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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