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Chapter 8 by JackSimth JackSimth

What does the day bring?

Level 2 build notes

Pathfinder + 3.X + 3rd party; Gestalt, 25 point buy

Half-elf Freelancer//Freelancer(Monsterkin)

Stats:

Point buy: 7 Str, 14 Dex, 7 Con, 16 Int, 11 Wis, 18 Cha: 25 points

Racial: +2 Cha (Half-elf): 7 Str, 14 Dex, 7 Con, 16 Int, 11 Wis, 20 Cha

Mythic: +8 Cha: 7/14/7/16/11/28

Eidolon: Str 17, Dex 13, con 13: 17/13/13/16/11/28

Level 1:

Freelancer(Regular):

½ BAB, d6 HD: 0 JP

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

10 skills points/level: 6 JP

8 class skills: 4 JP

Extra Feat: 10 JP

One Good Save (Ref): 0 JP

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, Disable Device, Escape Artist

=60/60 JP

Freelancer(Monsterkin)(apply extra JP feats here: 90 points): 4 class skills, one good save (Will) (0 pts)

Constructed (Young Arbiter, CR 1): Most Construct benefits, treated as both Construct and Outsider for spells and effects. 10 JP

From the Void (Necrophage Slasher, afflicted Peasant, CR 1): Don't eat, drink, breathe, sleep; immune to the hazards of space.10 JP.

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 JP

Autotelic (Ex)(from Trompe L'Oeil applied to a bat): Use Cha in place of Con for fort saves, HP, anything else: 10 JP

Rejuvenation (Degenerate Poltergeist, Bestiary 2): Reform in 2d4 days on the spot if slain: 10 JP

Natural Invisibility(Degenerate Poltergeist, Bestiary 2): Always invisible, not subject to Invisibility Purge

Embodiment Casting (Embodiment of Magic, Spheres power): Spheres CL = HD, with spell pool and such. 10 JP.

Well of Miracles (Primarcane template,spheres of power): ½ CL bonus Magic talents, can change them (and any others) out daily: 10 JP

Regeneration(Eldritch Template): Regen 2 with no bypass

Level 2:

Freelancer:

10: Hex, Shaman: Secret(Ex): Heighten Spell

10: Lineage Domain,

Time(Past) (Eldritch Godling): Gain Time(Past) domain spells as spells known, domain powers (Do-over, 3+Cha/day, time shift at 8th)

10: Divine Grace: Cha to saves, (Paladin)

Monsterkin:

10: Powers of Faith (Walking God Template, Spheres of Power: Apply to a young Degenerate Mythic Human Skeleton for CR 2): Can be worshipped as a deity, grant spells, grant Mythic, and more; complex, see entry.

10: Mythic Outpouring: Unlimited use of Mythic power (same source)

10: Font of Magic: Casting mod free spell points each round (Primarcane template, Spheres of power)

Mythic: Worship self, set self as High Priest:

Heirophant-9.

Divine Surge: Inspired Spell

Mythic Feats:

1: Dual Path (Spheremaster: Fallen Fey Sphere Mastery)

3: Mythic Paragon

5: Powerful Surge

7: Maximize Surge

9: Extra Path Ability

Path Abilities:

1: Flexible Counterspell: Imm: Counterspell by spending Mythic and a spell slot. Spellcraft check needed, no other roll.

2: Crafting Mastery (do not need Magic item Crafting feats)

3: Heirloom (Legendary Item with a minor boost)

4: Heirloom (now a minor artifact)

5: Borrowed Power (Spend Mythic to copy other Path Abilities temporarily)

6: Heirloom (now a major artifact)

7: Mirror Dodge (Imm: Teleport 30 feet,let an illusion soak the attack)

8: Eternal Soul (can't be soul trapped/hurt)

9: Beyond Morality (no alignment,always treated as best)

EPA: Ultimate Versatility: Spend Mythic to change a class feature decision temporarily

Mythic Tradition:

Drawbacks:

Price of Power (Spend GP to regain uses of mythic… infinite, so harmless)

Recharge Required (go to a specific place to regain Mythic power… infinite, do harmless)

Cursed: Drawbacks of an Oracle Curse: Unchained: -2 to Charisma-based stuff vs. Aligned Outsiders. (minor)

Quality:

When All Seems Lost: 3 rounds of Superman, then **** for 8 hours.

Boons:

Expertise: Synthesist Summoner Eidolon

Legendary Gear: Legendary Item for free once per 3 tiers; two boons. Major Artifact at tier-9

Eidolon(Synthesist):

Base: Biped: Medium; Speed 30 ft.; AC +2 natural armor, Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Claws, limbs (arms), limbs (legs).

Table: 2 HD, BAB, +2 AC, +1 Str/Dex, Darkvision, Fused Link, Share Spells, Evasion, 4 EP, 3 max attacks.

Purchased Evolutions: Climb (1): Climb 20; Skilled (Perception, Disable Device, Spellcraft): +8 Racial to listed skills: 3*1=3

Net:Medium; Speed 30 ft, climb 20 ft; AC +4 natural armor, Attack 2 claws +5 (1d4+3); Ability Scores Str 17, Dex 13, Con 13, Claws, limbs (arms), limbs (legs),Skilled (Perception, Disable Device, Spellcraft),Darkvision, Fused Link, Share Spells, Evasion

Traits:

Trap Finder (Campaign): +1 Trait bonus to disable device, can disable Magic traps, disable device is class

Seeker (Socal): +1 Trait bonus to Perception, Perception is class

Flaws:

**** (-1 AC)

Poor Reflexes: (-3 Reflex saves)

Feats:

Half-Elf:Skill Focus(Perception)

1st: Extra JP(Monsterkin)

Flaw: Noble Scion(War): Charisma to init, replaces Dex.

Flaw: Extra JP(Monsterkin)

Freelancer: Extra JP(Monsterkin)

Skills:

Class: 4 Monsterkin, 8 Freelancer, 2 traits

Per level: 10 base, 3 int, 1 fcb

Acrobatics (Dex->cha): +2 Rank, +3 Class Bonus, +9 cha = +14

Bluff (Cha): +2 Rank, +3 Class Bonus, +9 Cha = +14

Diplomacy (cha): +2 Rank, +3 Class Bonus, +9 Cha = +14

Disable Device (Dex->cha): +2 Rank, +3 Class Bonus, +9 cha, +1 Trait, +8 Eidolon = +23

Disguise (Cha): +2 ranks, +3 Class,+9 Cha = +14

Escape Artist (Dex->Cha): +2 ranks, +3 Class +9 cha = +14

Fly(Dex): +1 Rank, +3 Class, +1 Dex

Knowledge(Arcana)(Int): +2 ranks, +3 Class, +3 int = +7

Knowledge(Religion)(Int): +2 Rank, +3 Class, +3 Int = +8

Perception (Wis): +2 ranks, +3 Class, +0 Wis, +3 Skill Focus, +1 Trait, +2 half-elf, +8 Eidolon = +19

Sense Motive (Wis): +2 ranks, +3 Class, +0 wis = +5

Spellcraft (Int): +2 ranks, +3 Class, +3 Int, +8 Eidolon= +16

Stealth (Dex): +2 ranks, +3 Class, +1 dex = +6

Use Magic Device (Cha): +2 ranks, +3 Class, +9 cha = +14

Saves:

Fort: +0 base, +9 cha, +9 Divine Grace, +6 Resistance=+24

Ref: +3 base, +9 cha, -3 flaw, +9 Divine Grace, +6 Resistance=+24

Will: +3 base, +9 cha, +9 Divine Grace, +6 Resistance=+27

HP:

6+3.5*1(base), +9*2 Cha, +20 Constructed (medium), +4*9 Mythic = 83

Eidolon:2d10+2=13 (temp)

AC: 10 Base, +1 Dex, +4 armor, -1 ****, +4 Natural = 18, ff 17, t 10

Spells:

Freelancer:

Slots:

0: At will (PF)

1:3 Base, +3 bonus

Known: Don't care. Mythic Inspired Spell covers all class list spells as Swift action at +2 CL. That's all Druid, Cleric, Wizard, and Sorc spells, plus any from domains.

Time(Past) Domain spells: 1st–deathwatch, 2nd–ancestral advisor, 3rd–ancestral dream, 4th–commune with the ancients 5th–hold monster, 6th–contingency, 7th–lesser time stop, 8th–temporal stasis, 9th–time stop

Monsterkin:

Spell Points: Level+Cha=11

Known:

Embodiment Casting:

Illusion(All senses)

Well Of Miracles:

Destruction

Fallen Fey

Buffs:

Mind Blank (cl 2 from Protection Domain, immune divinations, 24 hour duration)

Superior Resistance (cl 2 via Miracle from Luck domain: +6 Resistance bonus to saves, 24 hour duration)

Mage Armor (via Inspired Spell, CL 4): +4 Armor to AC (recast when it fails, every 4 hours)

What's next?

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