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Chapter 23 by JackSimth JackSimth

Which does he choose?

Level 6 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: +10 Cha: 7/14/7/16/11/30

Level 4: +1 Cha: 7/14/7/16/11/30

Eidolon: Str 18, Dex 14, con 14, +4 Cha: 18/14/14/16/11/35

Inherent: +5 YES: 23/19/19/21/16/40

Enhance: +6 Yes: 29/25/25/27/22/46

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)

Level 3:

Freelancer:

10: Mettle (Hexblade): Fort/Will partial now negates

10: Attuned Mysticism (Eldritch godling): Tune spells to affect other types than the defaults, 1 +⅕ CL: Humanoid

10: Intuitive aesthetics hex from the Artistry Shaman Spirit via the Spirit Guide Oracle: Use Cha instead of Wis on wis-based skills

Monsterkin:

10: Unassailable Power (walking god template): Ignore AMF, Dead Magic, Wild Magic, and similar for own abilities and gear

10: Divine Providence (Walking god): Use double tier (or die size,whichever is less) on any non-percentile roll, tier times per round

10: Blessing of Pain (Young, Drunk, Degenerate Joyful Thing): Cha as Profane to AC, saves, attack, damage

Level 4:

Freelancer:

10: Continue casting

10: Nature's Whispers (Cha to AC and CMD instead of Dex)

10: Benefits of Wisdom hex from the Artistry Shaman Spirit via the Spirit Guide Oracle: Use Cha instead of Int on Int-based skills

Minsterkin:

10: Technological Wonders (Young, Degenerate, Recycled Construct Terraformer): All abilities are nonmagical and Permanent

10: Unearthly Grace (Young Wyrgrove nymph): Cha to AC(Deflection) and saves.

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: Marshall Minor Aura: Motivate Charisma (add Charisma mod again to checks involving Charisma)

10: Fabricate Arms(Technomancer, Starfinder): Sacrifice a spell slots to make a technological weapon/armor of spell slot*3, max level.

10: Instant Upgrade (Technomancer, Starfinder): Spend a spell slots to add an Armor upgrade of level spell level*3, max level.

Monsterkin:

10: Dual Actions (Serpentir, MM V, CR 4): Two full sets of actions every round

10: Magical Mastery(Bound One template): +2 Spheres caster level

10: God ripper (Godfoe template, Spheres): Ignore DR/Hardness, Disjoining, Ghost Touch, Mythic Bane on all (natural) weapons, treated as Epic Artifacts vs. defenses where it matters

Attuned Mysticism: +Fey

Level 6:

Freelancer:

10: Continue Casting

10: Spellshot (Technomancer, Starfinder): Link a spell to a ranged weapon's target.

10: Fabricate Tech (Technomancer, Starfinder): Spend spell slot to create a technological item (3* slot expended, max CL)

Monsterkin:

10:Reflective Hide (Monster of Legend: Constant Spell Turning)

10:Meld(Su): From Ghostly Visage: 1/round merge with a corporeal host

10:Share Spells(Sy): From Ghostly Visage: Spells cast by host on self auto,affect me too; spells I casting on myself MAY affect the host.

Mythic: Worship friends in a circle, each setting the next as high priest:

Heirophant-10.

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

10: Enduring Armor: Armor to AC = 3+Tier (=15 with Paragon).

Divine Vessel: Dr 10/Epic, spells require non-Mythic targets to roll twice and takes lower

General Mythic Traits:

Hard to Kill

Mythic Power

Surge 1d12 (maximize and powerful for a consistent 13)

Amazing Initiative

Recuperation

Mythic Saves

**** of Will

Unstoppable

Immortal

Legendary Hero

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, so 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: 5 HD, BAB, +4 AC, +2 Str/Dex, Darkvision, Fused Link, Share Spells, Evasion, devotion, ability score increase (con), 9 EP, 4 max attacks.

Purchased Evolutions: Ability Increase (Charisma)2: 22=4

Limbs(Arms): Two more arms: 2

Claws(Arms): 2 more claws: 1

Improved Natural Armor2:12=2

Net:Medium; Speed 30 ft, climb 20 ft; AC +10 natural armor, Attack 4 claws 1d4+58; Ability Scores Str 18, Dex 14, Con 14,Claws2, limbs (arms)2, limbs (legs),Darkvision, Fused Link, Share Spells, Evasion

Legendary Item: Ring(Familiar, Hawk)

Surge: Saving Throws

1: Eternal Bond: Can't be bonded to another; Persistent

2: Soul Safe: Reform 24 hours after **** near this. Imm: Expend Mythic to negate negative levels or **** effects; Persistent

3: Metamagician: Spend Mythic instead of spell level adjustments to apply metamagic

4: Undetectable: Can't be found by any means while invisible and in contact.

5: Returning: Spend Mythic to call it to me.

6: Returning again: Returning now functions across planes.

7: Flexible Bond: Can't bind tier creatures besides myself to it.

Heirloom: Ring(Familiar, Owl)

Surge: Concentration and caster level checks

1: Intelligent; Persistent

2-8: Intelligent(Spellcasting); Persistent: 5 spell levels*7=35

Spells:

18 levels: Wish 3/day.

9 levels: Dominate Monster 1/day

8 levels: Trap the Soul 1/day

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: Any I want. Heroics + Embrace/Shun the dark chaos.

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)

3: Secret of Magical Discipline: Spend at least a full-round action and a spell slot to cast a spell of that level from ANY list, 1/day.

Skills:

All Class (Karmic blessing)

All full ranks (Enable Function(Open Minded)) and +1 (Learning Mastery)

General bonuses: 7 ranks, +3 class, +5 Visualization, +8 Insight (Bestow Insight), +5 Luck (Mythic Fell Energy Divine Favor)+6 morale(Mythic Fell Energy Heroism), Skill Focus +3, Bonus from Item Familiar+7: +44 +stat

Str: 44+9 str=+53

Climb/Swim: +8 associated speed=+61

Dex: 44+7 dex=+51

Con: 44+7 con=+31

Int: Use Cha

Wis: Use Cha

Cha: 44+18 cha + 18 Motivate Charisma=+80

Acrobatics, Escape Artist

Appraise: +5 comp=+85

Survival: +4 Sacred: +84

Perception: +1 Trait, +5 Comp. +30 Enh =+116

vs. Traps: +6 Trapfinder’s Focus, +6 extra Insight Find Traps=+128

Disable Device: +1 Trait: +81

vs. Traps: +6 Trapfinder’s Focus=+87

Sense Motive: +5 Comp=+85

Knowledge(any): +2 Comp: +82

Escape Artist: Goes here: +80

Saves:

Fort: +2 base, +18 cha, +18 Divine Grace, +6 Resistance, +18 profane, +18 racial, +18 Sacred, +5 luck, +6 morale=+109

Ref: +5 base, +18 cha, -3 flaw, +18 Divine Grace, +6 Resistance, +18 profane, +18 racial, +18 Sacred, +5 luck, +6 morale=+109

Will: +5 base, +18 cha, +18 Divine Grace, +6 Resistance, +18 profane, +18 racial, +18 Sacred, +5 luck, +6 morale=+112

HP:

6+65(base), +186 Cha, +20 Constructed (medium), +4*10 Mythic, +6 Visualization, -6 Channel the Mishti = 204

Eidolon:510+58=90 (temp)

AC: 10 Base, +18 Cha, +15 armor (****), -1 ****, +10 Natural, +2 Enh natural +18 profane, +18 Deflection, +1 dodge(Haste), +1 Dodge (**** flexibility), +6 Shield(Shield)=98, t 65, ff 78

Full Attack:

4 claws +51 (+5 (BaB) +9 (Str) +18 Profane (Blessing of Pain), +5 Luck (Fell Energy Divine Favor), +7 Enh (Fell Energy Greater Magic Fang), +6 Morale (Fell Energy Mythic Augmented Heroism), +1 Haste) for 1d4+39 (+9 strength, +18 Profane(Blessing of Pain), +5 Luck (Fell Energy Divine Favor), +7 Enh (Fell Energy Greater Magic Fang)) +17d6 sneak attack

OR:

4 Junkswords +47 (+5 BAB, +9 Str, +18 Profane, +5 Luck, +7 Enh, +6 Morale, +1 Haste, -4 multi-weapon fighting) for 2d4+76 (+9 Str, +18 Profane, +7 Enh, +5 Luck, +37 spell special) +17d6 sneak attack

Spells:

Freelancer:

Slots: Don't care. Enable Function for Versatile Spellcaster lets me spend spell points instead, and those are unlimited.

Known: All. Repeated Castings of Enable Function for Expanded Arcana lets me pick up all spells as spells known.

Monsterkin:

Spell Points: Level+Cha=16, plus Cha free per round.

Known: All. Repeated castings of Enable Function, with Attuned Mysticism, for Extra Magic Talent

Buffs:

Mind Blank (Protection Domain, immune divinations, permanent)

Superior Resistance (via Miracle from Luck domain: +6 Resistance bonus to saves, permanent)

Mythic Augmented Fly (Fly 120) (190 due to Haste),some bonuses while flying

Enable Function(many times):

Expanded Arcana for all Sor/Wiz/Dru/Clr spells known

Extra Magic Talent for all Spheres magic talents known

Open Minded for all skills at max ranks

All metamagic feats

Extended Telepathy (Starfinder): Limited Telepathy from Graft is now 60 ft

Psychic Sense (Starfinder): Blindsense(thought) in limited Telepathy range

Skill Focus: Yes.

Extra Revelation: Have all Occult Oracle Revelations, thanks!

Extra Hex: All (non-spirit) Shaman and Witch hexes (but not major hexes)

Item Familiar: Bind to an item for bonuses. Complex, see entry in UA.

Extra Familiar: What it says on the tin.

Learning Mastery, Ultimate Feats: +1 max skill ranks

Heroics: Grants a Combat feat. Repeat castings for:

Extra Combat Talent for all of the Spheres of Might talents I want

Combine with Embrace/Shun the Dark Chaos (via Wish from Mythic ring, Instant) to get all fears I want.

Borrowed Power:

All Mythic abilities I want. Notables:

Transformative Familiar

Ant Haul (*3 carry capacity)

Deadeye's Lore: +4 Sacred survival, full speed tracking/getting along in the wild

Detect Magic (Greater) / Poison / Aberration / Animals / Plants / Snares and Pits / Evil / Good / Law / Chaos / Thoughts / Desires / Anxieties / Fiendish Presence / Charm / Metal / Radiation / Secret Doors / Undead: Detect what it says, usually within 60 feet and with a delay. Use Attuned Mysticism to detect Humanoids as well.

Protection From Good / Evil / Law / Chaos: Blocks mind control and possession, contact from summoned outsiders; redundant bonuses vs. aligned attacks.

Litany of Warding: +2 AoOs per round, +2 Sacred AC vs. AoOs.

Blade Tutor's Spirit: Reduce voluntary penalties to attack by 1 + ⅕ CL (6 at CL 27). Does not provide a bonus, only reduces penalties.

Longshot: +10 ft Bonus to range increment

Locksight: Evaluate locks in 60 feet.

Read Magic: Read magical writings (e.g., scrolls) without a roll.

Fastidiousness: Self and clothes always clean and dry.

Visualization of the Body/Mind (one for each stat): +5 untyped to associated skill checks, discharge function, bonus hp=level

Spider Climb: 20 ft Climb speed, +8 climb checks, no check needed most of the time, keep dex to ac while climbing

Pouncing Fury: Charge, but can only use claw attacks on charge. Can expend an extra AoO to attack with two claws on an AoO.

Greensight: See up to 60 feet through living vegetation

**** Flexibility: +1 Dodge AC, +4 Circumstance to avoid a grapple by whatever method

Bestow Insight: Once per skill. +2, +¼ cl (max +6) Insight to skill checks (CL 27)

Trapfinder’s Focus: +¼ CL to Perception and disable device vs. traps (CL 27, =+6)

See Invisibility: What it says on the tin

Locate Portal: Always know direction to the nearest portal to another plane within mules/level… until within ten feet.

Enchantment Sight: See Enchantments on targets

Elemental Speech (once per type): Converse with Int 1+ creatures that are elemental or meet certain criteria (Fly, Burrow, swim speeds)

Protection From Technology: As Protection from Evil, but vs. tech and tech items

Influence Wild Magic: Roll twice and pick result when anyone in 20 feet triggers a wild magic event

Urban Grace:Move easily through crowds and along city surfaces

Touch of the Sea: 30 ft Swim speeds (+70 haste, +20 slipstream, = 120)

Mythic Augmented Haste: +70 Enh movement,+1 Dodge Ac, ref saves, extra move action

Winding Key: Extra Move or standard action each round

Mythic Augmented Burrow: 40 foot Burrow through most things, 20 foot through stone (Haste makes that 110 and 90). Can leave tunnels if desired.

Chastise: +5 Bluff, Diplomacy, Intimidate to convince someone they'll get in trouble with their superiors/law if they don't follow instructions

Bouncy Body: +2 Circ. Grapple/Escape Artist/CMD vs. grapple

Lose the Trail: Survival to follow my tracks penalized by 2*CL

Technomancy: Detects Technology, Technologist feat benefits for ID'ing tech.

Speechreader's Sight: Can read lips at 10 feet; -4 Perception penalty while doing so.

Skim: Read 4* faster

Pierce Facade: +5 Insight to id disguises

Heightened Awareness: +2 Comp. Perception, trained knowledge; discharge for +4 init bonus

Mythic Anticipate Peril: +17 Insight to init, discharge

Celestial Healing: Fast Healing 1

Fell Energy Shield: +6 Shield bonus to AC

Feather Step: Ignore Difficult Terrain

Pass Without Trace: No tracks

Speak With Animals: what it says on the tin

Acute Senses: +30 Enh. Perception (scales on CL, CL 27)

Alpha Instinct: Animals (-> Humanoids) have +1 starting attitude

Mythic Augmented Fell Energy Barkskin: +7 Enh. Natural Armor, DR 14/Epic (CL 27)

Perceive Cues: +5 Comp. Perception/ Sense Motive

With the Wind: Immune to winds if less than Windstorm ****

Sense Fear: Know direction to anyone suffering from a fear level in 30 ft.

Slipstream: +20 ft Swim speed; situational boost to land speed

Speak With Plants: What it says

Fell Energy Mythic Divine Favor: +⅓ CL Luck attack/damage/skills/saves (CL 27)

Grace: No AoO for movement

Linebreaker: 20 ft. bonus to speed when charging, +2 to bull rush or overrun

Bestow Grace: +Cha Sacred saves

Sense Madness: Close range slow detection of addiction/sanity damage/other madness

Innocence: +10 Comp. Bluff to convince people I'm innocent.

True Appraisal: +5 Comp. Appraise

Fell Energy Mythic Heroism: +6 Morale attack,saves,skills

Neutral Buoyancy: Noble need for swim check to stay in place, swim up or down with equal ease

Overstimulate: Gain Ferocity monster ability (act below 0 hp)

Sense Vitals: +⅓ CL d6 sneak attack(CL 27=9d6)

Hunter's Eye: +⅓ CL d6 sneak attack (CL 25=8d6)

Tongues: Speak and understand any language

Karmic Blessing: Once per skill, makes a skill a class skill

Fell Energy Find Traps: 2+½ Insight CL (max +12) on Perception to find traps; auto-check within 10 ft (CL 27)

Whispering Lore: +4 Insight to knowledge based on current terrain

Fell Energy Bull's Strength, Cat's Grace, Bear's Endurance, Fox's Cunning, Owl's Wisdom, Eagle's Splendor: Cumulatively +6 Enh to all stats

Instant Upgrade (Starfinder): Grants a Cybernetic upgrade

Limited Telepathy Graft (30 ft. Telepathy with people who share a language) (Brain)

Upgrade Slot Graft (Arm)

Vibration Sensors: 30 ft Blindsight

Charge Palm (hand)

Battlefield Sense: No flanking

Blindfolded Oracle: Close range Blindsight when blind

Detect Scrying(Spheres): Close range detection and interfering with Scrying

Foreshadow: Not flat-footed in combat

Logos: Understand all written and spoken words, can always be understood

Keen Scent: Works both in and out of the water

Sniper's Eye: Reduce Perception penalty for distance by CL (27)

Alternative Divination (with Burrowing Spell)

See In Darkness: See in even magical darkness

Spirit Sense: Detect undead/immortal creatures

Lifesense: See living things

Touchsight (Telekinetic feel for surroundings)

Storm Vision (see through all weather effects)

Life Bubble (Starfinder)

Fell Energy Channel the Mishti: +3 Insight CL, -1 hp/level

Hymn of Praise: +2 CL

Infernal Threnody: +2 CL

Fell Energy Harmonic Chorus: +4 Morale CL.

Create Magic Tattoo (+1 CL version)*3: +3 CL

Suffer the Flesh: +5 CL, take some con damage (fixable)

Delay Pain

Delay Poison

Delay Disease

Fallen Fey (CL 8)

Fey Link (Treated as fey)

Vermin Affinity (Attuned to humanoids): Default Neutral (friendly due to Mythic), and won't attack me unless compelledMythic

Fell Energy Greater Magic Fang (once per claw): +7 Enh Attack/damage

Arcane Sight: See Magic auras in 120 ft, concentrate to learn highest spell available (will negates)

Extra Sense(Starfinder): Blindsight(hearing)30, blindsense(hearing)60

Sharpen Senses(Starfinder): Double range of Blindsight(hearing)

Glimpse of Truth (Starfinder): True Seeing

Void Vessle: survive vacuum/cosmic rays, sprout wings that work only in vacuum for fly 60

Personal Gravity(Starfinder): Increase/Decrease gravity for me by a step at will, ignore off-kilter, reduce **** movement by 5ft

Junksword(Starfinder)4 (once per hand): 3rd: Reach, Disarm, Trip; analog, staggered critical hit effect; 2d4 B/S + 1.5cl bonus damage (37 at CL 25) + str and other bonuses.

  • Fell Energy Greater Magic Weapon for another +7

Energy Resistance(Sonic, Elec, Fire, Cold, Acid): Resist 30 points of damage from an elemental attack

Blood Wind: Use claws at range

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