Chapter 23
by
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
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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