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Chapter 20
by
JackSimth
What paperwork, and what’s on the news?
Level 8 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
Level 4, 8: +2 Cha: 7 Str, 14 Dex, 7 Con, 16 Int, 11 Wis, 22 Cha
Mythic: +12 Cha: 7 Str, 14 Dex, 7 Con, 16 Int, 11 Wis, 34 Cha
Inherent: +5 Int/Wis/Cha: 7 Str, 14 Dex, 7 Con, 21 Int, 16 Wis, 39 Cha
Eidolon: Str 19, Dex 15, Con 14; +4 cha: Str 19, Dex 15, Con 14, 21 Int, 16 Wis, 43 Chaf
Inherent: +5 Str/Dex/Con: Str 24, Dex 20, Con 19, 21 Int, 16 Wis, 43 Cha
Enhancement: +6 All: Str 30, Dex 26, Con 27, 26 Int, 22 Wis, 49 Cha
Level 1:
Freelancer(Regular):
½ BAB, d6 HD: 0 JP
Generic Spellcaster casting-1: 20 JP
10 skills points/level: 6 JP
8 class skills: 4 JP
Extra Feat: 10 JP
One Good Save (Ref): 0 JP
Archmage Arcana(Legendary Medium Archmage Spirit): Prepare two spells from any Arcane list for every level I have spell slots. 10 JP.
Divine Surge(Legendary Medium Hierophant Spirit): Prepare two spells from any Arcane list for every level I have slots.
=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
Waxen Regeneration(Waxwork Creature Template): Regen 5/Fire that works without a con score and allows acting below 0 HP
Level 2:
Freelancer: 30 points:
Fused Link (Synthesist Summoner): Spend health to keep Eidolon from going too low
Alchemical Knowledge (Base, Su): Prepare two extra spells of each level, Alchemist list,Legendary Medium spirits
Mystic Lore (Base, Su): Prepare two extra spells of each level, any Psychic spellcasting list, Legendary Medium spirits
Monsterkin: 30+10 points:
Unearthly Grace (Su) (Young, Drunken, Degenerate Wyrgrove Nymph, Spheres of Power Bestiary): +Cha mod Racial saves and Deflection AC
Font of Magic: Unlimited spell points, cha mod/round (Primarcane template)
Powers of Faith (Walking Deity template, Spheres of Power, applied to a young, Degenerate, Mythic Human Skeleton): Gain powers of Faith of a Mythic-10 deity (complex)
Mythic Outpouring (Walking Deity): Unlimited use of Mythic power
Level 3
Freelancer: 30 points
Mettle (Hexblade): Fort/Will partial -> negates
Medium’s Guidance (Legendary Medium Bound Spirit); Prepare two spells of each level from the Medium list: metamagic does not increase Casting time
Overmind Psionics: Prepare Psionic Powers, 2 per spell level; power by spending spell slots
Monsterkin: 30 points:
Immortal (Deep One): Don't age, immune to magic aging
Magical Mastery (Bound One template): +2 Spheres CL
Unassailable power (walking god template): Ignore AMF, dead magic, and similar effects
Level 4
Freelancer: 30 points
Casting (2nd level spells)
Attuned Mysticism (Adept Godling): Tune spells to affect other types: 1 + ⅕ CL. Outsider.
**** of Personality (Clever Godling): Cha to saves and three skills instead of normal attribute (Disable Device, Perception, Sense Motive)
Monsterkin: 30 points
Technological Wonders (Young, Degenerate, recycled Construct terraformer): All abilities are permanent and non-medical
Domain Mastery (Walking god): Three domains, three Spheres talents from each associated domains
Cat’s Luck (Su): From Silvanshee: Cha as Luck to saves; 1/day grant same to an ally
Level 5:
Freelancer: 30 pts
10: Shaman Hex(Secret(Ex): Bonus Metamagic Feat: Energy Substitution(Cold)): For no other reason than to have the Secret class feature to qualify for Secret of Magical Discipline
10: Fortune Hex (Shaman): Target rolls twice and takes better 1/round
10: Misfortune Hex(Shaman): Target rolls twice and takes worse
Attuned Mysticism advances: +Humanoid
Monsterkin: 30 pts
10: Reflective Hide (Monster of Legend: Constant Spell Turning)
10: Fractured Dimension(Despiser Creature template): Swift: Plane Shift / Greater teleport, std: Can bury someone in the ground/wall, see ability
10: Rapid Actions (Quickling Creature: Extra std/move each round)
Level 6:
Freelancer: 30 pts
10: Spells (3rd)
10: Intuitive Aesthetics Hex from Artistry Shaman Spirit (via Spirit Guide Oracle): All Wis-based skills use Charisma instead
10: Hex (Lore Spirit, Shaman): Benefit of Wisdom: Use Wis instead of Int for skills. Becomes Cha with prior.
Monsterkin: 30 pts
10: Blessing of Pain (Joyful Thing, CR 6): +Cha Profane AC, Saves, attack/damage
10: Quickling Casting(Quickling Creature: Cast a spell as an attack action)
10: Meld(Su): From Ghostly Visage: 1/round merge with a corporeal host
Level 7:
Freelancer: 30 pts
10: Marshall Minor Aura: Motivate Charisma (add Charisma mod again to checks involving Charisma)
10: Fabricate Tech(Technomancer, Starfinder): Sacrifice a spell slots to make a technological item of spell slot*3, max level. No disposables, weapons, Armor, magic.
10: Fabricate Arms(Technomancer, Starfinder): Sacrifice a spell slots to make a technological weapon/armor of spell slot*3, max level.
Monsterkin: 30+10 pts
10: Share Spells(su): From Ghostly Visage: Spells cast on myself affect my host
10: Telepathy (Chrestomath Caulborn): 1 mile telepathy
10: Divine Providence: Roll Double Tier (limit die size) whenever I’m rolling, max Tier/round (note: Tier 12 for calculations from Mythic Paragon)
10: Change Shape(Shapecharge, Large or Smaller): Phasm
Level 8:
Freelancer: 30 pts
Spells(4th)
10: Instant Upgrade (Technomancer, Starfinder): Spend a spell slots to add an Armor upgrade of level spell level*3, max level.
10: Spellshot (Technomancer, Starfinder): Link a spell to a ranged weapon's target.
Monsterkin: 30 pts
10: Fey Power (Young, Drunk Cu-Sith, Spheres of Power): +Cha to attack, damage. CMB, CMD
10: Profane Gift(Succubus: Profane Temptations, Gift of Transformation)
10: Dimension Mastery (Dimensional Shambler): Ignore Dimensional Anchor style effects with a move action and a skill check
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)
Oath 2: Extra JP(Monsterkin)
3rd: Fleeting Spell: Cut spell duration in half, make dismissable, easier to dispel, and less aura
5th: Bonded Mind
Oath 6: Counterspell (Spheres of Power)
7th: Extra JP(Monsterkin)
Skills: All are class (Karmic Blessing repeatedly), all are at full ranks (Enable Function(Open Minded) repeatedly). Calculate modifiers as needed.
All have: +8 Ranks, +3 Class, +7 (Fell Energy Untyped: Visualization of the mind/body), +6 Luck (Fell Energy Ascendant Spell Divine Favor), +6 Morale (Fell Energy Ascendant Spell Heroism), +6 Insight (Fell Energy Bestow Insight at CL 10)=+36
Skill checks are thus:
Str: +36 all, +10 Str=+46
Dex: +36 all, +8 Dex=+44
Acrobatics when Jumping: +20 Enh (Jump), +12 Racial (Expeditious Retreat)=+76
Escape Artist: +8 Racial (Eidolon)= +52
Fly: +7 (Fell Energy Mythic Augmented Fly spell): +51
Int: Use Cha
Wis: Use Cha
Cha: +36 all, +19 Cha, +19 motivate Charisma = +74
Perception (**** of Personality): +8 Racial (Eidolon), +2 Racial (Half-elf), +3 Skill Focus, +1 Trait(Seeker), +4 Comp (Fell Energy Heightened Awareness), +4 Enh (UBiquitous Vision)=+96
Trapfinder’s Focus +2-> +79 vs. Traps
Sense Motive (**** of Personality): +8 Racial -> +82
Disable Device (**** of Personality): +1 Trait(Trap Finder), +2 (Trapfinder’s Focus) -> +77
Use Magic Device: +1 more Insight (Magic Savant): -> +75
Saves:
Fort: +2 Base, +19 Cha, +19 rac(cha), + 5 resist, +19 luck, +6 morale, +19 Profane = +88
Ref: +6 Base, +19 cha, -3 Flaw, +19 rac(cha), +5 resist +19 luck, +6 morale, +19 Profane, +1 Haste = +91
Will: +6 Base, +19 cha, +19 rac(cha), +5 resist +19 luck, +6 morale, +19 Profane = +93
HP:
68 (divine providence), +198 Cha, +20 Constructed (medium) = 220/220
+8/+8 Visualization of the Body
Eidolon: 6d10+48 (81): Temp HP
AC: 10 Base, +8 Dex, -1 ****, +19 Def +12 Natural, +6 Enh Natural, +10 Armor (Invisible Spell Fell energy Elf Lord's Battle Armor), +6 Shield(Fell Energy Shield spell), +19 Profane (Cha), +1 dodge = 90 (t 56, ff 81)
DR 12/Epic, DR 5/-
Mythic 10 (worship Charles in loop)
Path: Herophant: Recalled Blessing: Spend Mythic to cast a divine spell without expending the slot. Some bonuses when doing so.
Dual Path: Archmage, Wild Arcana: Swift: Cast a spell on my class list at +2 CL: Don't need to know it.
Path Abilities:
1: Legendary Item
2: Mighty Summons
3: Legendary Item
4: Beyond Morality
5: Enhanced Ability (Cha)
6: Legendary Item
7: Eternal Soul
8: Divine Source (Trickery(Espionage) (grants Time Stop and Mind Blank), Envy (Wish, Simulacrum, Limited Wish))
9: Divine Source (Fate(4 winds Fantasy Gaming) (grants Resurrection and Miracle))
Epa: Divine Source (Artifice(Construct)(Fabricate, Major Creation, Limited Wish, Polymorph Any Object, Prismatic Sphere)
10: Overcome Curse
Pathfinder Ability: Legendary Item
Mythic Feats:
1: Dual Path(Archmage)
3: Mythic Paragon
5: Ascendent Spell
7: Mythic Spell Lore:
1: Haste
2: Borrowed Time
3: Deathless
4: Restore Mythic Power
5: Terraform
6: Barkskin
7: Burrow
8: Fly
9: Heroism
10: Limited Wish
11: Magic Vestments
12: Wish
9: Extra Path Ability
Legendary Item (Major Artifact): Ring of X-Ray Vision:
1: Flexible Bond
2: Metamagician (spend Mythic in place of metamagic adjustments)
3: Undetectable (can't be detected by any means while invisible and immune contact)
4: Intelligent
5: Intelligent (spellcasting)
6: Intelligent (spellcasting)
7: Intelligent (spellcasting)
8: Intelligent (spellcasting): 20 points: 3/day Wish (18), 3/day Silent Image (2)
9: Eternal Bond
10: Soul Vault
Surge: Saving throws
Mythic Tradition:
Drawback:Cursed(Unchained: -2 cha checks vs. aligned outsiders, illusory alignments require a CL check to work)
Quality: When All Seems Lost: 1/Day three rounds of being superman… then go **** for eight hours)
Boon: Expertise(Synthesist Summoner Eidolon): Get a Synthesist Summoner Eidolon of my level
Eidolon:
Level specials: 6 HD, +6 Natural Armor, +3 Str/Dex, 11 EP, 4 max attacks, Darkvision, Share Spells, Evasion, devotion
Base Form: Biped:
+2 Natural Armor, 2 claws (1d4), Str 16, Dex 12, Con 13, Claws, limbs (arms), limbs (legs)
Evolutions (purchased):
Ability Increase (Charisma)2: +22 Cha: 2*2=4 points
Claws (2 claws, feet): 1 point
Improved Natural Armor2 (+4 NA): 12=2 points
Skilled(Perception, Sense Motive, Spellcraft, Escape Artist): +8 to the chosen skills. 4*1=4 points
Result:
Str 19->30, Dex 15->26, Con 14->25
6 BAB
+12 Natural Armor
Attack: 4 claws +68 for 1d4+55+6d6 sneak attack
(+5 luck atk/dmg, +6 morale atk, +2 Enh atk/dmg, +19 Profane Atk/Damage, +1 Haste, +Cha atk/dmg)
Spheres of Power Oaths:
Oath of Honor(Tribal: Must maintain an honor score in that system or take penalties, but it's boosted to the required minimum if below that during level up): 2 points gained
Forbidden Knowledge(Perpetual Discomfort: Shaken in armor or bulky clothing): 2 points gained
Bonus Feats: 4 points spent (feat levels 2, 6, 10, 14, 18)
Spells:
Freelancer:
Slots: Don’t care. Versatile Spellcaster + Font of Power means unlimited spell slots.
Known: All Cleric/Wizard/Druid/Sorcerer spells (whether I can cast them yet or not!). Enable Function (Expanded Arcana) repeatedly.
Archmage Arcana, Divine Surge, Mystic Lore, Alchemical Knowledge, Medium’s Guidance: No longer care. Can get them via Secret of Magical Discipline, feedinging the feat spell points and recharging it via Heroic Fortune
Overmind Psionics:
0: N/A
1: Elemental Steward, Defensive Precognition
2: Psycoportive Shelter, Evade Attack
3: Ubiquitous Vision, Dimension Slide
4: Inertial Barrier, Truevenom
Monsterkin:
Spell Points: Level+Cha=27 (and 19 free/round)
Known: All (Enable Function (Extra Magic Talent) repeatedly
Combat Talents: All (Enable Function(Extra Combat Talent) repeatedly)
Constant Buffs(Permanent due to Technological Wonders, dismissable due to Fleeting Spell)
Fell Energy Invisible Spell Elf Lord’s Battle Armor (+10 Armor AC, ****, invisible)
Fell Energy Shield (+6 **** shield to AC)
Comprehend Languages
Endure Elementsf
Ant Haul
Fell Energy Heightened Awareness (+4 Comp. Perception/Kn; dismiss for +6 Init)
Longstrider
Pass Without Trace
Fastidiousness
Arcane Pocket
All six of the Animal Attribute spells
Fell Energy Greater Resistance: +5 Resistance to saves
Detect Magic
Read Magic
Abundant Ammunition (on quiver)
Celestial Healing
Detect Charm
Aura Sight
Detect Undead
Fell Energy Ascendent Spell Divine Favor: +5 Luck AC/Saves/Attack/Damage
Karmic Blessing (once per skill, so all are class)
Fell Energy Bestow Insight (once per skill)
Protection From Evil/Good./Chaos/Law
Trapfinder's Focus
Find Traps
Magic Savant
Detect Weaponry
Benediction
Cloud of Knives
Lore of the Gods
Near Horizon
Hunter's Eye (+⅓ CL sneak attack)
Energy Resistance (all five versions)
Fell Energy Ascendant Spell Heroism (+6 Morale Attack/saves/skill checks, weapon damage rolls)
See Invisibility
Entropic Shield
Fell Energy Tears to Wine
Undetectable Alignment
Fell Energy Visualization of the Mind (all three forms)
Fell Energy Visualization of the Body (all three forms)
Divine Insight
Ascendant Spell Anticipate Peril
Detect Metal
Detect Radiation
Detect Secret Doors
Pierce Facade
Technomancy
Brightest Night
Jump
Expeditious Retreat
Longshot
Urban Grace
Monkey Fish
Pattern Recognition
With the Wind
Sense Vitals (+⅓ CL Sneak attack)
Delay Pain
Greensight
Spider Climb
Fell Energy Mythic Augmented Fly: 120 ft fly (+70->190), +2+Tier Dodge Ref/AC while flying, 2+½ CL bonus to fly checks
Tongues
Magic Fang (once per claw)
Enable Function (many, many times):
All metamagic feats that don't have requirements
Extra Magic Talent often enough to have all of the Spheres magic talents for which I qualify.
Extra Combat Talent often enough to have all these Spheres Combat talents for which I qualify
Open Minded enough to have full ranks in all skills
Counterspell feats from Spheres of Power
Many copies of Secrets of Magical Discipline
Versatile Spellcaster
Hindsight (Lords of Madness)
Mind Blank
Mythic Augmented Haste: +70 Enh bonus to all movement modes; extra move action each round;+1 Attack/AC (Dodge), +1 bonus attack on iteratives
Mythic Borrowed Time: Extra Move/Swift/Imm each round at the cost of 5 HP damage
Mythic Augmented Deathless: I and allies within 1 mile can’t die of HP damage.
Fell Energy Mythic Augmented Barkskin: +6 Enh natural armor, DR 12/Epic
Mythic Augmented Burrow: 40(+70->110) through dirt, 20(+70->90) through stone, can leave a tunnel if desired
Pouncing Fury: Make a full attack with claws (and only claws) at the end of a charge
Inertial Barrier: DR 5/-
Ubiquitous Vision: All-around vision (no flanking), +4 Enh Perception, -4 vs. gaze attacks
Extra Sense (Starfinder, as 3rd): Blindsense(Sound)-60, Blindsight(Sound)-30
Sharpen Senses (Starfinder): Double range of Blindsight
Glimpse of Truth: True Seeing
Tongues
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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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