Immortal's Torment Campaign

Character Creation Process


Everyone starts off as a Xelvean, which is a race of immortals, because of each Xelvean's primordial bloodline, and immortal shell they have access to the powers and abilities of any form of spell casting, as a result he can cast and use the powers, spells and prayers from any wizard, cleric, and psion ability. (Obviously he or she still must of of the appropriate level to cast it), they fight with the prowess of warriors, and attack with the cunning of rogues.

More will unfold about the history of the race of Xelvean's as the campaign progresses, part of a longer story plot.

Name: xxx
HP: 15/Level (this is flat – no con modifier)
Level: 1
AC: xx
Race: Xelvian (Metamorph)


Progression

Base Attack Bonus
Power Pool
Allocation
Attribute
(1pt/level)
Feat
(2 fts/level)
Fortitude
Will
Reflex
1st Level
+1
10
-
2
+1
+1
+1
2nd Level
+2
16
1
2
+1
+1
+1
3rd Level
+3
22
1
2
+2
+2
+2
4th Level
+4
28
1
2
+2
+2
+2
5th Level
+5
34
1
2
+3
+3
+3

Attributes
Base 10 for str, int, wis, con, dex, cha – with a pool of 36 points to distribute across the attributes freely. +1 attribute point/per level beyond 1; at 1st no one stat should be greater than 20. Descriptions for Ability Scores.

Powers/Spells Selection

Each character may select the following number of spells, prayers, & powers to gain at each level for entry into their spellbooks, prayerbooks, psion discipline pool.
(At 1st level, you should choose 5 wizard spells, 5 cleric spells, and 5 psion powers)
XP Level\Spell Level
1
2
3
4
5
6
7
8
9
1st
5








2nd
7








3rd
7
5







4th
7
7







5th
8
7
5






Spell & Psionic Lists/Descriptions: Here.

Xelvian Memory Allocation - in addition to the power selections above.
Every Xelvian can ready a spell, prayer, or psionic into his immortal brain (primordial trait) that can be activated as a minor action (minor action details further in the document), below are the number each Xelvian gets per day – memory allocation spells do not cost power points from the characters pool. (Ex. At 2nd level a Xelvian would get 2 1st level slots for their wizards spells, cleric prayers, and psion powers for a total of 6)

Memory Allocation
XP Level\Spell Level
0
1
2
3
4
5
6
7
8
9
1st
3
1








2nd
4
2








3rd
4
2
1







4th
4
3
2







5th
4
3
2
1







Special Abilities
Level
Special Ability
1st
turn undead, sneak attack +1d6, trap finding, summon familiar, caster attenuation*
2nd
evasion, battle tactics*
3rd
sneak attack +2d6, trap sense +1, 1st spirit*
4th
uncanny dodge, hp capacitor*
5th
sneak attack +3d6, hardflank/fumblemag*

Weapons and Armor Proficiency
A Xelvian is naturally proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Non-Magical Items: Starting Wealth/Level
1st Level
2,000 gp
2nd Level
4,000 gp
3rd Level
6,000 gp
4th Level
8,000 gp
5th Level
10,000 gp
6th Level
12,000 gp
Items that can be purchased under the non-magical items starting wealth table are as follows:
Weapons, Armor, Adventuring Gear, Special Substances & Items, Clothing, Food, Drink, and Lodging, Mounts and Related Gear, Spellcasting and Services, Tools and Skill Kits, Transport, Firearms

Magic Items
I'm introducing the concept of 'standard magic items', each character at level 1 gets a starting wealth of 2,000 gp (table below on progression) to buy magic items strictly from the links below (for now). This value will go up as you level (and may be adjusted up or down as the campaign progresses). Magic Items purchased as 'standard magic items' cannot be sold. Magic Items found in dungeons will be in-game magic items which can be dealt with as normally and tracked seperately from 'standard' magic-items.
Standard Magic Items can be found at the following links: Armor, Weapons, Potions & Oils, Rings, Rods, Scrolls, Staffs, Wands, Wondrous Items, Intelligent Items, Artifacts

'Standard' Magic Item Progression*: At the beginning of each new level, each character is given the option to retool his character to the the new totals below.**
1st Level
2,000 gp
2nd Level
4,000 gp
3rd Level
6,000 gp
4th Level
8,000 gp
5th Level
10,000 gp
6th Level
12,000 gp

Rogue Class Specific Gear

Level/Wealth for purchase of Rogue Only Items
1st Level
2,000 gp
2nd Level
4,000 gp
3rd Level
6,000 gp
4th Level
8,000 gp
5th Level
10,000 gp
6th Level
12,000 gp
Rogue Only Items: These items can be purchased from your normal starting wealth allotment. Similar to that of the 'standard magic item' process these can be reselected with the new starting wealth when a character levels up.

Rogue class only specific gear can be found here.

Feats
Each character gets 2/level, Feats for each Level 1 character can be choosen from the following links (please keep it strictly from the link selections for right now): Feats Reference - General, Armor, Weapons, Combat, Magic, Psionic, Skills, Magic Item Creation

Skills
1st Level: (8 + Int modifier) ×4 @ 1st level; skill points at each additional level 8 + int modifier
List of Skills - Skills Index, Using Skills

Special Abilities and Conditions: Here

Combat Overview: Combat Basics