Immortal
Creating a new one
1) Start out with 100 points. You must pick an Element Fire, Air, Earth, Water, Positive, or Negative
2) You roll your 3-ability stat’s Char,
Into, Wis. Place them how you want.
3) Pick a race to be. (Any normal).
4) Pick your starting class. (Record you unmodified
HP and racks in skill) (Special you can take feats even if you cannot use them)
5) Creating your body by using up your 100 points. 1 point for each point in Str, Con, Dex max 20.
Creating a body takes 1 day. Then record on your sheet Current point/
points after body/ Max Level.
Example you your body have 3 20 your immortal
stats would read 40/40/100 level 1.
When playing you are a normal pc that is an Immortal. You have all the ability of your normal pc would.
The thing is you get more. First if you Die (you can will your self-dead
also) you turn into pure form of your element (if you have more then one you can pick more on that below.) Any damage you take in your pure form is taken from your current point total. If you hit 0, you Die. Your pure form will reform 1d6 days
later with in a few mile of the site you died but you loss 100 points from your max and 1 level. If after the loss you max or level are at 0 or less you have been destroyed.
Besides the acting as your hp in your true form
your current points can be used to copy, spells up to your level at the cost of the spell level x spell level as long as it
is a spell for your area. (level 3 spell would cost 9 points 3x3=9). If you have meta feats they can be applied to the spells but it raises the spell level like normal.
You can sense other Immortals near you (not the
location) that are with in 100 feet per immortal level as long as they are within 5 Immortal levels of you.
You recover all your points at 12:00am up to your points after body.
When you defeat an immortal (reducing the current
points to 0), you gain 100 points to your max split up between each immortal that wound him.
You can buy new Elements and Levels when you build
up enough Max points. To buy a new Element you need to pay 1,000 for the second,
5,000 for the third, 25,000 for the forth, 125,000 for the fithth,
To buy a level up you need to pay 100x your current
level.
Bonuses to level up are
1 the max spell you can cast from your point is
the same as your Immortal level.
2 The max Detection range is expanded.
3 The max ability scores (str dex con) of the
bodies you create is 19+ ½ you Immortal level round up.
4 You can have 1 body per your Immortal level.
(Take 1 min to pull out a stored body)
5 Starting at level 2 in your true for you have
DR and energy resistance (of your type) of your Immortal level –1
6 For every 3 Immortal levels you gain a bonus
feat
7 for every 4 immortal level you gain a +1 to
Into, Wis or Char.
Fire
True form (1/2 str, 10 con ½ max dex in true form
Fly 10 good move 20)
Fire, heat spells and spells that enlarge fall
under your domain.
You can turn into a Fire Elmental as a move action
up to your Immortal level
When you do, you get the Burn ability, Elemental
traits, Fire subtype, and slam attack.
1)
Slam is d4, Burn does 1d4 (dc11), +3 natural armor (cost 1 point a round)
3)
Slam is d6, +2 dex, Burn does d6 (DC 14), +3 natural armor (cost 3 points a round)
5)
Slam is 2d6, +4 dex, Burn does 2d6 (DC 17), +4 natural armor , Dr 5/- (cost 5 points a round)
7)
Slam is 2d8, +10dex Burn does 2d8 (DC 22), +4 natural armor , Dr 5/- (cost 7 points a round)
9)
Slam is 2d8, +10 dex Burn does 2d8 (DC 24), +8 natural armor, Dr 10/- (cost 9 points a round)
11) Slam
is 2d8, +12dex +2 str Burn does 2d8 (DC 26), +8
natural armor , Dr 10/- (cost 11 points a round)
Air
True form (1 str, 10 con max dex in true form
Fly 20 good move 10)
Air, electric spells and spells that are gas fall
under your domain.
You can turn into an Air Elemental as a move action
up to your Immortal level
When you do you get the Air mastery, Whirlwind,
Elemental traits, Electric subtype, and slam attack and fly 100 (Perfect).
1) Slam
is d4, +2 dex Whirlwind does 1d4 (dc11), +3 natural armor (cost 1 point a round)
3)
Slam is d6, +6 dex Whirlwind does d6 (DC 13), +3 natural armor (cost
3 points a round)
5)
Slam is 2d6, +10 dex Whirlwind does 2d6 (DC 16), +4 natural armor, Dr 5/- (cost 5 points a round)
7)
Slam is 2d8, +14 dex Whirlwind does 2d8 (DC 22), +4 natural armor, Dr 5/- (cost 7 points a round)
9)
Slam is 2d8, +16 dex Whirlwind does 2d8 (DC 25), +8 natural armor, Dr
10/- (cost 9 points a round)
11)
Slam is 2d8, +18dex +2 str Whirlwind does 2d8 (DC 28), +8 natural armor, Dr 10/- (cost 11 points a round)
Earth
True form (max str, 10 cons, 1 dex in true form
move 20 burrow 10)
Earth, Acid spells and spells that affect Metals
fall under your domain.
You can turn into an Earth Elemental as a move
action up to your Immortal level
When you do, you get the Earth mastery, Push,
Earth Glide, Elemental traits, Acid subtype, and slam attack.
1)
Slam is d6, +2 str, +3 natural armor (cost 1 point a round)
3)
Slam is d8, +6 str, +3 natural armor (cost 3 points a round)
5)
Slam is 2d8, +10 str, +4 natural armor, Dr 5/- (cost 5 points a round)
7)
Slam is 2d10, +14 str, +21 temp hp +4 natural armor, Dr 5/- (cost 7 points a round)
9)
Slam is 2d10, +16 str +23 temp hp +8
natural armor , Dr 10/- (cost 9 points a round)
11)
Slam is 2d10, +18 str +25 temp hp +8
natural armor , Dr 10/- (cost 11 points a round)
Water
True form (1/2max str 10 con ½ max dex in true
form move 20 swim 20)
Water, Cold spells and spells that shrink fall
under your domain.
You can turn into a Water Elemental as a move
action up to your Immortal level
When you do, you get the Water mastery, Drench,
Vortex, Elemental traits, Cold subtype, and slam attack and Swim 90.
1)
Slam is d6, Vortex does 1d4 (dc13), +6 natural armor (cost 1 point a round)
3)
Slam is d8, +1 str Vortex does d6 (DC 15), +8 natural armor (cost 3 points a round)
5)
Slam is 2d8, +5 str Vortex does 2d6 (DC 19), +9 natural armor, Dr 5/- (cost 5 points a round)
7)
Slam is 2d10, +9 str Vortex does 2d8 (DC 25), +9 natural armor, Dr 5/- (cost 7 points a round)
9)
Slam is 2d10, +11 str Vortex does 2d8 (DC 28), +9 natural armor, Dr 10/- (cost 9 points a round)
11)
Slam is 2d10, +13 str +2 dex Vortex does 2d8 (DC 31), +9 natural armor, Dr 10/- (cost 11 points a round)
Positive
True form (1 str, 10 con 1 dex in true form Fly
50 perfect)
Positive, force spells and spells that are heal
or create life fall under your domain.
You can turn into a positive Elemental as a move
action up to your Immortal level
When you do, you get the Positive aura, Elemental
traits, Positive subtype, and slam attack and fly 50 (Perfect).
(Positive aura puts out an aura that puts out
positive energy each round to all things in 5’ per Immortal level)
1)
Slam is d4, +2 dex Positive aura 1, +3 natural armor (cost 1 point a round)
3)
Slam is d6, +6 dex Positive aura 3, +3 natural armor (cost 3 points
a round)
5)
Slam is 2d6, +10 dex Positive aura 5 +4 natural armor, Dr 5/- (cost 5 points a round)
7)
Slam is 2d8, +14 dex Positive aura 7 +4 natural armor, Dr 5/- (cost
7 points a round)
9)
Slam is 2d8, +16 dex Positive aura 9 +8
natural armor , Dr 10/- (cost 9 points a round)
11)
Slam is 2d8, +18dex +2 str Positive 11 +8 natural armor, Dr 10/- (cost 11 points a round)
Negative
True form (1 str, 10 con 1 dex in true form Fly
50 perfect)
Negative, sonic spells and spells that are destroy
life or have no damage type fall under your domain.
You can turn into a Negative Elemental as a move
action up to your Immortal level
When you do, you get the Negative aura, Elemental
traits, Negative subtype, and slam attack and fly 50 (Perfect).
(Negative aura puts out a aura that puts out Negative
energy each round to all things in 5’ per Immortal level)
1)
Slam is d4, +2 dex Negative aura 1, +3 natural armor (cost 1 point a round)
3)
Slam is d6, +6-dex Negative aura 3, +3 natural armor (cost 3 points
a round)
5)
Slam is 2d6, +10 dex Negative aura 5 +4 natural armor, Dr 5/- (cost 5 points a round)
7)
Slam is 2d8, +14 dex Negative aura 7 +4 natural armor, Dr 5/- (cost
7 points a round)
9)
Slam is 2d8, +16 dex Negative aura 9 +8
natural armor , Dr 10/- (cost 9 points a round)
11)
Slam is 2d8, +18dex +2 str Negative 11 +8 natural armor, Dr 10/- (cost 11 points a round)