Character Progression in Under the Twilight of Forgotten Sins | World Anvil
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Character Progression

Current Level

17 Levels total
Artifact Items are at Level 15 (See Below)
3 Levels minimum to have been applied in secondary/prestige classes
9 Tiers in Mythic

Update Log

Chrailis Attunement Bonus
3rd level: +1 to Will Saves.
5th level: +1 to all Poison Saves.
7th Level: Regular vision improves to Low Light Vision. Low Light Vision improves to Dark Vision.
9th Level: Increased healing of an extra 25 hit points a day OR rest/study time to recover spells decreases from 8 hours to 5 hours. The choice must be made at 9th level and is permanent.
11th Level: Boon of Si'Nassa: The character has earned enough fame to make a request of the Coteries. This level and once for every two levels thereafter, the character can make known a special request. Requests might be for a particular spell to learn, a fellow character to be resurrected, or other effects similar to that granted by the Wish spell. The actual granting will be somewhat determinate on the situation and nothing will be granted which causes harm to Chrailis.
13th Level: Gain 1 factor, hireling, friend, or follower devoted to your cause. Once created, they start at 1st level. Every 3 levels you gain hereafter from adventuring, the individual you sponsor gains a level, and vice versa. This person will perform minor tasks for you within Chrailis and generally be devoted to that city. Your bond is strong enough with this follower that once a day you can hold a single 1-minute conversation as long as you are on the same plane.
15th Level: The continued infusion of Si'Nassa's presence has given each character +30 hit points and a DR of 10 to non-magical physical attacks.
17th Level: When within Si’Nassa’s area of influence, a character can mesh their presence with their mythic ability once per day to produce the following effects on themselves: Removal of all ability damage, removal of all negative levels, removal of all temporary conditions, healing of up to 150 hit points, and +10 strength for 6 rounds. This costs 5 mythic points and is performed as a swift action.
19th Level: When within Si’Nassa’s area of influence, can teleport at will to the Chrailis teleportation reception zone as a full-round action. The reception area is often referred to as the Ivory Portico. (sp).
21st Level: When on the same plane as Si’Nassa’s area of influence and on Camoray, can expend 8 mythic points to teleport to the Chrailis teleportation reception zone. This is a full-round action (SP)

Other Bonuses
1. +5 Spell Resistance for all characters who partook of the Banshee Spider Blood(Morvion, Aja, Tars, Falgrieg, and Graykar). You now have a slight element of Outsider.
2. Having spent considerable time traveling with lizardfolk, even if a character doesn't have a rank in lizard speak, that character can functionally communicate basic ideas.
3. All current characters have gained 2 feats over and above for extra time spent on adventures in which leveling did not occur.
4. All current characters have gained 1 additional racial option (normally listed as a racial alternative trait) from creation.

Leveling

For hit points when leveling, roll twice, taking the higher roll. If less than 50% is rolled by both dice, roll one die again until you achieve a roll of 50% or higher on your hit point roll.

Post 20th Level

Character level can exceed level 20 by multiclassing and taking levels in prestige classes.
At character level 20, a character's base attack bonus and save bonuses for class freeze and will not improve.
    In other words, regardless of the total level in all classes and prestige classes, wherever the character was at when they reached character level 20, that is where their BAB and Save bonus will remain.
Class level can exceed level 20. All prestige classes max out at their given max level.
At each character level past 20, HD are no longer gained. The constitution bonus is still gained per level.
Special class features and abilities still increase as normal for that class past 20 if incremental increases are listed.
    For instance, the rogue sneak attack damage would increase to 11d6 at level 21, 12d6 at level 23, and so on.
Spells progress as follows with regards to the ability +1 of spell existing class once the base class is at 20th level.
      For those that can cast 9th level spells, a single 10th level spell slot is gained 21st level. This increases at 1 spell slot per level until level 24. At level 25 an 11th level spell slot is gained, increasing to 5 spell slots to level 29. And so on. These higher level spell slots generally don't have spells associated with them, they are more for utilizing meta-magic spells requiring higher level spell slots.
      For those that cannot cast 9th level spells at 20th level, they instead gain 1 spell slot at the next highest level at level 21. They will gain a new spell slot every 2 levels until level 29. At level 31, they gain 1 spell slot at the next level, again keeping the pattern of 1 spell slot every 2 levels to a maximum of 5 slots for that level.
      Starting at level 21, all spell casters have their spell slot progression repeated as if they were the lowest spell casting level of that class (not counting for high ability scores.), adding that level to their total number of spells.   For example: a 20th level wizard casts 4 spells at each spell level. A 1st level wizard casts three 0 level spells and one 1st level spell. So at level 21, the wizard would cast seven 0 level spells and five 1st level spells and so on.   This increases incrementally. At 22nd level, add the spells per day of the 2nd level in which spells are gained. In the example of the paladin, a 20th level paladin casts four 1st level spells. Spells are gained at 5th level for paladins, so at level 21 the paladin would be able to cast five 1st level spells At 22nd level, the paladin would still have only five 1st level spell slots as a 6th level paladin doesn't gain a new spell slot.

Mythic Tiers and Post Tier 10

  • Immortal is no longer gained at the 9th Tier. Instead, the Diehard Feat is gained and the threshold to remain alive after 0 hit points is now Constitution x3. Anytime the character is 0 or lower hit points, they gain Regen of 1 (fire, acid prevents) until they reach 1 hit point. This Regen heals nonlethal damage aa round first (1 a round) before healing actual damage.
  • For each tier past 10, a mythic feat OR a +1 to any ability is gained
  • For each tier past 10, a mythic path ability is gained.
  • You can gain a 2nd Mythic Path final ability for a 1 time reduction of 2 mythic points. For each Mythic Path final ability, you must have the feat which opens up a new path and must have at least 10 mythic tiers per ability. (20 tiers for two, 30 tiers for three).
  • For a 1 time permanent reduction of a mythic points, you can increase your total hit points by 10.
  • For a 1 time permanent reduction of 2 mythic points, you can increase your overall durability. Your skin is tougher to pierce, your very bones are harder. You gain a permanent +1 to natural AC, a DR of +3 to physical damage, and a DR of +5 vs. 1 energy type of your choice.
  • For a 1 time permenant reduction of 2 mythic points, you can increase your overall spell resistance by 2 points. Additionally, if your spell resistance holds, you actually absorb the spell and heal its spell level in hit points and regain 1 mythic point if you are not at max.
  • For a 1 time permanent reduction of 2 mythic points, you can pick a single 1st level spell from any list and cast it once a round as a spell like ability at your character level.
  • For a 1 time permanent reduction of 6 mythic points, you can pick a single 2nd level spell from any list and cast it once a round as a spell like ability at your character level.
  • For a 1 time permanent reduction of 10 mythic points, you can pick one energy type and gain a DR of 100 to that energy type.

  • Universal Artifact Bonuses

    Once Perlachio had felt his students had mastered their individual crafts, he began teaching them a deeper level of magic. He began teaching the arts necessary which would eventually lead them to craft their own items.   His first task began with properly conditioning each student for the tasks necessary. Through grueling exercises, he began to shore up some of their weaknesses. This training is now translating through to the characters.
    16th Level: One ability score below a 12 is raised to a 12. 1 rank in Blacksmith Craft is gained.
    17th Level: One ability score below a 12 is raised to a 12. 1 rank in Leatherworking Craft is gained.
    18th Level: Any ability score still below 12 is raised to a 12. 1 rank in Armor Craft is gained.
    19th Level: If Int is below 13, it is now raised to a 13. 3 ranks in Weapon craft are gained.
    20th Level: If either Wis or Cha is below 13, it is now raised to a 13. Additionally -
      • Aja – 5 ranks in Bookmaking
      • Graykar – 5 ranks in Leatherworking
      • Morvion – 4 ranks in Jewelry and 1 rank in Weapon Craft.
      • Urik – 4 ranks in stonemasonry and 1 rank in Weapon Craft.
      • Each of the other students would gain 5 ranks appropriate to the items they would create.
    21st Level: If Dex is below 14, it is now raised to a 14.

    Unlocking Artifacts and Full Atunement

    As your characters continued to advance in level and gained additional abilities from your artifacts, you also experience that the true nature of the artifacts are beginning to fight you more. The source of this, at first, is unknown. It displays most prevalently when you level in class ability but your artifact seems to lag behind, holding back.   It is now obvious that the problem is the artifacts can't have two masters. And that is the situation which is occurring. For each character, the items will not advance past 15th level of ability unless you make the effort to wrest control of the item. Starting at 16th level, you will need to spend (sacrifice) three mythic points to advance the item to the next level. Once done, it will unlock that level of abilities for you. This continues until 20th level (at which point 15 mythic points will have been sacrificed). Once the final points at level 20 have been paid, the item is fully yours, and future levels will advance with your current character level. At this time, I am not certain, however, I am considering the potential of allowing you to modify your items using mythic points, however making the item fully yours would be a prerequisite.

    Character Downtime

    From time to time, I will announce that there has been sufficient downtime for retraining. When this happens, you may follow the guidelines presented here.   This is outlined more in Ultimate Campaign, however for purposes of this, you can each do *one* of the following. Choose one.  
    • You may give up one feat to learn a new feat in its place. Ideally, that means you found someone who knows the new feat and you have focused on this new feat for the last several days. The stipulations are - the feat must meet the same requirements as the feat given up (e.g. if it was a fighter's combat feat, the new feat must be a fighter's combat feat) and if the feat you give up was a prereq for another feat or skill, you lose access to that feat or skill.
    • A spontaneous spell caster with a set number of known spells can at this time choose to switch out one spell for a new spell of the same level. The spell must be at least 1 level below the maximum level of spells the character can cast (for example, if you can cast 3rd level spells, then you may only swap out a 1st or a 2nd level spell). This works otherwise just like the ability most spontaneous spell casters have to switch out spells at set levels. As of now, I believe only Falgrieg is such a spell caster.
    • You may instead choose to retrain 1 skill point. Doing so is simple, it indicates you found someone trained further in the skill you wish to move the skill point. If you move a background skill point, it must go to another background skill. Remember there is still the max number of skill points based on the level which you can place in a skill.
    • As above, if you are of a class like Rogue which gains a choice of a rogue talent, you can at this time swap out one class talent for another by spending the appropriate time learning the new talent. For Aja, this could be switching out a hex. For Morvion - switching out a Major Arcana. For even a priest, this could be switching out a domain focus (not a deity).
    • As character's advance in level, they also gain additional ability points. During a time or retraining, a character may move one additional ability point to another score if they so desire.
    • If none of the other retraining options are viable at this time, the character can then spend time with a physical/martial training. This will increase their HP total by 1 hit point toward what their maximum would be. In other words, the maximum hit points of a warrior with a 10 constitution would be 30. If that warrior only had 22 hit points due to some sucky rolls, she could take some time of intense training instead of retraining to gain one hit point to 23 hit points.

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