Mr.Bookworm
2011-08-31, 09:33 AM
Vow of Poverty [Exalted]
You take on a sacred vow to live a life of poverty. In doing so, you gain great power.
Prerequisite: Sacred Vow
Benefit: See section below.
Special: To fulfill your vow, you must not use or own any material possessions, with the following exceptions: You may carry and use a single non-masterwork, non-magic weapon. You may wear a simple, unadorned set of clothes with no magical properties and a single change of clothes. You may carry enough simple, plain food and water to sustain you for a week. You may carry a simple sack to keep your belongings in. You may carry and use a spell component pouch. You may not use any sort of magical item, although you may benefit from the effects of spells. You may carry and use any item necessary to your class, although it must be as simple as possible - a cleric may carry a wooden holy symbol, a wizard may carry an unenchanted spellbook, and so on.
If you break your vow in any way, you lose all benefits of the feat, and you must wait a week. You may then rededicate yourself to the vow by having an atonement spell cast on you.
The Upside of Being a Violent Hobo on a Mission from God
{table=head]Level|Benefits
1st|+4 AC, fast healing, energy resistance 5
2nd|Bonus feat, damage reduction 5/magic, sanctuary
3rd|+5 AC, energy resistance 10/5, endure elements, resistance +1
4th|Exalted strike +2 (magic), skill bonus, immunities, bonus feat
5th|Sustenance, damage reduction 10/magic, protection from evil
6th|+6 AC, deflection +1, bonus feat, unbound movement 30 ft.
7th|Resistance +2, immunities, energy resistance 15/10/5, ability enhancement +2
8th|Natural armor +1, mind shielding, skill bonus, bonus feat
9th|+7 AC, type change, freedom of movement, resistance +2
10th|Exalted strike +4 (good), damage reduction 10/evil and magic, bonus feat
11th|Ability score enhancement +4/+2, unbound movement 60 ft., dimension door
12th|+8 AC, deflection +2, immunities, skill bonus, bonus feat
13th|Resistance +3, energy resistance 20/15/10/5
14th|Exalted strike +6 (cold iron and silver), true seeing, immunities, bonus feat
15th|+9 AC, ability enhancement +6/+4/+2, damage reduction 15/evil and magic, unbound movement 90 ft.
16th|Natural armor +2, mind blank, skill bonus, bonus feat
17th|Exalted strike +8, resistance +4, energy resistance i/20/15/10/5
18th|+10 AC, deflection +3, unbound movement 120 ft., improved dimension door, bonus feat
19th|Ability enhancement +8/+6/+4/+2, miracle, resistance +5
20th|Exalted strike +10 (epic), skill bonus, damage reduction 20/epic and evil, energy resistance i/i/20/15/10/5, bonus feat[/table]
AC Bonus (Su): At 1st level, you gain a +4 exalted bonus to AC. This bonus increases by 1 for every three levels thereafter.
Fast Healing (Ex): You gain fast healing equal to your character level.
Energy Resistance (Ex): You gain energy resistance 5 to an element of your choosing at 1st level. At 3rd level, this increases to 10, and you gain resistance 5 to another element. At 7th level, the first resistance increases to 15, the second to 10, and you gain a new energy resistance at 5 to another element. At 13th level, the first resistance increases to 20, the second to 15, the third to 10, and you gain a new resistance of 5. At 17th level, you gain immunity to your first element, resistance 20 to your second, 15 to your third, 10 to your fourth, and new resistance at 5. Anybody paying attention to this? At 20th level, you gain immunity to your second element, resistance 20 to your third, 15 to your fourth, 10 to your fifth, and energy resistance 5 to a final element.
Sanctuary (Su): You gain the constant effects of a sanctuary spell. You may turn it on and off at-will as a swift action. If you break the sanctuary by attacking, it requires a full-round action to turn back on.
Bonus Feats: At every even-numbered level, you gain a bonus feat which you must meet all prerequisites for. This feat must be an Exalted feat, [WIP]
Damage Reduction (Ex): At 2nd level, you gain damage reduction 5/magic. At 5th level this increases to 10. At 10th level, your damage reduction may only be penetrated by attacks that are both evil and magic. At 15th level, your damage reduction increases to 15. At 20th level, your damage reduction increases to 20 and may only be penetrated by attacks that are both epic and evil.
Endure Elements (Ex): At 3rd level, you become immune to the effects of hot or cold environments. You may exist comfortably in conditions between -50 and 140 degrees Fahrenheit without making Fortitude saves.
Exalted Strike (Su): At 4th level, any weapon you wield or natural weapon of yours gains a +1 enhancement bonus and a magical property equaling a +1 bonus. At 10th, 14th, 17th, and 20th levels, both of these properties increase by 1. Your strikes are treated as magic at 4th level, as good at 10th level, as cold iron and silver at 14th level, and as epic at 20th level.
You choose the magical properties at the time of level-up, but may redistribute them by spending eight hours in meditation.
You may turn these enhancements off and on as a free action.
Skill Bonus (Ex): At 4th level and every four levels thereafter, you gain an enhancement bonus equal to your character level to one skill of your choosing.
Immunities (Ex): At 4th level, you gain immunity to disease and poison. At 7th level, you gain immunity to ability damage. At 12th level, you gain immunity to ability drain. At 14th level, you gain immunity to energy drain and negative levels.
Sustenance (Ex): At 5th level, you no longer need to eat, drink, sleep, or breathe. A spellcaster must still rest for eight hours.
Protection from Evil (Su): At 5th level, you gain the constant effects of a protection from evil spell.
Deflection (Su): At 6th level, you gain a +1 deflection bonus to AC.
Unbound Movement (Su): At 6th level, you gain fly (perfect), climb, swim, and burrow speeds of 30 ft. This increases to 60 ft. at 11th level, 90 ft. at 15th level, and 120 ft. at 18th level. If your natural movement speed is less than your Unbound Movement speed, you may substitute your Unbound Movement speed for your land speed.
Resistance (Ex): At 3rd level, you gain a +1 bonus to your saves. This bonus increases to +2 at 9th level, +3 at 13th level, +4 at 17th level, and +5 at 19th level.
Ability Enhancement (Ex): At 7th level, an you gain a +2 enhancement bonus to one ability score. At 11th level, you gain an extra +2 bonus to that score, and a +2 bonus to another ability score. At 15th level, you gain an extra +2 bonus to those two scores, and a +2 bonus to a third ability score. At 19th level, you gain an extra +2 bonus to those three scores, and a +2 bonus to a fourth ability score.
Natural Armor (Ex): You gain 1 point of natural armor at level 8. This increases to 2 points at level 16.
Mind Shielding (Ex): You become immune to the effects of detect thoughts, discern lies, and any attempt to detect your alignment.
Type Change: At 9th level, you become an Outsider with the Good subtype. You may still be brought back from the dead as if you were your previous type.
Freedom of Movement (Ex): At 9th level, you act as if permanently under the effects of a freedom of movement spell.
Dimension Door (Su): At 11th level, you may use dimension door every five rounds with a caster level equal to your character level. You may use it as a swift action and do not lose the rest of your actions in the turn. At 18th level, you may use this ability at-will.
True Seeing (Su): At 14th level, you act as if permanently under the effects of a true seeing spell.
Mind Blank (Ex): At 16th level, you act as if permanently under the effects of a mind blank spell.
Miracle (Su): At 19th level, you may use miracle once per day as supernatural ability.
Author's Note
So, I need help. No smartass comments. You know who you are. I've tried to come up with a package that can allow a VoP character to function just as well as a character without gear. I also threw in some stuff for gits and shiggles. Tell me if I missed anything. Also, tell me if you think this is too good, although note that this is more intended to be balanced for a VoP Warblade or Monk or any other Tier 3-ish and down class, not the CoDzilla, which you can break just fine without using this.
In particular, I would like advice on what would be good to put on the Bonus Feat list. Exalted feats, obviously, but there are like 4 of those that are remotely good, and there are 10 bonus feats. I'm thinking the Devotion feats from Complete Champion might be good to put on there, but if anyone has suggestions, they would be welcomed.
EDIT1: If anyone is reading those while trawling through the archives, and cares, note that I'm putting this on hold for a while until I work out what I'd like to do with this.
You take on a sacred vow to live a life of poverty. In doing so, you gain great power.
Prerequisite: Sacred Vow
Benefit: See section below.
Special: To fulfill your vow, you must not use or own any material possessions, with the following exceptions: You may carry and use a single non-masterwork, non-magic weapon. You may wear a simple, unadorned set of clothes with no magical properties and a single change of clothes. You may carry enough simple, plain food and water to sustain you for a week. You may carry a simple sack to keep your belongings in. You may carry and use a spell component pouch. You may not use any sort of magical item, although you may benefit from the effects of spells. You may carry and use any item necessary to your class, although it must be as simple as possible - a cleric may carry a wooden holy symbol, a wizard may carry an unenchanted spellbook, and so on.
If you break your vow in any way, you lose all benefits of the feat, and you must wait a week. You may then rededicate yourself to the vow by having an atonement spell cast on you.
The Upside of Being a Violent Hobo on a Mission from God
{table=head]Level|Benefits
1st|+4 AC, fast healing, energy resistance 5
2nd|Bonus feat, damage reduction 5/magic, sanctuary
3rd|+5 AC, energy resistance 10/5, endure elements, resistance +1
4th|Exalted strike +2 (magic), skill bonus, immunities, bonus feat
5th|Sustenance, damage reduction 10/magic, protection from evil
6th|+6 AC, deflection +1, bonus feat, unbound movement 30 ft.
7th|Resistance +2, immunities, energy resistance 15/10/5, ability enhancement +2
8th|Natural armor +1, mind shielding, skill bonus, bonus feat
9th|+7 AC, type change, freedom of movement, resistance +2
10th|Exalted strike +4 (good), damage reduction 10/evil and magic, bonus feat
11th|Ability score enhancement +4/+2, unbound movement 60 ft., dimension door
12th|+8 AC, deflection +2, immunities, skill bonus, bonus feat
13th|Resistance +3, energy resistance 20/15/10/5
14th|Exalted strike +6 (cold iron and silver), true seeing, immunities, bonus feat
15th|+9 AC, ability enhancement +6/+4/+2, damage reduction 15/evil and magic, unbound movement 90 ft.
16th|Natural armor +2, mind blank, skill bonus, bonus feat
17th|Exalted strike +8, resistance +4, energy resistance i/20/15/10/5
18th|+10 AC, deflection +3, unbound movement 120 ft., improved dimension door, bonus feat
19th|Ability enhancement +8/+6/+4/+2, miracle, resistance +5
20th|Exalted strike +10 (epic), skill bonus, damage reduction 20/epic and evil, energy resistance i/i/20/15/10/5, bonus feat[/table]
AC Bonus (Su): At 1st level, you gain a +4 exalted bonus to AC. This bonus increases by 1 for every three levels thereafter.
Fast Healing (Ex): You gain fast healing equal to your character level.
Energy Resistance (Ex): You gain energy resistance 5 to an element of your choosing at 1st level. At 3rd level, this increases to 10, and you gain resistance 5 to another element. At 7th level, the first resistance increases to 15, the second to 10, and you gain a new energy resistance at 5 to another element. At 13th level, the first resistance increases to 20, the second to 15, the third to 10, and you gain a new resistance of 5. At 17th level, you gain immunity to your first element, resistance 20 to your second, 15 to your third, 10 to your fourth, and new resistance at 5. Anybody paying attention to this? At 20th level, you gain immunity to your second element, resistance 20 to your third, 15 to your fourth, 10 to your fifth, and energy resistance 5 to a final element.
Sanctuary (Su): You gain the constant effects of a sanctuary spell. You may turn it on and off at-will as a swift action. If you break the sanctuary by attacking, it requires a full-round action to turn back on.
Bonus Feats: At every even-numbered level, you gain a bonus feat which you must meet all prerequisites for. This feat must be an Exalted feat, [WIP]
Damage Reduction (Ex): At 2nd level, you gain damage reduction 5/magic. At 5th level this increases to 10. At 10th level, your damage reduction may only be penetrated by attacks that are both evil and magic. At 15th level, your damage reduction increases to 15. At 20th level, your damage reduction increases to 20 and may only be penetrated by attacks that are both epic and evil.
Endure Elements (Ex): At 3rd level, you become immune to the effects of hot or cold environments. You may exist comfortably in conditions between -50 and 140 degrees Fahrenheit without making Fortitude saves.
Exalted Strike (Su): At 4th level, any weapon you wield or natural weapon of yours gains a +1 enhancement bonus and a magical property equaling a +1 bonus. At 10th, 14th, 17th, and 20th levels, both of these properties increase by 1. Your strikes are treated as magic at 4th level, as good at 10th level, as cold iron and silver at 14th level, and as epic at 20th level.
You choose the magical properties at the time of level-up, but may redistribute them by spending eight hours in meditation.
You may turn these enhancements off and on as a free action.
Skill Bonus (Ex): At 4th level and every four levels thereafter, you gain an enhancement bonus equal to your character level to one skill of your choosing.
Immunities (Ex): At 4th level, you gain immunity to disease and poison. At 7th level, you gain immunity to ability damage. At 12th level, you gain immunity to ability drain. At 14th level, you gain immunity to energy drain and negative levels.
Sustenance (Ex): At 5th level, you no longer need to eat, drink, sleep, or breathe. A spellcaster must still rest for eight hours.
Protection from Evil (Su): At 5th level, you gain the constant effects of a protection from evil spell.
Deflection (Su): At 6th level, you gain a +1 deflection bonus to AC.
Unbound Movement (Su): At 6th level, you gain fly (perfect), climb, swim, and burrow speeds of 30 ft. This increases to 60 ft. at 11th level, 90 ft. at 15th level, and 120 ft. at 18th level. If your natural movement speed is less than your Unbound Movement speed, you may substitute your Unbound Movement speed for your land speed.
Resistance (Ex): At 3rd level, you gain a +1 bonus to your saves. This bonus increases to +2 at 9th level, +3 at 13th level, +4 at 17th level, and +5 at 19th level.
Ability Enhancement (Ex): At 7th level, an you gain a +2 enhancement bonus to one ability score. At 11th level, you gain an extra +2 bonus to that score, and a +2 bonus to another ability score. At 15th level, you gain an extra +2 bonus to those two scores, and a +2 bonus to a third ability score. At 19th level, you gain an extra +2 bonus to those three scores, and a +2 bonus to a fourth ability score.
Natural Armor (Ex): You gain 1 point of natural armor at level 8. This increases to 2 points at level 16.
Mind Shielding (Ex): You become immune to the effects of detect thoughts, discern lies, and any attempt to detect your alignment.
Type Change: At 9th level, you become an Outsider with the Good subtype. You may still be brought back from the dead as if you were your previous type.
Freedom of Movement (Ex): At 9th level, you act as if permanently under the effects of a freedom of movement spell.
Dimension Door (Su): At 11th level, you may use dimension door every five rounds with a caster level equal to your character level. You may use it as a swift action and do not lose the rest of your actions in the turn. At 18th level, you may use this ability at-will.
True Seeing (Su): At 14th level, you act as if permanently under the effects of a true seeing spell.
Mind Blank (Ex): At 16th level, you act as if permanently under the effects of a mind blank spell.
Miracle (Su): At 19th level, you may use miracle once per day as supernatural ability.
Author's Note
So, I need help. No smartass comments. You know who you are. I've tried to come up with a package that can allow a VoP character to function just as well as a character without gear. I also threw in some stuff for gits and shiggles. Tell me if I missed anything. Also, tell me if you think this is too good, although note that this is more intended to be balanced for a VoP Warblade or Monk or any other Tier 3-ish and down class, not the CoDzilla, which you can break just fine without using this.
In particular, I would like advice on what would be good to put on the Bonus Feat list. Exalted feats, obviously, but there are like 4 of those that are remotely good, and there are 10 bonus feats. I'm thinking the Devotion feats from Complete Champion might be good to put on there, but if anyone has suggestions, they would be welcomed.
EDIT1: If anyone is reading those while trawling through the archives, and cares, note that I'm putting this on hold for a while until I work out what I'd like to do with this.