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BelGareth
2012-02-15, 02:09 PM
THE UPDATED VERSION, WITHOUT DIVINE RANK, IS THE BOTTOM LINKED 1-100 PROGRESSION, THE ONE IN THIS POST IS NOT THE FINAL VERSION. DO NOT USE IT.

As you may have guessed it, this is to extend the VoP fix (http://www.giantitp.com/forums/showthread.php?t=140428) by Drolyt and Vaynor's Epic progression (http://www.giantitp.com/forums/showpost.php?p=8708645&postcount=68). I needed levels 31 - 40 for a game I am running and here ya go.


LevelBenefits
31Greater plane shift, Empowered Strike +9
32Ability Score Enhancement +16/+14/+12/+10/+8/+6, Resistance +9
33Force Armor +15, bonus feat, Regeneration (5/Varies)
34Empowered Strike +10, Empowered Strike (Enhancement) +8
35Resistance +10, Damage Reduction (25/varies), Energy Immunity, Improved Teleport
36Force Armor +16, Deflection +8, Ability Score Enhancement +18/+16/+14/+12/+10/+8, Regeneration (10/varies)
37Empowered Strike +11, bonus feat
38Empowered Strike (Enhancement) +9, Resistance +11
39Force Armor +17, Improved Greater plane shift, Regeneration (15/varies)
40Empowered Strike +12, Energy Immunity, Demigod (Rank 1)


Greater plane shift (Su): At 31st level you gain the ability plane shift at will. By concentrating for five minutes, you may shift planes as the spell greater plane shift. This ability only affects you.

Regeneration (Ex): At 33rd level your regeneration increases exponentially, you recover 5 points of damage per round and all damage dealt to you is converted to non lethal damage. Your regeneration can be overcome by Good aligned weapons and spells (if Evil), Evil aligned Weapons and spells (if Good), Chaotic aligned weapons and spells (if Lawful), Lawful aligned weapons and spells (if Chaotic), or 1 energy type (pick either Electricity, Acid, Fire or Cold, this cannot be an energy you are immune to) weapons and spells (if you are Neutral). If your alignment has multiple components, pick one. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.

This ability increases by 5 at levels 36th and 39th. (To a maximum of 15 @ 39th level)

Energy Immunity: At levels 35th and 40th you may select another energy type. You are now immune to that energy type. You may not select an energy type that corresponds with your Regeneration ability (if any).

Improved Teleport (Su): At 35th level your ability to transport yourself long distances becomes easier to manifest, you may now cast Greater Teleport as a full round action instead of 10 minutes.

Improved Greater plane shift (Su): At 35th level your ability to transport yourself long distances becomes easier to manifest, you may now cast Greater Plane Shift as a full round action instead of 5 minutes.

Bonus Feats: At 33rd and 37th you gain a bonus feat, this can be a bonus feat, bonus Epic Feat, you must still meet all the prerequisites.

Demigod: At 40th level you have risen above the mortal realm of even a Quasi deity and have realized your destiny, you have become a Demigod with Divine rank 1 with all the benefits according a deity of Divine rank 1. Your natural armor bonus changes from +5 to 13 + your divine rank, You no longer fail on a natural 1 for attack rolls or saving throws, you are immune to all disease, poison, stunning, sleep, paralysis, death affects and disintegration. Your DR changes from 25/Varies to 35 + divine rank/Epic, if you do not have it already you gain Fire resistance 20 + divine rank, you gain an additional salient ability (that you meet the requirements for), you may use your domain powers an additional time per day equal to your divine rank, you gain the ability to cast any of your domain spells at will, you add your divine rank to the DC's of your spells and spell like abilities.

Your senses increase in range equal to a mile per divine rank, the domains you have (from the VoP) now act as your portfolio and you now have a limited sense of things that happen within your portfolio (see DaD for more information, pg 28), you may perform 2 free skill checks per round as long as the DC does not exceed 15, you may create magic items worth up to 4500 gp without the item creation feats as long as it relates to your portfolio (you must still meet all other requirements), if you have the related feat the XP cost is halved for the creation of the item.

You gain a divine aura out to 10ft with a DC of 50 + Divine rank + Cha modifier, Deities with equal or greater rank are immune to your aura, this is a Mind affecting extraordinary ability, once a creature saves they become immune to it for 24 hours, you may choose from the following affects each round as a free action:



Daze: The creature stands in awe of you and can only defend themselves, otherwise they stand slack jawed capable of doing nothing.
Fright: Cowering in fear the creature receives -2 to attacks, damage rolls, skill checks, AC and saves. The slightest look or gesture from the deity frightens them and they flee as fast as they can.
Resolve: Allies of the deity receive a +4 Morale bonus to attack rolls, damage rolls, saves and skill checks while his enemies receive a -4 penalty to the same rolls.


You grant spells to clerics and rangers who worship you, you may grant any spell on the cleric and ranger spell list, and any domain that you have. If you have levels in Druid or Paladin you may grant Druid spells and Paladin spells.

If you have levels in a divine spellcasting class you can cast any spells it grants spontaneously, you must still have the required ability score and level to cast the spell.

And lastly you gain the ability to form a Godly realm as the spell Genesis except with no components and no XP cost, the maximum radius of the Godly realm is 1000 ft (+1000ft per divine rank over 1), for more information see DaD pg 29.

Levels 1-40 (http://www.giantitp.com/forums/showsinglepost.php?p=12727154&postcount=2)

Levels 1-100 (http://www.giantitp.com/forums/showsinglepost.php?p=16949396&postcount=15)

BelGareth
2012-02-15, 03:53 PM
I have made a more consolidated version for levels 1-100 at the bottom of this page.


LevelBenefits
1Force Armor +4
2Deflection +2
3Force Armor +5, Natural Armor +2, Endure Elements
4Empowered Strike +1, Ability Score Enhancement +2, Resistance +1
5Sustenance, Bonus Feat
6Force Armor +6, Deflection +3, Natural Armor +3, Flight (Base Land Speed, Average Maneuverability)
7Empowered Strike (Special Ability), Bonus Feat, Fortification (25%)
8Empowered Strike +2, Ability Score Enhancement +4/+2, Resistance +2, Mind Shielding
9Force Armor +7, Natural Armor +4
10Empowered Strike (Alignment), Damage Reduction (5/Magic), Energy Resistance (5)
11Empowered Strike (Special Ability), Bonus Feat, Fortification (50%), Spell Resistance
12Force Armor +8, Deflection +4, Natural Armor +5, Empowered Strike +3, Ability Score Enhancement +6/+4/+2, Resistance +3, Flight (Double Speed, Good Maneuverability), Greater Sustenance
13Bonus Feat
14Freedom of Movement
15Force Armor +9, Empowered Strike (Special Ability), Fortification (75%), Damage Reduction (5/varies), Energy Resistance (10)
16Empowered Strike +4, Ability Score Enhancement +8/+6/+4/+2, Resistance +4
17Bonus Feat, Regeneration
18Force Armor +10, Deflection +5, Flight (Triple Speed, Perfect Maneuverability), True Seeing
19Empowered Strike (Special Ability), Fortification (100%)
20Empowered Strike +5, Ability Score Enhancement +10/+8/+6/+4/+2, Resistance +5, Damage Reduction (10/varies), Energy Resistance (15), Perfection
21Force Armor +11, Mind Blank, Bonus Feat
22Empowered Strike +6, Empowered Strike (Enhancement) +5
23Resistance +6, Teleportation, Flight (4 times base speed), Domain
24Force Armor +12, Ability Score Enhancement +12/+10/+8/+6/+4/+2, Deflection +6
25Empowered Strike +7, Energy Resistance 20, Bonus Feat, Damage Reduction (15/varies)
26Resistance +7, Empowered Strike (Enhancement) +6, Domain
27Force Armor +13, Plane Shift, Flight (5 times base speed)
28Ability Score Enhancement +14/+12/+10/+8/+6/+4, Empowered Strike +8
29Resistance +8, Bonus Feat, Wish, Domain
30Enlightenment, Force Armor +14, Deflection +7, Empowered Strike (Enhancement) +7, Energy Immunity, Damage Reduction (20/varies)
31Greater plane shift, Empowered Strike +9
32Ability Score Enhancement +16/+14/+12/+10/+8/+6, Resistance +9
33Force Armor +15, bonus feat, Regeneration (5/Varies)
34Empowered Strike +10, Empowered Strike (Enhancement) +8
35Resistance +10, Damage Reduction (25/varies), Energy Immunity, Improved Teleport
36Force Armor +16, Deflection +8, Ability Score Enhancement +18/+16/+14/+12/+10/+8, Regeneration (10/varies)
37Empowered Strike +11, bonus feat
38Empowered Strike (Enhancement) +9, Resistance +11
39Force Armor +17, Improved Greater plane shift, Regeneration (15/varies)
40Empowered Strike +12, Energy Immunity, Demigod (Rank 1)


Force Armor (Su): At 1st level you gain a +4 armor bonus to AC. This bonus increases to +5 at 3rd level, and increases by +1 every three levels thereafter. This bonus does not apply to touch attacks, but does apply to incorporeal touch attacks.

Deflection (Su): At 2nd level you gain a +2 deflection bonus to AC. This bonus increases to +3 at 6th level, and by an additional +1 every 6 levels thereafter.

Natural Armor (Ex): At 3rd level you gain a +2 enhancement bonus to natural armor. This bonus increases by +1 at 6th level and every 3 levels thereafter, to a maximum of +5 at 12th level.

Endure Elements (Ex): At 3rd level you become immune to the effects of being in a hot or cold environment. You can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves (as described int the Dungeon Master's Guide).

Empowered Strike (Su): At 4th level you gain a +1 enhancement bonus on all attack and damage rolls. In effect, any weapon you wield functions as a +1 magic weapon, and can overcome the damage reduction of a creature as though it were a magic weapon. This enhancement increases by +1 at 8th level and every 4 levels thereafter. At 10th level any weapon you wield is also considered to have your alignment, so for example if you were Chaotic Good you would ignore damage reduction x/good and x/chaotic. At 7th level, and again every 4 levels thereafter, choose one of the following magic weapon special abilities to apply to any weapon you wield: Bane, Defending, Flaming, Frost, Ghost Touch, Keen, Ki Focus, Merciful, Mighty Cleaving, Spell Storing, Shock, Throwing, Thundering, Vicious.

Ability Score Enhancement (Ex): At 4th level you gain a +2 enhancement bonus to one ability score. At 8th level and every four levels thereafter you gain a +2 enhancement bonus to an additional ability score, and each previous ability's enhancement increases by +2.

Resistance (Ex): At 4th level you gain a +1 resistance bonus to saving throws. This bonus increases by +1 at 8th level and every 4 levels thereafter.

Sustenance (Ex): At 5th level you no longer need to eat or drink.

Bonus Feats: At 5th, 7th, 11th, 13th, AND 17th levels you gain a bonus feat. You must meet all prerequisites for the feat.

Flight (Su): At 6th level you gain a fly speed equal to your base land speed with average maneuverability. At 12th level this increases to double your base land speed with good maneuverability, and at 18th level it increases again to triple your base land speed with perfect maneuverability.

Fortification (Ex): Starting at 7th level, when you are affected by a sneak attack or critical hit you have a chance to negate the effect and take normal damage, depending on level: 7th: 25% 11th: 50% 15th: 75% 19th: 100%.

Mind Shielding (Ex): At 8th level you become immune to detect thoughts, discern lies, and any attempt to discern your alignment.

Damage Reduction (Su): You gain damage reduction 5/magic at 10th level. At 15th level this increases to 5/magic and silver (if you are lawful), or 5/magic and cold iron (if you are chaotic), or 5/magic and adamantine (if you are neutral). At 20th level this increases to 10/epic and silver (if you are lawful), or 10/epic and cold iron (if you are chaotic), or 10/epic and adamantine (if you are neutral).

Energy Resistance (Ex): At 10th level you gain resistance 5 against acid, cold, electricity, fire, and sonic energy. This increases to resistance 10 at 15th level and resistance 15 at 20th level.

Spell Resistance (Su): Starting at 11th level you gain spell resistance equal to your ECL + 10.

Greater Sustenance (Ex): At 12th level you no longer need to breath.

Freedom of Movement (Ex): Starting at 14th level you can act as if continually under the effect of a freedom of movement spell.

Regeneration (Ex): Starting at 17th level you heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes.

True Seeing (Su): At 18th level you gain a continuous true seeing ability, as the spell.

Perfection: At 20th level you transcend mortal limits. You become an outsider, gaining the outsider type with appropriate alignment subtypes and the native subtype (though you do not need to eat, sleep, or breath).

Mind Blank (Su): At level 21 the character gains a mind blank effect, as the spell mind blank.

Empowered Strike: At level 22, and every 3 levels thereafter, the weapons you wield's enhancement bonus increases by +1. Additionally, at level 22, and every 4 levels thereafter, you gain an additional enhancement bonus (+5 at level 22, +6 at level 26, etc.) that can be used to add weapon enhancements to the weapons you wield. This enhancement bonus may be used for any magical weapon ability, and can be reallocated when you gain a level.

Domain (Sp): At level 23 you may select a single domain. You gain 9 spell-like abilities, one for each spell level. These SLA's are usable 1/day. You also gain the domain ability if it applies to your classes. At level 26 you may select another domain, or lose access to your previous domain and gain a planar domain (SpC 282). A planar domain is effectively two domains). You gain 18 SLA's when you gain a planar domain, two for each spell level. You must meet all prerequisites for planar domains. At level 29 you gain a third domain (or second, if you chose to use a planar domain). Use your highest ability score to determine pertinent information such as Difficulty Class. Your caster level for these SLA's is equal to your ECL. You may choose the same domain twice, gaining each SLA twice instead of just once. However, you do not gain the effects of the domain ability twice.

If the character already has access to domains from a class, then the spells from the domains selected are considered domain spells for that class only. For example, a level 23 cleric with the Law and Healing domains that selected Sun as their level 23 domain could prepare any spell from the Sun domain in their domain spell slots, as well as any spell from the Law and Healing domains as normal.

Energy Immunity: At level 30 you may select an energy type. You are now immune to that energy type.

Teleportation (Su): At level 23 you gain the ability to teleport at will. By concentrating for one minute, you may teleport as the spell greater teleport. This ability only affects you.

Plane Shift (Su): At level 27 you gain the ability to plane shift at will. By concentrating for five minutes, you may shift planes as the spell plane shift. This ability only affects you.

Wish (Sp): At level 29 you gain the ability to cast wish once per day. The base 5,000 XP cost is halved, however any additional XP costs incurred by wish must be paid in full.

Enlightenment (Ex): You have achieved the pinnacle of your spiritual enlightenment. At level 30, you become a quasi-deity, granting divine rank 0. You are immortal, and no longer can die from old age. Additionally, you no longer suffer aging penalties (any previously incurred penalties are still in effect) but still gain the benefits of aging. You gain benefits of being a quasi-deity with divine rank 0, including and limited to the following: all future hit die are maximized, your base land speed increases to 60 ft., a deflection bonus to your AC equal to your Charisma modifier, immunity to transmutation, immunity to energy drain, ability damage, and ability drain. You are not able to grant spells.

Greater plane shift (Su): At 31st level you gain the ability plane shift at will. By concentrating for five minutes, you may shift planes as the spell greater plane shift. This ability only affects you.

Regeneration (Ex): At 33rd level your regeneration increases exponentially, you recover 5 points of damage per round and all damage dealt to you is converted to non lethal damage. Your regeneration can be overcome by Good aligned weapons and spells (if Evil), Evil aligned Weapons and spells (if Good), Chaotic aligned weapons and spells (if Lawful), Lawful aligned weapons and spells (if Chaotic), or 1 energy type (pick either Electricity, Acid, Fire or Cold, this cannot be an energy you are immune to) weapons and spells (if you are Neutral). If your alignment has multiple components, pick one. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.

This ability increases by 5 at levels 36th and 39th. (To a maximum of 15 @ 39th level)

Energy Immunity: At levels 35th and 40th you may select another energy type. You are now immune to that energy type. You may not select an energy type that corresponds with your Regeneration ability (if any).

Improved Teleport (Su): At 35th level your ability to transport yourself long distances becomes easier to manifest, you may now cast Greater Teleport as a full round action instead of 10 minutes.

Improved Greater plane shift (Su): At 35th level your ability to transport yourself long distances becomes easier to manifest, you may now cast Greater Plane Shift as a full round action instead of 5 minutes.

Bonus Epic Feats: At 21st, 25th, 29th, 33rd and 37th you gain a bonus Epic feat, this can be a bonus feat or bonus Epic Feat, you must still meet all the prerequisites.

Demigod: At 40th level you have risen above the mortal realm of even a Quasi deity and have realized your destiny, you have become a Demigod with Divine rank 1 with all the benefits according a deity of Divine rank 1. Your natural armor bonus changes from +5 to 13 + your divine rank, You no longer fail on a natural 1 for attack rolls or saving throws, you are immune to all disease, poison, stunning, sleep, paralysis, death affects and disintegration. Your DR changes from 25/Varies to 35 + divine rank/Epic, if you do not have it already you gain Fire resistance 20 + divine rank, you gain an additional salient ability (that you meet the requirements for), you may use your domain powers an additional time per day equal to your divine rank, you gain the ability to cast any of your domain spells at will, you add your divine rank to the DC's of your spells and spell like abilities.

Your senses increase in range equal to a mile per divine rank, the domains you have (from the VoP) now act as your portfolio and you now have a limited sense of things that happen within your portfolio (see DaD for more information, pg 28), you may perform 2 free skill checks per round as long as the DC does not exceed 15, you may create magic items worth up to 4500 gp without the item creation feats as long as it relates to your portfolio (you must still meet all other requirements), if you have the related feat the XP cost is halved for the creation of the item.

You gain a divine aura out to 10ft with a DC of 50 + Divine rank + Cha modifier, Deities with equal or greater rank are immune to your aura, this is a Mind affecting extraordinary ability, once a creature saves they become immune to it for 24 hours, you may choose from the following affects each round as a free action:



Daze: The creature stands in awe of you and can only defend themselves, otherwise they stand slack jawed capable of doing nothing.
Fright: Cowering in fear the creature receives -2 to attacks, damage rolls, skill checks, AC and saves. The slightest look or gesture from the deity frightens them and they flee as fast as they can.
Resolve: Allies of the deity receive a +4 Morale bonus to attack rolls, damage rolls, saves and skill checks while his enemies receive a -4 penalty to the same rolls.


You grant spells to clerics and rangers who worship you, you may grant any spell on the cleric and ranger spell list, and any domain that you have. If you have levels in Druid or Paladin you may grant Druid spells and Paladin spells.

If you have levels in a divine spellcasting class you can cast any spells it grants spontaneously, you must still have the required ability score and level to cast the spell.

And lastly you gain the ability to form a Godly realm as the spell Genesis except with no components and no XP cost, the maximum radius of the Godly realm is 1000 ft (+1000ft per divine rank over 1), for more information see DaD pg 29.

Notes

I have yet to consolidate some redundant ability explanations

VarianArdell
2012-02-15, 08:06 PM
Bonus Feats: At 33rd and 37th you gain a bonus feat, this can be a bonus feat, bonus Epic Feat or a Salient Divine Ability (from DaD), you must still meet all the prerequisites.

the bolded part is pointless, because (unless you've gained divine ranks otherwise) you can never qualify for a salient divine ability, as they all require at least a DR of 1... other than that, this seems like a decent extension of VoP... I'd say "balanced", but is anything really "balanced" when it comes to epic?

BelGareth
2012-02-15, 08:21 PM
the bolded part is pointless, because (unless you've gained divine ranks otherwise) you can never qualify for a salient divine ability, as they all require at least a DR of 1... other than that, this seems like a decent extension of VoP... I'd say "balanced", but is anything really "balanced" when it comes to epic?

So true, easy enough to remedy however, thanks for pointing that out, for some reason I thought divine rank 0 was enough. ah well.

Dante & Vergil
2012-02-18, 07:42 PM
Divine Rank 0 should be enough to qualify, but some salient divine abilities are based on your Divine Rank, so that may be a problem when your Divine Rank = 0. Other than that, I like it so I think I'll file this away somewhere for future use.

VarianArdell
2012-02-18, 10:27 PM
Divine Rank 0 should be enough to qualify, but some salient divine abilities are based on your Divine Rank, so that may be a problem when your Divine Rank = 0. Other than that, I like it so I think I'll file this away somewhere for future use.

well, actually:

A divine rank of 1 is a prerequisite for all salient divine abilities. (http://www.d20srd.org/srd/divine/divineAbilitiesFeats.htm#salientDivineAbilities)

Eleven
2012-02-19, 12:31 AM
To be honest, I really struggle with the idea that not carrying stuff around for a really long time is a legitimate condition for divinity. The other stuff - cool. Becoming a demigod should require a substantial effort, though... some sort of quest, some spell, some divine boon. I always assumed that VoP's benefits (more or less) were essentially a replacement for the advantages of items. Should that list include godhood?

NineThePuma
2012-02-19, 01:25 AM
Something that's always bugged me.

Why is there a cap on the Natural Armor boost but not the Deflection boost?

BelGareth
2012-02-19, 11:24 AM
well, actually:
Yah, it says it at the beginning of the chapter, even though several salient abilities are useful without a divine rank as Dante & Vergil said.


To be honest, I really struggle with the idea that not carrying stuff around for a really long time is a legitimate condition for divinity. The other stuff - cool. Becoming a demigod should require a substantial effort, though... some sort of quest, some spell, some divine boon. I always assumed that VoP's benefits (more or less) were essentially a replacement for the advantages of items. Should that list include godhood?
It seems to me as the logical progression, you have forsworn any items and therefore become closer to being divine, you gain perfection at 20th, quasi divinity at 30th and Divinity (rank 1) at 40th, to me that establishes the actual power level of more powerful gods. (Level = rank x 10 +30)

And If they are 40th they should be pretty darn close if not all ready, plus I do believe there are several Epic Destiny's that do similar things, maybe to a lesser extent as there is really nothing written for 31+ level of play.


Something that's always bugged me.

Why is there a cap on the Natural Armor boost but not the Deflection boost?

I have had the same feeling but I did not want to rewrite Vaynor's and/or Drolyts original idea, it has become the standard VoP on these boards and I don't want to mess with it.

I would most likely change it to a standard increase like the Deflection bonus or make it equal to your Constitution Modifier.

NineThePuma
2012-02-19, 03:06 PM
I'd drop the initial boost to +1 and have it rise every 4 levels. That makes it a +5 at level 19 and carries it into epic, while still scaling faster than Deflection bonii.

BelGareth
2012-10-11, 06:43 PM
Ok I have wanted to expand upon this table for a couple of days, and a few hours to kill at work.

Here you go, VoP all the way to 105.

*Please note, it is slightly different to the above version, due to reshuffling some things, and have continuity among abilities (i.e every 6 levels...etc)



LevelBenefit
1Force Armor +4
2Deflection +2
3Force Armor +5, Natural Armor +2, Endure Elements
4Empowered Strike +1, Ability Score Enhancement +2, Resistance +1
5Sustenance, Bonus Feat
6Force Armor +6, Deflection +3, Natural Armor +3, Flight (Base Land Speed, Average Maneuverability)
7Empowered Strike (Special Ability, +1), Bonus Feat, Fortification (25%)
8Empowered Strike +2, Ability Score Enhancement +4/+2, Resistance +2, Mind Shielding
9Force Armor +7, Natural Armor +4, Bonus Feat
10Empowered Strike (Alignment), Damage Reduction (5/Magic), Energy Resistance (5)
11Empowered Strike (Special Ability, +2), Bonus Feat, Fortification (50%), Spell Resistance
12Force Armor +8, Deflection +4, Natural Armor +5, Empowered Strike +3, Ability Score Enhancement +6/+4/+2, Resistance +3, Flight (Double Speed, Good Maneuverability), Greater Sustenance
13Bonus Feat
14Freedom of Movement
15Force Armor +9, Natural Armor +6, Empowered Strike (Special Ability, +3), Bonus Feat, Fortification (75%), Damage Reduction (5/Varies), Energy Resistance (10)
16Empowered Strike +4, Ability Score Enhancement +8/+6/+4/+2, Resistance +4
17Bonus Feat, Regeneration(1)
18Force Armor +10, Deflection +5, Natural Armor +7, Flight (Triple Speed, Perfect Maneuverability), True Seeing
19Empowered Strike (Special Ability, +4), Bonus Feat, Fortification (100%)
20Empowered Strike +5, Ability Score Enhancement +10/+8/+6/+4/+2, Resistance +5, Damage Reduction (10/Varies), Energy Resistance (15), Perfection
21Force Armor +11, Natural Armor +8, Bonus Feat, Mind Blank
22Teleportation
23Empowered Strike (Special Ability, +5), Bonus Feat, Domain
24Force Armor +12, Deflection +6, Natural Armor +9, Empowered Strike +6, Ability Score Enhancement +12/+10/+8/+6/+4/+2, Resistance +6, Flight (4 times base speed)
25Bonus Feat, Damage Reduction (15/Varies), Energy Resistance (20)
26Plane Shift
27Force Armor +13, Natural Armor +10, Empowered Strike (Special Ability, +6), Bonus Feat
28Empowered Strike +7, Ability Score Enhancement +14/+12/+10/+8/+6/+4, Resistance +7
29Bonus Feat, Wish
30Force Armor +14, Deflection +7, Natural Armor +11, Flight (5 times base speed), Damage Reduction (20/Varies), Energy Resistance (25), Energy Immunity, Enlightenment(Rank 0)
31Empowered Strike (Special Ability, +7), Bonus Feat
32Empowered Strike +8, Ability Score Enhancement +16/+14/+12/+10/+8/+6, Resistance +8
33Force Armor +15, Natural Armor +12, Bonus Feat, Regeneration (5/Varies), Domain
34Greater plane shift
35Empowered Strike (Special Ability, +8), Bonus Feat, Damage Reduction (25/Varies), Energy Resistance (30)
36Force Armor +16, Deflection +8, Natural Armor +13, Empowered Strike +9, Ability Score Enhancement +18/+16/+14/+12/+10/+8, Resistance +9
37Bonus Feat
38Greater Teleport
39Force Armor +17, Natural Armor +14, Empowered Strike (Special Ability, +9), Bonus Feat, Regeneration (10/Varies)
40Empowered Strike +10, Ability Score Enhancement +20/+18/+16/+14/+12/+10, Resistance +10, Damage Reduction (30/Varies), Energy Resistance (35), Energy Immunity, Demigod(Rank 1)
41Bonus Feat
42Force Armor +18, Deflection +9, Natural Armor +15
43Empowered Strike (Special Ability, +10), Bonus Feat, Domain
44Empowered Strike +11, Ability Score Enhancement +22/+20/+18/+16/+14/+12, Resistance +11
45Force Armor +19, Natural Armor +16, Bonus Feat, Damage Reduction (35/Varies), Energy Resistance (40), Regeneration (15/Varies)
46Improved Greater plane shift
47Empowered Strike (Special Ability, +11), Bonus Feat
48Force Armor +20, Deflection +10, Natural Armor +17, Empowered Strike +12, Ability Score Enhancement +24/+22/+20/+18/+16/+14, Resistance +12
49Bonus Feat
50Damage Reduction (40/Varies), Energy Resistance (45), Energy Immunity, Demigod(Rank 2)
51Force Armor +21, Natural Armor +18, Empowered Strike (Special Ability, +12), Bonus Feat, Regeneration (20/Varies)
52Empowered Strike +13, Ability Score Enhancement +26/+24/+22/+20/+18/+16, Resistance +13
53Bonus Feat, Domain
54Force Armor +22, Deflection +11, Natural Armor +19
55Empowered Strike (Special Ability, +13), Bonus Feat, Damage Reduction (45/Varies), Energy Resistance (50)
56Empowered Strike +14, Ability Score Enhancement +28/+26/+24/+22/+20/+18, Resistance +14
57Force Armor +23, Natural Armor +20, Bonus Feat, Regeneration (25/Varies)
58Gate
59Empowered Strike (Special Ability, +14), Bonus Feat
60Force Armor +24, Deflection +12, Natural Armor +21, Empowered Strike +15, Ability Score Enhancement +30/+28/+26/+24/+22/+20, Resistance +15, Damage Reduction (50/Varies), Energy Resistance (55), Energy Immunity, , Demigod(Rank 3)
61Entourage
62Divine Salient Ability
63Force Armor +25, Natural Armor +22, Empowered Strike (Special Ability, +15), Bonus Feat, Regeneration (30/Varies)
64Empowered Strike +16, Ability Score Enhancement +32/+30/+28/+26/+24/+22, Resistance +16
65Bonus Feat, Damage Reduction (55/Varies), Energy Resistance (60)
66Force Armor +26, Deflection +13, Natural Armor +23, Divine Salient Ability
67Empowered Strike (Special Ability, +16), Bonus Feat
68Empowered Strike +17, Ability Score Enhancement +34/+32/+30/+28/+26/+24, Resistance +17
69Force Armor +27, Natural Armor +24, Bonus Feat, Regeneration (35/Varies)
70Damage Reduction (60/Varies), Energy Resistance (65), Demigod(Rank 4), Divine Salient Ability
71Empowered Strike (Special Ability, +17), Bonus Feat
72Force Armor +28, Deflection +14, Natural Armor +25, Empowered Strike +18, Ability Score Enhancement +36/+34/+32/+30/+28/+26, Resistance +18
73Bonus Feat
74Divine Salient Ability
75Force Armor +29, Natural Armor +26, Empowered Strike (Special Ability, +18), Bonus Feat, Damage Reduction (65/Varies), Energy Resistance (70), Regeneration (40/Varies)
76Empowered Strike +19, Ability Score Enhancement +38/+36/+34/+32/+30/+28, Resistance +19
77Bonus Feat
78Force Armor +30, Deflection +15, Natural Armor +27, Divine Salient Ability
79Empowered Strike (Special Ability, +19), Bonus Feat
80Empowered Strike +20, Ability Score Enhancement +40/+38/+36/+34/+32/+30, Resistance +20, Damage Reduction (70/Varies), Energy Resistance (75), Demigod(Rank 5)
81Force Armor +31, Natural Armor +28, Bonus Feat, Regeneration (45/Varies)
82Divine Salient Ability
83Empowered Strike (Special Ability, +20), Bonus Feat
84Force Armor +32, Deflection +16, Natural Armor +29, Empowered Strike +21, Ability Score Enhancement +42/+40/+38/+36/+34/+32, Resistance +21
85Bonus Feat, Damage Reduction (75/Varies), Energy Resistance (80)
86Divine Salient Ability
87Force Armor +33, Natural Armor +30, Empowered Strike (Special Ability, +21), Bonus Feat, Regeneration (50/Varies)
88Empowered Strike +22, Ability Score Enhancement +44/+42/+40/+38/+36/+34, Resistance +22
89Bonus Feat
90Force Armor +34, Deflection +17, Natural Armor +31, Damage Reduction (80/Varies), Energy Resistance (85), Demigod(Rank 6), Divine Salient Ability
91Bonus Feat
92Empowered Strike +23, Empowered Strike (Special Ability, +22), Ability Score Enhancement +46/+44/+42/+40/+38/+36, Resistance +23
93Force Armor +35, Natural Armor +32, Bonus Feat, Regeneration (55/Varies)
94Divine Salient Ability
95Bonus Feat, Damage Reduction (85/Varies), Energy Resistance (90)
96Force Armor +36, Deflection +18, Natural Armor +33, Empowered Strike +24, Empowered Strike (Special Ability, +23), Ability Score Enhancement +48/+46/+44/+42/+40/+38, Resistance +24
97Bonus Feat
98Divine Salient Ability
99Force Armor +37, Natural Armor +34, Bonus Feat, Regeneration (60/Varies)
100Empowered Strike +25, Empowered Strike (Special Ability, +24), Ability Score Enhancement +50/+48/+46/+44/+42/+40, Resistance +25, Damage Reduction (90/Varies), Energy Resistance (95), Dlesser Deitie(Rank 7)
101Bonus Feat
102Force Armor +38, Deflection +19, Natural Armor +35, Divine Salient Ability
103Bonus Feat
104Empowered Strike +26, Empowered Strike (Special Ability, +25), Ability Score Enhancement +52/+50/+48/+46/+44/+42, Resistance +26
105Force Armor +39, Natural Armor +36, Bonus Feat, Damage Reduction (95/Varies), Energy Resistance (100), Regeneration (65/Varies)


Force Armor (Su): At 1st level you gain a +4 armor bonus to AC. This bonus increases to +5 at 3rd level, and increases by +1 every three levels thereafter. This bonus does not apply to touch attacks, but does apply to incorporeal touch attacks.

Deflection (Su): At 2nd level you gain a +2 deflection bonus to AC. This bonus increases to +3 at 6th level, and by an additional +1 every 6 levels thereafter.

Natural Armor (Ex): At 3rd level you gain a +2 enhancement bonus to natural armor. This bonus increases by +1 at 6th level and every 3 levels thereafter.

Endure Elements (Ex): At 3rd level you become immune to the effects of being in a hot or cold environment. You can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves (as described int the Dungeon Master's Guide).

Empowered Strike (Su): At 4th level you gain a +1 enhancement bonus on all attack and damage rolls. In effect, any weapon you wield functions as a +1 magic weapon, and can overcome the damage reduction of a creature as though it were a magic weapon. This enhancement increases by +1 at 8th level and every 4 levels thereafter. At 10th level any weapon you wield is also considered to have your alignment, so for example if you were Chaotic Good you would ignore damage reduction x/good and x/chaotic. At 7th level, and again every 4 levels thereafter, you may choose to apply any magic weapon special ability to any weapon you wield.

If your level is higher than 20th, you may choose epic Weapon special abilities.

Ability Score Enhancement (Ex): At 4th level you gain a +2 enhancement bonus to one ability score. At 8th level and every four levels thereafter you gain a +2 enhancement bonus to an additional ability score, and each previous ability's enhancement increases by +2.

Resistance (Ex): At 4th level you gain a +1 resistance bonus to saving throws. This bonus increases by +1 at 8th level and every 4 levels thereafter.

Sustenance (Ex): At 5th level you no longer need to eat or drink.

Bonus Feats: At 5th, and every odd level thereafter you gain a bonus feat. You must meet all prerequisites for the feat. If your level is above 20th, you may choose an Epic Feat instead.

Flight (Su): At 6th level you gain a fly speed equal to your base land speed with average maneuverability. At 12th level this increases to double your base land speed with good maneuverability, at 18th level it increases to triple your base land speed with perfect maneuverability and continues to increase in speed for every 6 levels to a maximum of x5 your base land speed.

Fortification (Ex): Starting at 7th level, when you are affected by a sneak attack or critical hit you have a chance to negate the effect and take normal damage, depending on level: 7th: 25% 11th: 50% 15th: 75% 19th: 100%.

Mind Shielding (Ex): At 8th level you become immune to detect thoughts, discern lies, and any attempt to discern your alignment.

Damage Reduction (Su): You gain damage reduction 5/magic at 10th level. At 15th level this increases to 5/magic and silver (if you are lawful), or 5/magic and cold iron (if you are chaotic), or 5/magic and adamantine (if you are neutral). At 20th level this increases to 10/epic and silver (if you are lawful), or 10/epic and cold iron (if you are chaotic), or 10/epic and adamantine (if you are neutral).

This improves by 5 every 5 levels.

Energy Resistance (Ex): At 10th level you gain resistance 5 against acid, cold, electricity, fire, and sonic energy. This increases by 5 every 5 levels.

Spell Resistance (Su): Starting at 11th level you gain spell resistance equal to your ECL + 11.

Greater Sustenance (Ex): At 12th level you no longer need to breath.

Freedom of Movement (Ex): Starting at 14th level you can act as if continually under the effect of a freedom of movement spell.

Regeneration (Ex): Starting at 17th level you heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes.

At 33rd level your regeneration increases exponentially, you recover 5 points of damage per round and all damage dealt to you is converted to non lethal damage. Your regeneration can be overcome by Good aligned weapons and spells (if Evil), Evil aligned Weapons and spells (if Good), Chaotic aligned weapons and spells (if Lawful), Lawful aligned weapons and spells (if Chaotic), or 1 energy type (pick either Electricity, Acid, Fire or Cold, this cannot be an energy you are immune to) weapons and spells (if you are Neutral). If your alignment has multiple components, pick one. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.

This improves by 5 every 6 levels.

True Seeing (Su): At 18th level you gain a continuous true seeing ability, as the spell.

Perfection: At 20th level you transcend mortal limits. You become an outsider, gaining the outsider type with appropriate alignment subtypes and the native subtype (though you do not need to eat, sleep, or breath).

Mind Blank (Su): At level 21 the character gains a mind blank effect, as the spell mind blank.

Domain (Sp): At level 23 you may select a single domain. You gain 9 spell-like abilities, one for each spell level. These SLA's are usable 1/day. You also gain the domain ability if it applies to your classes. At level 33 you may select another domain, or lose access to your previous domain and gain a planar domain (SpC 282). A planar domain is effectively two domains). You gain 18 SLA's when you gain a planar domain, two for each spell level. You must meet all prerequisites for planar domains. At level 43 you gain a third domain (or second, if you chose to use a planar domain). Use your highest ability score to determine pertinent information such as Difficulty Class. Your caster level for these SLA's is equal to your ECL. You may choose the same domain twice, gaining each SLA twice instead of just once. However, you do not gain the effects of the domain ability twice.

If the character already has access to domains from a class, then the spells from the domains selected are considered domain spells for that class only. For example, a level 23 cleric with the Law and Healing domains that selected Sun as their level 23 domain could prepare any spell from the Sun domain in their domain spell slots, as well as any spell from the Law and Healing domains as normal.

You gain an additional Domain every 10 levels to a maximum of 4 at 53rd level.

Energy Immunity: At level 30 you may select an energy type. You are now immune to that energy type. You may not select an energy type that corresponds with your Regeneration ability (if any).

You gain an additional energy of your choice at 40th, 50th, and 60th levels.

Teleportation (Su): At level 22 you gain the ability to teleport at will. By concentrating for one minute, you may teleport as the spell greater teleport. This ability only affects you.

Plane Shift (Su): At level 26 you gain the ability to plane shift at will. By concentrating for five minutes, you may shift planes as the spell plane shift. This ability only affects you.

Wish (Sp): At level 29 you gain the ability to cast wish once per day. The base 5,000 XP cost is halved, however any additional XP costs incurred by wish must be paid in full.

Enlightenment (Ex): You have achieved the pinnacle of your spiritual enlightenment. At level 30, you become a quasi-deity, granting divine rank 0. You are immortal, and no longer can die from old age. Additionally, you no longer suffer aging penalties (any previously incurred penalties are still in effect) but still gain the benefits of aging. You gain benefits of being a quasi-deity with divine rank 0, including and limited to the following: all future hit die are maximized, your base land speed increases to 60 ft., a deflection bonus to your AC equal to your Charisma modifier, immunity to transmutation, immunity to energy drain, ability damage, and ability drain. You are not able to grant spells.

Greater plane shift (Su): At 34th level you gain the ability plane shift at will. By concentrating for five minutes, you may shift planes as the spell greater plane shift. This ability only affects you.

Greater Teleport (Su): At 38th level your ability to transport yourself long distances becomes easier to manifest, you may now cast Greater Teleport as a full round action instead of 10 minutes.

Improved Greater plane shift (Su): At 46th level your ability to transport yourself long distances becomes easier to manifest, you may now cast Greater Plane Shift as a full round action instead of 5 minutes.

Gate (Su): At 58th level you gain the ability Gate at will.

Entourage (Ex): You gain an Entourage, you may attract a number of subcohorts. A sub-cohort’s ECL = 1/4 the your Leadership Score (rounded down) + 5. The number of sub-cohorts you can attract is equal to 1/10th your Leadership Score (rounded down).

Divine Salient Ability: At 62nd level, and every 4 levels thereafter you gain a bonus Divine Salient Ability. You must meet all prerequisites for the Divine Salient Ability.

Demigod: At 40th level you have risen above the mortal realm of even a Quasi deity and have realized your destiny, you have become a Demigod with Divine rank 1 with all the benefits according a deity of Divine rank 1. You no longer fail on a natural 1 for attack rolls or saving throws, you are immune to all disease, poison, stunning, sleep, paralysis, death affects and disintegration. You gain a Divine salient ability (that you meet the requirements for), you may use your domain powers an additional time per day equal to your divine rank, you gain the ability to cast any of your domain spells at will, and you gain a deflection bonus to your AC equal to your Charisma modifier.

You may add your Divine rank as a Divine bonus to all of your attack, damage rolls, saves, skill checks, turning checks, spell penetration checks, caster level checks and to the DC's of your spells and spell like abilities.

Your senses increase in range equal to a mile per divine rank, the domains you have (from the VoP) now act as your portfolio and you now have a limited sense of things that happen within your portfolio (see DaD for more information, pg 28), you may perform 2 free skill checks per round as long as the DC does not exceed 15, you may create magic items worth up to 4500 gp without the item creation feats as long as it relates to your portfolio (you must still meet all other requirements), if you have the related feat the XP cost is halved for the creation of the item.

You gain a divine aura out to 10ft with a DC of 50 + Divine rank + Cha modifier, Deities with equal or greater rank are immune to your aura, this is a Mind affecting extraordinary ability, once a creature saves they become immune to it for 24 hours, you may choose from the following affects each round as a free action:



Daze: The creature stands in awe of you and can only defend themselves, otherwise they stand slack jawed capable of doing nothing.
Fright: Cowering in fear the creature receives -2 to attacks, damage rolls, skill checks, AC and saves. The slightest look or gesture from the deity frightens them and they flee as fast as they can.
Resolve: Allies of the deity receive a +4 Morale bonus to attack rolls, damage rolls, saves and skill checks while his enemies receive a -4 penalty to the same rolls.


You grant spells to clerics and rangers who worship you, you may grant any spell on the cleric and ranger spell list, and any domain that you have. If you have levels in Druid or Paladin you may grant Druid spells and Paladin spells.

If you have levels in a divine spellcasting class you can cast any spells it grants spontaneously, you must still have the required ability score and level to cast the spell.

And lastly you gain the ability to form a Godly realm as the spell Genesis except with no components and no XP cost, the maximum radius of the Godly realm is 1000 ft (+1000ft per divine rank over 1), for more information see DaD pg 29.

Lesser Deities
Lesser Deities (Divine Rank 6) may take 10 on any skill checks, turning checks, spell penetration checks and, caster level checks.

Lesser Deities are also immune to any Imprison or banishment effects, such as Banishment, Binding, Dimensional Anchor, Dismissal, Imprisonment, Repulsion, Soul Bind, Temporal Stasis, Trap the soul and Turning/rebuking.

Dante & Vergil
2012-10-12, 08:38 PM
Ermahgerd, that's a huge progression!!!
At levels 40 and 50, you have divine rank 1 on each, and the rest of the progression increases after level 50 at the intervals. Was that intentional?

BelGareth
2012-10-12, 08:44 PM
Ermahgerd, that's a huge progression!!!
At levels 40 and 50, you have divine rank 1 on each, and the rest of the progression increases after level 50 at the intervals. Was that intentional?

Nice Catch, no it was a typo...Rank 7 WOOT!

ben-zayb
2013-03-22, 06:36 AM
Not sure if this is still WIP (for purposes of thread necro), but I've just noticed that the bonus feat intervals became on every odd levels...

Originally (Drolyt's) it was at every odd levels that are non-divisible by 3, which basically means at every odd levels were bonus feats aren't gained. I just noticed because some people from another thread were complaining for the possible feat excess brought by this. :smallcool:

My 2cp:
If a simpler feat progression is what's needed, gaining a feat after every three levels starting from L1 actually yields approximately the same amount of feat as that of in Drolyt's fix.

BelGareth
2014-02-07, 02:14 PM
Had some rare time at work, thought I would add the new iteration of the VoP into epic sans deity craziness as it had been asked for from a few people.


Epic VoP


LevelBonus
1Force Armor +4
2Endure Elements
3Resistance +1
4Force Armor +5, Deflection +1, Empowered Strike +1, Ability Score Enhancement +2
5Bonus feat, Sustenance, Spell like abilities
6Natural armor +1, Force Armor (Special Ability +1), Movement
7Force Armor +6, Resistance +2, Empowered Strike (Special Ability, +1)
8Deflection +2, Empowered Strike +2, Ability Score Enhancement +4/+2
9Natural armor +2, Bonus feat, Mind shielding
10Force Armor +7, Force Armor (Special Ability +2), Damage Reduction (5/Magic), Energy Resistance (5)
11Resistance +3, Empowered Strike (Special Ability, +2)
12Deflection +3, Natural armor +3, Empowered Strike +3, Ability Score Enhancement +6/+4/+2
13Force Armor +8, Bonus feat, Greater Sustenance
14Force Armor (Special Ability +3), Improved Movement
15Natural armor +4, Resistance +4, Empowered Strike (Special Ability, +3), Damage Reduction (5/Varies), Energy Resistance (10)
16Force Armor +9, Deflection +4, Empowered Strike +4, Ability Score Enhancement +8/+6/+4/+2
17Bonus feat, Spell Resistance, Spell like abilities
18Natural armor +5, Force Armor (Special Ability +4)
19Force Armor +10, Resistance +5, Empowered Strike (Special Ability, +4), Regeneration
20Deflection +5, Empowered Strike +5, Ability Score Enhancement +10/+8/+6/+4/+2, Damage Reduction (10/Varies), Energy Resistance (15)
21Natural armor +6, Bonus Epic feat
22Force Armor +11, Force Armor (Special Ability +5), Greater Movement
23Resistance +6, Empowered Strike (Special Ability, +5)
24Deflection +6, Natural armor +7, Empowered Strike +6, Ability Score Enhancement +12/+10/+8/+6/+4/+2
25Force Armor +12, Bonus Epic feat, Damage Reduction (15/Varies), Energy Resistance (20)
26Force Armor (Special Ability +6), Perfection
27Natural armor +8, Resistance +7, Empowered Strike (Special Ability, +6)
28Force Armor +13, Deflection +7, Empowered Strike +7, Ability Score Enhancement +14/+12/+10/+8/+6/+4
29Bonus Epic feat, Regeneration (5/Varies), Spell like abilities
30Natural armor +9, Force Armor (Special Ability +7), Damage Reduction (20/Varies), Energy Resistance (25), Superior Movement
31Force Armor +14, Resistance +8, Empowered Strike (Special Ability, +7)
32Deflection +8, Empowered Strike +8, Ability Score Enhancement +16/+14/+12/+10/+8/+6
33Natural armor +10, Bonus Epic feat
34Force Armor +15, Force Armor (Special Ability +8)
35Resistance +9, Empowered Strike (Special Ability, +8), Damage Reduction (25/Varies), Energy Resistance (30)
36Deflection +9, Natural armor +11, Empowered Strike +9, Ability Score Enhancement +18/+16/+14/+12/+10/+8
37Force Armor +16, Bonus Epic feat
38Force Armor (Special Ability +9), Supernatural Movement
39Natural armor +12, Resistance +10, Empowered Strike (Special Ability, +9), Regeneration (510/Varies)
40Force Armor +17, Deflection +10, Empowered Strike +10, Ability Score Enhancement +20/+18/+16/+14/+12/+10, Damage Reduction (30/Varies), Energy Resistance (35)
41Bonus Epic feat, Spell like abilities
42Natural armor +13, Force Armor (Special Ability +10)
43Force Armor +18, Resistance +11, Empowered Strike (Special Ability, +10)
44Deflection +11, Empowered Strike +11, Ability Score Enhancement +22/+20/+18/+16/+14/+12
45Natural armor +14, Bonus Epic feat, Damage Reduction (35/Varies), Energy Resistance (40)
46Force Armor +19, Force Armor (Special Ability +11), extraordinary Movement
47Resistance +12, Empowered Strike (Special Ability, +11)
48Deflection +12, Natural armor +15, Empowered Strike +12, Ability Score Enhancement +24/+22/+20/+18/+16/+14
49Force Armor +20, Bonus Epic feat, Regeneration (15/Varies)
50Force Armor (Special Ability +12), Damage Reduction (40/Varies), Energy Resistance (45)
51Natural armor +16, Resistance +13, Empowered Strike (Special Ability, +12)
52Force Armor +21, Deflection +13, Empowered Strike +13, Ability Score Enhancement +26/+24/+22/+20/+18/+16
53Bonus Epic feat, Spell like abilities
54Natural armor +17, Force Armor (Special Ability +13)
55Force Armor +22, Resistance +14, Empowered Strike (Special Ability, +13), Damage Reduction (45/Varies), Energy Resistance (50)
56Deflection +14, Empowered Strike +14, Ability Score Enhancement +28/+26/+24/+22/+20/+18
57Natural armor +18, Bonus Epic feat
58Force Armor +23, Force Armor (Special Ability +14)
59Resistance +15, Empowered Strike (Special Ability, +14), Regeneration (20/Varies)
60Deflection +15, Natural armor +19, Empowered Strike +15, Ability Score Enhancement +30/+28/+26/+24/+22/+20, Damage Reduction (50/Varies), Energy Resistance (55)
61Force Armor +24, Bonus Epic feat
62Force Armor (Special Ability +15), Entourage
63Natural armor +20, Resistance +16, Empowered Strike (Special Ability, +15)
64Force Armor +25, Deflection +16, Empowered Strike +16, Ability Score Enhancement +32/+30/+28/+26/+24/+22
65Bonus Epic feat, Damage Reduction (55/Varies), Energy Resistance (60), Spell like abilities
66Natural armor +21, Force Armor (Special Ability +16)
67Force Armor +26, Resistance +17, Empowered Strike (Special Ability, +16)
68Deflection +17, Empowered Strike +17, Ability Score Enhancement +34/+32/+30/+28/+26/+24
69Natural armor +22, Bonus Epic feat, Regeneration (25/Varies)
70Force Armor +27, Force Armor (Special Ability +17), Damage Reduction (60/Varies), Energy Resistance (65)
71Resistance +18, Empowered Strike (Special Ability, +17)
72Deflection +18, Natural armor +23, Empowered Strike +18, Ability Score Enhancement +36/+34/+32/+30/+28/+26
73Force Armor +28, Bonus Epic feat
74Force Armor (Special Ability +18), Domains
75Natural armor +24, Resistance +19, Empowered Strike (Special Ability, +18), Damage Reduction (65/Varies), Energy Resistance (70)
76Force Armor +29, Deflection +19, Empowered Strike +19, Ability Score Enhancement +38/+36/+34/+32/+30/+28
77Bonus Epic feat, Spell like abilities
78Natural armor +25, Force Armor (Special Ability +18)
79Force Armor +30, Resistance +20, Empowered Strike (Special Ability, +19), Regeneration (30/Varies)
80Deflection +20, Empowered Strike +20, Ability Score Enhancement +40/+38/+36/+34/+32/+30, Damage Reduction (70/Varies), Energy Resistance (75)
81Natural armor +26, Bonus Epic feat
82Force Armor +31, Force Armor (Special Ability +19)
83Resistance +21, Empowered Strike (Special Ability, +20)
84Deflection +21, Natural armor +27, Empowered Strike +21, Ability Score Enhancement +42/+40/+38/+36/+34/+32
85Force Armor +32, Bonus Epic feat, Damage Reduction (75/Varies), Energy Resistance (80)
86Force Armor (Special Ability +20), Demiplane
87Natural armor +28, Resistance +22, Empowered Strike (Special Ability, +21)
88Force Armor +33, Deflection +22, Empowered Strike +22, Ability Score Enhancement +44/+42/+40/+38/+36/+34
89Bonus Epic feat, Regeneration (35/Varies), Spell like abilities
90Natural armor +29, Force Armor (Special Ability +21), Damage Reduction (80/Varies), Energy Resistance (85)
91Force Armor +34, Resistance +23, Empowered Strike (Special Ability, +22)
92Deflection +23, Empowered Strike +23, Ability Score Enhancement +46/+44/+42/+40/+38/+36
93Natural armor +30, Bonus Epic feat
94Force Armor +35, Force Armor (Special Ability +22)
95Resistance +24, Empowered Strike (Special Ability, +23), Damage Reduction (85/Varies), Energy Resistance (90)
96Deflection +24, Natural armor +31, Empowered Strike +24, Ability Score Enhancement +48/+46/+44/+42/+40/+38
97Force Armor +36, Bonus Epic feat
98Force Armor (Special Ability +23), Enlightenment
99Natural armor +32, Resistance +25, Empowered Strike (Special Ability, +24), Regeneration (40/Varies)
100Force Armor +37, Deflection +25, Empowered Strike +25, Ability Score Enhancement +50/+48/+46/+44/+42/+40, Damage Reduction (90/Varies), Energy Resistance (95)


Force Armor (Su): At 1st level you gain a +4 armor bonus to AC. This bonus increases to +5 at 4th level, and increases by +1 every three levels thereafter. This bonus does not apply to touch attacks, but does apply to incorporeal touch attacks.

Additionally, at 6th level, and again every 4 levels thereafter, you may choose to apply any magic armor special ability up to your maximum listed.

You may change the enhancement layout only when you level. Special abilities that have finite uses are not allowed.

Endure Elements (Ex): At 2nd level you become immune to the effects of being in a hot or cold environment. You can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves (as described in the Dungeon Master's Guide).

Resistance (Ex): At 3rd level you gain a +1 resistance bonus to saving throws. This bonus increases by +1 at 7th level and every 4 levels thereafter.

Deflection (Su): At 4th level you gain a +1 deflection bonus to AC. This bonus increases to +2 at 8th level, and by an additional +1 every 4 levels thereafter.

Empowered Strike (Su): At 4th level you gain a +1 enhancement bonus on all attack and damage rolls. In effect, any weapon you wield functions as a +1 magic weapon, and can overcome the damage reduction of a creature as though it were a magic weapon. This enhancement increases by +1 at 8th level and every 4 levels thereafter. At 10th level any weapon you wield is also considered to have your alignment, so for example if you were Chaotic Good you would ignore damage reduction x/good and x/chaotic. At 7th level, and again every 4 levels thereafter, you may choose to apply any magic weapon special ability to any weapon you wield, up to the maximum listed.

If your level is higher than 20th, you may choose epic Weapon special abilities.

If you are wielding more than one weapon, you may split the enhancement bonus between any amount of weapons, to include your special ability bonus. If you do this, you may use your empowered strike bonus as a weapon enhancement bonus instead, but only up to a maximum allowed by the VoP level.

Example:
Billy-Jo is a 24th level VoP fighter, he dual wields scimitars, usually he would only be able to enhance one weapon for +6, with +5 special abilities. But if he splits it among his two weapons, he could have one +4 Flaming Keen scimitar and a +4 flaming scimitar. if he wished he could raise one to +6 and the other to +5, but could not go above +7.

You may change the enhancement layout only when you level. Special abilities that have finite uses are not allowed.

Ability Score Enhancement (Ex): At 4th level you gain a +2 enhancement bonus to one ability score. At 8th level and every four levels thereafter you gain a +2 enhancement bonus to an additional ability score, and each previous abilities enhancement increases by +2.

Bonus Feats: At 5th, and every 4 levels thereafter you gain a bonus feat. You must meet all prerequisites for the feat. If your level is above 20th, you may choose an Epic Feat instead.

Sustenance (Ex): At 5th level you no longer need to eat or drink.

Spell Like Abilities (Sp): At 5th level you gain any 3 spells up to 3rd as spell like abilities, useable up to 3 times per day, your caster level is equal to your HD and your casting stat is either your Wisdom, Charisma, or Intelligence, chosen at the time you gain this ability.

At 17th level, you gain any 3 spells up to 5th, useable up to 3 times per day. In addition, you are able to use your previous spell like abilities gained with this ability at will. You gain additional spell like abilities as follows:


LevelSLA level
5th1st-3rd
17th1st-5th
29th1st-7th
41st1st-9th
53rd1st-11th*
65th1st-13th*
77th1st-15th*
89th1st-17th*

note: * = Spells above 9th can be modified by metamagic feats, you do not need to know the feats to gain a sla modified by one.

Natural Armor (Ex): At 6th level you gain a +1 enhancement bonus to natural armor. This bonus increases by +1 at 9th level and every 3 levels thereafter.

Movement (Su): At 6th level you gain a special mode of movement, choose one mode, hereafter, you gain the benefits listed for your mode at the levels given:


LevelFast movementFlight]BurrowingSwimming
6th+10 land speedLevitate at willBurrow ½ land speedSwim ½ land speed
14th+30 land speedFly(poor) at land speedBurrow at land speedSwim at land speed
22nd+60 land speedFly(average) at 2 x land speedBurrow at 2 x land speedSwim at 2 x land speed
30th+120 land speedFly(good) at 3 x land speedBurrow at 3 x land speedSwim at 3 x land speed
38th+180 land speedFly(Perfect) at 4 x land speedBurrow at 4 x land speedSwim at 4 x land speed
46thAbility becomes extraordinaryAbility becomes extraordinaryAbility becomes extraordinaryAbility becomes extraordinary


Mind Shielding (Ex): At 8th level you become immune to detect thoughts, discern lies, and any attempt to discern your alignment.

Damage Reduction (Su): You gain damage reduction 5/magic at 10th level. At 15th level this increases to 5/magic and silver (if you are lawful), or 5/magic and cold iron (if you are chaotic), or 5/magic and adamantine (if you are neutral). At 20th level this increases to 10/epic and silver (if you are lawful), or 10/epic and cold iron (if you are chaotic), or 10/epic and adamantine (if you are neutral).

This improves by 5 every 5 levels.

Energy Resistance (Ex): At 10th level you gain resistance 5 against acid, cold, electricity, fire, and sonic energy. This increases by 5 every 5 levels.

Greater Sustenance (Ex): At 13th level you no longer need to breath.

Spell Resistance (Su): Starting at 17th level you gain spell resistance equal to your ECL + 11.

Regeneration (Ex): Starting at 19th level you heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes.

At 29th level your regeneration increases exponentially, you recover 5 points of damage per round and all damage dealt to you is converted to non lethal damage. Your regeneration can be overcome by Good aligned weapons and spells (if Evil), Evil aligned Weapons and spells (if Good), Chaotic aligned weapons and spells (if Lawful), Lawful aligned weapons and spells (if Chaotic), or 1 energy type (pick either Electricity, Acid, Fire or Cold, this cannot be an energy you are immune to) weapons and spells (if you are Neutral). If your alignment has multiple components, pick one. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.

This improves by 5 every 10 levels.

Perfection: At 26th level you transcend mortal limits. You become an outsider, gaining the outsider type with appropriate alignment subtypes and the native subtype (though you do not need to eat, sleep, or breath).

Entourage (Ex): At 62nd level, you gain an Entourage, you may attract a number of subcohorts. A sub-cohort’s ECL = 1/4 the your Leadership Score (rounded down) + 5. The number of sub-cohorts you can attract is equal to 1/10th your Leadership Score (rounded down).

Domain’s (Sp): At 74th level, you gain the ability to grant spells, and the ability to influence domains. Choose 4 domains that are closely tied to you character. You gain those domains special abilities, and the related domain spells as spell like abilities, usable at will.

Demiplane (Ex): At 86th level, you gain the ability to create a personal demiplane like the spell genesis, with a few exceptions. The effect is permanent, and cannot be dispelled by any means, you have total control over the environment and can manipulate it at will. The limit of this demiplane is 1000 ft per level.

Enlightenment (Ex): You have achieved the pinnacle of your spiritual enlightenment. At 98th level, you become a quasi-deity, granting divine rank 0. You are immortal, and no longer can die from old age. Additionally, you no longer suffer aging penalties (any previously incurred penalties are still in effect) but still gain the benefits of aging. You gain benefits of being a quasi-deity with divine rank 0, including and limited to the following: all hit die are maximized, your base land speed increases to 60 ft., a deflection bonus to your AC equal to your Charisma modifier, immunity to transmutation, immunity to energy drain, ability damage, and ability drain.


Some serious changes include, removing all deitie ranks, (except for enlightenment at level 98), all fixed SLA's, and the adjustment of every bonus to flow evenly across all levels.

Bonuses start at +1 and grow (as opposed to +2 or more from earlier versions)

SLA's are now open to any spells, allowing for more flexibility in character creation.

Armor enhancements have been added, to mirror the weapon enhancements.

Standard flight was replaced with your option of movement, because it makes no sense for a dwarf who lives underground to fly and not burrow.

Energy Immunity was removed for balance, if you want it, you can add it via the spell and SLA's.

Svata
2014-05-12, 06:57 AM
Energy Immunity in epic wasn't unbalancing anything, IMHO, because of the Rings of Elemental Immunity exists, and by the time you had it in, they would be affordable item, and there's one at 2,160,000 that gives all 5 types, instead of just three.

LoyalPaladin
2016-09-27, 11:27 AM
Energy Immunity in epic wasn't unbalancing anything, IMHO, because of the Rings of Elemental Immunity exists, and by the time you had it in, they would be affordable item, and there's one at 2,160,000 that gives all 5 types, instead of just three.
I literally purchases a Ring of Wizardry VII so that I could cast the spell five times. Oh, hey Svata. Long time no see.