qwertyu63
2013-06-25, 04:36 PM
This thread now contains two VoP fixes. If your DM is more open to homebrew, use the big one listed first. If your DM tries to stay close to first party content, use the small one at the end.
Vow of Poverty [General]:
You have sworn off material goods. In exchange you have found deeper insights to the universe.
Prerequisite: Any good alignment.
Benefits:
Each day, you can meditate (which takes 1 minute), gaining a number of vow points equal to your ECL (any points left over from the previous day are lost). These points can be spent to obtain a number of effects, which are listed below. Buying an effect is a swift action. All effects bought are lost when you meditate to gain your vow points (You may not have the same effect twice at the same time).
----------------------------------------------
Effects:
----------------------------------------------
Thought Armor (Ex):
Cost: 1 vow point.
You gain a +4 Armor bonus to your AC (This bonus doesn't apply to touch attacks). If you are at least ECL 6, the bonus is increased to +6. If you are at least ECL 12, the bonus is increased to +10. If you are at least ECL 18, the bonus is increased to +16.
Deflection (Ex):
Cost: 1 vow point.
You gain a +2 Deflection bonus to your AC (This bonus does apply to touch attacks). If you are at least ECL 6, the bonus is increased to +3. If you are at least ECL 12, the bonus is increased to +5. If you are at least ECL 18, the bonus is increased to +8.
Resistance (Ex):
Cost: 1 vow point.
You gain a +2 Resistance bonus to your saves. If you are at least ECL 6, the bonus is increased to +3. If you are at least ECL 12, the bonus is increased to +5. If you are at least ECL 18, the bonus is increased to +8.
Magical Strike (Su):
Cost: 1 vow point.
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. If you are at least ECL 6, the bonus is increased to +2 and any weapon you wield is also treated as good aligned for DR. If you are at least ECL 12, the bonus is increased to +3 and is also treated as having the Holy enchantment and can ignore any DR that is ignored by alchemical silver, adamantine, or cold iron. If you are at least ECL 18, the bonus is increased to +5 and is treated also treated as having the Holy enchantment, can ignore any DR that is ignored by alchemical silver, adamantine, or cold iron and can strike incorporeal or ethereal creatures as if they weren't incorporeal or ethereal. These effects also apply to natural weapons and unarmed strikes.
Endure Elements (Ex):
Cost: 1 vow point.
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). If you are at least ECL 6, you also get resistance 4 against cold and fire, which increases to resistance 8 at ECL 12. If you are at least ECL 18, this resistance is increased to immunity to cold and fire.
Sustenance (Ex):
Cost: 1 vow point.
You do not need to eat or drink. If you are at least ECL 6, you also do not need to sleep. If you are at least ECL 12, you also don't need to breathe. If you are at least ECL 18, you may, when buying this effect, revert in age to the beginning of the young adult age category. This is an actual drop in age, and removes all aging penalties/bonuses.
Fortification (Ex):
Cost: 1 vow point.
When you are affected by a sneak attack or critical hit you have a 25% chance to negate the effect and take normal damage. If you are at least ECL 6, this chance increases to 50%. If you are at least ECL 12, this chance further increases to 75%. If you are at least ECL 18, this chance increases again to 100%.
Martial Prowess (Ex):
Cost: 1 vow point.
You gain the benefit of one of the following feats: Dodge, Power Attack, Combat Reflexes, Improved Initiative, Toughness, Point Blank Shot or Combat Casting. You need not meet the prerequisites for the feat(s) chosen. If you are at least ECL 6, you instead gain the benefit of two of these feats. If you are at least ECL 12, you instead get the benefit of three of these feats and you may select one of the following feats instead: Mobility, Improved Feint or Cleave (If you select one of these feats, you must meet the feat prerequisite for it. You need not meet the others.) If you are at least ECL 18, you instead gain the benefit of four of these feats.
True Light (Su):
Cost: 1 vow point.
Your eyes glow beam forth a 20-foot cone of light. You and other creatures can see normally in the light. This light is suppressed in magical darkness, and you can choose to suppress it at will. If you are at least ECL 6, you also get low-light vision and darkvision out to 60’. If you are at least ECL 12, you also get blindsight out to 60’. If you are at least ECL 18, your cone of light dispels magical darkness with a spell level of 5th or lower.
Nature Tuned (Su):
Cost: 1 vow point.
You gain a +4 bonus on all Survival and Handle Animal checks. If you are at least ECL 6, you can also summon a common cat, rat or bat once per hour (the summoned creature lasts for 1 minute). If you are at least ECL 12, you can also speak with animals at will. If you are at least ECL 18, you may instead summon a common cat, rat or bat once per minute (the summoned creature lasts for 1 minute).
Thick Skin (Ex):
Cost: 2 vow points.
You gain damage reduction 5/magic. If you are at least ECL 6, the DR is increased to 5/magic and silver. If you are at least ECL 12, the DR is increased to 10/magic and silver. If you are at least ECL 18, the DR is increased to 20/magic and silver.
Spell Guard (Su):
Cost: 2 vow points.
You gain spell resistance 8+your ECL. If you are at least ECL 6, the SR is increased to 10+your ECL. If you are at least ECL 12, the SR is increased to 12+your ECL. If you are at least ECL 18, the SR is increased to 14+your ECL.
Inner Power (Ex):
Cost: 2 vow points.
You gain a +2 bonus to the ability score of your choice. If you are at least ECL 6, gain a +2 enhancement bonus to an additional ability score, and the previous ability's enhancement increases to +4. If you are at least ECL 12, gain a +2 enhancement bonus to a third ability score, and the previous enhancements increase to +4 and +6. If you are at least ECL 18, gain a +2 enhancement bonus to a fourth ability score, and the previous enhancements increase to +4, +6 and +8.
Mind's Peace (Su):
Cost: 2 vow points.
You gain immunity to detect thoughts, discern lies, and any attempt to discern your alignment. If you are at least ECL 6, you also receive the effect of a Protection from Evil spell. If you are at least ECL 12, you gain the effect of a Nondetection spell. If you are at least ECL 18, you also receive the effect of a Mind Blank spell.
True Sight (Su):
Cost: 2 vow points.
You can, at will, use detect magic, as the spell. If you are at least ECL 6, you also can, at will, use detect evil, as the spell. If you are at least ECL 12, you also can, at will, use true seeing, as the spell. If you are at least ECL 18, you can create the effect of the spell Foresight once per day, targeting only you (CL of your ECL).
Sky's Call (Su):
Cost: 2 vow points.
You gain a fly speed of 10 feet (clumsy maneuverability). If you are at least ECL 8, this increases to 20 feet (poor maneuverability). If you are at least ECL 12, this increases to 30 feet (good maneuverability). If you are at least ECL 18, this increases to 40 feet (perfect maneuverability).
Soul's Truth (Su):
Cost: 2 vow points.
You can make knowledge checks untrained, regardless of the DC. You gain a +2 bonus on all knowledge checks. If you are at least ECL 6, you can speak and understand the basics of another language (allowing you to ask and understand simple questions, explanations, and instructions) and the bonus on knowledge checks increases to +3. If you are at least ECL 12, you can also perform an augury once per hour with a 70% chance of success and the bonus on knowledge checks increases to +5. If you are at least ECL 18, you can create the effect of the spell Commune once per day (CL of your ECL).
Hands of Life (Su):
Cost: 3 vow points.
You can heal wounds (yours or those of others) by touch. You can heal a total of 10 hit points of damage per day. If you are at least ECL 6, the number of hit points you can heal per day increases to 20, and you can choose to spend 5 points out of this pool to cure a disease or neutralize a poison. If you are at least ECL 12, the number of hit points you can heal per day increases to 30 and you can choose to spend 3 points out of this pool to cure a disease or neutralize a poison or to spend 5 to cure blindness/deafness. If you are at least ECL 18, the number of hit points you can heal per day increases to 50 and you can choose to spend 1 points out of this pool to cure a disease or neutralize a poison, spend 3 to cure blindness/deafness or spend 5 to restore a missing limb.
Total Control (Ex):
Cost: 3 vow points.
You gain immunity to fear effects, along with attempts to stun you. If you are at least ECL 6, you also are immune to attempts to grapple you. If you are at least ECL 12, you also are immune to attempts to daze you. If you are at least ECL 18, you are also immune to any attempts to petrify or paralyze you.
Shifting Position (Su):
Cost: 3 vow points.
You benefit from a 20% miss chance due to your constant movement. If you are at least ECL 6, you can also dimension door 15' once per hour. If you are at least ECL 12, the miss chance increases to 40%. If you are at least ECL 18, you can create the effect of the spell Wind Walk once per day, targeting only you (CL of your ECL).
Planar Charm (Ex):
Cost: 3 vow points.
You gain a +3 bonus to Diplomacy and Bluff skill checks. If you are at least ECL 6, you also gain the assistance of a lantern archron (this archron remains until you refresh your vow points, and is always the same archron). If you are at least ECL 12, your bonus on Diplomacy and Bluff skill checks increases to +5, and you can create the effect of a Charm Person spell once per hour. If you are at least ECL 18, your bonus on Diplomacy and Bluff skill checks increases to +9.----------------------------------------------
Special:
Must be taken at first level.
Special: (Restriction)
You must never own more than eight lasting possessions—a simple set of clothing, a pair of sandals or shoes, a bowl, a sack, a blanket, a simple non-masterwork weapon, and any two other non-magical items. Seven of these items must be of plain and simple make, though one can be of some value. At any rate you can never own more than 120 GP worth of items nor may you own any magic item.
You are also permitted to own and carry any needed tools of your trade, as follows:
* If you have a divine casting class, you may own and carry a single simple wooden holy symbol in addition to the other items you are permitted.
* If you have a casting class that prepares their spells from a book, you may own and carry a single simple paperback book for your spells (this book has 100 pages and has a value of 5 gp regardless of the spells inside) in addition to the items you are permitted.
* If you have a class that provides spellcasting, you may own and carry a spell component pouch in addition to the other items you are permitted.
* If you have a class that grants trapfinding, you may own and carry a single set of non-masterwork thieves tools in addition to the other items you are permitted.
* If you have a base class with full base attack bonus progression, you may own and carry a single non-masterwork martial weapon in the place of the simple weapon you are permitted.
* If you have a base class that grants medium armor proficiency, you may own and wear a single set of non-masterwork leather armor or studded leather armor.
* If you are carrying a ranged weapon, you may carry up to 100 pieces of ammunition for that weapon.
None of these items contribute to the 120 gp limit.
If you are capable of casting spells with expensive material components, you may spend XP in the place of those components; you must spend 1 XP per 5 gp in the price of the component.
In addition, you are permitted to own and carry food and water for your survival. You are permitted to own and carry up to but no more than a week's food, and a single waterskin which may only be filled with water. The person can never keep more money or wealth on his person than he needs to feed, bathe, and shelter himself for 1 week in modest accommodations. In any event, the amount of money you own and carry cannot exceed 5 gp. You cannot borrow or carry wealth or items worth more than 50 gp that belong to others. You are allowed to accept and use curative potions (or similar magical items where the item is consumed and is valueless thereafter) from other creatures.
If you willing violate the terms of this restriction, you lose the effects of this feat until you receive an atonement. Unwilling violations have no effect.----------------------------------------------
Use normal VoP but add these feats to the game.
Exalted Grace (Exalted):
Prerequisite: Any two Exalted feats
Benefit:You gain a flight speed of 40 feet (good maneuverability). This flight is supernatural.
Exalted Seal (Exalted):
Prerequisite: Any four Exalted feats, character level 15
Benefit:You are constantly shielded from mental assault and intrusion, as the spell Mind Blank.
In addition, change Ancestral Relic to be an Exalted feat. If a character with Vow of Poverty takes Ancestral Relic (or vice versa), you may have your relic without violating your Vow of Poverty.
Vow of Poverty [General]:
You have sworn off material goods. In exchange you have found deeper insights to the universe.
Prerequisite: Any good alignment.
Benefits:
Each day, you can meditate (which takes 1 minute), gaining a number of vow points equal to your ECL (any points left over from the previous day are lost). These points can be spent to obtain a number of effects, which are listed below. Buying an effect is a swift action. All effects bought are lost when you meditate to gain your vow points (You may not have the same effect twice at the same time).
----------------------------------------------
Effects:
----------------------------------------------
Thought Armor (Ex):
Cost: 1 vow point.
You gain a +4 Armor bonus to your AC (This bonus doesn't apply to touch attacks). If you are at least ECL 6, the bonus is increased to +6. If you are at least ECL 12, the bonus is increased to +10. If you are at least ECL 18, the bonus is increased to +16.
Deflection (Ex):
Cost: 1 vow point.
You gain a +2 Deflection bonus to your AC (This bonus does apply to touch attacks). If you are at least ECL 6, the bonus is increased to +3. If you are at least ECL 12, the bonus is increased to +5. If you are at least ECL 18, the bonus is increased to +8.
Resistance (Ex):
Cost: 1 vow point.
You gain a +2 Resistance bonus to your saves. If you are at least ECL 6, the bonus is increased to +3. If you are at least ECL 12, the bonus is increased to +5. If you are at least ECL 18, the bonus is increased to +8.
Magical Strike (Su):
Cost: 1 vow point.
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. If you are at least ECL 6, the bonus is increased to +2 and any weapon you wield is also treated as good aligned for DR. If you are at least ECL 12, the bonus is increased to +3 and is also treated as having the Holy enchantment and can ignore any DR that is ignored by alchemical silver, adamantine, or cold iron. If you are at least ECL 18, the bonus is increased to +5 and is treated also treated as having the Holy enchantment, can ignore any DR that is ignored by alchemical silver, adamantine, or cold iron and can strike incorporeal or ethereal creatures as if they weren't incorporeal or ethereal. These effects also apply to natural weapons and unarmed strikes.
Endure Elements (Ex):
Cost: 1 vow point.
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). If you are at least ECL 6, you also get resistance 4 against cold and fire, which increases to resistance 8 at ECL 12. If you are at least ECL 18, this resistance is increased to immunity to cold and fire.
Sustenance (Ex):
Cost: 1 vow point.
You do not need to eat or drink. If you are at least ECL 6, you also do not need to sleep. If you are at least ECL 12, you also don't need to breathe. If you are at least ECL 18, you may, when buying this effect, revert in age to the beginning of the young adult age category. This is an actual drop in age, and removes all aging penalties/bonuses.
Fortification (Ex):
Cost: 1 vow point.
When you are affected by a sneak attack or critical hit you have a 25% chance to negate the effect and take normal damage. If you are at least ECL 6, this chance increases to 50%. If you are at least ECL 12, this chance further increases to 75%. If you are at least ECL 18, this chance increases again to 100%.
Martial Prowess (Ex):
Cost: 1 vow point.
You gain the benefit of one of the following feats: Dodge, Power Attack, Combat Reflexes, Improved Initiative, Toughness, Point Blank Shot or Combat Casting. You need not meet the prerequisites for the feat(s) chosen. If you are at least ECL 6, you instead gain the benefit of two of these feats. If you are at least ECL 12, you instead get the benefit of three of these feats and you may select one of the following feats instead: Mobility, Improved Feint or Cleave (If you select one of these feats, you must meet the feat prerequisite for it. You need not meet the others.) If you are at least ECL 18, you instead gain the benefit of four of these feats.
True Light (Su):
Cost: 1 vow point.
Your eyes glow beam forth a 20-foot cone of light. You and other creatures can see normally in the light. This light is suppressed in magical darkness, and you can choose to suppress it at will. If you are at least ECL 6, you also get low-light vision and darkvision out to 60’. If you are at least ECL 12, you also get blindsight out to 60’. If you are at least ECL 18, your cone of light dispels magical darkness with a spell level of 5th or lower.
Nature Tuned (Su):
Cost: 1 vow point.
You gain a +4 bonus on all Survival and Handle Animal checks. If you are at least ECL 6, you can also summon a common cat, rat or bat once per hour (the summoned creature lasts for 1 minute). If you are at least ECL 12, you can also speak with animals at will. If you are at least ECL 18, you may instead summon a common cat, rat or bat once per minute (the summoned creature lasts for 1 minute).
Thick Skin (Ex):
Cost: 2 vow points.
You gain damage reduction 5/magic. If you are at least ECL 6, the DR is increased to 5/magic and silver. If you are at least ECL 12, the DR is increased to 10/magic and silver. If you are at least ECL 18, the DR is increased to 20/magic and silver.
Spell Guard (Su):
Cost: 2 vow points.
You gain spell resistance 8+your ECL. If you are at least ECL 6, the SR is increased to 10+your ECL. If you are at least ECL 12, the SR is increased to 12+your ECL. If you are at least ECL 18, the SR is increased to 14+your ECL.
Inner Power (Ex):
Cost: 2 vow points.
You gain a +2 bonus to the ability score of your choice. If you are at least ECL 6, gain a +2 enhancement bonus to an additional ability score, and the previous ability's enhancement increases to +4. If you are at least ECL 12, gain a +2 enhancement bonus to a third ability score, and the previous enhancements increase to +4 and +6. If you are at least ECL 18, gain a +2 enhancement bonus to a fourth ability score, and the previous enhancements increase to +4, +6 and +8.
Mind's Peace (Su):
Cost: 2 vow points.
You gain immunity to detect thoughts, discern lies, and any attempt to discern your alignment. If you are at least ECL 6, you also receive the effect of a Protection from Evil spell. If you are at least ECL 12, you gain the effect of a Nondetection spell. If you are at least ECL 18, you also receive the effect of a Mind Blank spell.
True Sight (Su):
Cost: 2 vow points.
You can, at will, use detect magic, as the spell. If you are at least ECL 6, you also can, at will, use detect evil, as the spell. If you are at least ECL 12, you also can, at will, use true seeing, as the spell. If you are at least ECL 18, you can create the effect of the spell Foresight once per day, targeting only you (CL of your ECL).
Sky's Call (Su):
Cost: 2 vow points.
You gain a fly speed of 10 feet (clumsy maneuverability). If you are at least ECL 8, this increases to 20 feet (poor maneuverability). If you are at least ECL 12, this increases to 30 feet (good maneuverability). If you are at least ECL 18, this increases to 40 feet (perfect maneuverability).
Soul's Truth (Su):
Cost: 2 vow points.
You can make knowledge checks untrained, regardless of the DC. You gain a +2 bonus on all knowledge checks. If you are at least ECL 6, you can speak and understand the basics of another language (allowing you to ask and understand simple questions, explanations, and instructions) and the bonus on knowledge checks increases to +3. If you are at least ECL 12, you can also perform an augury once per hour with a 70% chance of success and the bonus on knowledge checks increases to +5. If you are at least ECL 18, you can create the effect of the spell Commune once per day (CL of your ECL).
Hands of Life (Su):
Cost: 3 vow points.
You can heal wounds (yours or those of others) by touch. You can heal a total of 10 hit points of damage per day. If you are at least ECL 6, the number of hit points you can heal per day increases to 20, and you can choose to spend 5 points out of this pool to cure a disease or neutralize a poison. If you are at least ECL 12, the number of hit points you can heal per day increases to 30 and you can choose to spend 3 points out of this pool to cure a disease or neutralize a poison or to spend 5 to cure blindness/deafness. If you are at least ECL 18, the number of hit points you can heal per day increases to 50 and you can choose to spend 1 points out of this pool to cure a disease or neutralize a poison, spend 3 to cure blindness/deafness or spend 5 to restore a missing limb.
Total Control (Ex):
Cost: 3 vow points.
You gain immunity to fear effects, along with attempts to stun you. If you are at least ECL 6, you also are immune to attempts to grapple you. If you are at least ECL 12, you also are immune to attempts to daze you. If you are at least ECL 18, you are also immune to any attempts to petrify or paralyze you.
Shifting Position (Su):
Cost: 3 vow points.
You benefit from a 20% miss chance due to your constant movement. If you are at least ECL 6, you can also dimension door 15' once per hour. If you are at least ECL 12, the miss chance increases to 40%. If you are at least ECL 18, you can create the effect of the spell Wind Walk once per day, targeting only you (CL of your ECL).
Planar Charm (Ex):
Cost: 3 vow points.
You gain a +3 bonus to Diplomacy and Bluff skill checks. If you are at least ECL 6, you also gain the assistance of a lantern archron (this archron remains until you refresh your vow points, and is always the same archron). If you are at least ECL 12, your bonus on Diplomacy and Bluff skill checks increases to +5, and you can create the effect of a Charm Person spell once per hour. If you are at least ECL 18, your bonus on Diplomacy and Bluff skill checks increases to +9.----------------------------------------------
Special:
Must be taken at first level.
Special: (Restriction)
You must never own more than eight lasting possessions—a simple set of clothing, a pair of sandals or shoes, a bowl, a sack, a blanket, a simple non-masterwork weapon, and any two other non-magical items. Seven of these items must be of plain and simple make, though one can be of some value. At any rate you can never own more than 120 GP worth of items nor may you own any magic item.
You are also permitted to own and carry any needed tools of your trade, as follows:
* If you have a divine casting class, you may own and carry a single simple wooden holy symbol in addition to the other items you are permitted.
* If you have a casting class that prepares their spells from a book, you may own and carry a single simple paperback book for your spells (this book has 100 pages and has a value of 5 gp regardless of the spells inside) in addition to the items you are permitted.
* If you have a class that provides spellcasting, you may own and carry a spell component pouch in addition to the other items you are permitted.
* If you have a class that grants trapfinding, you may own and carry a single set of non-masterwork thieves tools in addition to the other items you are permitted.
* If you have a base class with full base attack bonus progression, you may own and carry a single non-masterwork martial weapon in the place of the simple weapon you are permitted.
* If you have a base class that grants medium armor proficiency, you may own and wear a single set of non-masterwork leather armor or studded leather armor.
* If you are carrying a ranged weapon, you may carry up to 100 pieces of ammunition for that weapon.
None of these items contribute to the 120 gp limit.
If you are capable of casting spells with expensive material components, you may spend XP in the place of those components; you must spend 1 XP per 5 gp in the price of the component.
In addition, you are permitted to own and carry food and water for your survival. You are permitted to own and carry up to but no more than a week's food, and a single waterskin which may only be filled with water. The person can never keep more money or wealth on his person than he needs to feed, bathe, and shelter himself for 1 week in modest accommodations. In any event, the amount of money you own and carry cannot exceed 5 gp. You cannot borrow or carry wealth or items worth more than 50 gp that belong to others. You are allowed to accept and use curative potions (or similar magical items where the item is consumed and is valueless thereafter) from other creatures.
If you willing violate the terms of this restriction, you lose the effects of this feat until you receive an atonement. Unwilling violations have no effect.----------------------------------------------
Use normal VoP but add these feats to the game.
Exalted Grace (Exalted):
Prerequisite: Any two Exalted feats
Benefit:You gain a flight speed of 40 feet (good maneuverability). This flight is supernatural.
Exalted Seal (Exalted):
Prerequisite: Any four Exalted feats, character level 15
Benefit:You are constantly shielded from mental assault and intrusion, as the spell Mind Blank.
In addition, change Ancestral Relic to be an Exalted feat. If a character with Vow of Poverty takes Ancestral Relic (or vice versa), you may have your relic without violating your Vow of Poverty.