Extra Anchovies
2014-09-13, 08:16 PM
Because Vow of Poverty is full of fail.
Vow of Perfection (General)
"I strive to be the greatest there can be with the best of my ability, and with my ability alone."
You may own any number of nonmagical, nonmasterwork items, as long as the combined weight of these items is not greater than your maximum carrying capacity. You may own masterwork items if and only if you crafted them yourself. Anything exceeding this weight capacity must be left behind. If your carrying capacity is temporarily reduced, continue to use your base carrying capacity to determine the possessions you may own (thus, an enemy cannot force a character to break their vow by reducing their Strength score). Dwellings do not count against this limit if you have built them yourself, if you have been invited as a guest, or if they are natural settings (such as a cave or tree). You may use and/or borrow nonmagical items from others; however, if you carry such items on your person for more than 24 hours they begin to count against the total weight of items you may own.
"Any fool can pick up a sword enchanted by some long-dead wizard and strike down their foes."
You may not use or own any magic items of any sort other than potions, oils, or any other item with a mechanically identical effect, such as the potion alternatives detailed on page 138 of Complete Arcane, which you may use, but may not carry on your person for more than 24 hours at a time. You also may not "borrow" any non-potion magic item from a companion for even a single round, nor may you yourself cast a spell from a scroll, wand, or staff. Others may use magic items on you as long as you neither assist in the item's activation. You may benefit from spell effects that grant magical properties to your possessions for limited durations (for example, a magic weapon spell).
"I need no such cheaters' tricks."
If you break your vow by using or owning a magic item, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow by owning more items than you can carry, you lose the benefit of this feat until you discard or destroy items until your possessions are under the weight limit again.
"Give me a only sharp blade, a solid shield, and friends to stand beside, and I shall crush empires beneath my heel."
Benefits of a Vow of Perfection
AC Bonus (Ex): A 1st-level perfection seeker receives a +4 luck bonus to his Armor Class. The bonus increases to +5 at 3rd level, and thereafter increases by +1 for each 3 character levels. This bonus does not apply to touch attacks and does not hinder incorporeal touch attacks. While a perfection seeker is wearing armor, this bonus is halved (round down).
Endure Elements (Ex): A 3rd-level perfection seeker is immune to the effects of being in a hot or cold environment. He 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).
Perfected Strike (Su): At 4th level, a perfection seeker gains a +1 enhancement bonus on all his attack and damage rolls. In effect, any weapon the character wields becomes a +1 magic weapon, and can overcome the damage reduction of a creature as though it were a magic weapon. This enhancement bonus rises to +2 at 10th level, to +3 at 14th level, to +4 at 17th level, and to +5 at 20th level.
Deflection (Su): A 6th-level perfection seeker receives a +1 deflection bonus to his Armor Class. This bonus increases to +2 at 12th level, and to +3 at 18th level.
Resistance (Ex): At 7th level, a perfection seeker gains a +1 luck bonus on all saving throws. This bonus increases to +2 at 13th level, and to +3 at 17th level.
Ability Score Enhancement (Ex): At 7th level, a perfection seeker gains a +2 enhancement bonus to one ability score. At 11th level, he gains an extra +2 bonus to that score, and a +2 bonus to another ability score. At 15th level, he gains an extra +2 bonus to those two scores, and a +2 bonus to a third ability score. At 19th level, he gains an extra +2 bonus to those three scores, and a +2 bonus to a fourth ability score.
Natural Armor (Ex): At 8th level, a perfection seeker gains a +1 natural armor bonus, or his existing natural armor bonus increases by +1. It increases an extra +1 at 16th level.
Mind Shielding (Ex): Also at 8th level, a perfection seeker becomes immune to detect thoughts, discern lies, and any attempt to discern his alignment.
Damage Reduction (Su): A perfection seeker gains damage reduction 5/magic at 10th level. At 15th level, this improves to 5/+1, and at 19th level to 10/+1.
Energy Resistance (Ex): At 13th level, a perfection seeker gains resistance 5 to acid, cold, electricity, fire, and sonic energy. At 20th level, this increases to resistance 15.
Freedom of Movement (Ex): At 14th level, a perfection seeker can act as if continually under the effect of a freedom of movement spell.
Regeneration (Ex): At 17th level, a perfection seeker heals 1 point of damage per level per 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, a perfection seeker gains a continuous true seeing ability, as the spell.
"I strive to be the greatest there can be with the best of my ability, and with my ability alone. Any fool can pick up a sword enchanted by some long-dead wizard and strike down their foes, but I need no such cheaters' tricks. Give me a only sharp blade, a solid shield, and friends to stand beside, and I shall crush empires beneath my heel."
Vow of Perfection (General)
"I strive to be the greatest there can be with the best of my ability, and with my ability alone."
You may own any number of nonmagical, nonmasterwork items, as long as the combined weight of these items is not greater than your maximum carrying capacity. You may own masterwork items if and only if you crafted them yourself. Anything exceeding this weight capacity must be left behind. If your carrying capacity is temporarily reduced, continue to use your base carrying capacity to determine the possessions you may own (thus, an enemy cannot force a character to break their vow by reducing their Strength score). Dwellings do not count against this limit if you have built them yourself, if you have been invited as a guest, or if they are natural settings (such as a cave or tree). You may use and/or borrow nonmagical items from others; however, if you carry such items on your person for more than 24 hours they begin to count against the total weight of items you may own.
"Any fool can pick up a sword enchanted by some long-dead wizard and strike down their foes."
You may not use or own any magic items of any sort other than potions, oils, or any other item with a mechanically identical effect, such as the potion alternatives detailed on page 138 of Complete Arcane, which you may use, but may not carry on your person for more than 24 hours at a time. You also may not "borrow" any non-potion magic item from a companion for even a single round, nor may you yourself cast a spell from a scroll, wand, or staff. Others may use magic items on you as long as you neither assist in the item's activation. You may benefit from spell effects that grant magical properties to your possessions for limited durations (for example, a magic weapon spell).
"I need no such cheaters' tricks."
If you break your vow by using or owning a magic item, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow by owning more items than you can carry, you lose the benefit of this feat until you discard or destroy items until your possessions are under the weight limit again.
"Give me a only sharp blade, a solid shield, and friends to stand beside, and I shall crush empires beneath my heel."
Benefits of a Vow of Perfection
AC Bonus (Ex): A 1st-level perfection seeker receives a +4 luck bonus to his Armor Class. The bonus increases to +5 at 3rd level, and thereafter increases by +1 for each 3 character levels. This bonus does not apply to touch attacks and does not hinder incorporeal touch attacks. While a perfection seeker is wearing armor, this bonus is halved (round down).
Endure Elements (Ex): A 3rd-level perfection seeker is immune to the effects of being in a hot or cold environment. He 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).
Perfected Strike (Su): At 4th level, a perfection seeker gains a +1 enhancement bonus on all his attack and damage rolls. In effect, any weapon the character wields becomes a +1 magic weapon, and can overcome the damage reduction of a creature as though it were a magic weapon. This enhancement bonus rises to +2 at 10th level, to +3 at 14th level, to +4 at 17th level, and to +5 at 20th level.
Deflection (Su): A 6th-level perfection seeker receives a +1 deflection bonus to his Armor Class. This bonus increases to +2 at 12th level, and to +3 at 18th level.
Resistance (Ex): At 7th level, a perfection seeker gains a +1 luck bonus on all saving throws. This bonus increases to +2 at 13th level, and to +3 at 17th level.
Ability Score Enhancement (Ex): At 7th level, a perfection seeker gains a +2 enhancement bonus to one ability score. At 11th level, he gains an extra +2 bonus to that score, and a +2 bonus to another ability score. At 15th level, he gains an extra +2 bonus to those two scores, and a +2 bonus to a third ability score. At 19th level, he gains an extra +2 bonus to those three scores, and a +2 bonus to a fourth ability score.
Natural Armor (Ex): At 8th level, a perfection seeker gains a +1 natural armor bonus, or his existing natural armor bonus increases by +1. It increases an extra +1 at 16th level.
Mind Shielding (Ex): Also at 8th level, a perfection seeker becomes immune to detect thoughts, discern lies, and any attempt to discern his alignment.
Damage Reduction (Su): A perfection seeker gains damage reduction 5/magic at 10th level. At 15th level, this improves to 5/+1, and at 19th level to 10/+1.
Energy Resistance (Ex): At 13th level, a perfection seeker gains resistance 5 to acid, cold, electricity, fire, and sonic energy. At 20th level, this increases to resistance 15.
Freedom of Movement (Ex): At 14th level, a perfection seeker can act as if continually under the effect of a freedom of movement spell.
Regeneration (Ex): At 17th level, a perfection seeker heals 1 point of damage per level per 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, a perfection seeker gains a continuous true seeing ability, as the spell.
"I strive to be the greatest there can be with the best of my ability, and with my ability alone. Any fool can pick up a sword enchanted by some long-dead wizard and strike down their foes, but I need no such cheaters' tricks. Give me a only sharp blade, a solid shield, and friends to stand beside, and I shall crush empires beneath my heel."