I found this excellent posts over on the WotC boards.
This was posted by Trachmyr:
This was posted by Trachmyr:
[/font][font=verdana, arial, helvetica]First I'll try to break down the VoP into a gp amount, and yes I know it's been done before... just consider this a "second opinion."
"Exalted" AC Bonus
Equivalent to Bracers of Armor +5 and a Mithral Light Shield +4 (Thus no spell failure, Armor check penalty or max dex limit).
Cost: 25,000 + 17,009 = 42,309
Bonus Exalted Feats
There is no direct formula for pricing feats, but by examples listed in the DMG and other sources (particullary the A&EG) they seem to fall in the range of 5,000 to 10,000 range. I'll use 10,000 per feat, and I'll add all of these feats to the "Robe of Celestial Blood" listed below under Damage Reduction for +50% cost on each (Slot Affinity and effect correlation are in line enough to avoid a full +100% cost.) I'm only charging for 10 feats, mainly because I believe the Vow of Poverty text is in error. The text states that a feat is gained at 1st level, but the chart does not list a bonus feat at that level. While the text shows that only a human can get the first bonus feat, this still holds true... infact if there was a feat granted at 1st level, humans would gain 2 feats more than any other race... which I do not believe was inteneded.
Cost: 15,000 x 10 = 150,000
Endure Elements
While such an item can eaisly be created using the rules for little gold, this ability is completely superceded by later energy resistance.
Cost: None
Exalted Strike
Equivalent to a +5 Longsword with a continous "Align Weapon" effect. I would disagree with those who would base the cost on an amulet of mighty fists, since a longsword is by far more common to be used as a +5 weapon. This is however, where monks do gain some advantages with a Vow of Poverty over other classes.
Cost: 50,315 + 24,000 = 74,315
Sustenance
Equivalent to a Clear Spindle Ioun Stone
Cost: 4,000
Deflection
Equivalent to a Ring of Protection +3, but ability added to an unslotted item at +100% cost increase
Cost: 18,000
Resistance
Equivalent to a Cloak of Resistance +3
Cost: 9,000
Ability Score Enhancement
This proves slightly problematic, as the +8 to one score reaches into epic level... it can be rectified with the use of inherent bonuses, although it's kinda icky since the character can still have gained inherent bonuses at an earlier date. It's somewhat justified by the fact that ascetic characters are far less likely to have inherent bonuses than other characters. Equivalent to a Belt of Giant Strength +6, Manual of Gainful Exercise +2, Gloves of Dexterity +6, "Shirt of Health +4" (Affinity Matches) and a Scarlet and Blue Sphere Ioun Stone.
Cost: 36,000 + 55,000 + 36,000 + 16,000 + 8,000 = 151,000
Natural Armor
Equivalent to an Amulet of Natural Armor +2.
Cost: 8,000
Mind Shielding
Equivalent to a Ring of Mind Shielding +3, but made into a headband instead of a ring.
Cost: 8,000
Damage Reduction
This was another tricky one to price... closest thing to it would be a Robe that grants a continous Celestial Blood effect (from BOED). While Celestial Blood actually grants more than what is needed, I'll use the full price.
Cost: 134,500
Greater Sustenance
Equivalent to a Iridescent Spindle Ioun Stone
Cost: 18,000
Energy Resistance
Equivalent to a Ring of Universal Elemental Resistance, Minor (From the ELH & A&EG)
Cost: 144,000
Freedom of Movement
Equivalent to a Ring of Freedom of Movement, but made into a pair of boots rather than a ring.
Cost: 40,000
Regeneration
Equivalent to a Ring of Regeneration
Cost: 90,000
True Seeing
Equivalent to a proposed "Lenses of True Seeing"
Cost: 180,000
Slots Used: "weapon", "shield", headband, amulet, bracers, cloak, 2 rings, boots, lenses, belt, gloves, shirt & robe. (also 3 Ioun Stones, 1 unslotted and 1 Manual)
Obviously I slotted items in a very cost-efficient way, and some of these items would be quite rare in certain campaigns... but the character loses a huge amount of flexibility in choosing, switching out, and gaining magical buffs... so I think that more than balances out.
TOTAL VALUE: 1,071,124
This compared to 760,000, the standard starting wealth for level 20. The VoP character winds up with 311,124 more in value by my calculations.
-----------------------------------------------------------------------------
My conclusion would be that the VoP is overpowered, even when considering the loss of versatility, in-game and role-playing restrictions and limitations... the gains still seem too significant.
-----------------------------------------------------------------------------
Thus I propose an alternate VoP gains table that is more in line with Starting wealth, a bit more flexible, and setup to continue into epic levels. Also I would suggest that Effective Character Level be used insted of Character level, as Starting Wealth is also based on ECL.
AC Bonus: A 1st level ascetic recieves a +5 Sacred bonus to Armor Class. This increases by +1 at 2nd level and every 3 levels past 2nd. This bonus does not apply vs. touch or incorporal touch attacks, but does apply versus brilliant weapons.
Endure Elements: As the spell, granted at 3rd level.
Resistance: Character gains a +1 Sacred bonus to all saving throws at 3rd level, this continues to improve by +1 for every 4 additional levels/
Bonus Ability: The character can choose one bonus ability from the list listed below, although the character must meet any prerequisites required and must meet all level requirements for the ability. Bonus abilities can be gained retroactively.
Exalted Strike: At 2nd level the character gains +1 to all attack (but not damage rolls), at 4th level this becomes a Sacred enhancement bonus to all attack and damage rolls, and all attacks are treaed as if magical. This bonus increases by another +1 per 4 additional levels. At 10th level the Exalted Strike is considered good-aligned.
Sustenance: At 5th level the character need not eat or drink.
Ability Score Increase: At 7th level the character gains a +2 Exalted bonus to the ability score of their choice. Every additional ? levels the character gaines another +2 bonus to any ability score of their choice although they cannot select the same ability score twice in a row. Exalted bonuses do not stack with any inherent bonuses gained, use only the highest modifier.
Damage Reduction: At 10th level the character gains Damage Reduction 5/Evil, this improves by 5 for every additional 9 levels gained.
Greater Sustenance: At 14th level the character need not breathe.
Energy Resistance: At 13th level the character gains Energy Resistance 5 to all elements, this resistance increases by 5 for every 5 additional levels gained.
Regeneration: At 17th level the character gains the ability to heal 1 point of damage per character level per hour rather than per day.
1st: AC Bonus +5
2nd: AC Bonus +6, Exalted Strike +1 (Attack rolls only)
3rd: Endure Elements, Resistance +1, Bonus Ability
4th: Exalted Strike +1 (Magical)
5th: AC Bonus +7, Sustenance
6th: Bonus Ability
7th: Resistance +2, Ability Score Increase
8th: AC Bonus +8, Exalted Strike +2
9th: Bonus Ability, Ability Score Increase
10th: Damage Reduction 5/Evil, Exalted Strike +2 (Good)
11th: AC Bonus +9, Resistance +3, Ability Score Increase
12th: Exalted Strike +3, Bonus Ability
13th: Energy Resistance 5, Ability Score Increase
14th: AC Bonus +10, Greater sustenance
15th: Resistance +4, Bonus Ability, Ability Score Increase
16th: Exalted Strike +4
17th: AC Bonus +11, Regeneration, Ability Score Increase
18th: Energy Resistance 10, Bonus Ability
19th: Resistance +5, Dmage Reduction 10/Evil, Ability Score Increase
20th: AC Bonus +12, Exalted Strike +5
Bonus Abilities can be chosen from the following, as well as the minimum character level required to choose the ability:
Bonus Exalted Feat (3rd): Character gains one exalted feat, although they must still meet all prerequisites. This bonus can be selected multiple times.
Low-Light Vision (3rd): Character gains low-light vision.
Bonus Feat (3rd): Character can choose Endurance, Iron Will, Great Fortitude, Self-Sufficient or Toughness as a bonus feat. This ability can be selected multiple times.
Lay on hands (6th): The character can heal a number of hit points equal to twice their character level per day. The character may not heal themselves with this ability.
Remove Disease (6th): The character can cast Remove Disease once per day as a spell like ability.
Minor Creation (6th): The character can cast minor creation as a spell-like ability once per day, caster level equals character level. Unlike most spell-like abilities, the character must still provide the material componet.
Pass without Trace (6th): The character is under a continous Pass without Trace effect.
Longstrider (6th): The character is under a continous Longstrider effect.
Levitation (9th): As per Boots of Levitation and Ring of Feather Falling.
Misdirection (9th): As per the ring of the same name.
Disease Immunity (9th): Character gains immunity to all natural and supernatural diseases.
Mind Shielding (9th): As per the ring of the same name.
Animal Friendship (9th): As per the ring of the same name.
Chameleon Power (12th): As per the ring of the same name.
Waterwalking (12th): As per the ring of the same name.
Evasion (12th): As per the ring of the same name.
Telepathy (12th): As per the Helm of Telepathy but without the ability to make a suggestion.
Poison Immunity (12th): Character is immune to all natural and supernatural poisons.
Defective Aura (12th): Your Exalted AC bonus now applies to touch and incorporeal touch attacks.
Freedom of Movement (15th): As per the ring of the same name.
Teleportation (15th): As per Boots of Teleportation.
Spell Resistance (15th): Character gains SR 10 + Character level.
Longeveity (15th): Character no longer suffers from aging penalties, although past penalties are not removed. Bonuses still accrue.
Tounges (15th): Character is under a continous Tounges effect.
True Seeing (18th): Gain a Continous True Seeing ability.
Miracle (18th): Character can cast Miracle once per week as a spell-like ability at a caster level equal to character level. The Miracle can only be cast to benefit another other than the character. Unlike most spell-like abilities, the character must still spend any XP normally required by the spell.
Commune (18th): The character can cast commune as a spell-like ability once per day with no XP cost.
Epic Progression
AC bonuses, Resistance bonuses, Bonus Abilities, Exalted Stike (Bonus only), Ability Score Increases, Damage Reduction & Energy Resistances resistances continue to increase at the given progressions.