Vow of Self-Triumph (vow of poverty variant)

Belzbet

First Post
I have just started DMing/playing D&D (about a year now). I was recently introduced to vow of poverty (I dont want to kick a dead horse but...). I like the feat I just think that it is underpowered (for almost all classes). Also the wizard gets the shaft without any houserules. Two wizards in my group wnat to take vow of poverty. However, I want to get rid of exalted strike (bonus to attack and damage), and I don't want those subpar (for the most part) exalted feats. I wanted to change the mechanics for the feat ( I am calling it vow of self-triumph specifics below). Instead of giving up money and possessions per se the character vows to get things done through his own power, might, skills, and magic. So that means using magic items is porhibited since it is an addition to your own skill (I am still trying to figure out a good 'reason' why using your own made items should be prohibited). Also I want to make it so the character cannot benefit from money (except spellbooks; however they must pay from a spellpoint reserve or from exp. at 1xp for 5gp and you cant benefit from the money gained from the spellbook) but I am finding it hard to see why they cant spend money they rightfully earned (through deafeting monsters). Maybe it doesn't show skill, anyone can amass money, but skill did earn the money so... Material components must be spend in exp. or spellpoints at the same rate ("magicpoints" if you us the spellpoint variant). The BIG thing is that you cannot BENEFIT FROM THE HELP OF ANY OTHER CHARACTER (although you can help them and you aren't dumb maybe you realize to accomplish a purpose you must band together with other, you wont accept their help though). No healing from a cleric, no getting bonuses from a bard no bonus's from magic item (special: Forgo bonus (Ex.) as a free action you can forgo any beneficial ability, spell, etc; if a character doesn't use this ability on spells etc. that do not originate from hisself bonus from vow of pverty irrevocably disappear, he CAN us it unconsious or anytime even if you would think he couldn't). I justify spellbooks becuase it is a thing of skill to learn a spell from a defeated opoonents spellbook (special a wizard cannot borrow spells from other wizards he must challenge them to a duel, if only non-lethal, to prove his mettle)' just like it is a thing of skill to swing a sword that you got from a defeated opponent (although if that sword was magic the vowy couldn't use it since it adds to his 'natural' skill). However, by 'nature' wizards are magical. That is why a vow of self-triumph wizard can still collect and read ancient tomes, etc he just cannot benefit from them per se (if they are magical) by using their bonus and selling them. The specifics are to be worked out but mainly I want to forgo magic items and help from others for more bonuses than vow of poverty. What do you guys think (see below). "Is it overpowered?" is my main concern, to many Sp, etc...

Vow of Self-triumph (spellcaster focused; i think the vow should be different depending on your focus, I keep "exalted strike" with combat oriented classes and give them "triumphant weapon" which is similar to the soulknifes ability to imbue its weapon with +1 (or whatever) bonus worth of special abilities (like shock, etc) I give +1 at lv. 8, +2 lv11, +3 lv14, +4 lv 17, +5 lv 20 this is in addition to exalted strike). Prerequisites: none, I dont think only a human or flawed other race, etc., should be able to take the vow at first level. Also, it seems (for in-game reasons) that one should be able to take the vow without a feat, so one feat seems fine. Note: the bonus here are the same as those given by vow of poverty (+more), EXCEPT "exalted strike", ALL exalted feats (add 4 feats at lv.2, 7, 12 and 17 that you can spend on anything), and "Regeneration." I will go over the "+more" here assuming that people can get ahold of BoED.

1)Triumphant Luck(Ex.): gain 4 TP; can spend triumph points (TP similar to action points) to add 1d6 to any d20 roll.
Sanctuary(Sp.) As spell 1/day except duartion is unlimited, personal only (once you use it and break it because you attack you can't use it again though that day, of course).
SpellPoints: 10 (can spend on expensive components 1xp/sp=5xp or to scribe from spellbooks, cannot scribe from scrolls, Vowy's cannot create magic items so cannot us sp on the creation of them; the scribing of a spellbook is for these purposes NOT the 'creation' of a magic item; they do not stack from level to level they are replaced)
AC bonus (Armor; Su.): +4


2)Bonus Feat (any).
Hearty Sleeper(Ex.): the amount of HP and ability damage healed from sleeping is doubled (2hp per HD per 8hrs and 4hp per HD 24hrs), does not affect non-lethal recovery.
Spellpoints: 40


3) Spellpoints: 90 (note: in case I get one wrong the spell points increase at a rate of ECLsquaredX10. ECL is what governs this progression namely, ECL4 character looks at the level 4 bonuses, after all vow replaces money and starting money is governed by ECL. So if your ECL is 4 then your spellpoints will be 160 [4X4X10]. By the end you gain, if you spend every point, about 260,000gp in xp to spend on components, spells that about 1/3 of the expected wealth by level too much?)
AC Bonus(Armor; Su.): +5
Endure Elements(Ex.)


4)Spell Resistance 5+HD (too much? too Early?)
Triumphant Spellsurge(Su.) Gain 4 TP. Can spend 1 TP (triumph point) to roll 1d6 and add the result to the caster level to determine the results of one spell, swift action. Special:you take damge equal to the check result in d4's, so if you rolled a 5 on the d6 you would take 5d4 damage;you can take the average roll of 3.
Spellpoints: 160


5) Vital Reserve(Ex.):can heal HD times 2 in hp every day, you can spread out the healing, swift action, No AOO. (Too late?)
Sustenance(Ex.) Eat and Drink
Spellpoints:250



6) Guts:5 (Ex.): you can use a full-round action to convert 5 points of lethal damage to non-lethal damage, can use unlimited times a day (too much?) 3/day? 5...)
Self-Might(Su.): Divine Grace variant, add the Mod. of your 3rd highest ability to all you saves (too much? I want to increase it later to become better, too much? Maybe, add your 3rd highest to your lowest (two) saves, and go from there?)
Spellpoints: 360
AC Bonus (Armor, Su.): +6
AC Bonus (Deflection; Su.): +1


7)Bonus Feat (any)
Abrupt Jaunt(Sp.): Like immediate magic of conjuror (PH2), except can teleport 5ft without error as immediate action 1/day (Caster level=HD for all spell-like abilites, and abilites granted by vow of self-triumph).
Spellpoints: 490
Ability Increase: +2
Saves (resistance; Ex.): +1



8)Triumphant Self-defense (Ex.); like pious self-defense in "Complete Divine"; gain 4 TP. Immediate action. If you would be reduced to 0 or less hp you can spend 1 TP to take half damage, can't us ethis ability to take half damage from Triumphant Spellsurge (see above).
Spellpoints: 640
Mind Shielding(Ex.)
AC bonus (Natural Armor; Ex.): +1

9)Guts10 (Ex.) convert 10 points lethal to non-lethal as full round action.
Greater Santuary (Sp.): Replaces 'Santuary'. Same as the spell "santuary" except creatures are not allowed a will save, and duration is unlimited. useable 3/day, personal only.
Concealing Step10%(Su.): gain concealment 10%, can be targetted. Besides the 10% acts like concealment given by blur spell, continuous can be dispelled or suppressed.
Spellpoints: 810
AC Bonus(Armor;Su.): +7



10) Caster Level increase (Ex.): +1 (+2 at lv 15 +3 at lv 20; too much? consider the cheap orange ioun stones...)
Greater Vital Reserve(Ex.): can heal 3 times your HD in hp a day, immediate action.
Death Ward(Sp.): As spell 1/day, CL=HD.
Spellpoints: 1000
Damage Reduction(Su.): DR5/magic


11)Recuberation30(Ex.): you heal non-lethal damage at a rate of 1point per HD EVERY 30 mins instead of every hour.
Tongues(Su.)
Spellpoints:1210
Ability Increase: +4/+2


12)Bonus Feat (any)
Guts15(Ex.): Convert 15 points of lethal damage to non-lethal (fullround)
Greater self-might(Su.) Replaces "self-might" gained at lv. 6. Add the Modifier of your 2nd highest ability to all your saves (In case your two highest abilities are a tie go to the next highest (which would be LOWER). So if you have two abilites at 20 as your highest abilities go to the next highest abilites.)
Abrupt jaunt (Sp.): 10ft 3/day immediate action
Spellpoints: 1440
Greater Sustenance(Ex.): Breathing
AC Bonus (Armor; Su.): +8
AC Bonus (Deflection; Su.): +2



13) Spellpoints: 1690
Energy Resistance (all energy; Ex.): 5
Saves (resistance; Ex.): +2


14)Greater spellsurge (Su.): Replaces Triumphant spellsurge; but you can use the 2 Tp version or the 1 Tp damaging version, see above at lv 4). Can spend 2 TP to roll 1d6 and add the result to your caster level to determine the effects of one spell. Swift Action. Gain 6 TP.
Recuberation15(Ex.) Recovers 1 point non-lethal damage PER HD every 15mins. Obvioulsy this replaces recuberation30 it is simply a better version of it (dont ask why I dont just give them fast healing, I think the 'nig' boost Guts will give in battle is important and the recovery factor of recuberation in combo with Guts will work just fine).
Spellpoints: 1960
Freedom of Movement(Ex.)




15)Vital Reservoir(Ex.): Replaces Vital reserve and Greater vital Reserve. Can heal 4 times your HD in hp per day, can split up the healing. Immediate action. Vital Reservoir kicks in when you are dropped to 0hp or below, even if the attack would have killed you by dropping you to -10hp, when it kicks in this way it heals you with the rest of the hp you have reserved, you have no choice, if this still isn't enough to bring you above -10 you, obviously, still die.
Guts20(Ex.): At-will convert 20 lethal to non-lethal as fullround action.
Caster Level increase (Ex.): +2
Death Ward (Sp.): As spell 3/day, CL=HD.
Spellpoints: 2250
Damage Reduction (Su.): DR5/adamantine (since these aren't exalted bonus I thought adamantine was as good as any).
Ability increase (Ex.): +6/+4/+2
AC Bonus (Armor; Su.): +9

16) Solace(Sp.): Replaces Greater Santuary. 3/day, CL=HD. Works just like the "Santuary" spell except the creature is not entitled a will save and it works against area effect spells and abilities; Personal only and unlimited duration (Too much?).
Spellpoints:2560
AC Bonus (Natural Armor; Ex.): +2


17)Bonus Feat (any)
Recuberation5(Ex.): Recovers 1 point non-lethal damage per HD every 5 mins.
Abrupt Jaunt (Sp.)" 15ft, 5/day.
Spellpoints: 2890
Saves (resistance; Ex.): +3



18)Insightful Spellcasting (Ex.): Doubles the amount of bonus spells given by having a high ability score.
Guts25(Ex.): Convert 25 lethal to non-lethal as full round action.
Maybe*Triumphant self-might(Su.): Add your highest ability Mod. to all of your saves.
Spellpoints: 3240
True Seeing(Ex.)
AC Bonus (Armor, Su.): +10
AC Bonus (Deflection, Su.): +3


19)Concealing step20%(Su.): Constant Blur affect.
Spellpoints: 3610
Damage Reduction(Su.): DR10/adamantine
Ability Increase: +8/+6/+4/+2


20)Recuberation1(Ex.): Recovers 1 points non-lethal damage per HD every 1 minute.
Caster Level increase(Ex.): +3
Spell Resistance(Ex.): 10+HD (Too Much?)
Spellpoints: 4000
Energy Resistance (All energy; Ex.): 15


One question, since antimagic fields suppress Supernatural abilities does the vow of poverty's exalted bonus to AC and deflection bonus to AC get suppressed in an antimagic field, since they are Su.?
 
Last edited:

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I realized my first post is rather long so I am posting a shortened version of Vow of Self-Tirumph. You cannot benefit from money or magic items. You cannot accept any beneficial treatment from other people (characters, etc). You cannot be healed by a cleric, boosted by a bard, etc (unless you are those things of course).

1)Triumphant Luck(Ex.): gain 4 TP; can spend triumph points (TP similar to action points) to add 1d6 to any d20 roll.
Sanctuary(Sp.) As spell 1/day except duartion is unlimited, personal only (once you use it and break it because you attack you can't use it again though that day, of course).
SpellPoints: 10 (can spend on expensive components 1xp/sp=5xp or to scribe from spellbooks, cannot scribe from scrolls, Vowy's cannot create magic items so cannot us sp on the creation of them; the scribing of a spellbook is for these purposes NOT the 'creation' of a magic item; they do not stack from level to level they are replaced)
AC bonus (Armor; Su.): +4
2)Bonus Feat (any).
Hearty Sleeper(Ex.): the amount of HP and ability damage healed from sleeping is doubled (2hp per HD per 8hrs and 4hp per HD 24hrs), does not affect non-lethal recovery.
Spellpoints: 40
3) Spellpoints: 90 (note: in case I get one wrong the spell points increase at a rate of ECLsquaredX10. ECL is what governs this progression namely, ECL4 character looks at the level 4 bonuses, after all vow replaces money and starting money is governed by ECL. So if your ECL is 4 then your spellpoints will be 160 [4X4X10]. By the end you gain, if you spend every point, about 260,000gp in xp to spend on components, spells that about 1/3 of the expected wealth by level too much?)
AC Bonus(Armor; Su.): +5
Endure Elements(Ex.)
4)Spell Resistance 5+HD (too much? too Early?)
Triumphant Spellsurge(Su.) Gain 4 TP. Can spend 1 TP (triumph point) to roll 1d6 and add the result to the caster level to determine the results of one spell, swift action. Special:you take damge equal to the check result in d4's, so if you rolled a 5 on the d6 you would take 5d4 damage;you can take the average roll of 3.
Spellpoints: 160
5) Vital Reserve(Ex.):can heal HD times 2 in hp every day, you can spread out the healing, swift action, No AOO. (Too late?)
Sustenance(Ex.) Eat and Drink
Spellpoints:250
6) Guts:5 (Ex.): you can use a full-round action to convert 5 points of lethal damage to non-lethal damage, can use unlimited times a day (too much?) 3/day? 5...)
Self-Might(Su.): Divine Grace variant, add the Mod. of your 3rd highest ability to all you saves (too much? I want to increase it later to become better, too much? Maybe, add your 3rd highest to your lowest (two) saves, and go from there?)
Spellpoints: 360
AC Bonus (Armor, Su.): +6
AC Bonus (Deflection; Su.): +1
7)Bonus Feat (any)
Abrupt Jaunt(Sp.): Like immediate magic of conjuror (PH2), except can teleport 5ft without error as immediate action 1/day (Caster level=HD for all spell-like abilites, and abilites granted by vow of self-triumph).
Spellpoints: 490
Ability Increase: +2
Saves (resistance; Ex.): +1
8)Triumphant Self-defense (Ex.); like pious self-defense in "Complete Divine"; gain 4 TP. Immediate action. If you would be reduced to 0 or less hp you can spend 1 TP to take half damage, can't us ethis ability to take half damage from Triumphant Spellsurge (see above).
Spellpoints: 640
Mind Shielding(Ex.)
AC bonus (Natural Armor; Ex.): +1
9)Guts10 (Ex.) convert 10 points lethal to non-lethal as full round action.
Greater Santuary (Sp.): Replaces 'Santuary'. Same as the spell "santuary" except creatures are not allowed a will save, and duration is unlimited. useable 3/day, personal only.
Concealing Step10%(Su.): gain concealment 10%, can be targetted. Besides the 10% acts like concealment given by blur spell, continuous can be dispelled or suppressed.
Spellpoints: 810
AC Bonus(Armor;Su.): +7
10) Caster Level increase (Ex.): +1 (+2 at lv 15 +3 at lv 20; too much? consider the cheap orange ioun stones...)
Greater Vital Reserve(Ex.): can heal 3 times your HD in hp a day, immediate action.
Death Ward(Sp.): As spell 1/day, CL=HD.
Spellpoints: 1000
Damage Reduction(Su.): DR5/magic
11)Recuberation30(Ex.): you heal non-lethal damage at a rate of 1point per HD EVERY 30 mins instead of every hour.
Tongues(Su.)
Spellpoints:1210
Ability Increase: +4/+2
12)Bonus Feat (any)
Guts15(Ex.): Convert 15 points of lethal damage to non-lethal (fullround)
Greater self-might(Su.) Replaces "self-might" gained at lv. 6. Add the Modifier of your 2nd highest ability to all your saves (In case your two highest abilities are a tie go to the next highest (which would be LOWER). So if you have two abilites at 20 as your highest abilities go to the next highest abilites.)
Abrupt jaunt (Sp.): 10ft 3/day immediate action
Spellpoints: 1440
Greater Sustenance(Ex.): Breathing
AC Bonus (Armor; Su.): +8
AC Bonus (Deflection; Su.): +2
13) Spellpoints: 1690
Energy Resistance (all energy; Ex.): 5
Saves (resistance; Ex.): +2
14)Greater spellsurge (Su.): Replaces Triumphant spellsurge; but you can use the 2 Tp version or the 1 Tp damaging version, see above at lv 4). Can spend 2 TP to roll 1d6 and add the result to your caster level to determine the effects of one spell. Swift Action. Gain 6 TP.
Recuberation15(Ex.) Recovers 1 point non-lethal damage PER HD every 15mins. Obvioulsy this replaces recuberation30 it is simply a better version of it (dont ask why I dont just give them fast healing, I think the 'nig' boost Guts will give in battle is important and the recovery factor of recuberation in combo with Guts will work just fine).
Spellpoints: 1960
Freedom of Movement(Ex.)
15)Vital Reservoir(Ex.): Replaces Vital reserve and Greater vital Reserve. Can heal 4 times your HD in hp per day, can split up the healing. Immediate action. Vital Reservoir kicks in when you are dropped to 0hp or below, even if the attack would have killed you by dropping you to -10hp, when it kicks in this way it heals you with the rest of the hp you have reserved, you have no choice, if this still isn't enough to bring you above -10 you, obviously, still die.
Guts20(Ex.): At-will convert 20 lethal to non-lethal as fullround action.
Caster Level increase (Ex.): +2
Death Ward (Sp.): As spell 3/day, CL=HD.
Spellpoints: 2250
Damage Reduction (Su.): DR5/adamantine (since these aren't exalted bonus I thought adamantine was as good as any).
Ability increase (Ex.): +6/+4/+2
AC Bonus (Armor; Su.): +9
16) Solace(Sp.): Replaces Greater Santuary. 3/day, CL=HD. Works just like the "Santuary" spell except the creature is not entitled a will save and it works against area effect spells and abilities; Personal only and unlimited duration (Too much?).
Spellpoints:2560
AC Bonus (Natural Armor; Ex.): +2
17)Bonus Feat (any)
Recuberation5(Ex.): Recovers 1 point non-lethal damage per HD every 5 mins.
Abrupt Jaunt (Sp.)" 15ft, 5/day.
Spellpoints: 2890
Saves (resistance; Ex.): +3
18)Insightful Spellcasting (Ex.): Doubles the amount of bonus spells given by having a high ability score.
Guts25(Ex.): Convert 25 lethal to non-lethal as full round action.
Maybe*Triumphant self-might(Su.): Add your highest ability Mod. to all of your saves.
Spellpoints: 3240
True Seeing(Ex.)
AC Bonus (Armor, Su.): +10
AC Bonus (Deflection, Su.): +3
19)Concealing step20%(Su.): Constant Blur affect.
Spellpoints: 3610
Damage Reduction(Su.): DR10/adamantine
Ability Increase: +8/+6/+4/+2
20)Recuberation1(Ex.): Recovers 1 points non-lethal damage per HD every 1 minute.
Caster Level increase(Ex.): +3
Spell Resistance(Ex.): 10+HD (Too Much?)
Spellpoints: 4000
Energy Resistance (All energy; Ex.): 15
 




[MENTION=6678902]Belzbet[/MENTION], if you want people to respond to this, you'll need to make it much easier to read. You need to format it.

Example:

1)Triumphant Luck(Ex.): gain 4 TP; can spend triumph points (TP similar to action points) to add 1d6 to any d20 roll.

Sanctuary(Sp.) As spell 1/day except duartion is unlimited, personal only (once you use it and break it because you attack you can't use it again though that day, of course).

SpellPoints: 10 (can spend on expensive components 1xp/sp=5xp or to scribe from spellbooks, cannot scribe from scrolls, Vowy's cannot create magic items so cannot us sp on the creation of them; the scribing of a spellbook is for these purposes NOT the 'creation' of a magic item; they do not stack from level to level they are replaced)

AC bonus (Armor; Su.): +4
 

Thank you for the advice Tarionzcousin, hopefully this is more readable. Vow of Self-Triump: Feat, no prerequisites; special: cannot use and or benefit from magic items, money or OTHER CHARACTERS (cannot be healed by a cleric boosted by a Bard and you cannot drink a potion). Except: a wizard or other spellcaster can maintain a spellbook or other item that is crucial to their spellcasting (such as a divine focus, etc), a wizard cannot learn spells from scrolls (since the magical energy is expended in the copying of the scroll, magical energy that is not its own). However, a wizard can copy spells from others spellbooks by using spellpoints or experience (as long as the wizard doesn't benefit from the selling of that spellbook, also once copied from they trash it having no other use for it. I am still trying to work out the details on this)

1)Triumphant Luck(Ex.): gain 4 TP; can spend triumph points (TP similar to action points) to add 1d6 to any d20 roll.
Sanctuary(Sp.): As spell 1/day except duartion is unlimited, personal only (once you use it and break it because you attack you can't use it again that day, of course).
SpellPoints: 10 (can spend on expensive components 1xp/sp=5xp or to scribe from spellbooks, cannot scribe from scrolls, Vowy's cannot create magic items so cannot us sp on the creation of them; the scribing of a spellbook is for these purposes NOT the 'creation' of a magic item; they do not stack from level to level they are replaced)
AC bonus (Armor; Su.): +4


2)Bonus Feat (any).
Hearty Sleeper(Ex.): the amount of HP and ability damage healed from sleeping is doubled (2hp per HD per 8hrs and 4hp per HD 24hrs), does not affect non-lethal recovery.
Spellpoints: 40


3) Spellpoints: 90 (note: in case I get one wrong the spell points increase at a rate of ECLsquaredX10. ECL is what governs this progression namely, ECL4 character looks at the level 4 bonuses, after all vow replaces money and starting money is governed by ECL. So if your ECL is 4 then your spellpoints will be 160 [4X4X10]. By the end you gain, if you spend every point, about 260,000gp in xp to spend on components, spells that about 1/3 of the expected wealth by level too much?)
AC Bonus(Armor; Su.): +5
Endure Elements(Ex.)


4)Spell Resistance: 5+HD (too much? too Early?)
Triumphant Spellsurge(Su.): Gain 4 TP. Can spend 1 TP (triumph point) to roll 1d6 and add the result to the caster level to determine the results of one spell, swift action. Special:you take damge equal to the check result in d4's, so if you rolled a 5 on the d6 you would take 5d4 damage;you can take the average roll of 3.
Spellpoints: 160


5) Vital Reserve(Ex.):can heal HD times 2 in hp every day, you can spread out the healing, swift action, No AOO. (Too late?)
Sustenance(Ex.) Eat and Drink
Spellpoints:250



6) Guts:5 (Ex.): you can use a full-round action to convert 5 points of lethal damage to non-lethal damage, can use unlimited times a day (too much?) 3/day? 5...)
Self-Might(Su.): Divine Grace variant, add the Mod. of your 3rd highest ability to all you saves (too much? I want to increase it later to become better, too much? Maybe, add your 3rd highest to your lowest (two) saves, and go from there?)
Spellpoints: 360
AC Bonus (Armor, Su.): +6
AC Bonus (Deflection; Su.): +1


7)Bonus Feat (any)
Abrupt Jaunt(Sp.): Like immediate magic of conjuror (PH2), except can teleport 5ft without error as immediate action 1/day (Caster level=HD for all spell-like abilites, and abilites granted by vow of self-triumph).
Spellpoints: 490
Ability Increase: +2
Saves (resistance; Ex.): +1



8)Triumphant Self-defense (Ex.): like pious self-defense in "Complete Divine"; gain 4 TP. Immediate action. If you would be reduced to 0 or less hp you can spend 1 TP to take half damage, can't use this ability to take half damage from Triumphant Spellsurge
Spellpoints: 640
Mind Shielding(Ex.)
AC bonus (Natural Armor; Ex.): +1

9)Guts10 (Ex.) convert 10 points lethal to non-lethal as full round action.
Greater Santuary (Sp.): Replaces 'Santuary'. Same as the spell "santuary" except creatures are not allowed a will save, and duration is unlimited. useable 3/day, personal only.
Concealing Step10%(Su.): gain concealment 10%, can be targetted. Besides the 10% acts like concealment given by blur spell, continuous can be dispelled or suppressed.
Spellpoints: 810
AC Bonus(Armor;Su.): +7



10) Caster Level increase (Ex.): +1 (+2 at lv 15 +3 at lv 20; too much? consider the cheap orange ioun stones...)
Greater Vital Reserve(Ex.): can heal 3 times your HD in hp a day, immediate action.
Death Ward(Sp.): As spell 1/day, CL=HD.
Spellpoints: 1000
Damage Reduction(Su.): DR5/magic


11)Recuberation30(Ex.): you heal non-lethal damage at a rate of 1point per HD EVERY 30 mins instead of every hour.
Tongues(Su.)
Spellpoints:1210
Ability Increase: +4/+2


12)Bonus Feat (any)
Guts15(Ex.): Convert 15 points of lethal damage to non-lethal (fullround)
Greater self-might(Su.): Replaces "self-might" gained at lv. 6. Add the Modifier of your 2nd highest ability to all your saves (In case your two highest abilities are a tie go to the next highest (which would be LOWER). So if you have two abilites at 20 as your highest abilities go to the next highest abilites.)
Abrupt jaunt (Sp.): 10ft 3/day immediate action
Spellpoints: 1440
Greater Sustenance(Ex.): Breathing
AC Bonus (Armor; Su.): +8
AC Bonus (Deflection; Su.): +2



13) Spellpoints: 1690
Energy Resistance (all energy Ex.): 5
Saves (resistance; Ex.): +2


14)Greater spellsurge (Su.): Replaces Triumphant spellsurge; but you can use the 2 Tp version or the 1 Tp damaging version, see above at lv 4). Can spend 2 TP to roll 1d6 and add the result to your caster level to determine the effects of one spell. Swift Action. Gain 6 TP.
Recuberation15(Ex.): Recovers 1 point non-lethal damage PER HD every 15mins. Obvioulsy this replaces recuberation30 it is simply a better version of it (dont ask why I dont just give them fast healing, I think the 'nig' boost Guts will give in battle is important and the recovery factor of recuberation in combo with Guts will work just fine).
Spellpoints: 1960
Freedom of Movement(Ex.)




15)Vital Reservoir(Ex.): Replaces Vital reserve and Greater vital Reserve. Can heal 4 times your HD in hp per day, can split up the healing. Immediate action. Vital Reservoir kicks in when you are dropped to 0hp or below, even if the attack would have killed you by dropping you to -10hp, when it kicks in this way it heals you with the rest of the hp you have reserved, you have no choice, if this still isn't enough to bring you above -10 you, obviously, still die.
Guts20(Ex.): At-will convert 20 lethal to non-lethal as fullround action.
Caster Level increase (Ex.): +2
Death Ward (Sp.): As spell 3/day, CL=HD.
Spellpoints: 2250
Damage Reduction (Su.): DR5/adamantine (since these aren't exalted bonus I thought adamantine was as good as any).
Ability increase (Ex.): +6/+4/+2
AC Bonus (Armor; Su.): +9

16) Solace(Sp.): Replaces Greater Santuary(Sp.): 3/day, CL=HD. Works just like the "Santuary" spell except the creature is not entitled a will save and it works against area effect spells and abilities; Personal only and unlimited duration (Too much?).
Spellpoints:2560
AC Bonus (Natural Armor; Ex.): +2


17)Bonus Feat (any)
Recuberation5(Ex.): Recovers 1 point non-lethal damage per HD every 5 mins.
Abrupt Jaunt (Sp.): 15ft, 5/day.
Spellpoints: 2890
Saves (resistance; Ex.): +3



18)Insightful Spellcasting (Ex.): Doubles the amount of bonus spells given by having a high ability score.
Guts25(Ex.): Convert 25 lethal to non-lethal as full round action.
Maybe*Triumphant self-might(Su.): Add your highest ability Mod. to all of your saves.
Spellpoints: 3240
True Seeing(Ex.)
AC Bonus (Armor, Su.): +10
AC Bonus (Deflection, Su.): +3


19)Concealing step20%(Su.): Constant Blur affect.
Spellpoints: 3610
Damage Reduction(Su.): DR10/adamantine
Ability Increase: +8/+6/+4/+2


20)Recuberation1(Ex.): Recovers 1 points non-lethal damage per HD every 1 minute.
Caster Level increase(Ex.): +3
Spell Resistance(Ex.): 10+HD (Too Much?)
Spellpoints: 4000
Energy Resistance (All energy; Ex.): 15
 
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