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Vow of Self-Triumph (vow of poverty variant)
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<blockquote data-quote="Belzbet" data-source="post: 5608370" data-attributes="member: 6678902"><p>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).</p><p></p><p>1)Triumphant Luck(Ex.): gain 4 TP; can spend triumph points (TP similar to action points) to add 1d6 to any d20 roll. </p><p>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). </p><p>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)</p><p>AC bonus (Armor; Su.): +4</p><p>2)Bonus Feat (any). </p><p>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. </p><p>Spellpoints: 40</p><p>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?)</p><p>AC Bonus(Armor; Su.): +5</p><p>Endure Elements(Ex.)</p><p>4)Spell Resistance 5+HD (too much? too Early?)</p><p>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.</p><p>Spellpoints: 160</p><p>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?)</p><p>Sustenance(Ex.) Eat and Drink</p><p>Spellpoints:250</p><p>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...)</p><p>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?)</p><p>Spellpoints: 360</p><p>AC Bonus (Armor, Su.): +6</p><p>AC Bonus (Deflection; Su.): +1</p><p>7)Bonus Feat (any)</p><p>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).</p><p>Spellpoints: 490</p><p>Ability Increase: +2</p><p>Saves (resistance; Ex.): +1</p><p>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).</p><p>Spellpoints: 640</p><p>Mind Shielding(Ex.)</p><p>AC bonus (Natural Armor; Ex.): +1</p><p>9)Guts10 (Ex.) convert 10 points lethal to non-lethal as full round action.</p><p>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.</p><p>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.</p><p>Spellpoints: 810</p><p>AC Bonus(Armor;Su.): +7</p><p>10) Caster Level increase (Ex.): +1 (+2 at lv 15 +3 at lv 20; too much? consider the cheap orange ioun stones...)</p><p>Greater Vital Reserve(Ex.): can heal 3 times your HD in hp a day, immediate action.</p><p>Death Ward(Sp.): As spell 1/day, CL=HD.</p><p>Spellpoints: 1000</p><p>Damage Reduction(Su.): DR5/magic</p><p>11)Recuberation30(Ex.): you heal non-lethal damage at a rate of 1point per HD EVERY 30 mins instead of every hour.</p><p>Tongues(Su.)</p><p>Spellpoints:1210</p><p>Ability Increase: +4/+2</p><p>12)Bonus Feat (any)</p><p>Guts15(Ex.): Convert 15 points of lethal damage to non-lethal (fullround)</p><p>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.)</p><p>Abrupt jaunt (Sp.): 10ft 3/day immediate action</p><p>Spellpoints: 1440</p><p>Greater Sustenance(Ex.): Breathing</p><p>AC Bonus (Armor; Su.): +8</p><p>AC Bonus (Deflection; Su.): +2</p><p>13) Spellpoints: 1690</p><p>Energy Resistance (all energy; Ex.): 5</p><p>Saves (resistance; Ex.): +2</p><p>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.</p><p>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).</p><p>Spellpoints: 1960</p><p>Freedom of Movement(Ex.)</p><p>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.</p><p>Guts20(Ex.): At-will convert 20 lethal to non-lethal as fullround action.</p><p>Caster Level increase (Ex.): +2</p><p>Death Ward (Sp.): As spell 3/day, CL=HD.</p><p>Spellpoints: 2250</p><p>Damage Reduction (Su.): DR5/adamantine (since these aren't exalted bonus I thought adamantine was as good as any).</p><p>Ability increase (Ex.): +6/+4/+2</p><p>AC Bonus (Armor; Su.): +9</p><p>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?).</p><p>Spellpoints:2560</p><p>AC Bonus (Natural Armor; Ex.): +2</p><p>17)Bonus Feat (any)</p><p>Recuberation5(Ex.): Recovers 1 point non-lethal damage per HD every 5 mins.</p><p>Abrupt Jaunt (Sp.)" 15ft, 5/day.</p><p>Spellpoints: 2890</p><p>Saves (resistance; Ex.): +3</p><p>18)Insightful Spellcasting (Ex.): Doubles the amount of bonus spells given by having a high ability score.</p><p>Guts25(Ex.): Convert 25 lethal to non-lethal as full round action.</p><p>Maybe*Triumphant self-might(Su.): Add your highest ability Mod. to all of your saves.</p><p>Spellpoints: 3240</p><p>True Seeing(Ex.)</p><p>AC Bonus (Armor, Su.): +10</p><p>AC Bonus (Deflection, Su.): +3</p><p>19)Concealing step20%(Su.): Constant Blur affect.</p><p>Spellpoints: 3610</p><p>Damage Reduction(Su.): DR10/adamantine</p><p>Ability Increase: +8/+6/+4/+2</p><p>20)Recuberation1(Ex.): Recovers 1 points non-lethal damage per HD every 1 minute.</p><p>Caster Level increase(Ex.): +3</p><p>Spell Resistance(Ex.): 10+HD (Too Much?)</p><p>Spellpoints: 4000</p><p>Energy Resistance (All energy; Ex.): 15</p></blockquote><p></p>
[QUOTE="Belzbet, post: 5608370, member: 6678902"] 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 [/QUOTE]
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Vow of Self-Triumph (vow of poverty variant)
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