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    Default 3.5 VoP Fix Add on (Levels 1-100)

    As you may have guessed it, this is to extend the VoP fix by Drolyt and Vaynor's Epic progression. I needed levels 31 - 40 for a game I am running and here ya go.
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    Level Benefits
    31 Greater plane shift, Empowered Strike +9
    32 Ability Score Enhancement +16/+14/+12/+10/+8/+6, Resistance +9
    33 Force Armor +15, bonus feat, Regeneration (5/Varies)
    34 Empowered Strike +10, Empowered Strike (Enhancement) +8
    35 Resistance +10, Damage Reduction (25/varies), Energy Immunity, Improved Teleport
    36 Force Armor +16, Deflection +8, Ability Score Enhancement +18/+16/+14/+12/+10/+8, Regeneration (10/varies)
    37 Empowered Strike +11, bonus feat
    38 Empowered Strike (Enhancement) +9, Resistance +11
    39 Force Armor +17, Improved Greater plane shift, Regeneration (15/varies)
    40 Empowered Strike +12, Energy Immunity, Demigod (Rank 1)

    Greater plane shift (Su): At 31st level you gain the ability plane shift at will. By concentrating for five minutes, you may shift planes as the spell greater plane shift. This ability only affects you.

    Regeneration (Ex): At 33rd level your regeneration increases exponentially, you recover 5 points of damage per round and all damage dealt to you is converted to non lethal damage. Your regeneration can be overcome by Good aligned weapons and spells (if Evil), Evil aligned Weapons and spells (if Good), Chaotic aligned weapons and spells (if Lawful), Lawful aligned weapons and spells (if Chaotic), or 1 energy type (pick either Electricity, Acid, Fire or Cold, this cannot be an energy you are immune to) weapons and spells (if you are Neutral). If your alignment has multiple components, pick one. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.

    This ability increases by 5 at levels 36th and 39th. (To a maximum of 15 @ 39th level)

    Energy Immunity: At levels 35th and 40th you may select another energy type. You are now immune to that energy type. You may not select an energy type that corresponds with your Regeneration ability (if any).

    Improved Teleport (Su): At 35th level your ability to transport yourself long distances becomes easier to manifest, you may now cast Greater Teleport as a full round action instead of 10 minutes.

    Improved Greater plane shift (Su): At 35th level your ability to transport yourself long distances becomes easier to manifest, you may now cast Greater Plane Shift as a full round action instead of 5 minutes.

    Bonus Feats: At 33rd and 37th you gain a bonus feat, this can be a bonus feat, bonus Epic Feat, you must still meet all the prerequisites.

    Demigod: At 40th level you have risen above the mortal realm of even a Quasi deity and have realized your destiny, you have become a Demigod with Divine rank 1 with all the benefits according a deity of Divine rank 1. Your natural armor bonus changes from +5 to 13 + your divine rank, You no longer fail on a natural 1 for attack rolls or saving throws, you are immune to all disease, poison, stunning, sleep, paralysis, death affects and disintegration. Your DR changes from 25/Varies to 35 + divine rank/Epic, if you do not have it already you gain Fire resistance 20 + divine rank, you gain an additional salient ability (that you meet the requirements for), you may use your domain powers an additional time per day equal to your divine rank, you gain the ability to cast any of your domain spells at will, you add your divine rank to the DC's of your spells and spell like abilities.

    Your senses increase in range equal to a mile per divine rank, the domains you have (from the VoP) now act as your portfolio and you now have a limited sense of things that happen within your portfolio (see DaD for more information, pg 28), you may perform 2 free skill checks per round as long as the DC does not exceed 15, you may create magic items worth up to 4500 gp without the item creation feats as long as it relates to your portfolio (you must still meet all other requirements), if you have the related feat the XP cost is halved for the creation of the item.

    You gain a divine aura out to 10ft with a DC of 50 + Divine rank + Cha modifier, Deities with equal or greater rank are immune to your aura, this is a Mind affecting extraordinary ability, once a creature saves they become immune to it for 24 hours, you may choose from the following affects each round as a free action:

    • Daze: The creature stands in awe of you and can only defend themselves, otherwise they stand slack jawed capable of doing nothing.
    • Fright: Cowering in fear the creature receives -2 to attacks, damage rolls, skill checks, AC and saves. The slightest look or gesture from the deity frightens them and they flee as fast as they can.
    • Resolve: Allies of the deity receive a +4 Morale bonus to attack rolls, damage rolls, saves and skill checks while his enemies receive a -4 penalty to the same rolls.

    You grant spells to clerics and rangers who worship you, you may grant any spell on the cleric and ranger spell list, and any domain that you have. If you have levels in Druid or Paladin you may grant Druid spells and Paladin spells.

    If you have levels in a divine spellcasting class you can cast any spells it grants spontaneously, you must still have the required ability score and level to cast the spell.

    And lastly you gain the ability to form a Godly realm as the spell Genesis except with no components and no XP cost, the maximum radius of the Godly realm is 1000 ft (+1000ft per divine rank over 1), for more information see DaD pg 29.


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    None as of yet.

    Book references: DaD = Deities and Demigods

    For ease of Reference I have consolidated the three tables.
    Last edited by BelGareth; 2014-04-01 at 04:48 PM. Reason: Update
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    Default Re: 3.5 VoP Fix Add on (Levels 31-40)

    Level Benefits
    1 Force Armor +4
    2 Deflection +2
    3 Force Armor +5, Natural Armor +2, Endure Elements
    4 Empowered Strike +1, Ability Score Enhancement +2, Resistance +1
    5 Sustenance, Bonus Feat
    6 Force Armor +6, Deflection +3, Natural Armor +3, Flight (Base Land Speed, Average Maneuverability)
    7 Empowered Strike (Special Ability), Bonus Feat, Fortification (25%)
    8 Empowered Strike +2, Ability Score Enhancement +4/+2, Resistance +2, Mind Shielding
    9 Force Armor +7, Natural Armor +4
    10 Empowered Strike (Alignment), Damage Reduction (5/Magic), Energy Resistance (5)
    11 Empowered Strike (Special Ability), Bonus Feat, Fortification (50%), Spell Resistance
    12 Force Armor +8, Deflection +4, Natural Armor +5, Empowered Strike +3, Ability Score Enhancement +6/+4/+2, Resistance +3, Flight (Double Speed, Good Maneuverability), Greater Sustenance
    13 Bonus Feat
    14 Freedom of Movement
    15 Force Armor +9, Empowered Strike (Special Ability), Fortification (75%), Damage Reduction (5/varies), Energy Resistance (10)
    16 Empowered Strike +4, Ability Score Enhancement +8/+6/+4/+2, Resistance +4
    17 Bonus Feat, Regeneration
    18 Force Armor +10, Deflection +5, Flight (Triple Speed, Perfect Maneuverability), True Seeing
    19 Empowered Strike (Special Ability), Fortification (100%)
    20 Empowered Strike +5, Ability Score Enhancement +10/+8/+6/+4/+2, Resistance +5, Damage Reduction (10/varies), Energy Resistance (15), Perfection
    21 Force Armor +11, Mind Blank, Bonus Feat
    22 Empowered Strike +6, Empowered Strike (Enhancement) +5
    23 Resistance +6, Teleportation, Flight (4 times base speed), Domain
    24 Force Armor +12, Ability Score Enhancement +12/+10/+8/+6/+4/+2, Deflection +6
    25 Empowered Strike +7, Energy Resistance 20, Bonus Feat, Damage Reduction (15/varies)
    26 Resistance +7, Empowered Strike (Enhancement) +6, Domain
    27 Force Armor +13, Plane Shift, Flight (5 times base speed)
    28 Ability Score Enhancement +14/+12/+10/+8/+6/+4, Empowered Strike +8
    29 Resistance +8, Bonus Feat, Wish, Domain
    30 Enlightenment, Force Armor +14, Deflection +7, Empowered Strike (Enhancement) +7, Energy Immunity, Damage Reduction (20/varies)
    31 Greater plane shift, Empowered Strike +9
    32 Ability Score Enhancement +16/+14/+12/+10/+8/+6, Resistance +9
    33 Force Armor +15, bonus feat, Regeneration (5/Varies)
    34 Empowered Strike +10, Empowered Strike (Enhancement) +8
    35 Resistance +10, Damage Reduction (25/varies), Energy Immunity, Improved Teleport
    36 Force Armor +16, Deflection +8, Ability Score Enhancement +18/+16/+14/+12/+10/+8, Regeneration (10/varies)
    37 Empowered Strike +11, bonus feat
    38 Empowered Strike (Enhancement) +9, Resistance +11
    39 Force Armor +17, Improved Greater plane shift, Regeneration (15/varies)
    40 Empowered Strike +12, Energy Immunity, Demigod (Rank 1)

    Force Armor (Su): At 1st level you gain a +4 armor bonus to AC. This bonus increases to +5 at 3rd level, and increases by +1 every three levels thereafter. This bonus does not apply to touch attacks, but does apply to incorporeal touch attacks.

    Deflection (Su): At 2nd level you gain a +2 deflection bonus to AC. This bonus increases to +3 at 6th level, and by an additional +1 every 6 levels thereafter.

    Natural Armor (Ex): At 3rd level you gain a +2 enhancement bonus to natural armor. This bonus increases by +1 at 6th level and every 3 levels thereafter, to a maximum of +5 at 12th level.

    Endure Elements (Ex): At 3rd level 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 int the Dungeon Master's Guide).

    Empowered Strike (Su): At 4th level 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. This enhancement increases by +1 at 8th level and every 4 levels thereafter. At 10th level any weapon you wield is also considered to have your alignment, so for example if you were Chaotic Good you would ignore damage reduction x/good and x/chaotic. At 7th level, and again every 4 levels thereafter, choose one of the following magic weapon special abilities to apply to any weapon you wield: Bane, Defending, Flaming, Frost, Ghost Touch, Keen, Ki Focus, Merciful, Mighty Cleaving, Spell Storing, Shock, Throwing, Thundering, Vicious.

    Ability Score Enhancement (Ex): At 4th level you gain a +2 enhancement bonus to one ability score. At 8th level and every four levels thereafter you gain a +2 enhancement bonus to an additional ability score, and each previous ability's enhancement increases by +2.

    Resistance (Ex): At 4th level you gain a +1 resistance bonus to saving throws. This bonus increases by +1 at 8th level and every 4 levels thereafter.

    Sustenance (Ex): At 5th level you no longer need to eat or drink.

    Bonus Feats: At 5th, 7th, 11th, 13th, AND 17th levels you gain a bonus feat. You must meet all prerequisites for the feat.

    Flight (Su): At 6th level you gain a fly speed equal to your base land speed with average maneuverability. At 12th level this increases to double your base land speed with good maneuverability, and at 18th level it increases again to triple your base land speed with perfect maneuverability.

    Fortification (Ex): Starting at 7th level, when you are affected by a sneak attack or critical hit you have a chance to negate the effect and take normal damage, depending on level: 7th: 25% 11th: 50% 15th: 75% 19th: 100%.

    Mind Shielding (Ex): At 8th level you become immune to detect thoughts, discern lies, and any attempt to discern your alignment.

    Damage Reduction (Su): You gain damage reduction 5/magic at 10th level. At 15th level this increases to 5/magic and silver (if you are lawful), or 5/magic and cold iron (if you are chaotic), or 5/magic and adamantine (if you are neutral). At 20th level this increases to 10/epic and silver (if you are lawful), or 10/epic and cold iron (if you are chaotic), or 10/epic and adamantine (if you are neutral).

    Energy Resistance (Ex): At 10th level you gain resistance 5 against acid, cold, electricity, fire, and sonic energy. This increases to resistance 10 at 15th level and resistance 15 at 20th level.

    Spell Resistance (Su): Starting at 11th level you gain spell resistance equal to your ECL + 10.

    Greater Sustenance (Ex): At 12th level you no longer need to breath.

    Freedom of Movement (Ex): Starting at 14th level you can act as if continually under the effect of a freedom of movement spell.

    Regeneration (Ex): Starting at 17th level you heal 1 point of damage per level every 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 you gain a continuous true seeing ability, as the spell.

    Perfection: At 20th level you transcend mortal limits. You become an outsider, gaining the outsider type with appropriate alignment subtypes and the native subtype (though you do not need to eat, sleep, or breath).

    Mind Blank (Su): At level 21 the character gains a mind blank effect, as the spell mind blank.

    Empowered Strike: At level 22, and every 3 levels thereafter, the weapons you wield's enhancement bonus increases by +1. Additionally, at level 22, and every 4 levels thereafter, you gain an additional enhancement bonus (+5 at level 22, +6 at level 26, etc.) that can be used to add weapon enhancements to the weapons you wield. This enhancement bonus may be used for any magical weapon ability, and can be reallocated when you gain a level.

    Domain (Sp): At level 23 you may select a single domain. You gain 9 spell-like abilities, one for each spell level. These SLA's are usable 1/day. You also gain the domain ability if it applies to your classes. At level 26 you may select another domain, or lose access to your previous domain and gain a planar domain (SpC 282). A planar domain is effectively two domains). You gain 18 SLA's when you gain a planar domain, two for each spell level. You must meet all prerequisites for planar domains. At level 29 you gain a third domain (or second, if you chose to use a planar domain). Use your highest ability score to determine pertinent information such as Difficulty Class. Your caster level for these SLA's is equal to your ECL. You may choose the same domain twice, gaining each SLA twice instead of just once. However, you do not gain the effects of the domain ability twice.

    If the character already has access to domains from a class, then the spells from the domains selected are considered domain spells for that class only. For example, a level 23 cleric with the Law and Healing domains that selected Sun as their level 23 domain could prepare any spell from the Sun domain in their domain spell slots, as well as any spell from the Law and Healing domains as normal.

    Energy Immunity: At level 30 you may select an energy type. You are now immune to that energy type.

    Teleportation (Su): At level 23 you gain the ability to teleport at will. By concentrating for one minute, you may teleport as the spell greater teleport. This ability only affects you.

    Plane Shift (Su): At level 27 you gain the ability to plane shift at will. By concentrating for five minutes, you may shift planes as the spell plane shift. This ability only affects you.

    Wish (Sp): At level 29 you gain the ability to cast wish once per day. The base 5,000 XP cost is halved, however any additional XP costs incurred by wish must be paid in full.

    Enlightenment (Ex): You have achieved the pinnacle of your spiritual enlightenment. At level 30, you become a quasi-deity, granting divine rank 0. You are immortal, and no longer can die from old age. Additionally, you no longer suffer aging penalties (any previously incurred penalties are still in effect) but still gain the benefits of aging. You gain benefits of being a quasi-deity with divine rank 0, including and limited to the following: all future hit die are maximized, your base land speed increases to 60 ft., a deflection bonus to your AC equal to your Charisma modifier, immunity to transmutation, immunity to energy drain, ability damage, and ability drain. You are not able to grant spells.

    Greater plane shift (Su): At 31st level you gain the ability plane shift at will. By concentrating for five minutes, you may shift planes as the spell greater plane shift. This ability only affects you.

    Regeneration (Ex): At 33rd level your regeneration increases exponentially, you recover 5 points of damage per round and all damage dealt to you is converted to non lethal damage. Your regeneration can be overcome by Good aligned weapons and spells (if Evil), Evil aligned Weapons and spells (if Good), Chaotic aligned weapons and spells (if Lawful), Lawful aligned weapons and spells (if Chaotic), or 1 energy type (pick either Electricity, Acid, Fire or Cold, this cannot be an energy you are immune to) weapons and spells (if you are Neutral). If your alignment has multiple components, pick one. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.

    This ability increases by 5 at levels 36th and 39th. (To a maximum of 15 @ 39th level)

    Energy Immunity: At levels 35th and 40th you may select another energy type. You are now immune to that energy type. You may not select an energy type that corresponds with your Regeneration ability (if any).

    Improved Teleport (Su): At 35th level your ability to transport yourself long distances becomes easier to manifest, you may now cast Greater Teleport as a full round action instead of 10 minutes.

    Improved Greater plane shift (Su): At 35th level your ability to transport yourself long distances becomes easier to manifest, you may now cast Greater Plane Shift as a full round action instead of 5 minutes.

    Bonus Epic Feats: At 21st, 25th, 29th, 33rd and 37th you gain a bonus Epic feat, this can be a bonus feat or bonus Epic Feat, you must still meet all the prerequisites.

    Demigod: At 40th level you have risen above the mortal realm of even a Quasi deity and have realized your destiny, you have become a Demigod with Divine rank 1 with all the benefits according a deity of Divine rank 1. Your natural armor bonus changes from +5 to 13 + your divine rank, You no longer fail on a natural 1 for attack rolls or saving throws, you are immune to all disease, poison, stunning, sleep, paralysis, death affects and disintegration. Your DR changes from 25/Varies to 35 + divine rank/Epic, if you do not have it already you gain Fire resistance 20 + divine rank, you gain an additional salient ability (that you meet the requirements for), you may use your domain powers an additional time per day equal to your divine rank, you gain the ability to cast any of your domain spells at will, you add your divine rank to the DC's of your spells and spell like abilities.

    Your senses increase in range equal to a mile per divine rank, the domains you have (from the VoP) now act as your portfolio and you now have a limited sense of things that happen within your portfolio (see DaD for more information, pg 28), you may perform 2 free skill checks per round as long as the DC does not exceed 15, you may create magic items worth up to 4500 gp without the item creation feats as long as it relates to your portfolio (you must still meet all other requirements), if you have the related feat the XP cost is halved for the creation of the item.

    You gain a divine aura out to 10ft with a DC of 50 + Divine rank + Cha modifier, Deities with equal or greater rank are immune to your aura, this is a Mind affecting extraordinary ability, once a creature saves they become immune to it for 24 hours, you may choose from the following affects each round as a free action:

    • Daze: The creature stands in awe of you and can only defend themselves, otherwise they stand slack jawed capable of doing nothing.
    • Fright: Cowering in fear the creature receives -2 to attacks, damage rolls, skill checks, AC and saves. The slightest look or gesture from the deity frightens them and they flee as fast as they can.
    • Resolve: Allies of the deity receive a +4 Morale bonus to attack rolls, damage rolls, saves and skill checks while his enemies receive a -4 penalty to the same rolls.

    You grant spells to clerics and rangers who worship you, you may grant any spell on the cleric and ranger spell list, and any domain that you have. If you have levels in Druid or Paladin you may grant Druid spells and Paladin spells.

    If you have levels in a divine spellcasting class you can cast any spells it grants spontaneously, you must still have the required ability score and level to cast the spell.

    And lastly you gain the ability to form a Godly realm as the spell Genesis except with no components and no XP cost, the maximum radius of the Godly realm is 1000 ft (+1000ft per divine rank over 1), for more information see DaD pg 29.

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    I have yet to consolidate some redundant ability explanations
    Last edited by BelGareth; 2014-04-01 at 04:50 PM.
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    Default Re: 3.5 VoP Fix Add on (Levels 31-40)

    Quote Originally Posted by BelGareth View Post
    Bonus Feats: At 33rd and 37th you gain a bonus feat, this can be a bonus feat, bonus Epic Feat or a Salient Divine Ability (from DaD), you must still meet all the prerequisites.
    the bolded part is pointless, because (unless you've gained divine ranks otherwise) you can never qualify for a salient divine ability, as they all require at least a DR of 1... other than that, this seems like a decent extension of VoP... I'd say "balanced", but is anything really "balanced" when it comes to epic?
    Last edited by VarianArdell; 2012-02-15 at 08:11 PM.
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    Quote Originally Posted by Cobra_Ikari View Post
    Could you touch the sound you heard in the vision you saw from the flavor you tasted from a color?
    Quote Originally Posted by Zaq View Post
    2 + 2 = fish
    50 gp = +2
    2 + (50 gp) = fish
    50 gp = fish – 2
    sickened = – 2
    50 gp = fish + sickened
    Sick fish are 50 gp

    WHAT HAVE YOU DONE


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    Default Re: 3.5 VoP Fix Add on (Levels 31-40)

    Quote Originally Posted by VarianArdell View Post
    the bolded part is pointless, because (unless you've gained divine ranks otherwise) you can never qualify for a salient divine ability, as they all require at least a DR of 1... other than that, this seems like a decent extension of VoP... I'd say "balanced", but is anything really "balanced" when it comes to epic?
    So true, easy enough to remedy however, thanks for pointing that out, for some reason I thought divine rank 0 was enough. ah well.
    Last edited by BelGareth; 2012-02-15 at 08:23 PM.
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    Default Re: 3.5 VoP Fix Add on (Levels 31-40)

    Divine Rank 0 should be enough to qualify, but some salient divine abilities are based on your Divine Rank, so that may be a problem when your Divine Rank = 0. Other than that, I like it so I think I'll file this away somewhere for future use.

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    Default Re: 3.5 VoP Fix Add on (Levels 31-40)

    Quote Originally Posted by Dante & Vergil View Post
    Divine Rank 0 should be enough to qualify, but some salient divine abilities are based on your Divine Rank, so that may be a problem when your Divine Rank = 0. Other than that, I like it so I think I'll file this away somewhere for future use.
    well, actually:
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    Quote Originally Posted by Cobra_Ikari View Post
    Could you touch the sound you heard in the vision you saw from the flavor you tasted from a color?
    Quote Originally Posted by Zaq View Post
    2 + 2 = fish
    50 gp = +2
    2 + (50 gp) = fish
    50 gp = fish – 2
    sickened = – 2
    50 gp = fish + sickened
    Sick fish are 50 gp

    WHAT HAVE YOU DONE


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    Default Re: 3.5 VoP Fix Add on (Levels 31-40)

    To be honest, I really struggle with the idea that not carrying stuff around for a really long time is a legitimate condition for divinity. The other stuff - cool. Becoming a demigod should require a substantial effort, though... some sort of quest, some spell, some divine boon. I always assumed that VoP's benefits (more or less) were essentially a replacement for the advantages of items. Should that list include godhood?

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    Default Re: 3.5 VoP Fix Add on (Levels 31-40)

    Something that's always bugged me.

    Why is there a cap on the Natural Armor boost but not the Deflection boost?

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    Default Re: 3.5 VoP Fix Add on (Levels 31-40)

    Quote Originally Posted by VarianArdell View Post
    well, actually:
    Yah, it says it at the beginning of the chapter, even though several salient abilities are useful without a divine rank as Dante & Vergil said.

    Quote Originally Posted by Eleven View Post
    To be honest, I really struggle with the idea that not carrying stuff around for a really long time is a legitimate condition for divinity. The other stuff - cool. Becoming a demigod should require a substantial effort, though... some sort of quest, some spell, some divine boon. I always assumed that VoP's benefits (more or less) were essentially a replacement for the advantages of items. Should that list include godhood?
    It seems to me as the logical progression, you have forsworn any items and therefore become closer to being divine, you gain perfection at 20th, quasi divinity at 30th and Divinity (rank 1) at 40th, to me that establishes the actual power level of more powerful gods. (Level = rank x 10 +30)

    And If they are 40th they should be pretty darn close if not all ready, plus I do believe there are several Epic Destiny's that do similar things, maybe to a lesser extent as there is really nothing written for 31+ level of play.

    Quote Originally Posted by NineThePuma View Post
    Something that's always bugged me.

    Why is there a cap on the Natural Armor boost but not the Deflection boost?
    I have had the same feeling but I did not want to rewrite Vaynor's and/or Drolyts original idea, it has become the standard VoP on these boards and I don't want to mess with it.

    I would most likely change it to a standard increase like the Deflection bonus or make it equal to your Constitution Modifier.
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    Default Re: 3.5 VoP Fix Add on (Levels 31-40)

    I'd drop the initial boost to +1 and have it rise every 4 levels. That makes it a +5 at level 19 and carries it into epic, while still scaling faster than Deflection bonii.

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    Default Re: 3.5 VoP Fix Add on (Levels 31-40)

    Ok I have wanted to expand upon this table for a couple of days, and a few hours to kill at work.

    Here you go, VoP all the way to 105.

    *Please note, it is slightly different to the above version, due to reshuffling some things, and have continuity among abilities (i.e every 6 levels...etc)

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    Level Benefit
    1 Force Armor +4
    2 Deflection +2
    3 Force Armor +5, Natural Armor +2, Endure Elements
    4 Empowered Strike +1, Ability Score Enhancement +2, Resistance +1
    5 Sustenance, Bonus Feat
    6 Force Armor +6, Deflection +3, Natural Armor +3, Flight (Base Land Speed, Average Maneuverability)
    7 Empowered Strike (Special Ability, +1), Bonus Feat, Fortification (25%)
    8 Empowered Strike +2, Ability Score Enhancement +4/+2, Resistance +2, Mind Shielding
    9 Force Armor +7, Natural Armor +4, Bonus Feat
    10 Empowered Strike (Alignment), Damage Reduction (5/Magic), Energy Resistance (5)
    11 Empowered Strike (Special Ability, +2), Bonus Feat, Fortification (50%), Spell Resistance
    12 Force Armor +8, Deflection +4, Natural Armor +5, Empowered Strike +3, Ability Score Enhancement +6/+4/+2, Resistance +3, Flight (Double Speed, Good Maneuverability), Greater Sustenance
    13 Bonus Feat
    14 Freedom of Movement
    15 Force Armor +9, Natural Armor +6, Empowered Strike (Special Ability, +3), Bonus Feat, Fortification (75%), Damage Reduction (5/Varies), Energy Resistance (10)
    16 Empowered Strike +4, Ability Score Enhancement +8/+6/+4/+2, Resistance +4
    17 Bonus Feat, Regeneration(1)
    18 Force Armor +10, Deflection +5, Natural Armor +7, Flight (Triple Speed, Perfect Maneuverability), True Seeing
    19 Empowered Strike (Special Ability, +4), Bonus Feat, Fortification (100%)
    20 Empowered Strike +5, Ability Score Enhancement +10/+8/+6/+4/+2, Resistance +5, Damage Reduction (10/Varies), Energy Resistance (15), Perfection
    21 Force Armor +11, Natural Armor +8, Bonus Feat, Mind Blank
    22 Teleportation
    23 Empowered Strike (Special Ability, +5), Bonus Feat, Domain
    24 Force Armor +12, Deflection +6, Natural Armor +9, Empowered Strike +6, Ability Score Enhancement +12/+10/+8/+6/+4/+2, Resistance +6, Flight (4 times base speed)
    25 Bonus Feat, Damage Reduction (15/Varies), Energy Resistance (20)
    26 Plane Shift
    27 Force Armor +13, Natural Armor +10, Empowered Strike (Special Ability, +6), Bonus Feat
    28 Empowered Strike +7, Ability Score Enhancement +14/+12/+10/+8/+6/+4, Resistance +7
    29 Bonus Feat, Wish
    30 Force Armor +14, Deflection +7, Natural Armor +11, Flight (5 times base speed), Damage Reduction (20/Varies), Energy Resistance (25), Energy Immunity, Enlightenment(Rank 0)
    31 Empowered Strike (Special Ability, +7), Bonus Feat
    32 Empowered Strike +8, Ability Score Enhancement +16/+14/+12/+10/+8/+6, Resistance +8
    33 Force Armor +15, Natural Armor +12, Bonus Feat, Regeneration (5/Varies), Domain
    34 Greater plane shift
    35 Empowered Strike (Special Ability, +8), Bonus Feat, Damage Reduction (25/Varies), Energy Resistance (30)
    36 Force Armor +16, Deflection +8, Natural Armor +13, Empowered Strike +9, Ability Score Enhancement +18/+16/+14/+12/+10/+8, Resistance +9
    37 Bonus Feat
    38 Greater Teleport
    39 Force Armor +17, Natural Armor +14, Empowered Strike (Special Ability, +9), Bonus Feat, Regeneration (10/Varies)
    40 Empowered Strike +10, Ability Score Enhancement +20/+18/+16/+14/+12/+10, Resistance +10, Damage Reduction (30/Varies), Energy Resistance (35), Energy Immunity, Demigod(Rank 1)
    41 Bonus Feat
    42 Force Armor +18, Deflection +9, Natural Armor +15
    43 Empowered Strike (Special Ability, +10), Bonus Feat, Domain
    44 Empowered Strike +11, Ability Score Enhancement +22/+20/+18/+16/+14/+12, Resistance +11
    45 Force Armor +19, Natural Armor +16, Bonus Feat, Damage Reduction (35/Varies), Energy Resistance (40), Regeneration (15/Varies)
    46 Improved Greater plane shift
    47 Empowered Strike (Special Ability, +11), Bonus Feat
    48 Force Armor +20, Deflection +10, Natural Armor +17, Empowered Strike +12, Ability Score Enhancement +24/+22/+20/+18/+16/+14, Resistance +12
    49 Bonus Feat
    50 Damage Reduction (40/Varies), Energy Resistance (45), Energy Immunity, Demigod(Rank 2)
    51 Force Armor +21, Natural Armor +18, Empowered Strike (Special Ability, +12), Bonus Feat, Regeneration (20/Varies)
    52 Empowered Strike +13, Ability Score Enhancement +26/+24/+22/+20/+18/+16, Resistance +13
    53 Bonus Feat, Domain
    54 Force Armor +22, Deflection +11, Natural Armor +19
    55 Empowered Strike (Special Ability, +13), Bonus Feat, Damage Reduction (45/Varies), Energy Resistance (50)
    56 Empowered Strike +14, Ability Score Enhancement +28/+26/+24/+22/+20/+18, Resistance +14
    57 Force Armor +23, Natural Armor +20, Bonus Feat, Regeneration (25/Varies)
    58 Gate
    59 Empowered Strike (Special Ability, +14), Bonus Feat
    60 Force Armor +24, Deflection +12, Natural Armor +21, Empowered Strike +15, Ability Score Enhancement +30/+28/+26/+24/+22/+20, Resistance +15, Damage Reduction (50/Varies), Energy Resistance (55), Energy Immunity, , Demigod(Rank 3)
    61 Entourage
    62 Divine Salient Ability
    63 Force Armor +25, Natural Armor +22, Empowered Strike (Special Ability, +15), Bonus Feat, Regeneration (30/Varies)
    64 Empowered Strike +16, Ability Score Enhancement +32/+30/+28/+26/+24/+22, Resistance +16
    65 Bonus Feat, Damage Reduction (55/Varies), Energy Resistance (60)
    66 Force Armor +26, Deflection +13, Natural Armor +23, Divine Salient Ability
    67 Empowered Strike (Special Ability, +16), Bonus Feat
    68 Empowered Strike +17, Ability Score Enhancement +34/+32/+30/+28/+26/+24, Resistance +17
    69 Force Armor +27, Natural Armor +24, Bonus Feat, Regeneration (35/Varies)
    70 Damage Reduction (60/Varies), Energy Resistance (65), Demigod(Rank 4), Divine Salient Ability
    71 Empowered Strike (Special Ability, +17), Bonus Feat
    72 Force Armor +28, Deflection +14, Natural Armor +25, Empowered Strike +18, Ability Score Enhancement +36/+34/+32/+30/+28/+26, Resistance +18
    73 Bonus Feat
    74 Divine Salient Ability
    75 Force Armor +29, Natural Armor +26, Empowered Strike (Special Ability, +18), Bonus Feat, Damage Reduction (65/Varies), Energy Resistance (70), Regeneration (40/Varies)
    76 Empowered Strike +19, Ability Score Enhancement +38/+36/+34/+32/+30/+28, Resistance +19
    77 Bonus Feat
    78 Force Armor +30, Deflection +15, Natural Armor +27, Divine Salient Ability
    79 Empowered Strike (Special Ability, +19), Bonus Feat
    80 Empowered Strike +20, Ability Score Enhancement +40/+38/+36/+34/+32/+30, Resistance +20, Damage Reduction (70/Varies), Energy Resistance (75), Demigod(Rank 5)
    81 Force Armor +31, Natural Armor +28, Bonus Feat, Regeneration (45/Varies)
    82 Divine Salient Ability
    83 Empowered Strike (Special Ability, +20), Bonus Feat
    84 Force Armor +32, Deflection +16, Natural Armor +29, Empowered Strike +21, Ability Score Enhancement +42/+40/+38/+36/+34/+32, Resistance +21
    85 Bonus Feat, Damage Reduction (75/Varies), Energy Resistance (80)
    86 Divine Salient Ability
    87 Force Armor +33, Natural Armor +30, Empowered Strike (Special Ability, +21), Bonus Feat, Regeneration (50/Varies)
    88 Empowered Strike +22, Ability Score Enhancement +44/+42/+40/+38/+36/+34, Resistance +22
    89 Bonus Feat
    90 Force Armor +34, Deflection +17, Natural Armor +31, Damage Reduction (80/Varies), Energy Resistance (85), Demigod(Rank 6), Divine Salient Ability
    91 Bonus Feat
    92 Empowered Strike +23, Empowered Strike (Special Ability, +22), Ability Score Enhancement +46/+44/+42/+40/+38/+36, Resistance +23
    93 Force Armor +35, Natural Armor +32, Bonus Feat, Regeneration (55/Varies)
    94 Divine Salient Ability
    95 Bonus Feat, Damage Reduction (85/Varies), Energy Resistance (90)
    96 Force Armor +36, Deflection +18, Natural Armor +33, Empowered Strike +24, Empowered Strike (Special Ability, +23), Ability Score Enhancement +48/+46/+44/+42/+40/+38, Resistance +24
    97 Bonus Feat
    98 Divine Salient Ability
    99 Force Armor +37, Natural Armor +34, Bonus Feat, Regeneration (60/Varies)
    100 Empowered Strike +25, Empowered Strike (Special Ability, +24), Ability Score Enhancement +50/+48/+46/+44/+42/+40, Resistance +25, Damage Reduction (90/Varies), Energy Resistance (95), Dlesser Deitie(Rank 7)
    101 Bonus Feat
    102 Force Armor +38, Deflection +19, Natural Armor +35, Divine Salient Ability
    103 Bonus Feat
    104 Empowered Strike +26, Empowered Strike (Special Ability, +25), Ability Score Enhancement +52/+50/+48/+46/+44/+42, Resistance +26
    105 Force Armor +39, Natural Armor +36, Bonus Feat, Damage Reduction (95/Varies), Energy Resistance (100), Regeneration (65/Varies)

    Force Armor (Su): At 1st level you gain a +4 armor bonus to AC. This bonus increases to +5 at 3rd level, and increases by +1 every three levels thereafter. This bonus does not apply to touch attacks, but does apply to incorporeal touch attacks.

    Deflection (Su): At 2nd level you gain a +2 deflection bonus to AC. This bonus increases to +3 at 6th level, and by an additional +1 every 6 levels thereafter.

    Natural Armor (Ex): At 3rd level you gain a +2 enhancement bonus to natural armor. This bonus increases by +1 at 6th level and every 3 levels thereafter.

    Endure Elements (Ex): At 3rd level 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 int the Dungeon Master's Guide).

    Empowered Strike (Su): At 4th level 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. This enhancement increases by +1 at 8th level and every 4 levels thereafter. At 10th level any weapon you wield is also considered to have your alignment, so for example if you were Chaotic Good you would ignore damage reduction x/good and x/chaotic. At 7th level, and again every 4 levels thereafter, you may choose to apply any magic weapon special ability to any weapon you wield.

    If your level is higher than 20th, you may choose epic Weapon special abilities.

    Ability Score Enhancement (Ex): At 4th level you gain a +2 enhancement bonus to one ability score. At 8th level and every four levels thereafter you gain a +2 enhancement bonus to an additional ability score, and each previous ability's enhancement increases by +2.

    Resistance (Ex): At 4th level you gain a +1 resistance bonus to saving throws. This bonus increases by +1 at 8th level and every 4 levels thereafter.

    Sustenance (Ex): At 5th level you no longer need to eat or drink.

    Bonus Feats: At 5th, and every odd level thereafter you gain a bonus feat. You must meet all prerequisites for the feat. If your level is above 20th, you may choose an Epic Feat instead.

    Flight (Su): At 6th level you gain a fly speed equal to your base land speed with average maneuverability. At 12th level this increases to double your base land speed with good maneuverability, at 18th level it increases to triple your base land speed with perfect maneuverability and continues to increase in speed for every 6 levels to a maximum of x5 your base land speed.

    Fortification (Ex): Starting at 7th level, when you are affected by a sneak attack or critical hit you have a chance to negate the effect and take normal damage, depending on level: 7th: 25% 11th: 50% 15th: 75% 19th: 100%.

    Mind Shielding (Ex): At 8th level you become immune to detect thoughts, discern lies, and any attempt to discern your alignment.

    Damage Reduction (Su): You gain damage reduction 5/magic at 10th level. At 15th level this increases to 5/magic and silver (if you are lawful), or 5/magic and cold iron (if you are chaotic), or 5/magic and adamantine (if you are neutral). At 20th level this increases to 10/epic and silver (if you are lawful), or 10/epic and cold iron (if you are chaotic), or 10/epic and adamantine (if you are neutral).

    This improves by 5 every 5 levels.

    Energy Resistance (Ex): At 10th level you gain resistance 5 against acid, cold, electricity, fire, and sonic energy. This increases by 5 every 5 levels.

    Spell Resistance (Su): Starting at 11th level you gain spell resistance equal to your ECL + 11.

    Greater Sustenance (Ex): At 12th level you no longer need to breath.

    Freedom of Movement (Ex): Starting at 14th level you can act as if continually under the effect of a freedom of movement spell.

    Regeneration (Ex): Starting at 17th level you heal 1 point of damage per level every 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.

    At 33rd level your regeneration increases exponentially, you recover 5 points of damage per round and all damage dealt to you is converted to non lethal damage. Your regeneration can be overcome by Good aligned weapons and spells (if Evil), Evil aligned Weapons and spells (if Good), Chaotic aligned weapons and spells (if Lawful), Lawful aligned weapons and spells (if Chaotic), or 1 energy type (pick either Electricity, Acid, Fire or Cold, this cannot be an energy you are immune to) weapons and spells (if you are Neutral). If your alignment has multiple components, pick one. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.

    This improves by 5 every 6 levels.

    True Seeing (Su): At 18th level you gain a continuous true seeing ability, as the spell.

    Perfection: At 20th level you transcend mortal limits. You become an outsider, gaining the outsider type with appropriate alignment subtypes and the native subtype (though you do not need to eat, sleep, or breath).

    Mind Blank (Su): At level 21 the character gains a mind blank effect, as the spell mind blank.

    Domain (Sp): At level 23 you may select a single domain. You gain 9 spell-like abilities, one for each spell level. These SLA's are usable 1/day. You also gain the domain ability if it applies to your classes. At level 33 you may select another domain, or lose access to your previous domain and gain a planar domain (SpC 282). A planar domain is effectively two domains). You gain 18 SLA's when you gain a planar domain, two for each spell level. You must meet all prerequisites for planar domains. At level 43 you gain a third domain (or second, if you chose to use a planar domain). Use your highest ability score to determine pertinent information such as Difficulty Class. Your caster level for these SLA's is equal to your ECL. You may choose the same domain twice, gaining each SLA twice instead of just once. However, you do not gain the effects of the domain ability twice.

    If the character already has access to domains from a class, then the spells from the domains selected are considered domain spells for that class only. For example, a level 23 cleric with the Law and Healing domains that selected Sun as their level 23 domain could prepare any spell from the Sun domain in their domain spell slots, as well as any spell from the Law and Healing domains as normal.

    You gain an additional Domain every 10 levels to a maximum of 4 at 53rd level.

    Energy Immunity: At level 30 you may select an energy type. You are now immune to that energy type. You may not select an energy type that corresponds with your Regeneration ability (if any).

    You gain an additional energy of your choice at 40th, 50th, and 60th levels.

    Teleportation (Su): At level 22 you gain the ability to teleport at will. By concentrating for one minute, you may teleport as the spell greater teleport. This ability only affects you.

    Plane Shift (Su): At level 26 you gain the ability to plane shift at will. By concentrating for five minutes, you may shift planes as the spell plane shift. This ability only affects you.

    Wish (Sp): At level 29 you gain the ability to cast wish once per day. The base 5,000 XP cost is halved, however any additional XP costs incurred by wish must be paid in full.

    Enlightenment (Ex): You have achieved the pinnacle of your spiritual enlightenment. At level 30, you become a quasi-deity, granting divine rank 0. You are immortal, and no longer can die from old age. Additionally, you no longer suffer aging penalties (any previously incurred penalties are still in effect) but still gain the benefits of aging. You gain benefits of being a quasi-deity with divine rank 0, including and limited to the following: all future hit die are maximized, your base land speed increases to 60 ft., a deflection bonus to your AC equal to your Charisma modifier, immunity to transmutation, immunity to energy drain, ability damage, and ability drain. You are not able to grant spells.

    Greater plane shift (Su): At 34th level you gain the ability plane shift at will. By concentrating for five minutes, you may shift planes as the spell greater plane shift. This ability only affects you.

    Greater Teleport (Su): At 38th level your ability to transport yourself long distances becomes easier to manifest, you may now cast Greater Teleport as a full round action instead of 10 minutes.

    Improved Greater plane shift (Su): At 46th level your ability to transport yourself long distances becomes easier to manifest, you may now cast Greater Plane Shift as a full round action instead of 5 minutes.

    Gate (Su): At 58th level you gain the ability Gate at will.

    Entourage (Ex): You gain an Entourage, you may attract a number of subcohorts. A sub-cohort’s ECL = 1/4 the your Leadership Score (rounded down) + 5. The number of sub-cohorts you can attract is equal to 1/10th your Leadership Score (rounded down).

    Divine Salient Ability: At 62nd level, and every 4 levels thereafter you gain a bonus Divine Salient Ability. You must meet all prerequisites for the Divine Salient Ability.

    Demigod: At 40th level you have risen above the mortal realm of even a Quasi deity and have realized your destiny, you have become a Demigod with Divine rank 1 with all the benefits according a deity of Divine rank 1. You no longer fail on a natural 1 for attack rolls or saving throws, you are immune to all disease, poison, stunning, sleep, paralysis, death affects and disintegration. You gain a Divine salient ability (that you meet the requirements for), you may use your domain powers an additional time per day equal to your divine rank, you gain the ability to cast any of your domain spells at will, and you gain a deflection bonus to your AC equal to your Charisma modifier.

    You may add your Divine rank as a Divine bonus to all of your attack, damage rolls, saves, skill checks, turning checks, spell penetration checks, caster level checks and to the DC's of your spells and spell like abilities.

    Your senses increase in range equal to a mile per divine rank, the domains you have (from the VoP) now act as your portfolio and you now have a limited sense of things that happen within your portfolio (see DaD for more information, pg 28), you may perform 2 free skill checks per round as long as the DC does not exceed 15, you may create magic items worth up to 4500 gp without the item creation feats as long as it relates to your portfolio (you must still meet all other requirements), if you have the related feat the XP cost is halved for the creation of the item.

    You gain a divine aura out to 10ft with a DC of 50 + Divine rank + Cha modifier, Deities with equal or greater rank are immune to your aura, this is a Mind affecting extraordinary ability, once a creature saves they become immune to it for 24 hours, you may choose from the following affects each round as a free action:

    • Daze: The creature stands in awe of you and can only defend themselves, otherwise they stand slack jawed capable of doing nothing.
    • Fright: Cowering in fear the creature receives -2 to attacks, damage rolls, skill checks, AC and saves. The slightest look or gesture from the deity frightens them and they flee as fast as they can.
    • Resolve: Allies of the deity receive a +4 Morale bonus to attack rolls, damage rolls, saves and skill checks while his enemies receive a -4 penalty to the same rolls.

    You grant spells to clerics and rangers who worship you, you may grant any spell on the cleric and ranger spell list, and any domain that you have. If you have levels in Druid or Paladin you may grant Druid spells and Paladin spells.

    If you have levels in a divine spellcasting class you can cast any spells it grants spontaneously, you must still have the required ability score and level to cast the spell.

    And lastly you gain the ability to form a Godly realm as the spell Genesis except with no components and no XP cost, the maximum radius of the Godly realm is 1000 ft (+1000ft per divine rank over 1), for more information see DaD pg 29.

    Lesser Deities
    Lesser Deities (Divine Rank 6) may take 10 on any skill checks, turning checks, spell penetration checks and, caster level checks.

    Lesser Deities are also immune to any Imprison or banishment effects, such as Banishment, Binding, Dimensional Anchor, Dismissal, Imprisonment, Repulsion, Soul Bind, Temporal Stasis, Trap the soul and Turning/rebuking.
    Last edited by BelGareth; 2014-04-01 at 04:52 PM.
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  12. - Top - End - #12
    Barbarian in the Playground
     
    Dante & Vergil's Avatar

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    Default Re: 3.5 VoP Fix Add on (Levels 31-40)

    Ermahgerd, that's a huge progression!!!
    At levels 40 and 50, you have divine rank 1 on each, and the rest of the progression increases after level 50 at the intervals. Was that intentional?

  13. - Top - End - #13
    Troll in the Playground
     
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    Default Re: 3.5 VoP Fix Add on (Levels 31-40)

    Quote Originally Posted by Dante & Vergil View Post
    Ermahgerd, that's a huge progression!!!
    At levels 40 and 50, you have divine rank 1 on each, and the rest of the progression increases after level 50 at the intervals. Was that intentional?
    Nice Catch, no it was a typo...Rank 7 WOOT!
    Last edited by BelGareth; 2012-10-12 at 08:45 PM.
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  14. - Top - End - #14
    Bugbear in the Playground
     
    PirateCaptain

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    Default Re: 3.5 VoP Fix Add on (Levels 31-40)

    Not sure if this is still WIP (for purposes of thread necro), but I've just noticed that the bonus feat intervals became on every odd levels...

    Originally (Drolyt's) it was at every odd levels that are non-divisible by 3, which basically means at every odd levels were bonus feats aren't gained. I just noticed because some people from another thread were complaining for the possible feat excess brought by this.

    My 2cp:
    If a simpler feat progression is what's needed, gaining a feat after every three levels starting from L1 actually yields approximately the same amount of feat as that of in Drolyt's fix.
    Hanmaru Ryuuhei (Wonderful Exploits of Fillangus Doddlehop)
    Mulberry Voltaire (Murder in Adrilanka)
    Murmur (The Crowd Calls for Blood!)
    Jizi Strangebrew (Epic Goose Chase)
    Malcolm "The Professor" Dewey (BADASS)
    "Goodwin" Chebyshev (Those That Were)

    Extended Signature

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    Troll in the Playground
     
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    Default Re: 3.5 VoP Fix Add on (Levels 31-40)

    Had some rare time at work, thought I would add the new iteration of the VoP into epic sans deity craziness as it had been asked for from a few people.

    Spoiler: Epic VoP 1-100
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    Epic VoP

    Level Bonus
    1 Force Armor +4
    2 Endure Elements
    3 Resistance +1
    4 Force Armor +5, Deflection +1, Empowered Strike +1, Ability Score Enhancement +2
    5 Bonus feat, Sustenance, Spell like abilities
    6 Natural armor +1, Force Armor (Special Ability +1), Movement
    7 Force Armor +6, Resistance +2, Empowered Strike (Special Ability, +1)
    8 Deflection +2, Empowered Strike +2, Ability Score Enhancement +4/+2
    9 Natural armor +2, Bonus feat, Mind shielding
    10 Force Armor +7, Force Armor (Special Ability +2), Damage Reduction (5/Magic), Energy Resistance (5)
    11 Resistance +3, Empowered Strike (Special Ability, +2)
    12 Deflection +3, Natural armor +3, Empowered Strike +3, Ability Score Enhancement +6/+4/+2
    13 Force Armor +8, Bonus feat, Greater Sustenance
    14 Force Armor (Special Ability +3), Improved Movement
    15 Natural armor +4, Resistance +4, Empowered Strike (Special Ability, +3), Damage Reduction (5/Varies), Energy Resistance (10)
    16 Force Armor +9, Deflection +4, Empowered Strike +4, Ability Score Enhancement +8/+6/+4/+2
    17 Bonus feat, Spell Resistance, Spell like abilities
    18 Natural armor +5, Force Armor (Special Ability +4)
    19 Force Armor +10, Resistance +5, Empowered Strike (Special Ability, +4), Regeneration
    20 Deflection +5, Empowered Strike +5, Ability Score Enhancement +10/+8/+6/+4/+2, Damage Reduction (10/Varies), Energy Resistance (15)
    21 Natural armor +6, Bonus Epic feat
    22 Force Armor +11, Force Armor (Special Ability +5), Greater Movement
    23 Resistance +6, Empowered Strike (Special Ability, +5)
    24 Deflection +6, Natural armor +7, Empowered Strike +6, Ability Score Enhancement +12/+10/+8/+6/+4/+2
    25 Force Armor +12, Bonus Epic feat, Damage Reduction (15/Varies), Energy Resistance (20)
    26 Force Armor (Special Ability +6), Perfection
    27 Natural armor +8, Resistance +7, Empowered Strike (Special Ability, +6)
    28 Force Armor +13, Deflection +7, Empowered Strike +7, Ability Score Enhancement +14/+12/+10/+8/+6/+4
    29 Bonus Epic feat, Regeneration (5/Varies), Spell like abilities
    30 Natural armor +9, Force Armor (Special Ability +7), Damage Reduction (20/Varies), Energy Resistance (25), Superior Movement
    31 Force Armor +14, Resistance +8, Empowered Strike (Special Ability, +7)
    32 Deflection +8, Empowered Strike +8, Ability Score Enhancement +16/+14/+12/+10/+8/+6
    33 Natural armor +10, Bonus Epic feat
    34 Force Armor +15, Force Armor (Special Ability +8)
    35 Resistance +9, Empowered Strike (Special Ability, +8), Damage Reduction (25/Varies), Energy Resistance (30)
    36 Deflection +9, Natural armor +11, Empowered Strike +9, Ability Score Enhancement +18/+16/+14/+12/+10/+8
    37 Force Armor +16, Bonus Epic feat
    38 Force Armor (Special Ability +9), Supernatural Movement
    39 Natural armor +12, Resistance +10, Empowered Strike (Special Ability, +9), Regeneration (510/Varies)
    40 Force Armor +17, Deflection +10, Empowered Strike +10, Ability Score Enhancement +20/+18/+16/+14/+12/+10, Damage Reduction (30/Varies), Energy Resistance (35)
    41 Bonus Epic feat, Spell like abilities
    42 Natural armor +13, Force Armor (Special Ability +10)
    43 Force Armor +18, Resistance +11, Empowered Strike (Special Ability, +10)
    44 Deflection +11, Empowered Strike +11, Ability Score Enhancement +22/+20/+18/+16/+14/+12
    45 Natural armor +14, Bonus Epic feat, Damage Reduction (35/Varies), Energy Resistance (40)
    46 Force Armor +19, Force Armor (Special Ability +11), extraordinary Movement
    47 Resistance +12, Empowered Strike (Special Ability, +11)
    48 Deflection +12, Natural armor +15, Empowered Strike +12, Ability Score Enhancement +24/+22/+20/+18/+16/+14
    49 Force Armor +20, Bonus Epic feat, Regeneration (15/Varies)
    50 Force Armor (Special Ability +12), Damage Reduction (40/Varies), Energy Resistance (45)
    51 Natural armor +16, Resistance +13, Empowered Strike (Special Ability, +12)
    52 Force Armor +21, Deflection +13, Empowered Strike +13, Ability Score Enhancement +26/+24/+22/+20/+18/+16
    53 Bonus Epic feat, Spell like abilities
    54 Natural armor +17, Force Armor (Special Ability +13)
    55 Force Armor +22, Resistance +14, Empowered Strike (Special Ability, +13), Damage Reduction (45/Varies), Energy Resistance (50)
    56 Deflection +14, Empowered Strike +14, Ability Score Enhancement +28/+26/+24/+22/+20/+18
    57 Natural armor +18, Bonus Epic feat
    58 Force Armor +23, Force Armor (Special Ability +14)
    59 Resistance +15, Empowered Strike (Special Ability, +14), Regeneration (20/Varies)
    60 Deflection +15, Natural armor +19, Empowered Strike +15, Ability Score Enhancement +30/+28/+26/+24/+22/+20, Damage Reduction (50/Varies), Energy Resistance (55)
    61 Force Armor +24, Bonus Epic feat
    62 Force Armor (Special Ability +15), Entourage
    63 Natural armor +20, Resistance +16, Empowered Strike (Special Ability, +15)
    64 Force Armor +25, Deflection +16, Empowered Strike +16, Ability Score Enhancement +32/+30/+28/+26/+24/+22
    65 Bonus Epic feat, Damage Reduction (55/Varies), Energy Resistance (60), Spell like abilities
    66 Natural armor +21, Force Armor (Special Ability +16)
    67 Force Armor +26, Resistance +17, Empowered Strike (Special Ability, +16)
    68 Deflection +17, Empowered Strike +17, Ability Score Enhancement +34/+32/+30/+28/+26/+24
    69 Natural armor +22, Bonus Epic feat, Regeneration (25/Varies)
    70 Force Armor +27, Force Armor (Special Ability +17), Damage Reduction (60/Varies), Energy Resistance (65)
    71 Resistance +18, Empowered Strike (Special Ability, +17)
    72 Deflection +18, Natural armor +23, Empowered Strike +18, Ability Score Enhancement +36/+34/+32/+30/+28/+26
    73 Force Armor +28, Bonus Epic feat
    74 Force Armor (Special Ability +18), Domains
    75 Natural armor +24, Resistance +19, Empowered Strike (Special Ability, +18), Damage Reduction (65/Varies), Energy Resistance (70)
    76 Force Armor +29, Deflection +19, Empowered Strike +19, Ability Score Enhancement +38/+36/+34/+32/+30/+28
    77 Bonus Epic feat, Spell like abilities
    78 Natural armor +25, Force Armor (Special Ability +18)
    79 Force Armor +30, Resistance +20, Empowered Strike (Special Ability, +19), Regeneration (30/Varies)
    80 Deflection +20, Empowered Strike +20, Ability Score Enhancement +40/+38/+36/+34/+32/+30, Damage Reduction (70/Varies), Energy Resistance (75)
    81 Natural armor +26, Bonus Epic feat
    82 Force Armor +31, Force Armor (Special Ability +19)
    83 Resistance +21, Empowered Strike (Special Ability, +20)
    84 Deflection +21, Natural armor +27, Empowered Strike +21, Ability Score Enhancement +42/+40/+38/+36/+34/+32
    85 Force Armor +32, Bonus Epic feat, Damage Reduction (75/Varies), Energy Resistance (80)
    86 Force Armor (Special Ability +20), Demiplane
    87 Natural armor +28, Resistance +22, Empowered Strike (Special Ability, +21)
    88 Force Armor +33, Deflection +22, Empowered Strike +22, Ability Score Enhancement +44/+42/+40/+38/+36/+34
    89 Bonus Epic feat, Regeneration (35/Varies), Spell like abilities
    90 Natural armor +29, Force Armor (Special Ability +21), Damage Reduction (80/Varies), Energy Resistance (85)
    91 Force Armor +34, Resistance +23, Empowered Strike (Special Ability, +22)
    92 Deflection +23, Empowered Strike +23, Ability Score Enhancement +46/+44/+42/+40/+38/+36
    93 Natural armor +30, Bonus Epic feat
    94 Force Armor +35, Force Armor (Special Ability +22)
    95 Resistance +24, Empowered Strike (Special Ability, +23), Damage Reduction (85/Varies), Energy Resistance (90)
    96 Deflection +24, Natural armor +31, Empowered Strike +24, Ability Score Enhancement +48/+46/+44/+42/+40/+38
    97 Force Armor +36, Bonus Epic feat
    98 Force Armor (Special Ability +23), Enlightenment
    99 Natural armor +32, Resistance +25, Empowered Strike (Special Ability, +24), Regeneration (40/Varies)
    100 Force Armor +37, Deflection +25, Empowered Strike +25, Ability Score Enhancement +50/+48/+46/+44/+42/+40, Damage Reduction (90/Varies), Energy Resistance (95)

    Force Armor (Su): At 1st level you gain a +4 armor bonus to AC. This bonus increases to +5 at 4th level, and increases by +1 every three levels thereafter. This bonus does not apply to touch attacks, but does apply to incorporeal touch attacks.

    Additionally, at 6th level, and again every 4 levels thereafter, you may choose to apply any magic armor special ability up to your maximum listed.

    You may change the enhancement layout only when you level. Special abilities that have finite uses are not allowed.

    Endure Elements (Ex): At 2nd level 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).

    Resistance (Ex): At 3rd level you gain a +1 resistance bonus to saving throws. This bonus increases by +1 at 7th level and every 4 levels thereafter.

    Deflection (Su): At 4th level you gain a +1 deflection bonus to AC. This bonus increases to +2 at 8th level, and by an additional +1 every 4 levels thereafter.

    Empowered Strike (Su): At 4th level 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. This enhancement increases by +1 at 8th level and every 4 levels thereafter. At 10th level any weapon you wield is also considered to have your alignment, so for example if you were Chaotic Good you would ignore damage reduction x/good and x/chaotic. At 7th level, and again every 4 levels thereafter, you may choose to apply any magic weapon special ability to any weapon you wield, up to the maximum listed.

    If your level is higher than 20th, you may choose epic Weapon special abilities.

    If you are wielding more than one weapon, you may split the enhancement bonus between any amount of weapons, to include your special ability bonus. If you do this, you may use your empowered strike bonus as a weapon enhancement bonus instead, but only up to a maximum allowed by the VoP level.

    Example:
    Billy-Jo is a 24th level VoP fighter, he dual wields scimitars, usually he would only be able to enhance one weapon for +6, with +5 special abilities. But if he splits it among his two weapons, he could have one +4 Flaming Keen scimitar and a +4 flaming scimitar. if he wished he could raise one to +6 and the other to +5, but could not go above +7.

    You may change the enhancement layout only when you level. Special abilities that have finite uses are not allowed.

    Ability Score Enhancement (Ex): At 4th level you gain a +2 enhancement bonus to one ability score. At 8th level and every four levels thereafter you gain a +2 enhancement bonus to an additional ability score, and each previous abilities enhancement increases by +2.

    Bonus Feats: At 5th, and every odd level thereafter you gain a bonus feat. You must meet all prerequisites for the feat. If your level is above 20th, you may choose an Epic Feat instead.

    Sustenance (Ex): At 5th level you no longer need to eat or drink.

    Spell Like Abilities (Sp): At 5th level you gain any 3 spells up to 3rd as spell like abilities, useable up to 3 times per day, your caster level is equal to your HD and your casting stat is either your Wisdom, Charisma, or Intelligence, chosen at the time you gain this ability.

    At 17th level, you gain any 3 spells up to 5th, useable up to 3 times per day. In addition, you are able to use your previous spell like abilities gained with this ability at will. You gain additional spell like abilities as follows:

    Level BAB
    5th 1st-3rd
    17th 1st-5th
    29th 1st-7th
    41st 1st-9th
    53rd 1st-11th*
    65th 1st-13th*
    77th 1st-15th*
    89th 1st-17th*
    note: * = Spells above 9th can be modified by metamagic feats, you do not need to know the feats to gain a sla modified by one.

    Natural Armor (Ex): At 6th level you gain a +1 enhancement bonus to natural armor. This bonus increases by +1 at 9th level and every 3 levels thereafter.

    Movement (Su): At 6th level you gain a special mode of movement, choose one mode, hereafter, you gain the benefits listed for your mode at the levels given:

    Level Fast movement Flight Burrowing Swimming
    6th +10 land speed Levitate at will Burrow ˝ land speed Swim ˝ land speed
    14th +30 land speed Fly(poor) at land speed Burrow at land speed Swim at land speed
    22nd +60 land speed Fly(average) at 2 x land speed Burrow at 2 x land speed Swim at 2 x land speed
    30th +120 land speed Fly(good) at 3 x land speed Burrow at 3 x land speed Swim at 3 x land speed
    38th +180 land speed Fly(Perfect) at 4 x land speed Burrow at 4 x land speed Swim at 4 x land speed
    46th Ability becomes extraordinary

    Mind Shielding (Ex): At 8th level you become immune to detect thoughts, discern lies, and any attempt to discern your alignment.

    Damage Reduction (Su): You gain damage reduction 5/magic at 10th level. At 15th level this increases to 5/magic and silver (if you are lawful), or 5/magic and cold iron (if you are chaotic), or 5/magic and adamantine (if you are neutral). At 20th level this increases to 10/epic and silver (if you are lawful), or 10/epic and cold iron (if you are chaotic), or 10/epic and adamantine (if you are neutral).

    This improves by 5 every 5 levels.

    Energy Resistance (Ex): At 10th level you gain resistance 5 against acid, cold, electricity, fire, and sonic energy. This increases by 5 every 5 levels.

    Greater Sustenance (Ex): At 13th level you no longer need to breath.

    Spell Resistance (Su): Starting at 17th level you gain spell resistance equal to your ECL + 11.

    Regeneration (Ex): Starting at 19th level you heal 1 point of damage per level every 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.

    At 29th level your regeneration increases exponentially, you recover 5 points of damage per round and all damage dealt to you is converted to non lethal damage. Your regeneration can be overcome by Good aligned weapons and spells (if Evil), Evil aligned Weapons and spells (if Good), Chaotic aligned weapons and spells (if Lawful), Lawful aligned weapons and spells (if Chaotic), or 1 energy type (pick either Electricity, Acid, Fire or Cold, this cannot be an energy you are immune to) weapons and spells (if you are Neutral). If your alignment has multiple components, pick one. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.

    This improves by 5 every 10 levels.

    Perfection: At 26th level you transcend mortal limits. You become an outsider, gaining the outsider type with appropriate alignment subtypes and the native subtype (though you do not need to eat, sleep, or breath).

    Entourage (Ex): At 62nd level, you gain an Entourage, you may attract a number of subcohorts. A sub-cohort’s ECL = 1/4 the your Leadership Score (rounded down) + 5. The number of sub-cohorts you can attract is equal to 1/10th your Leadership Score (rounded down).

    Domain’s (Sp): At 74th level, you gain the ability to grant spells, and the ability to influence domains. Choose 4 domains that are closely tied to you character. You gain those domains special abilities, and the related domain spells as spell like abilities, usable at will.

    Demiplane (Ex): At 86th level, you gain the ability to create a personal demiplane like the spell genesis, with a few exceptions. The effect is permanent, and cannot be dispelled by any means, you have total control over the environment and can manipulate it at will. The limit of this demiplane is 1000 ft per level.

    Enlightenment (Ex): You have achieved the pinnacle of your spiritual enlightenment. At 98th level, you become a quasi-deity, granting divine rank 0. You are immortal, and no longer can die from old age. Additionally, you no longer suffer aging penalties (any previously incurred penalties are still in effect) but still gain the benefits of aging. You gain benefits of being a quasi-deity with divine rank 0, including and limited to the following: all hit die are maximized, your base land speed increases to 60 ft., a deflection bonus to your AC equal to your Charisma modifier, immunity to transmutation, immunity to energy drain, ability damage, and ability drain.


    Some serious changes include, removing all deitie ranks, (except for enlightenment at level 98), all fixed SLA's, and the adjustment of every bonus to flow evenly across all levels.

    Bonuses start at +1 and grow (as opposed to +2 or more from earlier versions)

    SLA's are now open to any spells, allowing for more flexibility in character creation.

    Armor enhancements have been added, to mirror the weapon enhancements.

    Standard flight was replaced with your option of movement, because it makes no sense for a dwarf who lives underground to fly and not burrow.

    Energy Immunity was removed for balance, if you want it, you can add it via the spell and SLA's.
    Last edited by BelGareth; 2014-04-03 at 10:35 PM.
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