Vow of Peace / Vow of Poverty - To much hassle to be viable?

Crazy Monkey

First Post
I have questions from more of a in character standpoint about these two feats.

Vow of Peace

1 If you have taken vow of peace, you will not harm other living beings whenever possible, and even then you will only subdue them, but does taking this feat mean you automatically don't want any sort of violence to happen at all? I can see a player taking this feat either being completely impossible (you simply would'nt associate with a group of rowdy adventures) or a guiding light ( you go with them to try to get them to use less violent means in the world). Is their anything that opposes either of these view points? Have any other ideas?

2. Isn't the whole weapon shattering against you skin thing a little overpowered? I mean, I know you can't actually harm anyone, but you can still subdue them. With a decent con your going to only take half or less of the hits you normally would. Maybe this seems more overpowered to me because of the abudance of humanoid opponents with weapons we use.


Vow of Poverty

Would a character with this feat carry any money, even in the short term? If a lawful good character needed to comandeer a vessel in order to gain passage across the sea, could they get the money (some legal way) and pay for the trip or are they forced to attempt to swim (haha), stow away (illegal?) or beg (Not probable in this case). Following up - if a character is to give money and items away to the needy, can he transport them if he does not claim them as his own, or does merely possesing them negate his vow?

I ask these questions because I have a character with vow of poverty and vow of nonviolence, he may be soon taking vow of peace. The character actually does need to gain passage over the sea and has no friends around to help him out. I have tried to make friendly with several captains, but the trade guilds demand their payment (taxes on transportation) so they can not give me a free ride regardless how nice I am. I really don't know what to do. My dm said I could drop the feats and pick others, since I've only played one session with this character so far, but I love the concept. It makes me play a lot differently since Im not all worried about monetary rewards and such. The dm does not go out of his way to make things difficult for me, and I expected such hazzards as the prediciment I am now in before I took the feat.
 

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Crazy Monkey said:
Vow of Poverty

Would a character with this feat carry any money, even in the short term? If a lawful good character needed to comandeer a vessel in order to gain passage across the sea, could they get the money (some legal way) and pay for the trip or are they forced to attempt to swim (haha), stow away (illegal?) or beg (Not probable in this case). Following up - if a character is to give money and items away to the needy, can he transport them if he does not claim them as his own, or does merely possesing them negate his vow?

I ask these questions because I have a character with vow of poverty and vow of nonviolence, he may be soon taking vow of peace. The character actually does need to gain passage over the sea and has no friends around to help him out. I have tried to make friendly with several captains, but the trade guilds demand their payment (taxes on transportation) so they can not give me a free ride regardless how nice I am. I really don't know what to do. My dm said I could drop the feats and pick others, since I've only played one session with this character so far, but I love the concept. It makes me play a lot differently since Im not all worried about monetary rewards and such. The dm does not go out of his way to make things difficult for me, and I expected such hazzards as the prediciment I am now in before I took the feat.

I'm suprized this would be an issue, actually. If your DM hasn't even hinted at the possibility of barter for the trip, I think he's playing things more hard line than needed for your ase. A truely likable guy without any monetary means whose talked to more than one captain should have gotten at least one reference to "The Vixen lost a lot of crew to crimpers when they went to that seedy place down the line last week, you might end up doing some hard nasty work below your station, but if you can convince them you won't be a liabilty they should take you on for the wages of the voyage" or "The Blooded Hook takes the long way around, its a seal hunting vessel and not glamorous, but if you can use a bow or a skinning knife they'll take you..." If your character is objectivly nice (good cha, diplomacy) try telling your DM that you are activly looking to trade your labor, however petty for the trip. It might take you out of your way, or even lead to a side adventure, but the possibility should be there...

Kahuna Burger
 

I had thought of such, but the ships I'd need to get on are sailing vessels rather than oar driven for the most part, and I'm not very strong to beging with.

Where we left off, I almost received board by offering my abilities as a cleric on a vessel, I'm awaiting anwser to that (In character) where we left.
 

You may wish to read Jollydoc's Shackled City Story Hour for some ideas. I have a sorcerer in this campaign who has taken both the Vow of Poverty and Vow of Peace.

His backstory can be found here (post #325):
http://www.enworld.org/forums/showthread.php?t=55180&page=13&pp=25

His most recent stats can be found here (post #544):
http://www.enworld.org/forums/showthread.php?t=55180&page=22&pp=25

And to answer your specific questions:

1. I play Caine with the "guiding light" philosophy. I always advise on avoiding violent confrontations if possible. I will always accept surrender of opponents, generally encasing them with a resilient sphere to prevent others from harming them. I have asked my party members never to kill a defenseless creature and have turned one of them to the exalted path.

2. The weapon shattering thing (thus far) has not been overpowering for several reaons. (A) Since Caine is not an offensive threat, the big baddies tend to leave him alone, focusing their energies on the damage dealing characters, (B) the save is Fort based which is the best save of bruiser types, and (C) when foes approach me, they are usually pacified by my calming aura, rendering weapon strikes unecessary.

3. If you have Vow of Poverty, you can carry anything you like, but you cannot use it. For instance, Caine carries a large stash of money so that he can donate it to goodly organizations.

And from a personal perspective, I have never played a character that was so well liked by everybody. Virtually every NPC we run into likes Caine. The only exception are Celestials whom Caine despises. He hates their "holier than thou" attitude and "ends justify the means" philosophy.
 
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