Vow of Poverty Forsaker (3.5e Optimized Character Build)
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This idea came about in a thread on 4chan's /tg/ about Vow of Poverty and how to maximize it. The idea that Forsaker combined with Vow makes for a godly team. This is pretty much a copy paste of the original idea, however it needs much tweaking.
The book Masters of the Wild is a DnD 3e book, not 3.5e
Tome of Battle (Crusader)
Masters of the Wild (Forsaker)
Book of Exalted Deeds (Vow of Poverty)
Races of Stone (Deep Warden)
Unearthed Arcana (Drawbacks)
Game Rule Components
Stances & Maneuvers (Martial Spirit Stance & Crusader's Strike)
None, Vow and Forsaker don't allow for anything but the simplest of items.
Starting Ability Scores (Before Racial Adjustments):
Unsure currently. Key stat is CON, STR is the second. The rest are just kinda fluff.
Dwarf: For the extra CON
Human: If you're only allowed one drawback.
|Saving Throws||Feats|| Class|
|1st||Crusader 1||+1||+2||+0||+0||Lightning Reflexes, Iron Will, and Great Fortitude (REQUIRES TWO DRAWBACK BE TAKEN)||Furious Counterstrike, Steely Resolve 5, Maneuvers Known: 5, Stances Known: 1|
|2nd||Forsaker 1||+2||+4||+0||+2||None||Ability Bonus +1 (Use on CON), Fast Healing 1 (10), Forsake Magic, Spell Resistance 11|
|3rd||Forsaker 2||+3||+5||+0||+3||Sacred Vow||Ability Bonus +1 (Use on CON), Damage Reduction 3/+1, Spell Resistance 12|
|4th||Forsaker 3||+4||+5||+1||+3||None||Ability Bonus +1 (Use on CON), Fast Healing 1 (20), Spell Resistance 13, Natural Weapons, Tough Defense|
|5th||Forsaker 4||+5||+6||+1||+4||None||Ability Bonus +1 (Use on CON), Damage Reduction 5/+2, Spell Resistance 14|
|6th||Forsaker 5||+6||+6||+1||+4||Vow of Poverty||Ability Bonus +1 (Use on CON), Fast Healing 2 (30), Spell Resistance 15|
|7th||Forsaker 6||+7||+7||+2||+5||None||Ability Bonus +1 (Use on CON), Damage Reduction 7/+3, Spell Resistance 16, Slippery Mind|
|8th||Forsaker 7||+8||+7||+2||+5||None||Ability Bonus +1 (Use on CON), Fast Healing 2 (40), Spell Resistance 17|
|9th||Forsaker 8||+9||+8||+2||+6||Endurance||Ability Bonus +1 (Use on CON), Damage Reduction 9/+4, Spell Resistance 18|
|10th||Deepwarden 1||+10||+10||+2||+8||None||Track, Trapfinding +1|
|11th||Deepwarden 2||+11||+11||+2||+9||None||Stone warden|
|12th||Forsaker 9||+12||+11||+3||+9||None||Ability Bonus +1 (Use on CON), Fast Healing 3 (50), Spell Resistance 19|
Well the build works much like how a normal Forsaker works, but it has the added bonus of the Vow. The Vow doesn't really change playstyle. This build isn't built to be damage oriented, it is focused more on tanking.
By 12th level you can make the Fort and Will saves of a Demi-Lich casting epic spells on you.
You have more hit points than the Red Army has men.
In an antimagic field, you are a god among men.
You are the dwarfiest dwarf who ever dwarfed a dwarf.
If you ever have to fly, you're screwed.
Damage output is not going to be your specialty.
You're going to run out of good exalted bonus feats.
The build has not been play tested, nor tweaked since the original idea. As such the idea is very rough.
You aren't allowed to use to use magical weapons and in high magic campaigns the character may fall extremely far behind.
You can be forced into a spell and lose your powers for a week.
Nothing for right now.