Re: OOC: Beginning the Game
Jerinvar has taken the Vow of Poverty (from Book of Exalted Deeds). With this feat he gains additional exalted feats as he gains levels. Two such exalted feats are "Vow of Nonviolence" and "Vow of Peace". I've considered taking them as they are thematic with my 'Healer' focused character (sort of a DnD version of the Hippocratic oath: first, do no harm).
I realize that by taking it, it may have some in game implications for other characters. I've outlined the specific rules that affect him and his allies (see below). I'm looking to find out if the group is okay with these rules/restrictions, or if it is preferred that I refrain from taking said feats:
Vow of Peace:
1. "Jerinvar" must not cause harm to any living creature (constructs and undead are not included in this prohibition). "Jerinvar" may not deal real damage or ability damage to such creatures through spells or weapons, though "Jerinvar" may deal nonlethal damage. "Jerinvar" may not target them with death effects, disintegrate, pain effects, or other spells that have the immediate potential to cause death, suffering, or great harm.
2. "Jerinvar" may not use nondamaging spells to incapacitate or weaken living foes so that "Jerinvar's" allies can kill them - if you incapacitate a foe, you must take him/her prisoner.
Vow of Nonviolence:
1. "Jerinvar's" purity is so great that any ally of yours who slays a harmless or defenseless foe within 120' of "Jerinvar" feels great remorse (aka: -1 morale penalty on attack rolls for 1 hour/character level for each helpless foe slain. The attack penalty increases by 1, to a maximum equal to your character level. The duration of the increased penalty starts from the latest slaying).
2. "Jerinvar" may ask his allies to give you an oath that a helpless foe will not be slain. If the oath is sworn, an ally who later breaks the oath takes the penalty for doing so as if you were present.
3. If "Jerinvar" leaves a helpless foe to be killed by his allies, he has 'broken' his vow.
4. "Jerinvar" may ask a defeated creature to give him an oath of surrender or noninterference in exchange for its life. If the creature breaks this oath to you, you can allow your allies to deal with the creature as they see fit without breaking their oaths or your vow of nonviolence.
So in all of that, Vow of Nonviolence 1 and 2 are the only things that affect other players (and 4 acts as a fail safe)...the rest is on me to adhere to.
I guess the question is...does the group see themselves as being of the type that would indiscriminately slay defenseless/helpless foes? If yes, they may have a problem with my character taking these feats...if no, then shouldn't be a problem at all.