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, 17th, and 19th 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).
Table:
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Vow of Poverty
{table=head]Level|Benefits
1st|Force Armor +4
2nd|Deflection +2
3rd|Force Armor +5, Natural Armor +2, Endure Elements
4th|Empowered Strike +1, Ability Score Enhancement +2, Resistance +1
5th|Sustenance, Bonus Feat
6th|Force Armor +6, Deflection +3, Natural Armor +3, Flight (Base Land Speed, Average Maneuverability)
7th|Empowered Strike (Special Ability), Bonus Feat, Fortification (25%)
8th|Empowered Strike +2, Ability Score Enhancement +4/+2, Resistance +2, Mind Shielding
9th|Force Armor +7, Natural Armor +4
10th|Empowered Strike (Alignment), Damage Reduction (5/Magic), Energy Resistance (5)
11th|Empowered Strike (Special Ability), Bonus Feat, Fortification (50%), Spell Resistance
12th|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
13th|Bonus Feat
14th|Freedom of Movement
15th|Force Armor +9, Empowered Strike (Special Ability), Fortification (75%), Damage Reduction (5/varies), Energy Resistance (10)
16th|Empowered Strike +4, Ability Score Enhancement +8/+6/+4/+2, Resistance +4
17th|Bonus Feat, Regeneration
18th|Force Armor +10, Deflection +5, Flight (Triple Speed, Perfect Maneuverability), True Seeing
19th|Empowered Strike (Special Ability), Fortification (100%)
20th|Empowered Strike +5, Ability Score Enhancement +10/+8/+6/+4/+2, Resistance +5, Damage Reduction (10/varies), Energy Resistance (15), Perfection[/table]
Special: You may only own what you can carry, and only what is necessary to your survival (including clothing, food, and shelter), or to your trade. For example, a fighter may own a weapon, a thief thieves' tools, a wizard a spellbook, or a bard an instrument. At any rate you can never own more than 100 GP worth of items, and none of your possessions can be masterwork or magical in nature. If you are good aligned then any surplus wealth must be donated to the poor, if you are evil aligned you must destroy it in a sacrifice to a dark god or archfiend, and if you are neutral you may choose either option. If you gain a reward, such as treasure, while working/adventuring alone or in a party, you must donate/destroy your share of the reward as soon as is reasonable or lose all benefits of this feat until you do. If you use any masterwork or magical items then you lose the benefits of this feat until you make an
atonement, though you can have others use magic items to your benefit without losing the benefits of this feat.
Special: A wizard who takes this feat may give up her scribe scroll and summon familiar class abilities in order to forgo the use of a spellbook. All her spells are instead stored within her own mind. She must learn spells normally, and may not pay for the privilege of scribing new spells, but now learns a greater number of free spells per level, and all the spells she knew when she takes this feat remain among her spells known. If she takes this feat at first level she knows 6 + Int modifier spells at first level. Moreover the wizard gains 4 spells at each new wizard level rather than 2, starting with the level she takes this feat.