Oaths

Oaths are commonly represented as having power in religion and mythology, embodying a contract between the oathkeeper and a higher power that infuses them with power or insight.

Oaths are similar in many ways to drawbacks. A character can accept an Oath by undergoing at least a week of dedicated training, or can be considered to have accepted any number of Oaths at character creation. Based on what Oaths a character has accepted, they receive a number of Oath points which can be spent on Oath boons. If a character knowingly and willingly breaks an Oath, they suffer the Oath’s defiance penalty until they fulfill the Oath’s atonement. If a character does not atone within one week, they lose any Oath points granted by the broken Oath but also lose the Oath’s defiance penalty. A character cannot break their Oath unwillingly, and attempts to forcibly break an Oath (for example, force-feeding a character who has sworn an Oath of Abstention, throwing riches at a character who has sworn an Oath of Poverty, or imprisoning a character so that they cannot perform the requirements of their Oath of Offerings or Ritual) do not break the character’s Oath. A character affected by an oathbind cannot forswear their bound Oath, but automatically knows of any course of action which would cause them to break their Oath.

A character who is currently upholding an Oath can choose to forswear that Oath at any time, losing all bonuses it grants but not suffering any of its Defiance Penalties. If a character forswears their oath, however, they cannot take up that Oath again for at least one year. In addition, it is possible for Oaths to have set endpoints, only applying over the course of a season, a set number of years, or some other predetermined time.

At GM discretion, a character who swears an Oath with some sort of endpoint may be able to retain the benefits of their Oath even when the endpoint ends and the character is no longer required to adhere to the Oath (for example, a character who has served a guild or nation loyally for many years may be able to perform certain actions which violate their Oath of Loyalty, their patron trusting that this individual’s transgressions have the best interest of the patron at heart).

There are numerous ways to integrate Oaths into your campaigns, but the most typical would be characters assuming Oaths as part of pledging their allegiance to some sort of organization. For example, a criminal organization might require new members to swear Oaths of Abstention and Offerings (with the money going to the organization) for one year, after which they are eligible to become full members of the organization. Alternatively, certain gods may require their followers to swear Oaths against Artifice or Harm or Oaths of Candor, Celibacy, Humility, or Ritual. If Oaths are common in your setting, consider some of the ways that different groups might use them and how that may affect players who want to join those groups.

Problematic Oaths and Sensitive Roleplaying

It is important to note that not all Oaths may be appropriate for all games. Some vows may prohibit characters from participating in certain adventures or from taking actions necessary to advance the plot. Likewise, some other Oaths may have the opposite consequences, never becoming relevant to the story and effectively becoming free boosts in power. It is important that any Oaths a player takes be okayed by the GM before they are taken.

Of course, it may also be important to remember that certain actions which may violate a character's Oath may need to be performed in service of that Oath. For example, a soldier may need to violate their Oath of Wardenship by leaving the city to send word to reinforcements, or a druid might violate their Oath of Artifice by throwing a grenade into the engine of a forest-wrecking battleship when their spells are insufficient to damage it. In these cases, it may be understandable for the character to not be considered in violation of their Oath. Ultimately, the spirit of the Oath should supercede the letter of the Oath, and it falls to the GM to decide whether or not a character's Oath has been broken or not.

Most vital of all to remember, however, is that many of the Oaths may reflect real-life beliefs. Players and GMs alike should be sensitive to the boundaries of their fellows at the table, and should at all times refrain from using the Oath system to roleplay a character which creates or resembles unflattering portrayals of value systems held by real cultures.


Oaths

Oath against Artifice (1 Oath Point)

Oath: You have sworn off the use of anathematic armaments and technologies. You must revere nature and may not wear metal armor or use metal shields. In addition, you may not use firearms or any technological devices which use charges. In games where advanced technology is quite common, this Oath may be worth up to three Oath points.

Defiance Penalty: Your abilities are weakened due to your use of impure implements. Your caster level and base attack bonus are reduced by half your character level (minimum 1).

Atonement: To re-establish your commitment to the natural world, you must destroy a number of technological items or other centerpieces of civilization such that the total value of destroyed materials is worth at least 100 gp x your character level squared.

Oath against Harm (4 Oath Points)

Oath: You have sworn never to take the life of a living creature. You cannot inflict lethal damage on a living creature with any of your abilities, and you cannot directly kill a living creature by any other means (this might include killing it with ability drain or pushing it off a cliff to its death).

Defiance Penalty: You feel the pain of those you hurt. Whenever you inflict lethal damage, you take that amount of damage yourself (this damage cannot be reduced or redirected in any way). The damage cannot be healed by any means until you atone. If you kill a creature in any way, you gain the nauseated condition for 24 hours. This ignores any immunity you may possess to the nauseated condition.

Atonement: Atoning for breaking an oath against harm often requires rectifying any harm you have caused to another creature. This typically requires healing any wounds inflicted or making reparations for any deaths you have caused. If this is not possible, you must spend at least one week nurturing life and allowing it to flourish, spending 100 gp x your character level squared on resources in order to care for your charge. Nurturing life could mean caring for the family of one slain or serving at a temple.

Oath against Magic (3 Oath Points)

Oath: You have vowed never to wield the powers of magic for your own gain. You cannot cast spells, use magic talents, or use spell-like abilities (including those from items such as wands) and are never considered to be a willing target for spells. This does not stop you from wearing magic armor, using magic weapons, or carrying wondrous items or rings that grant their benefits passively.

Defiance Penalty: By opening yourself up to magical forces, you allow them control over you. You take a penalty on saving throws equal to half your character level (minimum 1) against spells and spell-like abilities.

Atonement: To re-establish your opposition to magic, you must destroy a number of magic items, shrines, spellbooks, or other centerpieces of magic such that the total value of destroyed materials is worth at least 100 gp x your character level squared.

Oath against Mercy (2 Oath Points)

Oath: You have sworn to take no prisoners in battle, sparing no enemy who turns their weapon against you. You may not capture foes alive and must kill any enemies you defeat in battle. You do not break this Oath if a defeated enemy escapes in a way that was beyond your power to stop.

Defiance Penalty: The thought of escaped foes weakens your abilities. You take a penalty on attack rolls, combat maneuvers, and the saving throw DCs of all of your abilities equal to half your character level.

Atonement: To atone for releasing an enemy, you must actively seek out and kill at least three creatures who you are philosophically opposed to or that have wronged you in some drastic way.

Oath of Abstention (1 Oath Point)

Oath: You cut excess pleasures from your consumption, surviving on only the bare necessities. You may not consume any but the most basic food and drink, meaning that you cannot consume drugs, potions, alchemical formulae, or other beneficial items that must be consumed to gain their effects. You may not consume any food or drink worth more than 1 gp.

Defiance Penalty: The introduction of exotic foodstuffs into your system works against you, causing you to take a penalty on all Fortitude saves equal to half your character level (minimum 1).

Atonement: You must fast for five days, during which time you may not eat anything. This may cause you to take nonlethal damage from starvation as normal.

Oath of Burdens (1 Oath Point)

Oath: You have taken up some great physical burden or mutilation which will weigh on you at all times. You must carry weights or alter your body such that you are always encumbered by at least a medium load, taking encumbrance penalties as normal.

Defiance Penalty: Removing your burden creates an unfamiliar, unstable sensation, causing you to take a penalty on Reflex saves equal to half your character level (minimum 1).

Atonement: In addition to taking up the physical burden again for at least one day, you must perform some great physical feat while carrying your burden. This may be climbing a mountain, swimming across or river, or performing some other physically taxing feat.

Oath of Candor (1 Oath Point)

Oath: Your words will betray no falsehood. You are not allowed to deliberately speak any lies, including bluffing, stating half-truths or concealed truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm, you can remain silent.

Defiance Penalty: Your broken Oath visits its wrath upon you by muddling truth and lie, causing you to take a penalty on all Charisma-based, Intelligence-based, and Wisdom-based rolls as well magic skill checks and saving throws equal to half your character level (minimum 1).

Atonement: Atonement for breaking your Oath requires you to attempt to correct any falsehoods that your words might have spread. Alternatively, you may donate your wealth to some cause as an offering and assurance that you will not again go against your word. The total value of donated materials must be worth at least 100 gp x your character level squared.

Oath of Celibacy (1 Oath Point)

Oath: You have vowed to abstain from all intimacy with others, refusing to form romantic or sexual attachments with others. You cannot express any non-platonic love to others in any form, and cannot willingly benefit from morale bonuses granted by other characters or from the aid another action. In addition, you cannot perform the aid another action to benefit other people.

Defiance Penalty: Should you succumb to your emotions, you are wracked with internal doubt. You take a penalty equal to half your character level on all concentration checks and initiative checks (minimum 1).

Atonement: You must once again forswear your attachments to others, spending 3 days in selfless service to a cause or community during which you purge yourself of hedonistic desires or ambitions to control others. You must also donate or destroy valuables or keepsakes worth at least 100 gp x your character level squared.

Oath of Honor (2 Oath Points)

Oath: You have sworn to uphold your good name and maintain an air of dignity in your actions. You must select a code of honor and maintain an honor score (see Ultimate Campaign) of at least 3 x your character level at all times. When you first swear this Oath or when you level up, your honor score is increased to 3 x your character level if it is lower.

Defiance Penalty: Your dishonorable actions weigh physically on you. You are constantly considered sickened, and this effect ignores any immunity to the sickened condition you may possess.

Atonement: You must see your honor restored in the face of your community, and must reach an honor score of at least 4 x your character level.

Special: Codes of honor and honor scores are detailed in Ultimate Campaign.

Oath of Humility (1 Oath Point)

Oath: You are not a leader or a bearer of glory, but rather a simple servant of greater forces. You may not accept the service of followers, underlings, or minions (including summoned, tamed, or animated minions), nor may you accept noble titles or own lands beyond what you need to survive.

Defiance Penalty: The mantle of command weighs you down, causing you to be constantly fatigued and to take a penalty to your caster level and base attack bonus equal to half your character level (minimum 1). This effect ignores any immunity to fatigue you may possess.

Atonement: You must cast out any of your servitors and abandon the lands you own, after which you must sacrifice implements which symbolize your dominion. The total value of sacrificed materials must be worth at least 100 gp x your character level squared.

Oath of Ignorance (1 Oath Point)

Oath: You have sworn never to expose yourself to the written word, typically because you fear exposing yourself to some horrible secret. You cannot read any sort of text. Many who take this Oath do not even know how to read.

Defiance Penalty: Your perception of the world is clouded, causing you to take a penalty on all Wisdom checks and Wisdom-based skill checks equal to half your character level (minimum 1).

Atonement: You must ritualistically destroy a source of dangerous knowledge. This requires a process which takes 48 hours and a sacrifice of collections of knowledge worth at least 50 gp x your character level squared.

Oath of Loyalty (1 Oath Point)

Oath: You have sworn your service to a god, nation, or leader (hereafter referred to as your patron). Your alignment must remain within 1 step of your patron’s, and you must adhere to the moral tenets of your patron while remaining in their good standing. Paladin or antipaladin codes provide a framework for what moral tenets might mean for a character who pledges an Oath of Loyalty. Minor infractions may be overlooked, but a gross defiance (such as disobeying a direct order from your patron or acting in a way that directly contradicts your patron’s teachings) is sufficient to break an Oath of Loyalty. A patron may revoke the benefits of an Oath of Loyalty at any time.

Defiance Penalty: Breaking an Oath of Loyalty is not something a patron easily forgets, and those who break an Oath are likely to be pursued and cast out by the patron’s other followers. You are constantly shaken so long as you still benefit from this Oath, and this condition cannot be removed nor can it be averted by an immunity to fear. In addition, others who have sworn Oaths of Loyalty to your former patron are likely to know that you have broken your Oath.

Atonement: Atoning for betraying your patron’s trust requires you to spend 3 days beseeching your patron for forgiveness and making 50 gp x your character level squared worth of offerings to them. Patrons are not required to forgive you if you have offended them. Alternatively, you may spend 3 days seeking out a new patron, paying the cost as a sign of your dedication to this new patron.

Oath of Offerings (7 Oath Points)

Oath: You have sworn to dedicate your wealth to a specific individual, organization, or cause, such as your god, a charity, or a thieves’ guild. You must donate your wealth such that the total value of your belongings does not exceed half of the expected wealth for a character of your level (if your game does not follow character wealth by level, you should donate wealth such that the value of your belongings stays around half the value of other PCs’ wealth). If making an offering immediately is not possible, this Oath allows the Oathbearer to hold onto (but not to use) excess belongings until an offering can be made, without breaking this or other Oaths. Equipment gained from class features (such as an armorist’s summoned equipment) does not count towards the value of your belongings.

Defiance Penalty: Refusing to make an offering causes you to lose the benefits of any Oath points granted by this Oath immediately.

Atonement: To atone, you must make another offering to reduce your wealth below the necessary amount. You must also make an additional offering worth at least 160 gp x your character level squared.

Oath of Poverty (10 Oath Points)

Oath: You have sworn off material excesses, employing only what equipment is necessary to complete your tasks. You may not possess or use any piece of equipment which is worth more than 80 gp x your character level squared (to a maximum of 32,000 gp at 20th level). You may use and carry an amount of equipment which does not exceed this price equal to twice your character level (the character can carry other forms of equipment worth less than 2 gp without breaking the Oath). You can benefit from equipment used on your behalf (you can drink a potion a friend gives you, receive a spell cast from a wand, ride on your companion’s vehicle, or eat expensive food that a host offers you). You may not, however, “borrow” a worn or wielded item from a companion for even a single round. The Oath may accept the Oathkeeper carrying (but not using) an expensive piece of equipment with intent to deliver it to someone or to keep it away from someone else who would use it against them. Using equipment gained from class features (such as an armorist’s summoned equipment) never violates this oath.

Defiance Penalty: Excess weighs down on your body and soul, causing you to take 1d4 points of ability drain to a random ability score every day (minimum 1). This ability drain cannot be prevented or healed in any way until you atone or until you lose the benefits of this Oath and ignores immunity to ability drain.

Atonement: To atone for breaking your Oath of Poverty, you must destroy or donate a number of material goods you own so that the total value of goods destroyed or donated is worth at least 200 gp x your character level squared.

Oath of Poverty and Treasure

If one or more characters in a party have sworn an Oath of Poverty, this may leave more treasure than intended for characters who have not sworn the Oath. It may be quick and simple to allow this wealth disparity to occur, but some GMs may wish to reduce the amount of treasure given out in order to deal with certain PCs not needing it as much as others.

Oath of Ritual (1 Oath Point)

Oath: You must perform a specific physical or magical ritual every day to maintain your abilities. This ritual takes one hour to perform and can be performed anywhere, but requires that you either spend 5 gp per character level or reduce your maximum hit points by an amount equal to your character level for 24 hours every time you perform the ritual.

Defiance Penalty: Any day which you do not perform the ritual, all of your ability scores are treated as being 2 lower for all purposes.

Atonement: To atone, you must perform the ritual once again every day for at least 3 days, making an additional sacrifice worth 100 gp x your character level squared on one of those days.

Oath of Secrecy (1 Oath Point)

Oath: You have sworn to keep your identity secret from all others, and may neither speak your real name nor reveal your real face to anyone.

Defiance Penalty: Those who know your true self hold dangerous power over you. You take a penalty to AC and saving throws equal to half your character level (minimum 1) against creatures who have seen your face or know your name.

Atonement: To atone, you must permanently alter yourself so that your new identity remains as obscure as you wished your old one to be. This process deals 1d6 points of Charisma drain plus an additional 1d6 per 5 levels you possess (maximum 5d6 at 20th level). This cannot reduce your Charisma score below 1, but ignores any immunity to ability drain.

Oath of Silence (2 Oath Points)

Oath: You must speak no words in any tongue. Accidental noises and the sounds of battle (such as the sound of a fist or weapon striking an opponent) do not affect this Oath. You are allowed to make a nonvocal noise to warn another of danger (such as by stomping or clapping), and you may use writing, gestures, and motions to communicate with others (including sign language).

Defiance Penalty: If you break your Oath of Silence by speaking, your ability to maintain your composure is shaken to the core. You take a penalty on Will saves equal to half your character level.

Atonement: To recreate your communion with silence, you must dedicate yourself to silent service for at least 24 hours, during which you must donate your wealth to some cause relating to why you have sworn your Oath. The total value of donated materials must be worth at least 120 gp x your character level squared.

Oath of Wardenship (3 Oath Points)

Oath: You have sworn to hold your post for as long as you live, and are not permitted to leave the area you have designated to protect, known as your ward. This ward may be a room, a grove, a castle, or some other distinct location, but can be no larger than a city.

Defiance Penalty: When you step outside your ward, your body and mind start to deteriorate rapidly, causing you to take 1 point of ability drain to a random ability score every day. This ability drain cannot be healed so long as you defy your oath, and ignores any immunity to ability drain you may possess. This cannot drain an ability score below 1.

Atonement: To reforge your connection to your ward, you must spend at least three days meditating within your ward and offer a sacrifice worth at least 140 gp x your character level squared.


Oath Points and Oath Boons

Every Oath that a character adheres to grants a certain number of Oath points which can be used to gain various benefits as long as the character does not break their Oath. A character can benefit from up to 10 Oath points’ worth of Oaths at a time, and they may come from any number of Oaths. A character’s Oath points and Oath boons are allocated when the character accepts their Oath and cannot be changed. Oath boons and their costs in Oath points are as follows.

Accelerated Recovery (3 Oath points)

You gain fast healing equal to half your character level (minimum 1).

Bonus Talents (see text)

You gain a number of bonus talents based on how many Oath points you spend on this Oath boon. These talents may be either combat talents or magic talents, but you must meet the prerequisites for these talents and cannot select magic talents if you are not already a spherecaster. You may spend up to 3 Oath points on this Oath boon.

Table: Oath Bonus Talents
Points Spent Bonus Talents
1 1 talent at 10th level
2 1 talent at 6th, 10th, and 14th levels
3 1 talent at 2nd, 6th, 10th, 14th, and 18th levels

Damage Reduction (2 Oath points)

You gain damage reduction equal to half your character level (minimum 0). This damage reduction is bypassed by alignment opposite to yours (so a lawful good character would possess DR/chaotic or evil). A true neutral character’s damage reduction is bypassed by any type of aligned weapon. This does not stack with any other forms of damage reduction you may possess.

Drawback (Su) (see text)

Every Oath point you spend on this Oath boon is treated as one casting tradition drawback for the purpose of gaining bonus spell points or selecting boons based on the number of drawbacks you possess. Losing the benefits of your Oath causes you to lose any boons or spell points paid for with this Oath boon.

Enhanced Abilities (Su) (2 Oath points)

Your Oath grants you strength and acuity beyond that of your kin. At 4th level and every even-numbered level thereafter, you gain a +2 enhancement bonus to one of your ability scores. These bonuses do not stack with each other until you are at least 10th level, at which point they may stack up to a maximum of +4. This improves to a maximum of +6 at 13th level. From level 13 onwards, you gain two +2 ability score bonuses at every level rather than just one at even-numbered levels.

Energy Resistance (Ex) (see text)

You become inured against a certain type of damage. Choose one type of energy (acid, cold, electricity, fire, sonic, positive energy, or negative energy) for every Oath point you spend on this Oath boon. You gain resistance 5 to that energy type, which increases by 5 at 4th level and every 4 levels thereafter (to a maximum of 30 at 20th level). You may spend up to 6 Oath points on this Oath boon.

Enhanced Armaments (Su) (2 Oath points, see text)

Your devotion enhances the abilities of your weapons. At 4th level, one weapon you wield (including a natural weapon) gains a +1 enhancement bonus on attack and damage rolls for as long as you wield it (these bonuses are still applied if the weapon is thrown). This bonus increases by 1 at 7th level and every 3 levels thereafter, to a maximum of +5 at 16th level. Alternatively, you may apply this bonus to an implement, granting an enhancement bonus to caster level with a specific sphere in place of a bonus to attack and damage rolls. This bonus does not stack with any existing enhancement bonus the weapon or implement may have. If you spend a third Oath point, the weapon or implement’s enhancement bonus also increases at 5th level and every 3 levels thereafter (to a maximum of +10 at 17th level).

The item’s enhancement bonus cannot exceed +5, but the remaining bonus can be spent to grant the item any properties that an armorist of your character level could apply to their weapons or implements. You may take this Oath boon multiple times, each time gaining the ability to apply it to an additional weapon or implement. You may change which item you apply this bonus to or change the nature of the bonus in a process that takes 1 hour. You cannot apply both Enhanced Armaments and Enhanced Defenses to the same piece of equipment.

Enhanced Defenses (Su) (1 Oath point, see text)

Your Oath amplifies the defensive abilities of your armor and shields (or your clothing/skin, if you do not wear armor). At 5th level, one suit of armor you wear or one shield you wield gains a +1 enhancement bonus to its AC bonus for as long as you wield or wear it. This bonus increases by 1 at 8th level and every 3 levels thereafter, to a maximum of +5 at 17th level. This bonus does not stack with any existing enhancement bonus the armor or shield may have. If you spend a second Oath point, the armor or shield’s enhancement bonus also increases at 5th level and every 3 levels thereafter (to a maximum of +10 at 17th level). The item’s enhancement bonus cannot exceed +5, but the remaining bonus can be spent to grant the item any properties that an armorist of your character level could apply to their armor or shield.

You may take this Oath boon a second time. If you do, you may apply this bonus to both a suit of armor and a shield rather than just one. You may change which item you apply this bonus to or change the nature of the bonus in a process that takes 1 hour. You cannot apply both Enhanced Armaments and Enhanced Defenses to the same piece of equipment. The benefits of this boon do not stack with the Unarmored Training talent unless you possess the Zodiac Tattoos feat.

Immortality (Ex) (2 Oath points)

Your body has transcended physical weakness. You do not need to eat, drink, or sleep, and do not age so long as you do not break your oath (this prevents you from gaining bonuses or penalties from aging). At 5th level, you become immune to disease and aging effects. At 10th level, you become immune to poison and do not need to breathe.

Improved Aristeia (see text)

You gain a bonus Aristeia feat for every Oath point you spend on this Oath boon. You may spend up to 3 Oath points on this Oath boon.

Incredible Specialization (Ex) (see text)

For every 2 Oath points you spend on this Oath boon, you are treated as having one additional specialization point which you can spend on conscript or incanter specializations. You must have levels in the conscript or incanter class to select specializations from the class, and you may spend up to 4 Oath points on this Oath boon.

Inhuman Resilience (Su) (1 Oath point)

Your Oath insulates your body and mind against harm. You gain a +1 resistance bonus to all saving throws at 3rd level, which increases by 1 at 6th level and every 3 levels thereafter (to a maximum of +5 at 15th level). You also gain a +1 enhancement bonus to natural armor at 5th level which increases by 1 at 8th level and every 3 levels thereafter (to a maximum of +5 at 17th level).

Magical Gleaning (Su) (1 Oath point)

You gain Advanced Magic Training as a bonus feat even if you do not meet the prerequisites.

Note: This counts as obtaining the casting class feature.

Renewal (Su) (2 Oath points)

Even death cannot impede you. Once per day, if you are killed, you are immediately affected as per breath of life with a caster level equal to your character level. You may choose to improve this to raise dead starting at 9th level, resurrection at 13th level, and true resurrection at 17th level. In addition, if you die, you can choose to return as a prana ghost (see Bestiary 6) after one minute (note that becoming a prana ghost stops you from being resurrected). If you become a prana ghost, you die after 24 hours and cannot be resurrected by this ability. You do not gain the rejuvenation ability as a normal prana ghost would.

Shielded Form (Su) (1 Oath point)

Incredible powers shield you, granting you a +1 deflection bonus to AC starting at 6th level which increases by 1 at 9th level and every 3 levels thereafter (to a maximum of +5 at 18th level).

Spell Resistance (Su) (3 Oath points)

You gain the ability to shrug off magical effects, gaining spell resistance of 11 + your character level. If you already possess spell resistance, you increase this existing spell resistance by 6. You may lower or raise this spell resistance as a standard action.

Skillful (Ex) (see text)

If you spend at least one Oath point on this Oath boon, you treat all skills as class skills. For every Oath point you spend on this Oath boon, you gain a number of skill ranks equal to your character level.

Skill Superiority (Ex) (see text)

For every Oath point you spend on this Oath boon, select one skill. You gain a circumstance bonus on all checks made with that skill equal to 2 + 1/2 your character level.


Advanced Fate Talents

Oathbind [curse]

Prerequisites: Fate sphere, caster level 5th.
Your magic compels creatures to follow the Oaths they swear under penalty of death. When a creature within close range of you swears an Oath at your behest, you may spend a spell point to bind them to their Oath. The target is cursed such that if it ever breaks the Oath it swore, it immediately perishes. This is a death effect.

A character affected by an oathbind cannot forswear their bound Oath as long as the oathbind is in effect. An oathbind cannot be dispelled, but it may be broken through the Break Enchantment Life talent, as well as spells such as break enchantment, limited wish, remove curse, miracle, or wish. You may remove an oathbind that you placed on a target as a standard action. If an oathbind is no longer in effect, a character may choose whether or not they wish to maintain the oath; they may forswear it as part of breaking free (although they may not forswear it if for some reason they would be incapable of forswearing the Oath due to an effect such as Integral Oath).


Oath Feats

Absolute Poverty

You have pushed your Oath of Poverty to an extreme version of itself.

Prerequisite: Must have sworn an Oath of Poverty.

Benefit: In order to adhere to your Oath of Poverty, you may not possess or use more than one piece of equipment which is worth more than 5 gp per character level (this is in addition to the Oath of Poverty’s normal limitations). However, your Oath of Poverty grants 15 Oath points and so long as you do not break your Oath of Poverty there is no limit to the number of Oath points’ worth of Oath boons you may benefit from. You cannot benefit from Oath of Offerings and Oath of Poverty at the same time if you possess this feat.

Improved Oathkeeping

You are able to accommodate the benefits of additional Oaths.

Prerequisite: Must have sworn at least one Oath.

Benefits: You may benefit from one additional Oath point’s worth of Oath boons.

Special: You may select this feat an additional time for every 5 character levels you possess.

Integral Oath

You are physically unable to defy your oath.

Prerequisite: Must have sworn at least one Oath.

Benefit: Choose one Oath that you have sworn. The number of Oath points gained from that Oath increases by 1. However, you are not capable of performing any action which would break that Oath. (For example, if you select Oath of Silence, you lose your ability to speak. Similarly, you are completely unable to create magical effects or use items such as wands if you have an Oath against Magic.) This feat cannot be used with Oaths that demand a regular practice rather than restricting your abilities (such as Oath of Offerings, Oath of Poverty, Oath of Ritual, and others at GM discretion).

Special: You may take this feat multiple times. Each time, it applies to a different Oath.

Loyalist Inquisitor

You are skilled at keeping dedicates in line.

Prerequisite: Must have sworn an Oath of Loyalty or have creatures swear an Oath of Loyalty to you.

Benefits: Creatures who have sworn an Oath of Loyalty to you or to whatever patron you have sworn an Oath of Loyalty to suffer a -1 penalty to saving throws against all of your abilities. This penalty increases by an additional -1 for every 5 character levels you possess, to a maximum of -5 at 20th level.


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