Spheres Oathbound (Paladin and Antipaladin Archetype)
The_Conqueror's_Handbook.jpg
The Conqueror's Handbook
$4.99
The oathbound paladin archetype (Pathfinder RPG Ultimate Magic pg. 60) offers a number of options, where the oathbound devotes herself to a singular cause, which grant her additional powers but also gives further edicts she must follow. This book introduces three new oaths, one for paladin and two for antipaladin, as well as a conversion option for paladins or antipaladins who use Spheres of Power. Paladins may only take oaths intended for the paladin class and antipaladins may only take oaths intended for the antipaladin class. The options presented are not meant to change how the oathbound archetype works, and simply offers a conversion for spherecasting paladins as well as opens up the archetype to antipaladins.

As with any archetype, an oathbound can take multiple oaths, but none of the other oaths can replace or alter the same class feature from the paladin or antipaladin class as another alternate class feature.

A spheres oathbound paladin or antipaladin has the following class features:

Deity

Some oaths are especially compatible with the faiths of certain deities. A player and their GM should work together to see if an oath is appropriate for that deity.

Many deities allow oaths to be taken that might not directly align with their philosophies, and only very rarely do deities allow oaths conflicting with their teachings. One such example would be a paladin taking the Oath of ChastityUM being incompatible to a deity of lovers and reproduction.

Code of Conduct

The oathbound must abide by the listed tenets of her oath in addition to the specifics of her deity’s code of conduct. In some cases, a deity’s or paladin order’s code may conflict with the oath’s tenets; in most cases, these conflicts mean the oath is unsuitable for an oathbound of that deity or order and cannot be selected by the oathbound. One such example would be a paladin taking the Oath against the WyrmUM being incompatible with a good dragon deity or a dragon-riding order of paladins.

Oath Spells

An oathbound’s oath influences what magic she can perform. An oathbound adds one spell to their spell list at each spell level she can cast (including spell levels for which she would only gain spells per day if her Charisma were high enough to grant bonus spells of that level). Her oath determines what spell is added to the spell list. If the oathbound has multiple oaths, the spells from each oath are added to her spell list.

If an oathbound paladin has more than one oath, she may prepare any one of her oath’s spells in that slot (similar to a cleric choosing one of her two domain spells to prepare in a domain spell slot).

Note: For an oathbound with an archetype that grants spherecasting, instead of adding spells to their spell list, the oathbound gains one additional magic talent at 3rd level and every 8 levels thereafter. The oathbound only gains these additional magic talents once even if they possess multiple oaths.

The following oaths can be chosen by paladins or antipaladins with the oathboundUM archetype.

Oath of the Invader (antipaladin oath)

Some antipaladins devote themselves to conquest, expansion, and glory in the name of their deity, and an antipaladin who takes this oath seeks to conquer and pillage the lands of his enemies. Some who take this oath may seek to replace the lords and owners of a city or country, ruling over its inhabitants, while others choose to raze the lands of his enemies to the ground, taking valuables and treasures with them in conquest.

Fast Movement (Ex): The oathbound’s rigorous training lets them move through the battle faster. At 3rd level, the oathbound gains a +10 bonus to his base land speed. This benefit applies when he is wearing any armor, including heavy armor, but not while carrying a heavy load.

Apply this bonus before modifying the oathbound’s speed because of any load carried or armor worn. If the oathbound gains fast movement from another class, the bonuses to his speed do not stack. At 12th level, this bonus increases to +20.

This ability replaces plaguebringer.

Vanguard (Ex): The oathbound is ever vigilant and anticipates danger to come from anywhere when in enemy territory. At 10th level, the oathbound is never considered an unaware combatant and is always able to act in the surprise round. The oathbound is still flat-footed in the surprise round until he acts.

This ability replaces the smite good use gained at 10th level.

Code of Conduct: When you defeat an enemy who owns land or property, you must attempt to take control of it. You do not need to occupy or own the land indefinitely, and may sell it to someone else.

Oath Spells: 1st—feather stepAPG; 2nd—effortless armorUC; 3rd—haste; 4th—shadow walk.

Oath of the Last Bastion (paladin oath)

Some paladins are champions of their homes and their people, pledging an oath to protect them to their last breath against invaders and enemy forces who would bring them to harm. More than any other paladin, those who take this oath expect to stand at the forefront of conflict and make sacrifices should their allies be in danger.

Savior of the Weak (Ex): The oathbound is a practiced, patient hand at helping her allies in harm’s way. At 3rd level, she gains BodyguardAPG as a bonus feat, even if she does not meet the prerequisite. In addition, whenever the oathbound uses the aid another action to improve an ally’s AC, the bonus she provides increases by 1. Every five levels thereafter, this bonus increases by +1, to a maximum of +4.

This ability replaces divine health.

Code of Conduct: You are the last defense. You must never retreat if it means the loss of your home, city, or base of operations. You must help allies and the innocent escape death if you are able to.

Oath Spells: 1st—entropic shield; 2nd—ablative barrierUC; 3rd—reflexive barrierPA; 4th—rampartAPG.

Oath of the Destroyer (antipaladin oath)

While the path of an antipaladin is normally paved by death, destruction and chaos, an antipaladin who takes this oath becomes the ultimate hand of unmaking. The oathbound pours his efforts towards the destruction of anything which may oppose his deity, down to the very structures and buildings her enemies may find refuge in. Antipaladins who take this oath are often seen at the frontlines of sieges and commanding the forces who would tear down an enemy city to nothingness.

Brutal Combatant (Ex): At 1st level, and every 4 levels thereafter, the oathbound gains a bonus combat talent.

This ability replaces fiendish boon.

Flame of Destruction (Su): At 2nd level, any weapon an antipaladin with this oath wields gains the flaming weapon special ability. The antipaladin may activate or suppress this ability as a free action. The damage dealt by the flaming enchantment increases by +1d6 at 6th level, and every 4 levels thereafter.

This ability replaces touch of corruption.

Blazing Cruelty (Su): At 3rd level, instead of channeling cruelties through a touch of corruption, when an oathbound deals damage to a creature with his flame of destruction, he may spend a swift action to add the effect of a cruelty. The target receives a Fortitude save to avoid this cruelty as normal. If the save is successful, the target does not suffer the effects of the cruelty. If using a scatter weapon, the cruelty only applies to a single target, chosen when you deal damage.

The oathbound can use this ability a number of times per day equal to 1/2 his antipaladin level plus his Charisma bonus. This ability alters cruelty.

Cruel Sun (Su): At 4th level, an antipaladin with this oath’s flame of destruction becomes empowered by her unending conviction to lay waste. Instead of fire damage, the oathbound may choose to have half the damage from flame of destruction be untyped unholy energy, which is not subject to being reduced by fire resistance or immunity. When determining the unholy damage dealt by flame of destruction, round down (minimum 0) and the remaining damage is dealt as fire damage. For example, a oathbound who deals 3 damage with his flame of destruction deals 2 points of fire damage and 1 point of unholy damage. At 20th level, the oathbound may choose to have all of the damage from flame of destruction be untyped unholy damage.

The unholy energy damage from this ability counts as fire damage for the purposes of feats and class features that interact with dealing fire damage, such as arsonist. This ability replaces channel negative energy.

Arsonist (Ex): At 5th level, fire damage the oathbound deals to structures or buildings ignores an amount of hardness equal to the antipaladin’s class level.

Code of Conduct: Never spare the followers or trappings of enemies who oppose your deity, such as the clergy or church of an opposed faith.

Oath Spells: 1st—wrathAPG; 2nd—shatter; 3rd—scorching ash formARG; 4th—chains of fireARG.


Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Realmwalker
Tempestarii Waking Sleeper
Spheres
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Equipment
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Fabled Items Implements Marvelous Items Schematics
Scrolls Spell Engines Spellzones Talent Crystals
Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Damnation Drawback Extra
General Item Creation Metamagic Necrosis
Plague Protokinesis Proxy Purring
Racial Ritual Squadron Surreal
Teamwork Theurge Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Debilitating Talents 2 Destruction ApocryphaU
Light ApocryphaU Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU
Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU Archetypes of Power 2 The Bear Sphere The Blood SphereU
Blood and Portents Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU
Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres Treasures: Weapons and Tools The Wraith ClassU
Wild Magic Woodfaring Adventures Worlds of Power The Youxia's Handbook
Bestiary: Fey and Feyfolk The High Magic Handbook Realmwalker's Handbook Bestiary: Fiends of the Cosmos
Adventures
Wreckage to Deliverance Wreckage to Deliverance Player's Guide

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.