Back to Classes

Class Features

Hit Dice: d10

Skills: The oathsworn’s class skills are Balance, Climb, Concentration, Craft, Escape Artist, Heal, Intimidate, Jump, Listen, Sense Motive, Sneak, Spot, Survival, Swim, and Tumble.

Skill Points: 4+Intelligence bonus

Weapon and Armor Proficiency: Oathsworn are proficient with no weapons and no armor. They disdain both, for they see themselves as weapons. If need be, they can make use of objects as weapons with surprising skill (see the throw object and objects as weapon abilities)

As she gains levels, an oathsworn’s Armor Class improves with an insight bonus. This Armor Class bonus represents a preternatural awareness of danger, and an oathsworn does not lose it even in situations when she loses her Dexterity modifier due to being unprepared, ambushed, stunned, and so on. (Oathsworn do lose this Armor Class bonus when immobilized.)

When wearing armor, an oathsworn loses her insight Armor Class bonus for class and level, her favorable multiple unarmed attacks per round, and her heightened movement. Furthermore, her special abilities all face the spell failure chance that the armor type normally imposes.

Unarmed Strike: An oathsworn fighting unarmed does not provoke attacks of opportunity from armed opponents that she attacks.

When an oathsworn is using unarmed strike, she doesn’t have the option of making an off-hand attack, as she uses her whole body in every attack. On the rare occasion that the character might be fighting with a one-handed weapon, she can make an unarmed strike as an off-hand attack but suffers the standard penalties for two-weapon fighting.

Usually, an oathsworn’s unarmed strikes deal normal damage rather than subdual damage. However, she can choose to deal her damage as subdual without penalty.

An oathsworn with natural weapons uses her unarmed strike attack bonus and damage with those natural weapons, or the normal natural weapon attack bonus and damage, whichever is greater.

Swear an Oath (Ex): An oathsworn must always work toward fulfilling an oath. To swear an oath, she names—very specifically—a task she will accomplish in no more than one year’s time. If the task is not completed in that time, or if conditions arise that indicate the failure of the oath, the oathsworn loses all class abilities for one month. After that month, the oathsworn must swear an oath again (it can be the same oath).

An oathsworn who loses her class abilities three times loses them forever.

An oathsworn cannot be tricked into thinking an oath is fulfilled when it is not, and no magical compulsion can force her to stop attempting to fulfill it. An oathsworn gains a +4 luck bonus to Spot or Sense Motive checks against any attempt to fool her about part of an oath (giving her an imposter to protect when she has sworn to guard a person, for example).

An oathsworn who successfully fulfills her oath must immediately swear a new one. If she does not, she loses all class abilities until she does—which means an oathsworn could “retire” after fulfilling an oath, then suddenly regain her powers, years later, when she swears a new oath. Oaths can be singular tasks (destroy Tower Nestran) or ongoing (keep Daerial Daymaker alive). Ongoing oaths can be renewed at the end of each year. An oath must be something measurable, so the character knows whether it has been fulfilled. If Tower Nestran still stands after one year, or if Daerial Daymaker dies, the oathsworn who made those oaths clearly failed. If the tower lies in ruins or if Daerial remains alive at the end of the year (never having died at any point during the year), the oaths were fulfilled and the oathsworn successful.

It is crucial that the player of an oathsworn character work out the details of her oath with the DM. The DM should make sure that the oath does not run counter to the direction of the campaign or prevent the character from taking part in planned adventures.

Eschew Food (Ex): At 2nd level and higher, an oathsworn no longer needs to eat to survive. She simply refuses to let her body be bound to such requirements. To survive she needs only water (and air to breathe, of course).

Shattering Blow (Su): At 2nd level and higher, the oathsworn can take a full-round action to make a single powerful strike with the full force of her oath behind it. The unarmed strike ignores 1 point of a creature’s damage reduction for each oathsworn class level. So a 3rd-level oathsworn ignores 3 points of damage reduction. This ability also applies to object hardness and extends to makeshift weapons that the oathsworn forms from handy objects.

Evasion (Ex): If a 3rd-level or higher oathsworn makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion applies only if the oathsworn wears light armor or no armor.

Combat Rites: Starting at 4th level, the oathsworn gains access to combat rites, special abilities that stem from the ritualization of combat (see Chapter Nine). Similar to the way in which a spellcaster casts spells, an oathsworn can activate a certain number of combat rites of a given rank per day, based on her level. The oathsworn can use any combat rite, as long as she can use rites of that rank. To use a combat rite, the oathsworn must have a Wisdom score of at least 10 + the rite’s rank. Combat rites do not require components, do not have a failure chance based on armor worn, and cannot be dispelled or suppressed. They are not magical.

The oathsworn gains bonus combat rites based on her Wisdom score (see “Bonus Spells and Combat Rites” in Chapter One).

Fast Movement (Ex/Su): At 4th level and higher (3rd level for Tiny and Small characters), an oathsworn moves faster than normal. An oathsworn in armor (even light armor) or carrying a medium or heavy load loses this extra speed. A Small or Tiny oathsworn moves more slowly than a Medium oathsworn. (See the size-based table on this page.)

From 10th level on, the oathsworn’s fast movement ability actually becomes a supernatural ability.

Throw Object (Ex): Starting at 4th level, an oathsworn can use any object she can lift above her head as a ranged (thrown) weapon she is proficient with. The object must weigh at least 1 lb. to use it as a ranged weapon. She uses her normal attack bonus and unarmed damage, and the weapon has a range increment of 10 feet. She uses this only against foes she cannot reach or otherwise harm with her unarmed strikes. Assume that, unless the object is particularly sturdy, it breaks when thrown.

Lesser Adaptation (Ex): At 4th level and above, the oathsworn can ignore ongoing damaging environmental effects of up to 1 point of damage per round. This includes damage from exposure in the hot desert, but not damage from directed attacks, like a fireburst spell.

Refuse Fatigue (Ex): At 5th level and beyond, the oathsworn does not tire. As long as she gets a good night’s rest (eight hours), she never feels the effects of fatigue. She could run at her top speed all day and not tire.

Refuse Fear (Ex): Starting at 5th level, the oathsworn is immune to fear and fear effects.

Objects as Weapons (Ex): Rarely, an oathsworn faces a foe her fists cannot overcome or one that would be foolish to touch (a caustic ooze or a fire elemental). In such cases, a 6th-level and higher oathsworn can use any object she can lift over her head as a weapon she is proficient with. The object must weigh at least 1 lb. to use it as a weapon. She uses her normal attack bonus and unarmed damage. The DM should pay close attention to the sturdiness of the object. Although the oathsworn can inflict surprising damage with harmless-looking objects, this ability does not grant the object any special strength. Many objects will break when used as weapons. Some objects, at the DM’s discretion, might grant special abilities. For example, a character might wield a rope as a whip and use it to make trip attacks.

Lesser Shattering Strike (Su): Beginning at 7th level, an oathsworn empowers every unarmed attack she makes with the full strength of her oath. The unarmed strike ignores 1 point of a creature’s damage reduction for every two oathsworn class levels.

So a 7th-level oathsworn ignores 3 points of damage reduction. This ability also applies to object hardness and extends to makeshift weapons that the oathsworn forms from handy objects.

Refuse Wounds (Su): Starting at 9th level, an oathsworn can cure her own wounds. She can cure up to twice her current level in hit points each day and can spread this healing out among several uses.

Eschew Water (Ex): At 8th level and beyond, an oathsworn no longer needs even water to survive. Other than air to breathe, the oathsworn requires nothing—such things only distract from the oath.

Oathpower (Su): Starting at 10th level, the oathsworn gains further ability to fulfill her oath through incredible dedication. She gains a +2 competence bonus on all Balance, Climb, Concentration, Escape Artist, Jump, Sneak, Swim, and Tumble checks.

Refuse Poison or Disease (Su): Beginning at 11th level, an oathsworn gains immunity to poison and diseases of all kinds.

Eschew Air (Ex): A 12th-level or higher oathsworn no longer even needs to breathe.

Greater Adaptation (Ex): At 13th level and beyond, after studying a given situation, environment, or area for 1 round, the oathsworn can ignore any circumstance penalties placed on attack and damage rolls, checks, and saves due to the conditions of that area for the next 10 rounds. For example, after contemplating for a round, an oathsworn can make attacks underwater at no penalty. She can walk across a slick, slippery ledge with no circumstance penalties placed upon her Balance checks.

Further, for that time, the oathsworn can ignore ongoing damaging effects of up to 10 points of damage per round. This includes damage from running through a burning building, but not damage from directed attacks, like a dragon’s breath weapon.

Eschew Sleep (Ex): At 14th level and higher, an oathsworn does not need sleep. She can stay awake at all times and suffers no fatigue from doing so.

Refuse Hindrances (Su): At 14th level and higher, an oathsworn is immune to blinding attacks, deafening attacks, paralysis, stunning, nausea, and daze effects.

Refuse Spells (Su): At 15th level and higher, an oathsworn gains spell resistance equal to her level + 10.

Greater Shattering Strike (Su): At 16th level and beyond, an oathsworn’s ability to empower her unarmed attacks increases.

Each unarmed strike she makes ignores 1 point of a creature’s damage reduction for every class level. So a 16th-level oathsworn ignores 16 points of damage reduction. This ability also applies to object hardness and extends to makeshift weapons that the oathsworn forms from handy objects.

Eschew Aging (Ex): After achieving 17th level, an oathsworn no longer suffers ability penalties for aging and cannot be magically aged. (Any penalties she may have already suffered remain in place.) Bonuses for aging still accrue.

Refuse Debilitation (Ex): At 17th level and beyond, the oathsworn is not subject to ability score damage or energy drain.

Oathstrike (Su): Once per week, in a fight that directly pertains to the fulfillment of the oath (DM’s discretion), the 18thlevel or higher oathsworn can make a mighty unarmed blow that acts as a coup de grace against an opponent, even one who is not helpless. This is a full-round action. Creatures with no discernable anatomy (those normally immune to critical strikes or sneak attacks) are immune to oathstrike.

Starting at 23rd level, she can make an oathstrike once per day.

True Adaptation (Ex): A 19th-level or higher oathsworn reduces all circumstance penalties to attack and damage rolls, checks, and saves by 4 points.

Further, the oathsworn can ignore ongoing damaging effects of up to 10 points of damage per round. This includes damage from crossing a frozen tundra without winter gear, but not damage from directed attacks, like a dragon’s breath weapon.

Refuse Harm (Su): The 20th-level and higher oathsworn’s devotion is so strong that her flesh turns away blades and barbs. The oathsworn gains DR 5/+1 (or 5/magic). At 24th level, the damage reduction becomes 10/+2 (or 10/magic).

Refuse Elements (Su): At 21st level and beyond, the oathsworn can even ignore attacks of an elemental nature. She enjoys air, earth, fire, and water resistance 10.

Refuse Energy (Su): At 22nd level and beyond, the oathsworn can also ignore the attacks of pure energy. She enjoys acid, cold, electricity, and sonic resistance 10.

Refuse Mortality (Su): From 25th level on, an oathsworn is forevermore treated as an outsider rather than as a humanoid. Additionally, the oathsworn gains damage reduction 20/+3 (or 15/magic).

<caption>THE OATHSWORN </caption>
Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialUnarmed DamageAC BonusUnarmored Speed*
10+2+2+2Unarmed strike, swear an oath1d6+130 feet
2+1+3+3+3Eschew food, shattering blow1d6+130 feet
3+2+3+3+3Evasion1d6+230 feet
4+3+4+4+4Fast movement†, throw object, lesser adaptation1d6+240 feet
5+3+4+4+4Refuse fatigue, refuse fear1d8+340 feet
6+4+1+5+5+5Objects as weapons1d8+340 feet
7+5/+2+5+5+5Lesser shattering strike1d8+350 feet
8+6/+3+6+6+6Eschew water1d8+450 feet
9+6/+3+6+6+6Refuse wounds1d10+450 feet
10+7/+4/+1+7+7+7Oathpower1d10+560 feet
11+8/+5/+2+7+7+7Refuse poison or disease1d10+560 feet
12+9/+6/+3+8+8+8Eschew air1d10+660 feet
13+9/+6/+3+8+8+8Greater adaptation1d12+670 feet
14+10/+7/+4/+1+9+9+9Eschew sleep, refuse hindrances1d12+670 feet
15+11/+8/+5/+2+9+9+9Refuse spells1d12+770 feet
16+12/+9/+6/+3+10+10+10Greater shattering strike1d12+780 feet
17+12/+9/+6/+3+10+10+10Eschew aging, refuse debilitation1d20+880 feet
18+13/+10/+7/+4/+1+11+11+11Oathstrike (1/week)1d20+880 feet
19+14/+11/+8/+5/+2+11+11+11True adaptation1d20+990 feet
20+15/+12/+9/+6/+3+12+12+12Refuse harm (5/+1 or 5/magic)1d20+990 feet
21+16/+13/+10/+7/+4/+1+12+12+12Refuse elements4d6+990 feet
22+17/+14/+11/+8/+5/+2+13+13+13Refuse energy4d6+10100 feet
23+18/+15/+12/+9/+6/+3+13+13+13Oathstrike (1/day)4d6+10100 feet
24+18/+15/+12/+9/+6/+3+14+14+14Refuse harm(10/+2 or 10/magic)3d10+11100 feet
25+19/+16/+13/+10/+7/+4/+1+14+14+14Refuse mortality3d10+11110 feet
* Small and Tiny oathsworn deal less damage; Large oathsworn deal more damage. See size-based table on page 68.
** Small and Tiny oathsworn are slower; Large oathsworn move the same amount (despite their greater stride, their bulk slows them down). See size-based table.
† Small and Tiny oathsworn gain fast movement at 3rd level.
<caption> Combat Rites Per Day </caption>
Size-Based Oathsworn Changes
Class LevelTiny DamageTiny SpeedSmall DamageSmall SpeedLarge Damage
1–31d310 feet1d420 feet1d8
41d315 feet1d425 feet1d8
5–61d415 feet1d625 feet1d10
7–81d420 feet1d635 feet1d10
91d620 feet1d835 feet1d12
10–121d625 feet1d840 feet1d12
13–151d830 feet1d1045 feet1d20
161d835 feet1d1055 feet1d20
17–181d1035 feet2d655 feet4d6
19–201d1045 feet2d660 feet4d6
212d645 feet1d2060 feet6d6
22–232d650 feet1d2065 feet6d6
241d2050 feet4d665 feet8d6
251d2055 feet4d670 feet8d6
Back to Classes


Leriel Brandon