Paladin oaths: Paladin based perk

Started by Zango_Unchained, April 07, 2014, 05:40:00 PM

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Zango_Unchained

A few thoughts have been going through my mind recently of such was an idea for paladins to have a small edge against the hordes of unending evil which plagues the server environment.


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Paladin oaths
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These perks ig wise would be recognized as oaths taken at their respective monasteries and would be expected to be upheld icly and if they are not be handled with ic repercussions as falling from paladin hood.

You can take two oaths at creation to take further oaths would require IC action and rp along with an app. And can only be bestowed/blessed on you by a ranking member of your faith. These oaths do not work with any form of multi-classing and are only available if you are pure.

Up to two may be taken, but you can choose none of them and follow just the base oaths of being a paladin without any additional requirements.

The oaths are as follows:

Oath of Justice:
To follow the law to its letter and ensure beyond the normal call of a paladins duty that it is followed. This oath means that you follow the letter of law not its spirit and you ensure that it is upheld. If actions to follow through on this oath seem to be dubious or darkly intentioned you must then question and retaliate against unjust laws in what ever way you can.

+2 Discipline/Concentration
+1 ab against chaotic.

Oath of the Protector:
To stand true and stalwart in defense of the helpless, you never abandon your post and you keep to your word in every case. To follow this line of promise means that you must never betray your position and you never flee from a fight no matter the odds. You must stand stalwart in every battle, fleeing is not an option. You enter the battle slowly yet you hold your ground.

-10% movement speed
2/day Hold ground. +2 ac for as long as you do not move, aura +1 ac that also fades on movement.
Halfplate given on creation, bound only to paladins.


Oath of the Healer:
Your hands are blessed by the gods with the tools and manner to see the meek and poor healed and tended. Paladins of this oath are known to be highly charitable and often donate their time and money to ensure their fellow man is tended to no matter the personal cost. Your very nature makes money hard to hold onto less you donate it to fellows worse off then you yet you are a very nexus of life and the healing touch of the gods.

On reset lose 10d10 gold
+2 Heal/Concentration
Turn undead is replaced with Aura of health. Aoe lesser restoration and heals 2d10 hp

Oath of the Keeper:
Information is sacred and powerful you make certain that knowledge is true and well script. You recover decaying documents and repair them and ensure that the will of the gods is clearly known and not besmirched by poor translation or otherwise. You destroy all sources of false information and lying is tantamount to treason against the gods and men in your eyes. You are a zealot of dogma and follow it to the letter as your learning dictates.

Bonus feat extra turning
+4 Lore
+2 Spellcraft


Oath of the Reaper:
You stand for the sanctity of life and have a deep hatred for the unnatural life of undead. You never speak let alone negotiate with necromancers. You draw an inner holy rage from your righteous belief that all undead should be slain. You never question the death of undead, nor do you ever stay your blade even if innocents are at risk. You stand for the destruction of such darkness and if a light dims so that the shadow is banished so be it.
[Warning may cause very dangerous choices in the continuation of being a paladin, this perk persists after falling.]

Your turn undead has an additional 1d4 to HD
+1d4 divine damage against Undead
2/- negative energy soak


Oath of Vengeance:
You hold true to the teachings that no wrong should go unrighted. And you brandish this belief with a brutal and cold manner. You avenge the wrongs of the world and can be seen as heartless or a hero. This often causes you to call into question your very humanity or become stalwart as stone in your duty as you mercilessly cut down evildoers for their acts of heinous evil without mercy or redemption in your heart.

+1 ab against chaotic [Does not stack with Justice.]

1/day Mark target +1 damage/ab against the target until it is slain if you mark a target you must kill them else suffer -1 damage/ab if you rest without its death as punishment for failing your oath.

[If you do this often enough and not make good on it, it may cause you to fall.]

Oath of the Real:

You are a stalwart champion of what is, and stand against planar beasts and aberrant monstrosities. You are the fine line between the destruction of this world against the countless oppressors of planar rifts and aberrant mutations. You hold no mercy in your heart for they who deal with the aberrant and mutant, and you are farthest detached from your planar masters above. The gods see you as the anatheme of all evil planar beings and aberrant and you are wielded as the weapon you are. You cannot under any circumstance negotiate with aberrant or planar cultists for what ever reason and death is the only sentence for these individuals. Yet paladins who follow this oath must be careful not to grow overly zealous for as they stare into the darkness of planar rift and impossibility they may infact grow tainted themselves. And if such is the case they are duty bound to have themselves silenced before the infestation takes them wholly.

[This oath is kept even if you fall.]

Gain feat FE: Aberrant/Outsider
+1 divine damage against Aberrant/Outsider