Avowed (Paladin/Antipaladin Archetype)
Table of Contents
- Avowed Pledges
- Pledge of Agency [SM—]
- Pledge of Animism [EO3]
- Pledge of Antimagic [Archmagi HB]
- Pledge of Condemnation [SM—]
- Pledge of Continuity [SM—]
- Pledge of Cruelty
- Pledge of Discretion
- Pledge of Freedom
- Pledge of Justice
- Pledge of Legend [SM—]
- Pledge of Many [LG]
- Pledge of Order
- Pledge of Purity
- Avowed and Oathbound Paladin/Antipaladin [SM—]
Unshackled of the restrictive and rigid oaths that plague most divine warriors, the avowed still remains a valiant warrior for their god. The avowed is different to a normal paladin (or antipaladin) in that they can embody any strong force of morality or ethics, not just strictly good or evil. These avowed take a pledge to their god, granting them unique powers, including a divine font they may draw from to channel their own (or their gods) will.
Alignment and Code of Conduct: The avowed must be of her pledge alignment, and loses all class features except proficiencies if she ever willingly commits an act that would be adversely against her pledge alignment (an evil act if you are good, a chaotic act if you are lawful, etc.).
Additionally, her code depends on her pledge alignment and the pledge she has taken. For example, a chaotically-aligned avowed may require her to always question law and those in power, or to actively combat those attempting to restrict and oppress. The exact details of an avowed’s code should be discussed and detailed with the GM, and should be of a similar look to that of a paladin or antipaladin’s code of conduct.
Unusual Alignment/Pledge Combinations: A lot of the pledges one can choose from are thoroughly linked to an alignment; the pledge of cruelty embodies typically evil traits, the pledge of order represents law and order, etc. As much as a lawful avowed possessing a pledge of order or even courage would make the most 'sense', there could be potential issues (or opportunities) with less straightforward combinations.
A good-aligned avowed taking a pledge of cruelty, for example, may begin to stretch the confines of alignment or their chosen pledge. Ultimately, if a player wishes to play an avowed with an unusual alignment/pledge combination, the player should work with their GM to create a code of conduct that allows their character to flourish, in addition to potentially depict the intricacies of morality, empathy, and devotion to one's personal dogma.
Proficiencies: An avowed is proficient with simple weapons, as well as light armor and bucklers. In addition, if this is the character’s first level in any class, she may select a martial tradition of her choice.
This alters the paladin’s or antipaladin’s weapon and armor proficiencies.
Casting: At 1st level, the avowed may combine spheres and talents to create magical effects. The avowed is considered a Low-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.) This replaces the spells class feature.
Spell Pool: An avowed gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Blended Training: An avowed gains a combat or magic talent every time she gains a class level. An avowed uses her casting ability modifier as her practitioner ability modifier.
This replaces all mercies or cruelties
Pledge Alignment: At 1st level, the avowed must choose an alignment that she possesses (chaos, evil, good, or lawful; but not neutral); this alignment is considered her pledge alignment, which affects her class features and abilities. Once this choice is chosen, it cannot be changed.
Addendum [SM—]: The avowed may select true neutral as her pledge alignment, in which case she treats chaotic evil, chaotic good, lawful evil, and lawful good creatures as opposite her pledge alignment.
Pledge: The avowed is dedicated wholly to her deity’s cause, serving them wholeheartedly. At 1st level, the avowed must select a pledge, which dictates her class features and abilities.
Once this choice is chosen, it cannot be changed. At 1st level, the avowed gains a bonus to a skill, in addition to treating that skill as a class skill. At 3rd, 6th and 8th level, the avowed gains a pledge ability from her pledge.
This replaces aura of courage, aura of resolve, and holy champion; or aura of cowardice, aura of despair, and unholy champion.
Divine Aura (Ex): The power of an avowed’s aura is equal to her avowed level, and is determined by her pledge alignment.
This replaces aura of good or aura of evil.
Detect Adversary (Sp): At will as a move action, the avowed may spend a spell point and concentrate on a single item or individual within 60 feet and determine if it is of an alignment opposite of her pledge alignment.
This replaces detect evil or detect good.
Smite (Su): Once per day, the avowed can call out to the powers of her deity to grant her strength. As a swift action, the avowed chooses one target within sight to smite. If the target has an alignment that is opposite to her pledge alignment, the smite is successful; otherwise, the ability is wasted with no effect.
The avowed may add her casting ability modifier to attack rolls against the target of her smite, and may add her class level to all damage rolls made against the target. Additionally, her attacks against the target are treated as being her oath’s alignment for the purposes of bypassing damage reduction.
If the target is an outsider or another creature with a strong inclination against her pledge alignment (up to GM discretion), the bonus to the first damage roll made each round increases to 2 points of damage per class level she possesses.
This ability remains until the target of the smite is dead or the next time the avowed rests and regains uses of this ability. At 4th level and every 3 levels thereafter, the avowed may smite 1 additional time per day.
This alters smite evil or smite good.
Divine Touch (Su): At 2nd level, an avowed gains the ability to use the powers of her pledge through touch. Each day she can use this ability a number of times equal to 1/2 her avowed level + her casting ability modifier. This ability counts as the lay on hands and touch of corruption class feature for the purposes of meeting the prerequisites of feats. The ability gained depends on the avowed’s pledge alignment:
- Liberating Touch (Chaos): The avowed can unfetter others (or herself) with a touch. As a standard action (or as a swift action if she targets herself), she may touch a creature to grant them a 10-foot enhancement bonus to all speeds, a +2 dodge bonus to AC against attacks of opportunity, and a +2 circumstance bonus to Acrobatics and Escape Artist checks for a number of rounds equal to her casting ability modifier. The bonuses to AC and skill checks increase by 1 for every 3 class levels she possesses; in addition to increasing the bonus to all speeds by 5 feet for every 10 class levels she possesses.
- Lay on Hands (Good): This functions as the paladin ability of the same name.
- Touch of Corruption (Evil): This functions as the antipaladin ability of the same name.
- Vitalizing Grasp (Lawful): The avowed can invigorate others (or herself) with a touch. As a standard action (or as a swift action if she targets herself), she may touch a creature to grant them 1d6 temporary hit points, plus an additional 1d6 for every two class levels she possesses. These temporary hit points last for 1 minute.
- Shout of Triumph (Destruction): [SM—] when the avowed triumphs over a foe, she may raise her weapon high, inspiring nearby friends and allies; she may spend an immediate action and a use of divine touch when she defeats an opponent whose CR is at least half her character level (rounded down, minimum 1/2) to grant all allies within 10 ft. a +1 morale bonus to attack and damage rolls for 1 round. This bonus increases by +1 at 6th level and every 4 levels thereafter. For the purposes of this ability, defeating a foe includes any action that kills, renders unconscious or helpless, ties up (as the option for pinned opponents), or banishes a foe.
- Invoke Elements (Neutrality): [SM—] As a touch attack, the avowed can cause 1d6 points of acid, cold, electricity, or fire damage for every two antipaladin levels she possesses. Using this ability is a standard action that does not provoke attacks of opportunity.
- Outrageous Fortune (Tales): [SM—] The avowed gains the Fate sphere as a bonus sphere. Whenever she creates a consecration or motif, she may spend a use of divine touch to treat her class level as her caster level for the effect or ignore any one general drawback she possesses for the purpose of using the consecration. Multiple uses of divine touch may be spent on the same effect.
This replaces lay on hands or touch of corruption.
Channel Divinity (Su): At 4th level, an avowed’s ability to channel the powers of her faith increases, allowing her to release it in greater bursts. This ability is a standard action that does not provoke an attack of opportunity, and requires her to present her holy symbol to use. Using this ability consumes two uses of her divine touch ability. If a channel divinity option would require a saving throw, the DC of the save is equal to 10 + 1/2 her class level + her casting ability modifier. This ability counts as the channel energy class feature for the purposes of meeting the prerequisites of feats.
- Channel Discordant Energy (Chaos): The avowed releases a burst of pure entropy. All enemies within a 30-foot radius centered on the avowed must succeed at a Will save or become confused and entangled for 1 round, plus 1 round for every 3 levels beyond 1st. A creature may attempt to break free as a free action at the end of their turn, allowing them a new saving throw against the effect. If a creature successfully breaks free (or loses the entangled condition in another way), the creature is also no longer confused. If an enemy possesses the casting or spells class features, they also increase their wild magic chance by 100% wild surge chance for as long as they are entangled.
- Channel Positive Energy (Good): This functions as the paladin ability of the same name.
- Channel Negative Energy (Evil): This functions as the antipaladin ability of the same name.
- Channel Concordant Energy (Lawful): The avowed releases a controlled burst of pure order. All allies within a 30-foot radius centered on the avowed form an empathetic unity for 1 round, plus 1 round per 3 class levels she possesses. All affected allies gain DR 5/—, plus 1 per 5 class levels she possesses. This stacks with similar forms of damage reduction. Additionally, whenever an affected ally would suffer damage, any other affected ally that is aware of the attack may choose to transfer up to half of that damage to themselves. Damage transferred this way may not be resisted or redirected further, and only one ally can transfer this damage.
- Wrathful Focus (Destruction): [SM—] Whenever a creature the avowed has used her smite ability on is reduced to 0 or fewer hit points, she may spend a use of divine touch to regain martial focus.
- Elemental Surge (Neutrality): [SM—] The avowed may deal her invoke elements damage to all creatures within 30 feet (Reflex save half). This does not require an attack roll.
- Boon of Purpose (Purpose): [SM—] The avowed gains the boon of purpose class feature of the champion of the cause paladin archetype. Rather than having a limited number of uses per day, the avowed instead spends two uses of divine touch to use an ability from boon of purpose.
- Chansons (Tales): [SM—] The avowed gains a (motif) talent as a bonus talent. Whenever she rests to regain spell points, she may change this talent to any other motif. When she uses this motif on herself, she may spend a use of divine touch to reduce the spell point cost by 1 (minimum 0). Whenever the avowed spends one or more uses of divine touch on a consecration or motif, she also gains a +1 bonus to the MSD of the effect. This increases by +1 at 8th level and every 4 levels thereafter.
This replaces channel positive energy or channel negative energy.
Divine Bond (Sp): Upon reaching 5th level, the avowed’s connection to her deity intensifies. This bond can take one of two forms. Once this form is chosen, it cannot be changed.
Spiritual Armament: When she gains this divine bond, the avowed gains her choice of a spiritual weapon, armor, or shield. Once chosen, this cannot be changed. Once per day as a standard action, she may enhance the chosen equipment by calling upon the aid of a celestial spirit for 1 minute per level.
While enhanced, the object sheds light as a torch, and grants it a +1 enhancement bonus, +1 per 3 levels beyond 5th. These bonuses stack with existing bonuses to a maximum of +5, or can be used to add any of the following weapon special abilities, as long as it can be added to the type of chosen equipment:
- +1 bonus: bashing, blinding, champion, defending, distance, flaming, ghost touch, keen, light fortification, merciful
- +2 bonus: anarchic (chaotic only), arrow deflection, axiomatic (lawful only), disruption, flaming burst, holy (good only), unholy (evil only)
- +3 bonus: invulnerability, medium fortification, speed
- +4 bonus: brilliant energy
- +5 bonus: heavy fortification, reflecting, vorpal
When adding these special abilities to a spiritual armament, the special ability consumes an amount of bonus equal to the special ability’s cost. If they are not magical, at least a +1 enhancement bonus must be added before any other special abilities can be added. The bonus and special abilities granted are determined when used and cannot be changed until called again. The spiritual equipment impart no bonuses if used by another creature.
These bonuses apply to only one end of a double weapon. The avowed can use this ability an additional time per day for every 4 levels beyond 5th. If a spiritual armament is destroyed, she loses this ability for 1 week.
Spiritual Ally: The avowed gains the service of an unusually intelligent and loyal creature to serve her in her battles. This creature is usually a heavy horse, although more exotic mounts are also suitable. This spiritual ally functions as a druid’s animal companion, using her avowed level as her effective druid level. Spiritual allies have an Intelligence of at least 6.
Once per day, as a full-round action, the avowed may magically call her mount to her side, appearing in an adjacent square to her, even if the avowed is on another plane. She can use this ability once per day at 5th level, and one additional time per day every 4 levels thereafter. At 9th level, she may use this ability as a standard action. At 11th level, the mount gains a template depending on her pledge alignment (celestial, entropic, fiendish or resolute) and becomes a magical beast for the purposes of determining which spells affect it. At 15th level, her mount gains spell resistance equal to her level + 11.
If a spiritual ally dies, she may not summon another ally for 1 week.
This replaces divine bond or fiendish boon.
Addendum: [SM—] In place of the normal options for divine bond, the avowed may select the incarnation form or incarnation ally options from the champion of the cause paladin archetype, the divine envoy option from the arbiter archetype, or the implement divine bond archetype from the valiant champion archetype.
Flexible Champion (Su): Any abilities the avowed possesses that reference alignment (such as aura of justice/vengeance, aura of faith/sin, etc.) instead use her pledge alignment for instances of ‘good’ (for paladins) or ‘evil’ (for antipaladins), and opposite her pledge alignment for instances of ‘evil’ (for paladins), or ‘good’ (for antipaladins).
(For example, an avowed with a pledge alignment of lawful would treat her weapons as lawful-aligned for the purposes of overcoming damage reduction with her aura of faith/sin ability, and would gain DR 5/chaotic with the aura of righteousness/ depravity class feature).
Avowed Pledges
Pledge of Agency [SM—]
Against those who cite fate or destiny as the ultimate justifier of their actions, against those who seek to twist events using knowledge of the future, and against those who deceive others by making their goals seem inevitable, those of the pledge of agency raise their arms to battle for the determination of mortals’ own destinies.
Defy the Stars (Ex): At 1st level, the avowed gains Knowledge (geography) as a class skill and a bonus on Knowledge (geography) checks equal to half her avowed level.
Aura Against Malfeasance (Su): At 3rd level, the avowed gains immunity to curse effects and hexes. Allies within 10 feet of the avowed gain a +4 morale bonus on saving throws against such effects.
Detaching Smite (Su): At 6th level, as long as a creature is smited by the avowed, it cannot benefit from insight or luck bonuses.
Aura of Annulled Fate (Su): At 8th level, the avowed becomes immune to effects which force them to reroll dice or roll multiple times and take any result other than the highest. Enemies within 10 feet of the avowed cannot reroll dice, have their die results modified (such as in the case of the Tug Fate consecration), or roll multiple times and take any result other than the lowest. Enemies within 10 feet of the avowed cannot discharge (motif) effects
Prophecy’s Anathema (Su): At 20th level, any attempts to divine information about the avowed, any creature within 10 feet of them, or their location through effects such as augury have a 0% chance to yield meaningful or accurate results. In addition, as long as the avowed has a smite active, any enemies within their aura of annulled fate are affected by detaching smite.
Pledge of Animism [EO3]
Those that take the pledge of animism often act as dauntless protectors and warriors for nature, sometimes eschewing society and civilization completely for their cause. As their devotion to their pledge grows, these individuals are able to call upon the natural world around them as either their shield or sword.
Nature’s Vigil (Ex): At 1st level, the avowed gains Knowledge (nature) as a class skill and a bonus on Knowledge (nature) checks equal to half her avowed level.
Aura of Ease: At 3rd level, the avowed emits a calming, cooperative aura with nature around her, allowing all allies within 10 feet of her to move through any non-magical difficult terrain at their normal speed. This ability functions only while the avowed is conscious, not if she is unconscious or dead.
At 8th level, this aura also allows allies to move through magical difficult terrain at their normal speed.
Nature’s Smite (Su): At 6th level, whenever the avowed would smite a creature, the target must immediately succeed at a Reflex saving throw (DC 10 + 1/2 her avowed level + her casting ability modifier) or immediately become entangled from nearby sources of nature (such as stone or grass) for 1d4 rounds, or until they attempt to break free as a move action by succeeding an Escape Artist or Strength check against the DC.
Aura of Blooming (Su): At 8th level, the avowed radiates a verdant aura of growth, causing squares within 10 feet of her to become difficult terrain. Additionally, the avowed can spend a swift action to have the affected area sprout a different kind of plant, choosing one of the following effects to apply to her aura of blooming:
- Briars: Enemies within the aura suffer 1d6 points of slashing damage for every 5 feet of movement spent entering or moving through the aura. This damage increases by 1d6 per 6 paladin levels she possesses.
- Plantlife: The aura grows weeds, vines, underbrush, and other basic plants (except trees) suitable for the Nature sphere plant package, as if the area was affected by the Nature sphere Create Nature talent to create a field of plants. This plantlife only exists as long as the aura persists, becoming lifeless when outside the aura’s area.
- Pungent Flora: Enemies within the aura become sickened for 1 round (Fortitude negates); a creature must attempt a saving throw against this effect at the start of their turn for as long as they remain within the aura.
- Roses: Allies within the aura gain a +2 bonus to saving throws made against pain effects and ongoing effects (but not the initial check to avoid the effect, such as the saving throw to not catch fire when affected by such an effect).
The avowed can only have one of these plants active at one time, which can be changed as a swift action. The avowed can also dismiss this aura as a free action.
Green Champion (Su): At 20th level, whenever the avowed would have an active smite on a creature, she gains a +4 natural armor bonus to her AC, which stacks with other sources of natural armor, in addition to gaining a 75% chance to negate critical hits and precision damage against the target of her smite. The avowed retains the effects of this ability even while under the effects of a polymorph effect.
Additionally, the avowed becomes immune to the effects of any Nature or Weather sphere effect that she is subject to and is an unwilling target of, even if the effect is not subject to spell resistance.
Pledge of Antimagic [Archmagi HB]
Those that take the pledge of antimagic are often those who see the exploitation or overuse of magic to be abhorrent or even inevitable to those who are brushed by its power. Regardless of its intricacies, these individuals have some form of disdain for magic and the power it brings.
Well Researched (Ex): At 1st level, the avowed gains Knowledge (arcana) as a class skill and a bonus on Knowledge (arcana) checks equal to half her avowed level.
Aura of Suppression: At 3rd level, the avowed emanates a dampening aura that causes the aura of all magic effects within 10 feet of her to become suppressed, as long as it possesses a caster level that is lower than her avowed level. This causes the effect to not emit a magical aura, and cannot be detected through magical means.
Additionally, all enemies within this aura suffer from a 20% spell failure chance (which stacks with similar chances). This ability functions only while the avowed is conscious, not if she is unconscious or dead. At 8th level, the spell failure chance increases to 50%.
Spellpurging Smite (Su): At 6th level, whenever the avowed would smite a creature, the avowed can attempt to dispel a magic item or existing magical effect that the target possesses or is benefiting from, functioning as the Counterspell feat. The avowed can spend a spell point to choose an additional object or effect on the target, plus an additional object or effect for every 10 avowed levels she possesses.
Aura of Warding (Su): At 8th level, the avowed radiates a subtle protective aura, granting all allies within 10 feet of her a +2 morale bonus to saving throws against magical effects. This bonus is doubled against effects that originate from creatures that the avowed has an active smite on.
If the avowed shares the ability to smite via aura of justice or vengeance, or a similar ability, their allies gain this same benefit against creatures they smite. This ability functions only while the avowed is conscious, not if she is unconscious or dead.
Manavoid Champion (Su): At 20th level, whenever a creature casts a spell or sphere effect on an enemy the avowed can attempt to counterspell that effect as the Counterspell feat, except it does not cost a spell point and she may do this as a free action that can be taken outside of her turn.
Pledge of Condemnation [SM—]
Putting aside all scruples to focus exclusively on the destruction of their enemy, those under a pledge of condemnation forsake the improvement or protection of the self in favor of raw offensive prowess.
Eye for Danger (Ex): At 1st level, the avowed gains Appraise as a class skill and a bonus on Appraise checks equal to half her avowed level.
Condemnations (Su): At 3rd level and every 3 levels thereafter, the avowed gains a single condemnation as a grand purifier of her avowed level. Rather than spending a spell point or use of martial focus, the avowed may spend a use of divine touch to use one of her condemnations.
Until It Is Done (Ex): At 20th level, the avowed gains DR 5/-; this stacks with any other DR of the same type she possesses. In addition, the avowed may always use her divine touch ability as a swift action, even when targeting another creature. Finally, whenever she defeats an opponent opposite her pledge alignment whose CR is equal to at least half her character level (rounded down, minimum 1/2) , she regains 1 use of her divine touch ability;
Pledge of Continuity [SM—]
The pledge of continuity pursues the stability of cause and effect, fighting for the linearity of time and the maintenance of a comprehensible continuum of events.
Guard of Timelines (Ex): At 1st level, the avowed gains Knowledge (history) as a class skill and a bonus on Knowledge (history) checks equal to half her avowed level. In addition, her detect adversary ability can detect creatures opposite her pledge alignment with powers that affect the natural flow of time; this includes creatures who possess the Time sphere or any of its talents, evil creatures that know time magic spells such as haste, slow, or time stop, and creatures with abilities that allow them to manipulate time such as time dragons.
Aura of Stable Time (Su): At 3rd level, the avowed is immune to all magical aging effects. The time knight and all allies within 10 feet of her gain a +4 morale bonus on saving throws against time effects; this includes effects created with the Time sphere or any of its talents, time magic spells such as slow, or the shifting breath of a time dragon.
Slowing Smite (Su): At 6th level, whenever the avowed successfully damages a creature affected by her smite. The target becomes exhausted unless they succeed on a Fortitude save. On a successful save, they become fatigued for 1 round.
Aura of Disruption (Su): At 8th level, any creature struck by the avowed who attempts to cast a spell or use a spell-like ability before the start of the avowed’s next turn must succeed at a concentration check (DC 15 + 1/2 the avowed’s class level) or have the spell fail, losing any spell points, spell slots, and the action taken to cast the spell. Any attack action made by an ally within 10 feet of the avowed also benefits from this effect.
Chronal Imprisonment (Su): At 20th level, the avowed gains the ability to permanently remove temporal threats from the timeline. Whenever she uses smite and successfully strikes a creature opposite her pledge alignment who possess the Time sphere or any of its talents, that knows time magic spells such as haste, slow, or time stop, or with abilities that allow them to manipulate time, that creature must succeed at a Will saving throw or be instantly erased from the timeline. Creatures slain by this ability cannot be returned to life by raise dead, resurrection, or similar effects (such as the Resuscitate talent from the Life sphere). Once a creature has succeeded on a saving throw against this ability, they cannot be affected by it again for 24 hours. Whenever the avowed successfully erases a threat to the timeline using this ability, she regains 1 use of her smite ability.
Pledge of Cruelty
Typically established as being simply ‘evil’, those under a pledge of cruelty do not always fall into these simple categories. Victims of great misdoings, or simply a differing perspective on the world, those under this pledge can often be jaded or steadfast in their somewhat aggressive or downright cruel measures. At their core, these individuals cannot stand injustices against their own ethics or morals, and take matters into their own hands, even if they may be extreme.
Cruel Hand (Ex): At 1st level, the avowed gains Intimidate as a class skill and a bonus on Intimidate checks equal to half her avowed level.
Aura of Cowardice: At 3rd level, the avowed gains the aura of cowardice antipaladin class feature.
Brutal Smite (Su): At 6th level, whenever the avowed would smite a creature, that creature immediately suffers an amount of damage equal to 1/2 her class level + her casting ability modifier. The avowed may expend her martial focus when she smites a creature to increase the damage dealt to an amount equal to her class level + her casting ability modifier.
Aura of Despair (Su): At 8th level, the avowed gains the aura of despair antipaladin class feature.
Unholy Champion (Su): At 20th level, whenever the avowed would use a spell, spell-like ability, or sphere effect that deals negative energy damage, the damage dealt is maximized.
Pledge of Discretion
Secretive and careful, those under a pledge of discretion tend towards a more subtle, sometimes deceptive approach. Much less conspicuous than most avowed, those under this pledge understand the importance of ambushes, infiltration, and deception to ensure that justice is carried out.
Walker of Shadows (Ex): At 1st level, the avowed gains Stealth as a class skill and a bonus on Stealth checks equal to half her avowed level.
Aura of Shadow (Su): At 3rd level, the avowed radiates an essence of pure darkness and subtlety, granting all allies within 10 feet of her a +4 morale bonus to Bluff, Sleight of Hand, and Stealth checks.
At 8th level, this aura benefits all Dexterity-based skill checks, in addition to Bluff checks.
Umbral Smite (Su): At 6th level, the avowed gains concealment (20% miss chance) against the target of her smite ability.
Aura of Discretion (Su): At 8th level, the avowed radiates an aura of alleviation and weightlessness, allowing all allies within 10 feet of the avowed to reduce their armor check penalties by 4 when attempting Dexterity-based skill checks.
Shadowed Champion (Su): At 20th level, the avowed cannot be caught unaware by the target of her smite, making her unable to be feinted, flanked, or otherwise caught flat-footed by the target.
Pledge of Freedom
A fighter for liberty and freedom, those under a pledge of freedom typically shirk a strict creed of rules, or at least, do not have them at the forefront of their ethics and morals. Usually fighters for equality or freedom (sometimes to an extreme degree), these individuals’ perception of ‘justice’ can be flexible at best, or completely chaotic at the worst of times. At their core, those under this pledge fight against restriction, enslavement, and control.
Freedom Ringer (Ex): At 1st level, the avowed gains Acrobatics as a class skill and a bonus on Acrobatics checks equal to half her avowed level.
Aura of Relief: At 3rd level, the avowed radiates a constantly shifting aura that grants all allies within 10 feet a +4 morale bonus on saving throws against charm and compulsion effects. This ability functions only while she is conscious, not if she is unconscious or dead.
Liberating Smite (Su): At 6th level, whenever the avowed would smite a creature, that creature immediately releases any grapple they may have on a creature. Additionally, the smote creature suffers a penalty to the save DC to any ability that would restrict movement they possess (this includes paralysis, slow effects, entanglement, etc.) equal to her casting ability modifier.
Aura of Freedom (Su): At 8th level, allies within 10 feet of the avowed gain a +2 morale bonus on Reflex saving throws. As a swift action, the avowed may expend her martial focus to allow all allies within 10 feet of her to not provoke attacks of opportunity from enemies for moving through her aura until the beginning of her next turn. This ability functions only while the avowed is conscious, not if she is unconscious or dead.
Chaos Champion (Su): At 20th level, whenever the avowed would have an active smite on a creature, she gains the benefits of the Freedom (word) Fate talent for as long as the creature is under the effects of her smite.
Pledge of Justice
“Oh thank Asarius you’re alive! One minute he was raising his hands and -”
“Get off! Did you get him? Where is he?”
“He.…He got away, I thought I’d check on y-”
“Okay.… First tip: If you’ve got to choose between seeing if I need a little bit of healing, and catching the criminal we’ve been chasing… for almost a YEAR now, go catching the GODSBLASTED criminal!” - A Yaledian guard providing some harsh truths to a rookie.
A standard for most avowed, those under a pledge of justice typically strive for good in the world; or at least, their personal idea of ‘good’. Those under this pledge are often bastions of hope and warmth, but at the same time, fierce enforcers of justice and order.
Hand of Law (Ex): At 1st level, the avowed gains Diplomacy as a class skill and a bonus on Diplomacy checks equal to half her avowed level.
Aura of Courage: At 3rd level, the avowed gains the aura of courage paladin class feature.
Justiciar’s Smite (Su): At 6th level, the avowed gains a deflection bonus to AC equal to her casting ability modifier against the target of her smite.
Aura of Resolve (Su): At 8th level, the avowed gains the aura of resolve paladin class feature.
Holy Champion (Su): At 20th level, whenever the avowed would use a spell, spell-like ability, or sphere effect that would heal hit point or ability damage, the amount healed is maximized.
Pledge of Legend [SM—]
Forsaking a traditional moral stance, those who make the pledge of legends vow to live up to a heroic ideal, twisting destiny around themself to shape their experiences into an epic narrative.
Sage of Stories (Ex): At 1st level, the avowed gains Knowledge (local) as a class skill and a bonus on Knowledge (local) checks equal to half her avowed level.
Storied Endowment (Su): At 3rd level, the avowed gains a special consecration. This has the same effect as a single aura class feature granted to an avowed paladin of another pledge at 3rd level (chosen when you gain this class feature), but as a consecration it is not always active, uses your consecration radius, etc. She must concentrate to maintain effect, but may spend a spell point to allow the consecration to continue for 10 minutes per avowed level without concentration. The avowed may use this consecration in conjunction with talents such as Bound Consecration, in which case she gains the special bonus (such as immunity to fear) only while in the area of the consecration. At 8th level, the avowed also gains the benefit of a single aura class feature granted to an avowed paladin of another pledge at 8th level, though it need not be from the same pledge as the option from 3rd level.
Shared Narrative (Su): At 6th level, the avowed may discharge a motif affecting her as an immediate action and have the discharged motif affect an ally within the area of one of her consecrations as if the ally had discharged the motif themselves. For example, when an ally is struck by a manufactured weapon, the avowed may discharge The Tower to destroy the weapon.
Overflow of Tales (Su): At 8th level, the avowed may spend uses of divine touch in place of spell points when casting consecrations. In addition, the avowed may reduce the casting time of a consecration by 1 step for every additional use of divine touch she spends as part of casting (to a minimum of a free action).
Idyllis (Su): At 20th level, the avowed chooses one consecration she knows. This must be a consecration with a duration and that does not cost a spell point to create. The chosen consecration is continuously active with no need to concentrate on it. Each day when she regains spell points she may choose a different consecration she knows to become continuously active, in which case the previous consecration ends.
Pledge of Many [LG]
Source: Arcforge Players Compendium
There are some goals which require serving more than a single ideal and challenging more than a single enemy. Those under a pledge of the many learn to access insight from many different places and explore the nuances of empowerment and reduction. In time, they learn to adapt the tools of their pledge to overcome unexpected obstacles and foes.
Nuances of Belief (Ex): At 1st level, the avowed gains Knowledge (religion) as a class skill and a bonus on Knowledge (religion) checks equal to half her avowed level.
Aura of Assertion (Su): At 3rd level, the avowed radiates an aura that bolsters allies and deters enemies. Each ally within 10 feet gains a +2 morale bonus on saving throws against fear effects. Enemies within 10 feet take a –2 penalty on saving throws against fear effects. This ability functions only while the avowed is conscious, not if she is unconscious or dead.
Adaptive Smite (Su): At 6th level, the avowed may smite targets that are not opposite of her pledge alignment. When she does, the damage bonus from smite is halved against the target.
Aura of Direction (Su): At 8th level, enemies within 10 feet of the avowed take a –1 penalty on all saving throws. All allies within 10 feet gain a +1 bonus on all saving throws. This ability functions only while the avowed is conscious, not if she is unconscious or dead.
Manifold Champion (Su): At 20th level, the damage reduction from the avowed’s paladin or antipaladin class features is replaced with DR 10/-. In addition, the avowed’s damage bonus from smite is no longer halved against targets not opposite to her pledge alignment.
Pledge of Order
“You are under arrest for breaching the Yaledian code of conduct, please raise your hands in the air and refrain from any unneeded spell casting or movement.” - A typical request made by Yaledian law enforcement, usually met with hostility.
Seen to be strict and steadfast, those under a pledge of order have a strict creed of law that they enforce, with either a kind word or a swift blade. Those under this pledge are often viewed to be stern and immovable in their beliefs, yet some simply find comfort in the structured nature of law and order, and sometimes let those ethics get in the way of their own morals.
Dutiful Executor (Ex): At 1st level, the avowed gains a bonus on Sense Motive checks equal to half her avowed level.
Aura of Cooperation (Su): At 3rd level, the avowed radiates a rigid, confining aura that causes all enemies within 10 feet of her to take a -4 penalty on saving throws against charm and compulsion effects. This ability functions only while she is conscious, not if she is unconscious or dead.
Interrogating Smite (Su): At 6th level, whenever the avowed would smite a creature, she gains the knowledge of two of the following statistics from the creature: a resistance, a vulnerability, an immunity, a saving throw bonus, their AC, or their touch AC. The avowed may spend a spell point when she smites a creature to learn all the above statistics.
Aura of Unity (Su): At 8th level, all allies within 10 feet of the avowed are immune to the confused condition, in addition to being immune to the effects of harmful spell, spell-like, sphere, or supernatural abilities that originate from other allies (even if they are outside this aura), as long as the effect are subject to spell resistance and cover an area.
Axiomatic Champion (Su): At 20th level, as a special attack action, the avowed may spend a spell point and make a single attack against a creature under the effects of her smite. If the attack hits, the creature must succeed at a Fortitude saving throw or fall unconscious for 1 minute. On a successful save, the creature is still staggered for 1d4 rounds. Regardless of the result, the creature becomes immune to this ability for 24 hours.
Pledge of Purity
Zealous and true, those under a pledge of purity are purely against everything undead and impure. Less broad than most other pledges, these avowed despise necromancy and the twisting of life and death.
Chivalrous Knight (Ex): At 1st level, the avowed gains Heal as a class skill and a bonus on Heal checks equal to half her avowed level.
Aura of Purification (Su): At 3rd level, the avowed radiates a purifying aura, granting all allies within 10 feet of her a +4 morale bonus on saving throws against death and negative energy effects.
Smite Undead (Su): At 6th level, the avowed may always smite undead creatures, regardless of their alignment. Additionally, her attacks bypass all damage reduction that a smote undead creature may possess.
Aura of Life (Su): At 8th level, the avowed radiates an aura of pure positive energy, causing all hostile undead creatures within 10 feet of her to take a -4 penalty on Will saves made to resist positive energy, in addition to regaining half as many hit points when healed by negative energy.
Pure Champion (Su): At 20th level, as a special attack action, the avowed may make a single attack against an undead creature under the effects of her smite. If the attack hits, the creature must succeed at a Will saving throw or be destroyed. On a successful save, the creature is still staggered for 1d4 rounds. Regardless of the result, the creature becomes immune to this ability for 24 hours.
Avowed and Oathbound Paladin/Antipaladin [SM—]
A paladin or antipaladin with the avowed archetype may replace the class features gained from this archetype with new class features gained from taking paladin or antipaladin oaths as follows.
- Options that replace detect evil or detect good instead replace detect adversary
- Options that replace smite evil or smite good instead replace smite
- Options that replace lay on hands or touch of corruption instead replace divine touch.
- Options that replace channel positive energy or channel negative energy instead replace channel divinity
- Options that replace divine bond or fiendish boon replace the altered divine bond.
- Options that replace mercies instead replace the combat or magic talents gained at the same level as those mercies
- Options that replace aura of courage or aura of cowardice instead replace the 3rd-level ability granted by the avowed’s pledge.
- Options that replace aura of resolve or aura of despair instead replace the 8th-level ability granted by the avowed’s pledge.
- Options that replace holy champion or unholy champion instead replace the 20th-level ability granted by the avowed’s pledge.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book
