TEXT:  
   
   
   
  PRODUCT NO. CA416 
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  ABANDONED ARTS©
   PRESENTS: 
   
  FOUR NEW PALADIN OATHS FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. 
   
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  
  2 
   
  OATHBOUND PALADINS  
   
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Ultimate Magic ™ sourcebook, an oathbound paladin 
  is devoted to one or more causes, swearing oaths which grant access to new spells and add to or alter 
  typical paladin abilities, but also impose additional edicts and codes of conduct. An oathbound paladin 
  can take multiple oaths as long as none of those oaths alter or replace the same paladin class features. If 
  a paladin violates the code of his or her oath, he or she loses the class abilities associated with that oath 
  until he or she atones. A paladin that violates his or her paladin’s code also loses his or her oath abilities. 
     Alternate class features, codes of conduct, and compatible deities are listed for each of the new oaths 
  described below, as are oath spells. A paladin’s oath adds one spell to the paladin spell list at each spell 
  level that he or she can cast, including spell levels for which he or she would only gain one or more spells 
  per day if his or her Charisma were high enough to grant bonus spells at that level. Oathbound paladins 
  taking more than one oath may prepare any one of their oath spells in that spell slot, similar to the way 
  a cleric chooses one of his or her domain spells to prepare in a domain spell slot. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  OATH OF BATTLE 
   
  Your oath is simple and your calling is clear: wherever evil threatens 
  goodly folk, you will be there to root it out and cut it down. 
   
  Deities: Abadar, Iomedae, Torag 
   
  Code of Conduct: Fight evil where it dwells or lairs; never back down 
  from a conflict with real evil. Do not suffer the irredeemable to live; 
  smite down the profane with both haste and humanity.  
   
  Oath Spells: 1st–true strike, 2nd–bull’s strength, 3rd–magic vestment, 
  4th–greater heroism 
   
   
  Battle-Born (Ex): The paladin gains a single combat feat for which he 
  qualifies as a bonus feat. At 4th, 10th, and 13th levels, the paladin 
  gains one combat feat each for which he qualifies as a bonus feat. At 
  4th level and at 13th level, the paladin may choose to learn a new 
  bonus feat in place of a bonus combat feat he has already learned. In 
  effect, the paladin loses the bonus combat feat in exchange for the 
  new one. The replaced feat cannot be listed as a prerequisite for 
  another feat, prestige class, or ability that the paladin possesses. 
     This ability replaces smite evil. 
   
  Bond of Battle (Ex): At 4th level, the paladin gains Weapon Focus with 
  the favored weapon of his deity if he chooses a bonded weapon as 
  his divine bond, or gains the Mounted Combat feat while mounted on 
  his bonded mount if he chooses the mount as his divine bond. 
     This ability alters divine bond. 
   
  Aura of Protection (Su): At 8th level, any creature attempting to use 
  the aid another action to grant a bonus to an ally’s next attack roll 
  against the paladin or any ally within 10 ft. takes a penalty on its aid 
  another attack roll equal to the paladin’s Charisma modifier. 
     This ability replaces aura of resolve. 
   
  Deific Avatar (Sp): At 20th level, the paladin may activate or dismiss 
  a transformation spell-like ability as a standard action, usable at will. 
  The caster level for this spell-like ability is 20th, and only a spellcaster 
  with a caster level of 20 or higher may attempt to dispel it. 
     This ability replaces holy champion. 
  OATH OF LAW 
   
  To you, the law is no mere means by which a cause is championed or 
  upheld; it is that which separates the civilized world from savagery. 
   
  Deities: Abadar, Asmodeus, Iomedae 
   
  Code of Conduct: Enforce and uphold both the letter and the spirit of 
  the law when and where it does not directly and immediately conflict 
  with the cause of good. Make no exceptions or exemptions for any 
  man or woman; the integrity of the law is paramount. 
   
  Oath Spells: 1st–command, 2nd–arrow of law2, 3rd–dimensional 
  anchor,  4th–order’s wrath 
   
   
  Detect Chaos (Su): This ability works like the standard paladin’s detect 
  evil special ability, except that the paladin detects chaotically-aligned 
  creatures and objects rather than evil-aligned ones. 
     This ability replaces detect evil. 
   
  Lawbinder (Su): At 3rd level, the paladin gains a +2 sacred bonus on 
  any Knowledge (history), Knowledge (local), or Profession skill check 
  made regarding civic or local laws. 
     At 9th level, the paladin gains the ability to bind a divine spell to a 
  creature, which comes into effect if that creature breaks its word to 
  him. A creature must voluntarily give its word to the paladin in order 
  for you to activate this ability. The paladin can lawbind any 1st-level 
  divine spell as a free action as a part of that spell’s casting. The spell 
  must be one that targets the creature, and it does not take effect 
  normally. Instead, the bound spell is brought into effect if or when 
  the creature breaks any promise or vow freely given to the paladin 
  prior to the activation of this ability. This spell-binding effect remains 
  potent for a number of days equal to the paladin’s class level once 
  activated. After this time has passed, the creature is free to break its 
  promises without magical consequence. 
     At 12th level, the paladin may cast up to 2nd-level divine spells in 
  this way, at 15th level, the paladin may cast up to 3rd-level divine 
  spells in this way, and at 18th level, the paladin may cast up to 4th-
  level divine spells in this way. 
     This ability replaces the paladin’s mercies. 
  
  3 
   
  OATH OF LIBERTY 
   
  Free will is the divine spark, the right of every sentient creature. Any 
  mortal law that would suppress that spark is thus divinely unlawful. 
   
  Deities: Erastil, Sarenrae, Shelyn 
   
  Code of Conduct: Oppose cruelty, tyranny, and slavery wherever they 
  lurk. Free will is a divine right, and slavery is never lawful, even when 
  and where the laws of mortals would deem it so. 
   
  Oath Spells: 1st–longstrider, 2nd–protective spirit1, 3rd–dispel magic, 
  4th–freedom of movement 
   
   
  Merciful Freedom (Sp or Su): At 3rd level, the paladin gains a mercy 
  which unlocks manacles and shackles binding the target as though 
  using a knock spell effect. 
     At 9th level, the paladin may expend one daily use of his lay on hands 
  ability to cast knock as a spell-like ability targeting any door that the 
  paladin touches. The caster level for this spell-like ability is equal to 
  the paladin’s class level. 
     This ability replaces the mercies gained at 3rd and 9th levels. 
   
  Blade of Liberty (Su): At 5th level, the paladin must choose a bonded 
  weapon as his divine bond. The paladin may not use this ability to 
  grant the axiomatic, flaming, or flaming burst special abilities to his 
  weapon, instead adding ghost touch and thundering to the list of 
  special abilities that he may add to his divinely-bonded weapon. 
  Additionally, the paladin’s weapon grants the paladin a sacred bonus 
  on all attack and damage rolls made to sunder objects equal to the 
  paladin’s Charisma modifier (if any) whenever it is enhanced by the 
  divine bond ability in any way. 
     This ability alters divine bond. 
   
  Aura of Mercy (Su): At 11th level, the paladin gains an ability to grant 
  all allies within 10 ft. the power to deliver his mercies with a touch. A 
  mercy used in this way still subtracts from the paladin’s daily uses of 
  the lay on hands ability. Using this ability is a free action. Evil creatures 
  gain no benefit from this ability. 
     This ability replaces aura of mercy. 
  OATH OF REDEMPTION 
   
  Perhaps you have walked a wicked path yourself, or perhaps you are 
  simply an idealist. One way or another, yours is the path of redemption. 
   
  Deities: Iomedae, Sarenrae, Shelyn 
   
  Code of Conduct: Offer the misguided, the profane, and the wicked 
  succor and surrender. Make every effort to guide evil and lawless 
  opponents along the path of redemption, even if such an effort must 
  come at great cost or great risk to you. Any well-meaning fool can 
  put a villain to the sword; your calling is higher than that. 
   
  Oath Spells: 1st–forbid action2, 2nd–confess1, 3rd–terrible remorse2, 
  4th–atonement 
   
   
  Subduing Smite (Su): Weapon attacks that the paladin makes against 
  the target of his smite evil ability deal nonlethal damage, including any 
  damage dealt by weapon properties such as frost or flaming. 
     This ability alters smite evil. 
   
  Invite Repentance (Ex): At 2nd level, the paladin gains a competence 
  bonus equal to half his class level on all Diplomacy, Intimidate, and 
  Sense Motive skill checks made to interact with an evil creature. 
     This ability replaces divine grace. 
   
  Spell Smite (Su): At 5th level, against the target of the paladin’s smite 
  evil ability, he may add +1 to the Difficulty Class for all saving throws 
  against his divine spells. At 10th level, this bonus increases to +2, and 
  again to +3 at 15th level. This bonus stacks with similar bonuses, such 
  as those granted by the Spell Focus and Greater Spell Focus feats. 
     This ability replaces divine bond. 
   
  Path of Redemption (Ex):  At 8th level, the paladin gains Leadership 
  as a bonus feat, and may attract a cohort with an alignment that is 
  different than his own on both the law-chaos and good/evil spectrums, 
  as long as that cohort’s alignment is not diametrically opposed to the 
  paladin’s (chaotic evil). The paladin does not take a penalty to his 
  leadership score for recruiting such a cohort. 
     This ability replaces aura of resolve. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1: This spell is described in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™,  sourcebook, by Paizo Publishing, LLC. 
  2: This spell is described in the Pathfinder® Roleplaying Game: Ultimate Magic ™, sourcebook, by Paizo Publishing, LLC. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  GENERAL FEATS 
   
   
   
   
   
   
   
   
   
   
   
   
  Both of the feats described below are restricted by their prerequisites to oathbound members of the 
  paladin class, and benefit members of that class exclusively. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  OATHBOUND SPELL FOCUS 
  Your oath spells are particularly potent. 
  PREREQUISITES: oathbound paladin 
  BENEFIT: Add +2 to the Difficulty Class for all saving throws against 
  your oath spells. This bonus stacks with similar bonuses, such as those 
  granted by the Spell Focus and Greater Spell Focus feats. 
  OATHBOUND SPELL SUITE 
  You can prepare a versatile suite of oath spells. 
  PREREQUISITES: Cha 17, oathbound paladin, two or more oaths 
  BENEFIT: You gain twice as many oath spell slots. When you prepare 
  your spells, you may not prepare the same oath spell more than once, 
  unless more than one of your oaths lists that spell as an oath spell. 
  
  4 
   
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  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
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  from TSR. Abandoned Arts Presents: Class Acts: Paladins © 2012, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, Monte Cook, 
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