Myself and some others at Monte's AE forums are working on fixing some of the weaknesses in the oathsworn class. I came over to see if anyone wanted to take a look and chime in.
The important links are here:
http://p222.ezboard.com/fokayyourturnfrm29.showMessage?topicID=4058.topic
http://p222.ezboard.com/fokayyourturnfrm29.showMessage?topicID=4047.topic
http://p222.ezboard.com/fokayyourturnfrm29.showMessage?topicID=4042.topic
Here's the basic revision so far:
CL Flurry AB Special
1 -2/-2 Unarmed Strike, Swear an Oath, Flurry of Blows, Iron Flesh
2 -1/-1 Eschew Food, Shattering Blow, Tough Hide
3 0/0 Evasion, Lesser Refuse Wounds
4 1/1 Throw Object, Lesser Adaptation, Hands as Weapons
5 2/2 Refuse Fatigue, Refuse Fear
6 3/3 Defensive Stance, Concentration Stance
7 4/4 Lesser Shattering Strike, Refuse Obstacles
8 5/5/0 Eschew Water, Lesser Refuse Hindrances
9 6/6/1 Greater Refuse Wounds, Refuse Disease
10 7/7/2 Oathpower
11 8/8/8/3 Greater Flurry, Refuse Poison
12 9/9/9/4 Eschew Air
13 9/9/9/4 Greater Adaptation
14 10/10/10/5 Greater Refuse Hindrances, Eschew Sleep
Oathsworn and Tools:Oathsworn wish to make themselves the ultimate extension of their oath and so want to improve their skills to be the equal of any tool. Therefore, whenever possible the Oathsworn will rely on his own skills rather than tools. Example: An Oathsworn climbing a wall would rather climb it himself than rely on a climber’s kit. Other than completing an oath, an Oathsworn’s greatest sense of achievement comes when he can throw away a tool or magic item because he no longer needs it. However, when circumstances are critical the Oathsworn will do or use whatever it takes to get the job done, he would never let pride hinder or endanger those around him or the oath he serves. He would gladly climb a rope or pick up a sword if it would help the oath.
Role-playing the Oathsworn/Multiclassed Oathsworn: During calm times or off times in the game, the Oathsworn should be as self reliant as possible. If the party is teleporting to a location a few days away to meet a person in a week, the Oathsworn would probably chose to go on his own and catch up. However, if time is critical, the Oathsworn has no problem teleporting with the party.
At first, Oathsworn multiclassed with classes like warmains or magisters seem a bit out of place. However, just as the mageblade combines magic with weapons the Oathsworn can learn to combine his natural talents and will with more mundane equipment. But like a pure Oathsworn, he does his best not to become complacent with them. A warmain/Oathsworn for example might only wear his armor when intense battle is about to occur. He may also not focus feats and magics into weapons, hoping instead to improve his body to the point where he only needs his weapon in extreme circumstances. An Oathsworn/magister would use his magic only sparingly, seeking mundane means to accomplish most things. Only when necessary or when in a very important circumstance would he use his magics.
Armor Use: An Oathsworn wearing armor losing his insight bonus to AC, speed enhancements and flurry of blows.
Swear an Oath: If an Oathsworn gives up or fails in his oath he loses all Oathsworn class abilities. In addition, he loses the good Fort and Will save progressions for his Oathsworn levels, they become poor.
ABILITIES:
Flurry of Blows: This is just like the monk’s flurry of blows, with the exception that it only applies to the Oathsworn’s unarmed strikes.
Iron Flesh: The Oathsworn’s body becomes as resilient as his will. He gains the “Iron Flesh” feat for free.
Shattering Blow: (This clause is added) Whenever the Oathsworn strikes a target that would deal him damage, such as a fire elemental, consider the Oathsworn to have a hardness equal to the hardness he would normally ignore for purposes of resisting the damage. (This clause is applied to lesser shattering strike and greater shattering strike)
Tough Hide: The Oathsworn’s body grows more resilient still. He gains the “Tough Hide” feat for free.
Lesser Refuse Wounds: This is identical to the current refuse wounds ability, but obtained at 3rd level.
Throw Object: Starting at 4th level, an Oathsworn can use any object she can lift above her head as 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 but cannot use her flurry of blows. The object deals damage equal to the unarmed damage of an Oathsworn 3 levels lower and has a ranged increment of 10 feet. If the Oathsworn throws one object as a full round action, the ranged increment increases to 30 feet.
Hands as Weapons: A 4th level Oathsworn has refined his body to the point that his hands are as strong as the finest steel. His hands are treated as masterwork for purposes of weapon enhancements and attack bonuses. In order to enhance his hands, the Oathsworn pays 1/4 of the market price for the enhancement in experience; he pays no gold. He must meditate 8 hours a day for every 1000 gp in the market price. At any time the Oathsworn may meditate for 8 hours and give up any enhancement he's acquired. However, once the enhancement is gone, it can only be reacquired by paying the normal time and experience.
Special: In a campaign where experience is given in a very large or small amount, the dm may wish to use money for this ability. In that case, multiply the experience cost the Oathsworn would pay by 5 to determine the amount of gold it will cost.
Defensive Stance: The Oathsworn’s natural insight and concentration gives him a greater ability to avoid attacks. He gains the “Defensive Stance” feat for free.
Concentration Stance: 1/day the Oathsworn can use his meditation and focus techniques to gain a greater insight into opponent’s attacks. Entering the state requires a standard action and a DC 15 concentration check. During the stance, the Oathsworn’s normal insight bonus to AC increases by 2, with an additional +1 for every 5 points above the DC 15 concentration check. The stance lasts 1 round + 1 round for every 4 Oathsworn levels.
Object as Weapons: NOTE, this ability has been completely removed. Its use has been rolled in to shattering blow.
Refuse Obstacles: The Oathsworn will allow no enemy to get in his way. On a charge attack, the Oathsworn adds an additional +1 to his attack for every 15 feet his speed is above his race's base speed (minimum +1). This bonus also adds to the strength checks for a bullrush or overrun when the Oathsworn is charging. Only count the base speed increase from Oathsworn levels, feats and other bonuses to speed do not apply.
Lesser Refuse Hindrances: Immunity to Daze, nausea, and deafening attacks.
Greater Refuse Wounds: A 9th level Oathsworn can choose to heal her wounds faster than normal. An Oathsworn can heal damage as a free action, however, every point of damage healed counts as two points against the refuse wounds total.
Refuse Disease: The ability was moved from 11th level to 9th level.
Greater Refuse Hindrances: Immunity to Blinding, paralysis, and stunning.
The important links are here:
http://p222.ezboard.com/fokayyourturnfrm29.showMessage?topicID=4058.topic
http://p222.ezboard.com/fokayyourturnfrm29.showMessage?topicID=4047.topic
http://p222.ezboard.com/fokayyourturnfrm29.showMessage?topicID=4042.topic
Here's the basic revision so far:
CL Flurry AB Special
1 -2/-2 Unarmed Strike, Swear an Oath, Flurry of Blows, Iron Flesh
2 -1/-1 Eschew Food, Shattering Blow, Tough Hide
3 0/0 Evasion, Lesser Refuse Wounds
4 1/1 Throw Object, Lesser Adaptation, Hands as Weapons
5 2/2 Refuse Fatigue, Refuse Fear
6 3/3 Defensive Stance, Concentration Stance
7 4/4 Lesser Shattering Strike, Refuse Obstacles
8 5/5/0 Eschew Water, Lesser Refuse Hindrances
9 6/6/1 Greater Refuse Wounds, Refuse Disease
10 7/7/2 Oathpower
11 8/8/8/3 Greater Flurry, Refuse Poison
12 9/9/9/4 Eschew Air
13 9/9/9/4 Greater Adaptation
14 10/10/10/5 Greater Refuse Hindrances, Eschew Sleep
Oathsworn and Tools:Oathsworn wish to make themselves the ultimate extension of their oath and so want to improve their skills to be the equal of any tool. Therefore, whenever possible the Oathsworn will rely on his own skills rather than tools. Example: An Oathsworn climbing a wall would rather climb it himself than rely on a climber’s kit. Other than completing an oath, an Oathsworn’s greatest sense of achievement comes when he can throw away a tool or magic item because he no longer needs it. However, when circumstances are critical the Oathsworn will do or use whatever it takes to get the job done, he would never let pride hinder or endanger those around him or the oath he serves. He would gladly climb a rope or pick up a sword if it would help the oath.
Role-playing the Oathsworn/Multiclassed Oathsworn: During calm times or off times in the game, the Oathsworn should be as self reliant as possible. If the party is teleporting to a location a few days away to meet a person in a week, the Oathsworn would probably chose to go on his own and catch up. However, if time is critical, the Oathsworn has no problem teleporting with the party.
At first, Oathsworn multiclassed with classes like warmains or magisters seem a bit out of place. However, just as the mageblade combines magic with weapons the Oathsworn can learn to combine his natural talents and will with more mundane equipment. But like a pure Oathsworn, he does his best not to become complacent with them. A warmain/Oathsworn for example might only wear his armor when intense battle is about to occur. He may also not focus feats and magics into weapons, hoping instead to improve his body to the point where he only needs his weapon in extreme circumstances. An Oathsworn/magister would use his magic only sparingly, seeking mundane means to accomplish most things. Only when necessary or when in a very important circumstance would he use his magics.
Armor Use: An Oathsworn wearing armor losing his insight bonus to AC, speed enhancements and flurry of blows.
Swear an Oath: If an Oathsworn gives up or fails in his oath he loses all Oathsworn class abilities. In addition, he loses the good Fort and Will save progressions for his Oathsworn levels, they become poor.
ABILITIES:
Flurry of Blows: This is just like the monk’s flurry of blows, with the exception that it only applies to the Oathsworn’s unarmed strikes.
Iron Flesh: The Oathsworn’s body becomes as resilient as his will. He gains the “Iron Flesh” feat for free.
Shattering Blow: (This clause is added) Whenever the Oathsworn strikes a target that would deal him damage, such as a fire elemental, consider the Oathsworn to have a hardness equal to the hardness he would normally ignore for purposes of resisting the damage. (This clause is applied to lesser shattering strike and greater shattering strike)
Tough Hide: The Oathsworn’s body grows more resilient still. He gains the “Tough Hide” feat for free.
Lesser Refuse Wounds: This is identical to the current refuse wounds ability, but obtained at 3rd level.
Throw Object: Starting at 4th level, an Oathsworn can use any object she can lift above her head as 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 but cannot use her flurry of blows. The object deals damage equal to the unarmed damage of an Oathsworn 3 levels lower and has a ranged increment of 10 feet. If the Oathsworn throws one object as a full round action, the ranged increment increases to 30 feet.
Hands as Weapons: A 4th level Oathsworn has refined his body to the point that his hands are as strong as the finest steel. His hands are treated as masterwork for purposes of weapon enhancements and attack bonuses. In order to enhance his hands, the Oathsworn pays 1/4 of the market price for the enhancement in experience; he pays no gold. He must meditate 8 hours a day for every 1000 gp in the market price. At any time the Oathsworn may meditate for 8 hours and give up any enhancement he's acquired. However, once the enhancement is gone, it can only be reacquired by paying the normal time and experience.
Special: In a campaign where experience is given in a very large or small amount, the dm may wish to use money for this ability. In that case, multiply the experience cost the Oathsworn would pay by 5 to determine the amount of gold it will cost.
Defensive Stance: The Oathsworn’s natural insight and concentration gives him a greater ability to avoid attacks. He gains the “Defensive Stance” feat for free.
Concentration Stance: 1/day the Oathsworn can use his meditation and focus techniques to gain a greater insight into opponent’s attacks. Entering the state requires a standard action and a DC 15 concentration check. During the stance, the Oathsworn’s normal insight bonus to AC increases by 2, with an additional +1 for every 5 points above the DC 15 concentration check. The stance lasts 1 round + 1 round for every 4 Oathsworn levels.
Object as Weapons: NOTE, this ability has been completely removed. Its use has been rolled in to shattering blow.
Refuse Obstacles: The Oathsworn will allow no enemy to get in his way. On a charge attack, the Oathsworn adds an additional +1 to his attack for every 15 feet his speed is above his race's base speed (minimum +1). This bonus also adds to the strength checks for a bullrush or overrun when the Oathsworn is charging. Only count the base speed increase from Oathsworn levels, feats and other bonuses to speed do not apply.
Lesser Refuse Hindrances: Immunity to Daze, nausea, and deafening attacks.
Greater Refuse Wounds: A 9th level Oathsworn can choose to heal her wounds faster than normal. An Oathsworn can heal damage as a free action, however, every point of damage healed counts as two points against the refuse wounds total.
Refuse Disease: The ability was moved from 11th level to 9th level.
Greater Refuse Hindrances: Immunity to Blinding, paralysis, and stunning.
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