The Tales of the Jade Order
Big and burly - a menacing sight in armor with warhammer.
(Preemptive level 3 stats – Character currently operating solely as Champion without Oathsworn class special abilities. There is an in game story for the multi-class that has not played out yet)
- Str – 17
- Dex – 14
- Con – 11
- Int – 13
- Wis – 14
- Cha – 8
- For: +5
- Ref: +5
- Will: +7
- AC – 15 (10 +2 (Dex) +1 (Oathsworn)) + 2 (Ring of Protection) + Bracers of Fortification
Does not lose DEX bonus when Flat Footed, or attacked by invisible or unknown opponents
- Melee: +4
- Ranged: +3
- Grapple: +4
- Weapon (Unarmed): +3 (Dmg 1d6 normal)
- Skills: Balance (4), Bluff (-1), Climb (4), Concentration (2), Diplomacy (1), Disguise (-1), Escape Artist (3), Gather Information (-1), Heal (4), Intimidate (-1), Jump (4), Knowledge-Nature (3), Listen (2), Ride (2), Search (1), Sense Motive (2), Sneak (4), Spot (4), Survival (4), Swim (3), Tumble (5), Use Rope (2)
- Expertise – When the character uses the attack action or full attack action in melee, she can take a penalty of as much as –5 on the attack and add the same number (up to +5) to her Armor Class. This number may not exceed the character’s base attack bonus. The changes to attack rolls and Armor Class last until her next action. The bonus to Armor Class is a dodge bonus.
- Intuitive Sense – Thanks to the character’s uncanny sense of danger, she does not lose her Dexterity bonus to Armor Class when flat footed or attacked by an invisible or unknown opponent. She is always considered “aware” of all incoming attacks for purposes of Dexterity and dodge bonuses to Armor Class.
- Improved Disarm – The character does not provoke an attack of opportunity when she attempts to disarm an opponent, nor does the opponent have a chance to disarm her. The character also gains a +4 bonus on the opposed attack roll she makes to disarm her opponent.
- Combat Reflexes – You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
- Life’s Healing (Sp): With a touch, the champion of life can heal someone who is wounded. Each day she can cure a total number of hit points equal to her Constitution bonus (if any) times her level. The champion can cure herself. She may choose to divide this curing among multiple recipients and doesn’t have to use it all at once. Using this ability is a standard action. Since it involves positive energy, the champion can use this ability to damage undead for as many points as she normally would heal a living creature.
- 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.