MindForge
12th May 2008, 06:44 AM
This came off after reading Vivamort's post, here is a quote;
I suggest basing the modification on some factors such as relationship-related through family, loyalty oath, etc. or complete strangers- long dead and buried but still intact corpse to use as a foci.
The Arch of the Binding Oath (AKA The Oathstone)
The stories of magical places permeate arcane lore. Sometimes overlooked by the Arcane, but well known in religious circles, paladins and knights this gate stands atop a lost plateau unmarked on any map. There are legends both good and evil that speak of men and women who travelled the badlands in the world seeking this great arch in order to gain insight in their life and to swear allegiance or dedicate oneself to revenge. The stories are legion in the ranks of the honorable.
Lore
Brief Description on what category of lore is necessary to gain the following knowledge. It might be arcane, religion, geography, nature or any of the other knowledge types.
DC 15: Lore Description
DC 20: Lore Description
DC 25: Lore Description
DC 35: Lore Description
Description
Towering 80 feet tall and 40 feet wide this monolith has a single passage through the center that is carved perfectly. The hallway like passage is 40 feet long, making each side of the stone 40 feet wide. As one walks through the passage hundreds of whispers that almost sound like a mix of personal vows of dedication and cruel promises of vengeance. The entire stone is carved with small lettering in fine detail. The language is arcane in nature and spells out a contract like vow. There is no name or anything, just the vow.
Prerequisite
Lawful alignment and a cause to dedicate oneself to.
Activation
In order to activate one must only walk through and dedicate oneself to a cause such as a religious doctrine, revenge, to complete some task and just about any task they could gain.
Recharge
The arch can only grant one oath to one person at a time but is always active. Any person taking an oath cannot take another until two things occur; a year must pass and the previous oath must be fulfilled. A person that takes an oath and does not fulfill it within a year can never gain the powers granted by the Oathstone.
Special Abilities
Special abilities are granted to those that pass through the arch. These abilities only activate when the player is directly involved in an action that benefits the cause. If there is any question on whether it applies, it doesn't. The GM must agree completely that the action applies to the oath.
Strength of the Oath (Sp): 3/day when an action would directly apply to the oath the oath taker gains a +4 morale bonus to all actions involved. Also any time this power is activate the wearer gains the power of The Oathbringer.
The Oathbringer (Su): This ability is activated any time that Strength of the Oath is activate but it is a separate power. For 24 hours, the oath taker gains a +1 morale bonus to all actions and is immune to fear.
The Law of the Oath (Su): This power is only gained if the oath taker completes or fails to complete the oath. If they succeed they gain a +2 on all rolls when fighting any chaotic creature. If they fail, they take a -1 modifier to all actions and -2 against chaotic creatures. This effect lasts of one year.
Duration
The oath itself has a duration of one year; the success or failure will see the gain of the power 'The Law of the Oath' (see above). The powers gained from the Law of the Oath last for one year.
Aura: Strong Transmutation
Ability Value: -
I suggest basing the modification on some factors such as relationship-related through family, loyalty oath, etc. or complete strangers- long dead and buried but still intact corpse to use as a foci.
The Arch of the Binding Oath (AKA The Oathstone)
The stories of magical places permeate arcane lore. Sometimes overlooked by the Arcane, but well known in religious circles, paladins and knights this gate stands atop a lost plateau unmarked on any map. There are legends both good and evil that speak of men and women who travelled the badlands in the world seeking this great arch in order to gain insight in their life and to swear allegiance or dedicate oneself to revenge. The stories are legion in the ranks of the honorable.
Lore
Brief Description on what category of lore is necessary to gain the following knowledge. It might be arcane, religion, geography, nature or any of the other knowledge types.
DC 15: Lore Description
DC 20: Lore Description
DC 25: Lore Description
DC 35: Lore Description
Description
Towering 80 feet tall and 40 feet wide this monolith has a single passage through the center that is carved perfectly. The hallway like passage is 40 feet long, making each side of the stone 40 feet wide. As one walks through the passage hundreds of whispers that almost sound like a mix of personal vows of dedication and cruel promises of vengeance. The entire stone is carved with small lettering in fine detail. The language is arcane in nature and spells out a contract like vow. There is no name or anything, just the vow.
Prerequisite
Lawful alignment and a cause to dedicate oneself to.
Activation
In order to activate one must only walk through and dedicate oneself to a cause such as a religious doctrine, revenge, to complete some task and just about any task they could gain.
Recharge
The arch can only grant one oath to one person at a time but is always active. Any person taking an oath cannot take another until two things occur; a year must pass and the previous oath must be fulfilled. A person that takes an oath and does not fulfill it within a year can never gain the powers granted by the Oathstone.
Special Abilities
Special abilities are granted to those that pass through the arch. These abilities only activate when the player is directly involved in an action that benefits the cause. If there is any question on whether it applies, it doesn't. The GM must agree completely that the action applies to the oath.
Strength of the Oath (Sp): 3/day when an action would directly apply to the oath the oath taker gains a +4 morale bonus to all actions involved. Also any time this power is activate the wearer gains the power of The Oathbringer.
The Oathbringer (Su): This ability is activated any time that Strength of the Oath is activate but it is a separate power. For 24 hours, the oath taker gains a +1 morale bonus to all actions and is immune to fear.
The Law of the Oath (Su): This power is only gained if the oath taker completes or fails to complete the oath. If they succeed they gain a +2 on all rolls when fighting any chaotic creature. If they fail, they take a -1 modifier to all actions and -2 against chaotic creatures. This effect lasts of one year.
Duration
The oath itself has a duration of one year; the success or failure will see the gain of the power 'The Law of the Oath' (see above). The powers gained from the Law of the Oath last for one year.
Aura: Strong Transmutation
Ability Value: -