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The Book of Hallowed Might
of this feat and must atone using an atonement spell. After atonement you can retake the vow and, after complying with its mandates for one month, you regain its benefits.
Vow of Poverty [Blessed] You pledge not to own very much property, and in return you gain new insight into the ways of people. Prerequisite: Devout Faith† Benefit: You take a vow not to maintain a personal residence. You cannot keep more than 50 gp per level with you at any given time in coins, jewelry, or other nonmagical, nongear items. You cannot own more than one magic item for every two levels, not counting potions and scrolls (although you can have only one of those items per level as well). For as long as you keep your vow, you gain an insight bonus equal to half your level (maximum +10) to Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks. Special: Should you break the vow, you lose the benefits of this feat and must atone using an atonement spell. After atonement you can retake the vow and, after complying with its mandates for one week, you regain its benefits.
Vow of Silence [Blessed] You pledge not to make a sound, and in return you gain new insight, for there is wisdom in silence. Prerequisite: Devout Faith† Benefit: You take a vow not to speak or otherwise make any verbal noise. For as long as you keep your vow, you gain a +2 insight bonus to all Wisdom- and Intelligence-based skill checks and on all saving throws. Special: Should you break the vow, you lose the benefits of this feat and must atone using an atonement spell. After atonement you can retake the vow and, after complying with its mandates for one week, you regain its benefits. Note: This is a very difficult feat for PCs to keep, and might be a challenge to play. DMs may wish to restrict it to NPCs.
Vow of Stability [Blessed] You pledge to never leave your faith or the structure of your church, and in return you gain the ability to channel positive energy into your spells. Prerequisites: Devout Faith†, Vow of Obedience†, ability to turn undead, membership in a religious hierarchy Benefit: You take a vow not to change your alignment or leave the organization of your church. For as long as you keep your vow, you gain the ability to use two turn undead attempts as a means to empower a spell already prepared (as the Empower Spell feat) with no increase in level. Using this feat (and the two turn attempts) is a standard action, and
you must cast the spell to be empowered within 1 round of using the Vow of Stability or you lose the benefit. Special: Should you break the vow, you lose the benefits of this feat and must atone using an atonement spell. After atonement you can retake the vow and, after complying with its mandates for six months, you regain its benefits.
Oath Feats Oath feats require a character to swear an oath, usually using the name of his god, although religious belief or faith is not necessary to draw on the power of an oath. There is power in a true oath, and those with real nobility learn to harness that power. To swear an oath, a character must first name a god, a creature who has given him an accolade, or a creature to whom he has sworn an oath of fealty (see the Accolade† or Oath of Fealty† feat descriptions). Then he names—very specifically—a task he will accomplish in no more than a year’s time. If he does not complete the task in that time, the person named in the oath suffers great shame, and—if mortal—a –1 morale penalty to attacks, saves, and checks for one month. After the oath is completed, or after the pledged time expires, he can swear a new oath. Of course, a god does not look kindly upon being shamed in such a way and always takes appropriate retribution. This may involve stripping the oathbreaker of his class abilities, spellcasting abilities, or something similar. It is, at the very least, a curse that cannot be removed normally by a mortal caster. The character can alleviate the effects of the god’s retribution only by completing a difficult quest and seeking atonement from one of the named god’s clerics of a higher level than his own. If no such cleric exists, the character must seek out an audience with the god himself (or a direct celestial representative).
Oath of Combat [Oath] You swear an oath to accomplish a task, and you gain prowess in combat while undertaking that task. Prerequisites: Wisdom 15, Swear an Oath† Benefit: You must swear an oath to activate this feat, using the oath swearing guidelines presented here. While the oath remains in effect, you gain an additional attack at your highest bonus every time you make an attack. For example, if you make three attacks in a full attack action, you make four using this feat. If you take only a standard attack action (making one attack) you make two attacks. The extra attacks are available only in combat pertaining to the fulfillment of the oath. Special: The DM should be very strict in determining when a combat situation directly pertains to the fulfillment of the oath. For instance, say a character swears an oath to