Oath of Bonding
Requirements
Ability Prerequisite: Champion; Charisma 85
Fatigue Point Cost: None
Merit Point Cost: 1500
Action Type: Varies
There are very few bonds in the world that are stronger than the one you have committed to friends, allies, and family. As a champion, hero, or legend you have sworn a deeper, stronger oath to a life long commitment of support and empowerment of these individuals and to seek justice and all that is good in the world. This bond, this oath is one that is sworn in blood and fire so powerful that they will remain until the ending of the Omniverse. Taking this oath you seek to challenge all those that would bring harm to your world: Allies, Friends and Family. Each member of the Oath would need to have this ability for the effects to take place.
Heroic: By means of this ability you are able to form up to four new bonds with other species (humanoids). Through an Initiation Rite. By spending 8 hours performing rites and rituals with these chosen few you create a bond that can never be broken even by magic or death. This grants you and the other for the ability to always know where they are within 100 miles and their condition (alive, dead, wounded, etc), also grants you the ability to telepathically communicate with each other so long as you are within 1 mile of each other. Finally, you each gain 1d10 bonus permanent Health Points for each individual in the bond. Others can be inducted into the bond later, but once the oath is made, it is binding for life. If you are anyone in the bond stray from the oath, they (or you) are cast from the bond. Those cast out suffer 2 negative ranks for one year.
Legendary: You are able to ward any one target within 15' radius that you can see. For the next 5 turns any creature that targets the the warded being with any type of attack must attempt a Willpower check. Those that fail are unable to bring themselves to attack the warded creature and must instead choose another target with their strike range. Should the warded creature attacks another, the effect ends.
You are also able to sheath any one weapon that you touch in a blue-white light that sparks and flares imparting a part of your Willpower. This weapon gains your Willpower in bonus damage plus 1 per every 3 ranks.
Additionally, the weapon ignores 30 points of armor. This effect lasts for 1 turn per 20 Fatigue spent.
Epic: You now emit a powerful aura of fellowship. This aura grants those that you have bonded with, within a 20' radius, gain +1 success for each member of the current bond (up to +4 successes).
Paragon: Upon achieving paragon status you gain the following ability additions. Psychic Rebuke: Anytime anyone attempt to strike at you or anyone within the bond with a melee attack are punished for their gall and idiocy. When they first attack they must make a Intelligence check at TS of 8. Those that fail take your Willpower Modifier times 3 in psychic damage.
Emissary of Fellowship: You have become the embodiment of true fellowship; three times per day you gain the following benefits for 6 turns:
Any member of the bond or any ally that you choose within 10' radius of you begins to regenerate health at a rate equal to your Charisma Modifier every turn. Those of the bond gain an additional d10 of health per turn.
As the beacon of fellowship you are the center of the wheel and protector of the bonds of fellowship. You can cause any allies that you choose within 10' radius a 50% chance of any attack simply miss. This does not apply to area affecting attacks or spells.
Glorious friendship. You are able to share your Heroic Luck with any creature that you choose that is within 15' radius.