← Field Index
CINDERFALL FIELD MANUAL · DOSSIER 09/10 · CHAMPION REBUILD

Sworn

Every promise in Cinderfall is collateral of some kind. Yours just happens to swing a warhammer, and something is always watching to see if you default.

Key Ability · Strength or Charisma (choose at 1st) HP · 10 + Con/level Role · Bound Defender Pillar · Cuts across all three — the Oath, not the power source, defines you

01New Terms


A Sworn's whole chassis is built on one idea: a promise that costs something real to keep, and costs more to break. These are the words the setting uses for it.

The Oath
The bond you take at 1st level — permanent, and the thing every other class feature hangs off of. Three known forms exist: the Binding Clause, the Cinder Vow, and the Unwritten Oath.
The Ward
Whoever or whatever your Oath obligates you to protect — a contract-holder, a marked target, a person, a place, an idea. Defined by your Oath's terms, not always by your preference.
The Answer
Your signature reaction. Something threatens the Ward; you Answer it, in person, immediately. What "Answer" means changes hard by Oath.
Conviction
Your Focus-equivalent resource, refilled on rest, spent on Vows. Called Leverage under a Binding Clause, Cinders under a Cinder Vow, and Resolve under an Unwritten Oath — same pool, different name, different flavor.
Vows
The Conviction-fueled support abilities you know, gained by level. Small, reliable, always-available — not spells so much as things you can absolutely be counted on to do.
The Trial & Forsworn
The Trial is what happens when your Oath is genuinely tested (see §04). Forsworn is what happens if it breaks — a real status with real consequences, not a fluff demotion.

02The Oath


Choose one at 1st level. This choice sets your Ward, your Answer's trigger, your Conviction's name and flavor, and the shape of your Vows. It is not just a reskin of the others — each Oath plays differently at the table.

Corporate Oath

The Binding Clause

You signed with a megacorp — and the ink was ensouled. A sliver of your own soul is written into the contract as collateral, which is why the corp trusts you with power armor and live ordnance instead of a pension. Your Ward is whoever or whatever the current contract names: a VIP, a convoy, an asset, an objective. Command can reassign your Ward between engagements as terms are renegotiated above your head.

The Answer

Triggers when your named Ward is struck, or when you witness a contract, truce, or binding word broken within your reach. You close distance and strike the offender, and if the trigger was a broken contract rather than a blow to your Ward, the strike carries a bonus for punishing bad faith specifically.

Vows (spend Leverage)

  • Invoke the Clause — spectral contract-glyphs bloom around a foe, compelling a moment's hesitation before they can act against the Ward.
  • Collateral Guarantee — redirect a portion of harm meant for your Ward onto yourself, on demand, no action required.
  • The Audit — expose a structural weakness in an enemy the way a good lawyer exposes a loophole; allies gain a bonus exploiting it.
Choir Oath

The Cinder Vow

You believe, as the Choir of Ash believes, that Uriel's Turning was corruption-forced tragedy rather than evil intent — and that it was also unfinished mercy the world still owes itself. Your Ward is not usually a person: it is the Kindling, a specific act of hastening-the-end that the Choir has entrusted to you — a wildfire left to burn, a dying reactor left uncapped, a soul marked for release rather than salvage. You protect the ending from being stopped.

The Answer

Triggers when someone tries to extinguish, salvage, or "mercifully" interrupt your Kindling — including, uncomfortably, an ally trying to save someone you've marked. You intervene against the interloper, not the fire. This is meant to create real friction at the table; use it deliberately.

Vows (spend Cinders)

  • Kindle — your weapon catches and holds a low, patient flame that keeps burning after the hit lands.
  • Last Rites, Early — grant an ally a burst of protection while simultaneously marking a foe for the Kindling, framed as the same mercy given twice.
  • The Choir Answers — call up faint chorus-voices only the target hears; unsettling, not harmful, and hard to ignore.
Free Oath

The Unwritten Oath

No corporation, no cult — you swore this one to yourself, out loud, to no god or ledger that's listening. At character creation, name your Ward: one person, place, or ideal. It's yours to define and, at 7th and 15th level, yours to expand. You get no institutional gear, no relic cache, no repossession clause to hide behind — only the fact that nobody can rewrite these terms but you.

The Answer

Triggers whenever your named Ward is directly threatened, anywhere you can reasonably reach it — broader and less specialized than the other two Oaths, but with no bonus rider. What it lacks in sharpness it makes up in never having fine print you didn't write.

Vows (spend Resolve)

  • Stand Fast — harden yourself against the next blow or fear effect, self-targeted, on your own schedule.
  • By My Word — hand an ally a reroll on a failed save, backed by nothing but your say-so.
  • The Line Holds — plant yourself; for a short while, nothing gets past you to the Ward without going through you first.

03The Oath Is Tested


A Sworn's core loop isn't about deciding how hard to push your luck — it's about how much strain your word can bear before something gives. The Trial track below is not player-chosen risk; it fires on fixed, GM-adjudicated conditions tied to your specific Oath, and it escalates the longer it goes unresolved, not randomly.

Trigger conditions (Trial events) — a Trial event fires when any of the following actually happens in play, judged by the fiction, not rolled for:

StageReached bySteadfast BenefitMounting Cost
0 — UntestedBaseline
I — Tested1st Trial event+1 circumstance bonus on The Answer's damage; +1 circumstance bonus on saves vs. fear/morale effects−1 status penalty on Perception and skill checks unrelated to the Oath (tunnel vision)
II — Strained2nd Trial event, Strain still active+2 to The Answer; +2 on saves vs. fear/moraleEach hit taken while protecting the Ward costs 1 additional HP, or you must attempt The Answer whenever it's possible, tactics be damned (GM/player agrees which, per Oath)
III — Fraying (9th)3rd Trial event+3 to The Answer; immune to fearYou take lingering mental strain (frightened 1 that won't fully clear on its own) until Renewed
IV — Breaking Point (13th)4th+ Trial event+4 to The Answer; treat all Vows as one degree more effectiveFailing to Answer when you are able triggers Forsworn immediately, no further warning

Renewal — Strain resets to Stage 0 only through a defined act of the Oath actually being kept at real cost: holding the line through a genuinely dangerous encounter for the Ward, publicly and irrevocably reaffirming the vow, or sacrificing something the character cares about to prove it. A Renewal also grants a short-lived boon (GM's call, scaled to how costly the act was). Waiting it out does nothing — Strain does not decay with time.

Forsworn — deliberately and knowingly violating your Oath's core tenet (abandoning the Ward when you could act, breaking the letter of a contract, showing forbidden mercy against Choir doctrine, going back on your own sworn word), or failing an Answer at Stage IV, makes you Forsworn. While Forsworn: no Conviction, no Vows, and your Oath's specific institution notices (see §07). Recovery requires either a hard, GM-defined atonement matched to what broke, or a full, deliberate renunciation that swaps you to a new Oath via retraining — your old one's consequences do not evaporate just because you've moved on.

Why no push/mishap table here. This series has used player-chosen risk-for-reward (a push mechanic with a mishap table) for classes whose fantasy is about gambling power against consequence — the Flesh-mancer's Bloom, the Cultist's Zealotry. The Sworn's fantasy is the opposite: steadfastness under conditions you did not choose. Trial events are triggered by the world, not by the player reaching for more; the reward for enduring them is durability, not a bigger nova. This follows the precedent set by Vigil (Presence/Grace, no mishap table) and Reckoner (fixed Reckoning stages, no randomness) elsewhere in the roster — a deliberate, repeated design choice for classes whose identity is patience and endurance rather than risk-taking.

04Progression, 1–20


Class feats every even level; standard ability boosts, general feats, and skill increases fall where PF2e's baseline chassis expects them. Compact form below.

LvlProficiency NotesClass Feature
1Trained: Perception, Fort/Will/Ref, class DC, simple & martial weapons, all armor & shieldsOath (choose Binding Clause / Cinder Vow / Unwritten Oath), Ward, Conviction pool, The Answer, 1st Vow, Strain track online
2Class feat, skill feat
3Expert: class DCGeneral feat
4Class feat
5Expert: Reflex; ability boosts2nd Vow, Stage II (Strained) unlocked
6Class feat
7Expert: PerceptionOath feature II (subclass upgrade), skill increase
8Class feat
9Master: Fortitude & WillStage III (Fraying) unlocked, cheaper/faster Renewal, general feat
10Ability boostsClass feat
11Master: light & medium armorGreater Answer (extended range, added rider effect), skill increase
12Class feat
13Master: class DC; Legendary: PerceptionStage IV (Breaking Point) unlocked, general feat
14Class feat
15Master: heavy armor; Legendary: Reflex; ability boostsOath capstone feature (subclass-specific), skill increase
16Class feat
17Legendary: Fortitude & WillThe Answer Absolute (legendary reaction upgrade), general feat
18Class feat
19Legendary: class DC, all armorUnbreakable Vow (capstone I)
20Ability boostsAscend the Oath / Break the Oath (capstone II), skill increase

05Feats by Level


A representative slice, not the full list. Feats marked open are available regardless of Oath.

2
Iron Word, Shieldwall Instinct, Steady Hand
4
Twin Answer, Oathkeeper's Grip, Marked Ward
6
Reinforced Vow, The Long Watch, Contract Reflex (open)
8
Leverage Play (Binding Clause), Cinder's Reach (Cinder Vow), Resolve Unbending (Unwritten Oath)
10
Guardian's Momentum, Vow of Retribution, Steel the Ward
12
Binding Clause Ascendant, Cinder Vow Ascendant, Unwritten Oath Ascendant (all open to any Oath)
14
Debt Made Flesh, Last Rite's Mercy, The Oath That Doesn't Break
16
The Answer Absolute (Early), Ward Beyond Death, Cinders Undying
18
The Oath Made Manifest, Conviction Sovereign

06Capstones


19th — Unbreakable Vow

Choose one permanently, matching your Oath:

  • Binding Clause: the contract writes itself into your bones. Lesser means can no longer void it or repossess your collateralized soul-fragment — the Foreclosure Engine (§07) requires extraordinary measure to touch you at all.
  • Cinder Vow: your Cinders never fully bank down; you always have at least 1 banked. Raging spirits and ghost-machines nearby recognize you as kin and hesitate to strike first.
  • Unwritten Oath: your Ward becomes permanent and plural — you may hold two Wards at once without dividing The Answer's force between them.

20th — Ascend the Oath / Break the Oath

A single permanent fork, chosen once, at the absolute height of your Oath's power.

Ascend the Oath

Your Oath becomes something the setting itself notices. The Answer now triggers for any ally acting as a Ward-analog within a wide radius, not just your named Ward, and while active you project an aura that measurably steadies everyone near you. You remain exactly what you swore to be — just more of it than any oath has managed before.

Break the Oath

On your own terms, at your own chosen moment, you shatter the Oath yourself — becoming Forsworn deliberately rather than by failure. You become something new: the Oathless. Massive, permanent bonuses to attacks and defenses, immunity to fear and compulsion, and total immunity to the Trial track from now on — but no more Conviction, no more Vows, and the institution your Oath once answered to now hunts you for the rest of the campaign, permanently and without appeal.

07New Lore


The Foreclosure Engine

Not a person, not a single unique monster — a model. Any megacorp with a large enough soul-infrastructure budget can build or lease one: a ghost-machine built for exactly one purpose, dispatched the moment a Binding Clause defaults. It does not negotiate, threaten, or arrest. It arrives, locates the soul-collateral written into the broken contract at signing, and physically repossesses it — extracting the collateralized fragment whether or not the body it's attached to survives the process. Corporate legal departments describe this, without irony, as "standard collections procedure." Free Havens consider a Foreclosure Engine sighting a settlement-wide emergency; nobody wants one that close deciding it has a second name on file.

The Cinder Vow, in Practice

A Cinder Vow Sworn is the Choir of Ash's field arm, not its contemplative wing — that role belongs to the Choir-sworn Vigil, whose whole discipline is patient faith banked slowly toward one enormous, campaign-defining act. The two paths share theology (Uriel's Turning as corruption-forced tragedy, not villainy) but split hard on doctrine of action. Where a Choir-sworn Vigil waits and prays for the day the Cage cracks on its own, a Cinder Vow Sworn does not wait: day to day, they escort relic-recovery teams into the Glasslands, hold ground against anyone trying to cap an unstable reactor the Choir has declared sacred, and stand sentinel over half-melted ghost-machine shrines they read as proof Uriel's will still moves in the world. Their operating belief is that small, controlled acts of destruction now are mercy that prevents a worse, uncontrolled Turning-repeat later — consistent with the Choir's core faith, but urgent where Vigil is patient. Not every Cinder Vow recruit holds the full theology sincerely; some are cynics bought with protection and power. Most, though, believe every word of it, which is what makes them dangerous to travel with.