Saint Template Class

Mortal by birth, celestial by virtue: a saint is the epitome of exalted mortal nature. When a living creature lives her entire life as an exemplar of the principles of good, she may become a saint.

A saint looks no different than she did before achieving sanctification, though she is surrounded by a palpable aura of holiness that sometimes (though not always) takes visible form in her protective aura of light.

Prerequisites

"Saint" is an acquired template that can be added to any living creature of good alignment that is not an outsider or an elemental (referred to hereafter as the "base creature").

SAINTHOOD

Even an epic-level character is probably a long way from becoming a deity, at least in most campaigns. However, there is a goal to which the purest and most devoutly good characters can aspire at almost any level: sainthood. No temple or religious organization needs to give its formal approval for a character to become a saint. Rather, sainthood is a gift bestowed by the deities of good and the mightiest celestials to those exalted heroes who deserve it.

In order to qualify for sainthood, a character must meet the following qualifications, as well as any additional requirements set by the DM:

• Must be of good alignment
• Must have at least three exalted feats
• Must never have lost the benefit of exalted feats or class abilities because of committing an evil act, even if the character properly atoned
• Must at all times behave in a way the DM considers to be exemplary of the exalted path described in this book
• Must be at least 6th level
• Must make an extraordinary sacrifice (not necessarily his or her life) for the good of another

A character who meets these criteria and achieves this pinnacle of sanctification can acquire the saint template, detailed in Chapter 8: Monsters, at the DM’s discretion. Upon acquiring the template (usually shortly after making the great sacrifice that confirmed her exalted status), the character sacrifices her next two levels of advancement in order to “catch up” with the (artificially low) level adjustment of the template. For example, a 7th-level paladin who becomes a saint becomes the equivalent of a 9th-level character.  She must accumulate a total of 45,000 XP to gain another level, becoming an 8th-level paladin and a 10th-level character.

A saint is still a far cry from godhood; she is more like an earthly celestial. However, saints have an advantage over ordinary mortals where the good deities are concerned: the deities always hear their prayers and pay attention. In game terms, this translates to a handful of minor spell-like abilities. In the game world, however, people tend to flock to saints in order to receive their blessings and bring their concerns to the ears of the deities. Saints often spend an hour in prayer every day, simply lifting up the names of those who have approached them for help and asked them to pray on the supplicants’ behalf.

 Level   CP Cost   Ability Scores   Special
1 8

Con +2

 

Damage Reduction, Fast Healing, Keen Vision, Tongues

2 8

Cha +2

AC Bonus, Resistances, Protective Aura, 
3 8

Wis +2

Holy Power, Holy Touch, Spell-like abilities
4 8

Cha +2

Immunities, Outsider type

 * 

Saint Template Class Features

All of the following are class features of the saint template class.

Ability Score Changes: The ability score in question increases or decreases by the indicated amount. Ability score increases are unnamed bonuses that stack with all other bonuses.

Damage Reduction (Ex): Saints gain damage reduction according to their Hit Dice (including character level).

HD Damage Reduction
1-3 -
4-7 5/magic
8-11 5/evil
12+ 10/evil

If the base creature already has damage reduction, use the better value.

Fast Healing (Ex): Each round, a saint of at least 1st level heals damage equal to half of its Hit Dice (including character levels, no a maximum of 10 points healed). if the base creature already has fast healing, use the better value.

Keen Vision (Ex): At 1st level, saints gain low-light vision and 60-foot darkvision.

Tongues (Su): A 1st level saint can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.

AC Bonus: At 2nd level, a saint gains an insight bonus to AC equal to the character's Wisdom bonus.

Resistances (Ex): At 2nd level, saints have resistance to fire 10, acid 10, cold 10, electricity 10, and receive a +4 racial bonus on Fortitude saves against poison or petrification attacks.

Protective Aura (Su): As a free action, a 2nd level saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability both as cast by a cleric whose level equal to the saint's Hit Dice.

Holy Power (Su): By 3rd level, the save DCs of any and all of the saint's special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2.

Holy Touch (Su): A 3rd level saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack.

Spell-Like Abilities: At 3rd level, saints gain the following spell-like abilities: At will - guidance, resistance, virtue, and bless. A saint's caster level is equal to its Hit Die total. The save DCs are Charisma-based.

Immunities (Ex): At 4th level, a saint's resistances improve to immunity to acid, cold, electricity, and petrification attacks.

Size and Type: At 4th level, the creature's type changes to "outsider." The saint has the native subtype. Size is unchanged.