Prerequisites:
To become a Saint, a player must meet the following requirements.
HD: 6+
Alignment: Any good.
Type: Any except Construct or Undead.
Special: Must catch the attention of a good deity, outsider, or other powerful being with your exemplary deeds. To complete the process of becoming a saint, you must make an extraordinary sacrifice for the good of another person, though this need not be of your own life, it must be a sacrifice which matters to you and which would not be considered an evil act.
{table=head]
Level|
BAB|
Fort|
Ref|
Will |
Special
1st|+0|+0|+0|+2|Pure Body, Answered Prayers, Exalted Strength, +1 Cha
2nd|+1|+0|+0|+3|Countenance of Light, Saintly Touch, +1 Cha[/table]
HD: D10
Skill Points: 2+Int Modifier per level.
Class Skills: Concentration, Heal, Ride, Knowledge(Religion), Diplomacy.
Proficiencies: Saints gain no weapon or armor proficiencies.
Pure Body: Unlike other monster classes, the creature's original racial traits are retained. The Saint becomes a Native Outsider, with the augmented subtype if necessary.
The Saint gains low-light vision and 60 ft. darkvision, unless it already had better darkvision. They have a +4 racial bonus on saves against poison and disease.
Ability Increase: The Saint gains +1 Cha at each level, for a total bonus of +2 Cha.
Answered Prayers: When a Saint prays, their prayers are always answered. They are the favored of the beings of greater good. A Saint gains spell-like abilities according to their hit dice, as shown on the following table. All save DCs are equal to DC 10 + 1/2 HD + Charisma Modifier.
{table=head]HD|Abilities
1|Guidance, Resistance, Virtue at will.
6|Bless at will, Shield of Faith 1/day.
10|Aid 3/day, Consecrate 1/day.
14|Prayer at will.
18|Atonement 1/day.[/table]
Your abilities each gain another daily use every 5 HD.
Exalted Strength: The Saint gains DR/evil equal to half their HD. They gain fast healing equal to half their HD, unless they had better fast healing before. Additionally, they gain immunity to petrification, and either acid, cold, or electricity. For every 10 HD they have, they may become immune to another of these energy types.
A Saint also gains their wisdom modifier as an insight bonus to their armor class.
Countenance of Light: At 2nd level, a Saint swells with holy power which provides it protection even in its darkest hour. As a free action, a Saint may activate this ability. It shines as a flame, epitomizing all that is good in the world. It sheds bright light in a 20 ft. radius. This acts as a Magic Circle against Evil with a radius of 20 ft. combined with a Globe of Invulnerability with a radius of 20 ft. The Globe of Invulnerability excludes spells of a level maximum of 1/2 your HD - 3.
Saintly Touch: A Saint's touch is renowned for being able to heal the sick, cure the injured, or even inflict righteous power upon their foes. You deal an additional 1d6 damage on any attack against an evil creature, any weapon you pick up or use is good-aligned. You may choose one of the following saint touches:
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- Purifying Touch: Your touch carries the effects of Purify Food and Drink, Bless Water, Remove Disease, and Neutralize Poison. Bless Water, Remove Disease, and Neutralize poison may be used 1/day per 4 HD, while Purify Food and Drink may be used at will.
- Curing Touch: Your touch carries the effects of Cure Light Wounds. You may not touch yourself to heal.
- Calming Touch: The target of your touch is subject to Calm Emotions for one hour or until violent actions are taken against them, unless they succeed on a will save with DC 10 + 1/2 HD + Charisma Modifier.
- Blessed Protection: Any object that you touch is treated as if the spell Forbiddance had been cast on it, except that only evil creatures take damage when trying to enter the area, and only evil creatures are blocked from planar travel into the area. This lasts for 1 day/2HD, instead of being permanent. Also, it deals only 2d6 damage to creatures attempting to enter.
- Righteous Hammer: Any nongood creature which you touch takes 1d6 damage per 2 HD, plus the 1d6 which you normally get against evil creatures. You add another d6 if the target is in the process of undertaking an evil act.
- Uplifted Spirit: Anyone who you lay your hand upon gains a +2 morale bonus on all rolls for 24 hours. You may do this 1/day per 4 HD.