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The Saint

While clerics use the power of the gods to their own ends, the saint is the keeper of the will of his deity, always furthering the beliefs and decrees handed down directly from on high. He preaches the gospel of his church and tries (tactfully) to convince those around him to accept the light (or darkness) of his patron deity. As he grows in strength and favor with his patron deity, the saint unlocks truly divine powers, culminating in his ascension as a literal herald of his deity.

Role: The Saint excels at diplomatic solutions to conflict, but when pressed can be a force to be reckoned with. He is adept at aiding his allies in combat, shielding them from the brunt of an attack and using his own divine might to guide their hands. He is fast and nimble in battle, moving in and out of combat situations to protect his allies and harry his enemies with attacks using his deity’s favored weapon.

Alignment: Any, but must match that of his patron deity.

Hit Die: d8.

Starting wealth: 4d6 x 10 gp (average 140 gp)

Class Skills

The Saint’s class skills are Acrobatics (Dex), Appraise (Int), Craft (any) (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perform (oratory) (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).

Skill Ranks per Level: 4 + Int modifier.

Table: The Saint
Level Base Attack Bonus Fort Save Ref Save Will Save Special Favored Onslaught Attack Bonus Spells per Day
0th 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Orisons, favor, graces, emissary, patron’s domain, domain power -1/-1 2 0
2nd +1 +0 +3 +3 Domain spell +0/+0 3 1
3rd +2 +1 +3 +3 Graces +1/+1 3 2
4th +3 +1 +4 +4 Domain spell +2/+2 3 2 0
5th +3 +1 +4 +4 Bonus Feat +3/+3 3 3 1
6th +4 +2 +5 +5 Domain spell +4/+4/-1 4 3 2
7th +5 +2 +5 +5 Graces +5/+5/+0 4 3 2 0
8th +6/+1 +2 +6 +6 Domain spell, domain power +6/+6/+1 4 3 3 1
9th +6/+1 +3 +6 +6 Bonus feat +7/+7/+2 4 4 3 2
10th +7/+2 +3 +7 +7 Domain spell +8/+8/+3 4 4 3 2 0
11th +8/+3 +3 +7 +7 Graces +9/+9/+4/-1 4 4 3 3 1
12th +9/+4 +4 +8 +8 Domain spell +10/+10/+5/+0 4 4 4 3 2
13th +9/+4 +4 +8 +8 Bonus feat +11/+11/+6/+1 4 4 4 3 2 0
14th +10/+5 +4 +9 +9 Domain spell +12/+12/+7/+2 4 4 4 3 3 1
15th +11/+6/+1 +5 +9 +9 Graces +13/+13/+8/+3 4 4 4 4 3 2
16th +12/+7/+2 +5 +10 +10 Domain spell +14/+14/+9/+4/-1 4 4 4 4 3 2 0
17th +12/+7/+2 +5 +10 +10 Bonus feat +15/+15/+10/+5/+0 4 4 4 4 3 3 1
18th +13/+8/+3 +6 +11 +11 Domain spell +16/+16/+11/+6/+1 4 4 4 4 4 3 2
19th +14/+9/+4 +6 +11 +11 Graces +17/+17/+12/+7/+2 4 4 4 4 4 3 3
20th +15/+10/+5 +6 +12 +12 Divine ascension +18/+18/+13/+8/+3 4 4 4 4 4 4 4

Class Features

All of the following are class features of the saint

Weapon and Armor Proficiency

Saints are proficient with simple weapons and the favored weapon of their patron deity. They are proficient with light armor and with shields, but not tower shields.

Spells

A saint prepares and casts spells drawn from the saint spell list. Like a cleric, a saint meditates or prays for his spells. Each Saint must choose a time of day (usually at dawn) at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a saint can prepare spells. A saint may prepare and cast any spell on the saint spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. To prepare a spell, a saint must have a Wisdom score of at least 10 + the spell’s level. The Difficulty Class for a saving throw against a saint’s spells is equal to 10 + the spell’s level + the saint’s Wisdom modifier.

Orisons

Saints can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Patron’s Domain

Sidebar: Other Ways to Gain Favor

Vanquishing your enemies with your deity’s favored weapon and protecting your allies from attacks aren’t the only ways to earn favor from your patron deity. While these optional rules may require more GM oversight, they are also valid ways of regaining favor points.

  • Converting someone: If your preaching, or your prowess in battle, has convinced someone that your patron deity deserves their worship, you may earn favor from your deity. Normally, the person whom you’ve converted must be at least your level (or have a CR equal to your level, in the case of intelligent monsters), but with GM approval you may earn favor for converting a high-ranking official, such as a tribal leader or king, who will likely push his subjects toward worship of your patron deity as well.
  • Proving your loyalty: Some gods require specific rituals of their subjects in order to continue to gain favor. With GM approval, you can create a ritual, requiring a full-round action or longer, that is in line with your patron deity’s ideals. When you perform this ritual, you gain one favor point. Normally, this ritual cannot be performed during a combat, as it should require concentration and dedication, but in same cases the ritual may actually involve causing harm to your enemies, in which case an in-combat ritual would make sense.
  • Specific feats of faith: Gods of freedom reward the freeing of slaves; gods of undeath may reward the creation of strong undead creatures… every god or goddess has their cause that their champions are expected to help fulfill. Work with your GM to come up with ideas for specific tasks that will earn you a favor point from your patron deity. These tasks should involve significant difficulty or danger, but not require death-defying acts of daring, since your favor points reset each day.

A saint chooses one domain from his patron deity’s portfolio, and gains the domain powers as normal as a cleric of his level. He may also choose a subdomain if appropriate for his deity. Instead of adding the domain spells to his spell list, he learns his domain spells as spell-like abilities, beginning at 2nd level and every two levels thereafter, learning his final domain spell-like ability at 18th level. He can cast these spell-like abilities interchangeably, a total number of times per day equal to 3 + his Wisdom modifier, though higher level spells cost additional uses of the ability. Level 1-3 spells cost one use, level 4-6 spells cost two uses, and level 7-9 spells cost three uses.

The save DC for any of these spell-like abilities is 10 + ½ the saint’s caster level + his Wisdom modifier, and the spells are cast at his own caster level. If the spell being cast would normally have an expensive material component, the saint must provide this component, although some abilities may allow his to ignore some of the material component cost, such as the rich of spirit grace (see below). Unlike most spell-like abilities, prestige classes that increase the saint’s divine caster level also affect his caster level and save DCs for these spell-like abilities.

Favor

This represents the saint’s favor in the eyes of his patron deity. Each day when preparing his spells, the saint is awarded a number of favor points equal to his Wisdom bonus (minimum 1), and the number of favor points in the saint’s pool of favor at any time cannot exceed his Wisdom bonus. Favor points are used to power abilities called Graces (see below). Favor points can be regained in a number of ways, detailed in several of the Graces listed below, and in Sidebar: Other Ways to Gain Favor. Each day when the saint prepares his spells, his favor points are reset to equal his Wisdom modifier, with any unused points from the previous day being lost. There are also several graces which can award the saint a temporary favor point for performing some specific action. The Saint can only ever have one temporary favor point at a time. A temporary favor point lasts only a number of rounds equal to the saint’s level, or until expended to power a grace. Unless otherwise specified, a temporary favor point counts as a favor point for the purposes of using Graces.

Graces (Ex or Su)

Graces are special acts that a saint can perform using his favor points. At 1st level, 3rd level, and every 4 levels thereafter, a saint learns new graces. Some graces require the expenditure of favor points, while others only require that he have at least one favor point left in his pool of favor. Unless otherwise noted, save DCs against the effects of Graces are equal to 10 + 1/2 the saint’s level + his Wisdom modifier.

Favored Bodyguard (Ex): At 1st level, as long as the saint has at least one favor point, he is treated as if he had the Bodyguard feat, and may use it once per round to boost an adjacent ally’s AC. If the saint has Combat Reflexes, he can use Bodyguard a number of times per round equal to his Dexterity modifier.

Deific Mercy (Ex): At 1st level, as a swift action the saint can expend one favor point to grant his deity’s favored weapon the Merciful weapon special ability for a number of rounds equal to his level. While using this ability, if the saint causes an enemy to go unconscious from nonlethal damage, he gains one temporary favor point. For more on how temporary favor points work, see the description of favor above.

Favored Onslaught (Su): At 1st level, as part of a full attack action, the saint may spend one favor point to get an extra attack at his highest attack bonus, as if he were under the effects of haste, but this extra attack must be made with his patron deity’s favored weapon. When using this ability, the saint takes a -2 penalty to his attack bonus with all attacks, and his base attack bonus for these attacks is equal to his Saint level (this may give him additional attacks for a high base attack bonus, see Table: The Saint below). The Saint may still use feats such as Two-Weapon Fighting to gain off-hand attacks with other weapons, but penalties to attack rolls are cumulative. Other effects which act similarly to a haste spell cannot be used to gain additional attacks while this ability is active. This ability can only be used when wearing no armor or light armor.

Favored Sacrifice (Ex): At 3rd level, as long as the saint has at least one favor point, he gains the benefit of the In Harm’s Way feat, and if the saint successfully takes an attack meant for an adjacent ally using this feat, he gains one temporary favor point. For more on how temporary favor points work, see the description of favor above.

Preach (Su): At 3rd level, the saint can spend 1 favor point to attempt to fascinate creatures within 30 feet as the bard’s fascinate ability for level rounds. Creatures targeted by this effect may attempt a Will save, with a DC of 10 + ½ the saint’s level + his Wisdom modifier to ignore the effect. Creatures that make this save cannot be targeted by the saint’s Preach ability for 24 hours.

Silver Tongue (Su): At 3rd level, when casting a spell that improves a creature’s attitude toward himself or his allies, such as charm person, or a spell which worsens a creature’s attitude toward someone else (such as denounce) the saint may spend 1 favor point to gain a +2 to the spell’s save DC.

Far Healing (Su): At 7th level, the saint can spend one favor point to cast a cure spell on an ally at a range up to 15 feet, or spend an additional point to increase that range to 30 feet. This ability can be used with spells cast from wands or scrolls. If the targeted ally is an undead creature or another type of creature that heals from negative energy, the saint may use this ability with inflict spells instead.

Righteous Strike (Su): At 7th level, as a Swift action the saint can spend one favor point to bypass up to five points of any type of damage reduction an enemy has (other than DR/epic), only when using his deity’s favored weapon, until the end of his turn.

Silent Prayer (Su): At 7th level, the saint can spend one favor point to gain the benefit of the Silent Spell feat on a spell he is casting (not from a scroll or wand), without increasing the spell level. He may instead use this ability to apply the effects of the Silent Spell feat to one of his domain spell-like abilities (see above).

Favored Channel (Sp): At 11th level, as a Standard action the saint can spend a favor point to channel energy as a cleric of his level. He may not use a temporary Favor point to power this ability. Unlike a cleric, the saint may choose to channel either positive or negative energy each time he uses this ability. When the saint channels energy in this way, he applies the effects of the Variant Channeling rules, which halves the number of dice rolled but adds another effect, based on his chosen domain.

Guided Hand (Su): At 11th level, when the saint regains a temporary favor point by preventing an attack from hitting an ally or knocking a foe unconscious with nonlethal damage, he may choose a foe within 30 feet. He gains a +2 sacred bonus to attack rolls targeting that foe and a +2 bonus to Reflex saves against attacks and effects by that foe until the end of his next turn.

Improved Righteous Strike (Su): At 11th level, when using his righteous strike grace, the saint may instead spend two favor points to bypass up to ten points of damage reduction of any type (other than DR/epic). In addition, his weapon deals an extra +1d6 holy (or unholy, if he is evil-aligned) damage during the rest of his turn. A neutral-aligned Saint may choose to deal either holy or unholy damage with this ability. Once the choice is made, it is permanent.

Divine Savior (Su): At 15th level, when an ally within 60 ft. would be reduced to negative hit points sufficient to kill her, the saint may use an immediate action, sacrificing all of his remaining favor points (minimum 1) to keep that ally alive. No matter the amount of damage dealt, the targeted ally does not die, and is automatically stabilized at -1 hit point. The Saint may not use this ability on himself. The Saint takes 1d6 points each of Strength, Dexterity and Constitution damage (roll each separately) when he uses this ability, and he cannot regain favor points (even temporary favor points) again by any means until he next prepares his spells.

Protective Aura (Su): At 15th level, as long as the saint has at least one favor point, he emanates an aura that protects against attacks made or effects created by foes. He provides a +2 deflection bonus to AC and a +2 resistance bonus on saving throws to anyone within 10 feet of him. At 17th level these bonuses and aura radius increase to +3 and 15 feet, and at 20th level, they increase to +4 and 20 feet, respectively.

Rich of Spirit (Su): At 15th level, when a saint casts a spell (or uses a Domain spell-like ability) with an expensive material component, he can choose to spend favor points in lieu of the cost of the component. This ability stacks with the reduced cost of material components for his domain spell-like abilities. For each favor point he spends, the saint may ignore up to 50 gp worth of expensive material components. For example, a level 18 Saint may prepare and cast undeath to death, choosing to spend two favor points instead of using 100 gp worth of diamond powder, but must still use 400gp of diamond powder to cast the spell. This ability cannot be used with scrolls, wands or staves, as the material components have already been spent to create the item.

Divine Vessel (Sp): At 19th level, a saint may spend two favor points to gain the benefits of the divine vessel spell for a number of rounds equal to his level. He can only choose an aspect that matches his own alignment. The spell resistance granted by this ability only protects against spells cast by someone of an opposite alignment from the saint’s, or spells which have a descriptor of an opposite alignment. For example, when using this ability, a lawful good Saint could choose either the lawful aspect or good aspect, and would gain spell resistance against spells with the [chaotic] or [evil] descriptors, respectively, or spells cast by chaotic or evil spellcasters, respectively. A saint of Neutral alignment must choose chaotic, evil, good, or lawful when he gains this ability, and the choice is permanent. He may only use that aspect, and the granted spell resistance functions only against the opposite alignment.

Greater Righteous Strike (Su): At 19th level, when using his righteous strike grace, the saint’s weapon can bypass epic damage reduction, as if the saint’s weapon had an enhancement bonus of more than +5. In addition, if the saint hits an enemy whose alignment is directly opposed to his own (on at least one alignment axis) with his deity’s favored weapon while using this ability, the creature must make a Will save (DC 10 + ½ his Saint level + his Wisdom modifier) or become panicked for one round. A neutral-aligned Saint may use this ability against creatures with any of the four alignment extremes; lawful good, chaotic good, lawful evil, or chaotic evil.

Quick Casting (Su): At 19th level, a saint may spend two favor points to cast a single spell that normally requires a Standard action as a Swift action. This functions in all ways like the Quicken Spell metamagic feat, except that it does not increase the spell level of the spell being cast. This ability cannot be used on the saint’s domain spell-like abilities.

Emissary (Ex)

The Saint adds his class level to Diplomacy and Intimidate checks against those of another faith.

Bonus Feats

At 5th level and every four levels thereafter, the saint gains a bonus feat. He may choose any feat that he meets the prerequisites for. He may instead choose the Guided Hand feat without meeting its prerequisites.

Divine Ascension (Su)

At 20th level, the saint achieves such a connection with his patron deity that he becomes a herald for that deity. The Saint’s type changes to outsider (native). Apply the celestial template* to the saint if he worships a good deity, or the fiendish template if he worships an evil deity. If he worships a neutral deity, he may choose between the two, and this choice is permanent. In addition, instead of gaining the use of smite evil (or good) only once per day, he may use the ability as a paladin (or Antipaladin) of his level, though this ability may only be used with his deity’s favored weapon. If the saint’s deity calls upon him to deliver a message to a mortal, or perform a task of any type, he may cast greater teleport or plane shift as a spell-like ability at will, but with only himself as the target, and only as part of completing the task and returning from that task. Unlike most outsiders, the saint can still be returned from the dead with spells like resurrection.

Code of Conduct

A saint must be of the same alignment as that of his patron deity and loses all class features except proficiencies if he ever willingly commits an act in direct opposition of his deity’s alignment or philosophy. An atonement spell cast by a member of his deity’s clergy can reverse this effect.

Sidebar: Wand and Scroll prices

The Saint’s unique spell list can pose an issue when trying to price wands and scrolls of saint spells. Speak to your GM and determine whether Saints are common or very rare in your campaign world.

Common: If Saints are common in the campaign, then it is likely that you will find scrolls and wands made by Saints at the same spell level that you’ll be casting the spells. In this case, treat the prices of wands and scrolls of spells on the saint list as if they were bard spells of the same level.

Rare: If Saints are very rare, then you’ll need to buy scrolls and wands made by other casters. If the spell in question is on the cleric list, use that pricing. If the spell is on the bard list but not the cleric list, use the pricing as if it were a bard spell. If it is on neither of those lists, price the spell based on its lowest spell level on other spell lists. (For example, oath of peace is normally a paladin-only spell. Since it is on neither the cleric or bard list, price wands or scrolls of the spell as if they were made by a paladin.)

Spell List

*Author’s note: This spell list is not necessarily comprehensive, as spells are constantly being added to the game. The saint’s spell list is made up of a combination of cleric, bard, and paladin spells, focusing on buffing, healing, and charm spells. If you believe a spell should be included on this list, discuss the possibility of adding that spell with your GM.

0thbleed, create water, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, resistance, spark, stabilize, virtue

1stant haul, bane, bless, bless water, charm person, compel hostility, comprehend languages, cure light wounds, curse water, deathwatch, detect chaos/evil/good/law, detect undead, divine favor, diagnose disease, endure elements, entropic shield, forbid action, hide from undead, inflict light wounds, invigorate, liberating command, lock gaze, magic stone, magic weapon, obscuring mist, protection from chaos/evil/good/law, remove fear, remove sickness, sanctuary, shield of faith, sun metal, unprepared combatant

2ndaid, align weapon, ant haul (communal), augury, bestow weapon proficiency, blur, bear’s endurance, bull’s strength, calm emotions, cat’s grace, compassionate ally, consecrate, cure moderate wounds, darkness, delay poison, desecrate, eagle’s splendor, endure elements (communal), fox’s cunning, ghostbane dirge, grace, heroism, inflict moderate wounds, invisibility, lesser restoration, miserable pity, owl’s wisdom, remove paralysis, returning weapon, silence, status, suggestion, surmount affliction, tactical acumen, tongues, weapon of awe

3rdblessing of the mole, blink, charm monster, create food and water, cure serious wounds, daylight, deeper darkness, delay poison (communal), dispel magic, displacement, elemental speech, gaseous form, good hope, guiding star, haste, invigorate (mass), inflict serious wounds, invisibility sphere, locate object, magic circle against chaos/evil/good/law, magic vestment, prayer, remove blindness/deafness, remove curse, remove disease, returning weapon (communal), righteous vigor, speak with animals, tongues (communal)

4thblessing of fervor, break enchantment, burst of speed, cure critical wounds, death ward, denounce, dimension door, discern lies, divination, divine power, freedom of movement, ghostbane dirge (mass), holy smite, inflict critical wounds, invisibility (greater), magic weapon (greater), neutralize poison, planar adaptation, reprobation, restoration, sending, serenity, spell immunity, tongues

5thatonement, breath of life, cleanse, commune, cure light wounds (mass), dispel chaos/evil/good/law, dispel magic (greater), disrupting weapon, foe to friend, forbid action (greater), hallow, heroism (greater), inflict light wounds (mass), joyful rapture, life bubble, mislead, oath of peace, pillar of life, plane shift, raise dead, rapid repair, righteous might, sacrificial oath, spell immunity (communal), spell resistance, stay the hand, suggestion (mass), tongues (communal), true seeing, unhallow

6thbear’s endurance (mass), bestow grace of the champion, bull’s strength (mass), cat’s grace (mass), charm monster (mass), cure moderate wounds (mass), dispel magic (greater), eagle’s splendor (mass), euphoric tranquility, find the path, fox’s cunning (mass), harm, heal, heroes’ feast, holy sword, holy word, inflict moderate wounds (mass), overwhelming presence, owl’s wisdom (mass), planar adaptation (mass), regenerate, resurrection, wind walk

New Feats

These feats were written with the saint in mind, but some may be applicable to other characters.

Domain Mastery

You’re so in tune with your deity’s granted domain that you can cast your domain spells more often.

Prerequisites: Favor class feature, Knowledge (religion) 5

Benefit: You gain two more uses per day of the spell-like abilities granted to your chosen domain.

Normal: You can use the spell-like abilities granted by your chosen domain a number of times equal to 3 + your Wisdom modifier.

Expanded Favored Weapon

The favor you’ve earned with your deity has granted you certain dispensations when it comes to the weapons you can use.

Prerequisites: Must have a patron deity, Cha 13

Benefit: You may use abilities that normally require your deity’s favored weapon (such as the favored onslaught grace or the Guided Hand feat) with any weapon in the same fighter weapon group as that favored weapon, as long as you are proficient with that weapon. This does not grant proficiency with any weapons.

Normal: Abilities that require your deity’s favored weapon may not be used with any other weapon.

Extra Favor

Your efforts have earned you increased appreciation from your patron deity.

Prerequisites: Favor class feature

Benefit: You gain two more favor points when you prepare your spells each day.

Normal: You gain favor points equal to your Wisdom modifier when you prepare your spells each day.

Special: This feat may be chosen more than once. It’s effects stack.

Favored Class Bonuses

These favored class bonuses give your character an extra bit of customization.

Core Races:

  • Dwarves: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the saint’s Wisdom modifier. The saint adds +1/2 to the number of uses per day of that domain power.
  • Elves: Add +1/3 to rolls to confirm critical threats with your deity’s favored weapon.
  • Gnomes: Add +1/2 to hit points healed by your cure spells to animal, fey, and plant creatures.
  • Half-Elves: Add +1/4 to the number of favor points gained when preparing spells each day.
  • Half-Orcs: Add +1/2 to the amount of damage reduction that you can bypass using righteous strike and it’s improved and greater versions.
  • Halflings: Add +1/4 to the AC bonus gained when using the favored dodge grace.
  • Humans: Add +1/4 to the number of favor points gained when preparing spells each day.

Featured Races:

  • Aasimars: You can cast ranged cure spells using the far healing grace at +1 foot of distance. This has to effect until taken 5 times, at which your range for far healing increases by 5 feet, and continuing on to a maximum of +20 feet at 20th level.
  • Catfolk: Add +1/4 to the AC bonus granted when using the favored dodge grace.
  • Dhampir: Add +1/3 to hit points you heal when an inflict spell is cast on you.
  • Drow: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the saint’s Wisdom modifier. The saint adds +1/2 to the number of uses per day of that domain power.
  • Fetchlings: Add +1/2 to hit points healed by your cure spells when you cast them in an area of dim light or darker.
  • Goblins: Add +1/4 to your attack rolls when using the favored onslaught grace against a foe who is at least one size category larger than you.
  • Hobgoblins: Add +1/2 to negative energy spell damage, including inflict spells. This does not increase healing from negative energy, such as that of undead.
  • Ifrits: Add +1/4 to the save DC of your racial burning hands spell-like ability.
  • Kobolds: The Saint gains 1/4 of a new ranger trap.
  • Orcs: Add +2 to the saint’s Constitution score for the purposes of determining when he dies from negative hit points.
  • Oreads: Add +1 foot of distance to your racial darkvision range. This has to effect until taken 5 times, at which your range for your racial darkvision increases by 5 feet, and continuing on to a maximum of +20 feet at 20th level.
  • Ratfolk: Add +1/4 to your flanking bonus when you use the swarming ability.
  • Sylphs: Add +1/4 to the number of times per day that you can use your feather fall racial spell-like ability.
  • Tengu: Treat one weapon listed under the swordtrained racial ability as if it was your deity’s favored weapon for all effects.
  • Tieflings: Add +1/4 to your cold, electricity, and fire resistance from the fiendish resistance ability.
  • Undines: Add +1 foot to your base swim speed. This has no effect until chosen 5 times, at which time your swim speed increases by 5 feet, continuing on to a maximum of +20 feet at 20th level.

Uncommon Races:

  • Changelings: Add +1/5 to your racial natural armor bonus.
  • Duergar: Add +1/5 to the number of uses per day of your invisibility racial spell-like ability.
  • Gillmen: Add 12 hours to the amount of time that you can spend out of water without the chance of death (normally one day).
  • Grippli: Add +1/2 to the racial bonus to Diplomacy and Intimidate granted by the Princely racial trait.
  • Kitsune: Add +1/4 to the DC of enchantment spells.
  • Merfolk: Add +1 foot to your base land speed. This has no effect until chosen 5 times, at which time your base land speed increases by 5 feet, continuing on to a maximum of +20 feet at 20th level. This does not stack with the benefit from the Strongtail racial trait.
  • Nagaji: Add +1/4 to the DC of your Hypnotic Gaze racial spell-like ability, or add +1/2 round to its duration.
  • Samsarans: Add +1/3 to the skill bonuses granted by your Shards of the Past racial trait.
  • Strix: Add +1/4 to your attack rolls when using the favored onslaught Grace against a foe who is not flying while you are flying.
  • Sulis: Add +1/4 to the amount of energy damage your unarmed strikes deal when using your elemental assault racial trait.
  • Svirfneblin: Add +1/4 to the DC of any spell or spell-like ability with the earth descriptor that you cast.
  • Vanara: Add +1/4 to the AC bonus granted when using the favored dodge grace.
  • Vishkanya: Add +1/3 to the number of daily uses of your Toxic racial trait.
  • Wayangs: Add +1/4 to the number of daily uses of your Light and Dark racial trait.

Archetypes

The following are archetypes of the saint class, allowing players to focus on the aspect of the saint class which makes the most sense for their character concept.

Temple Guardian (Saint Archetype)

The temple guardian is trained from an early age to defend the sanctity of his patron deity’s sacred places, keeping foul creatures out using magical barriers, and if necessary destroying the creatures to defend his deity’s holy place.

A temple guardian has the following class features.

Spell-less:

The temple guardian does not have the ability to prepare and cast spells. He retains his domain spell-like abilities, and can use spell trigger and spell completion items emulating spells from the saint spell list as if they were on his spell list.

Trapper (Su)

At 1st level, the temple guardian gains the ability to make traps to keep hapless explorers or more sinister creatures from entering his deity’s sacred places, similar to Ranger Traps. The temple guardian learns how to make a snare trap and one other type of trap her his choice. This ability can only be used within 100 feet per level of a place considered sacred to his deity, such as a consecrated shrine. At 4th level and every three levels thereafter, he learns to make another trap of his choice. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap, and he cannot select an individual trap more than once. The temple guardian can make a number of traps per day equal to 1/2 his Saint level + his Wisdom modifier. This ability replaces the saint’s spellcasting.

Graces

The temple guardian replaces several of the standard Saint graces with those listed below:

Flurry of blows (Su): At 1st level, as long as he has at least one Favor point, the temple guardian gains a monk’s flurry of blows class feature, progressing as a monk of his level. He can use any combination of unarmed strikes and his deity’s favored weapon when using this ability. This ability can only be used if the temple guardian is wearing light armor or no armor.

This replaces the favored onslaught grace.

Favored wrath (Su): At 3rd level, a temple guardian becomes a conduit for his deity’s divine wrath, striking fear into creatures which his deity deems unworthy of existence. As a swift action, the temple guardian can spend one Favor point to activate an aura of wrath, which lasts a number of rounds equal to his level. All enemies within 10 feet must make a Will save or be shaken as long as they are within this aura, and for 1 round after leaving the area. If an enemy enters the aura on his turn, he must immediately save against this aura. Creatures which are particularly reviled by the faithful of the Temple Guardian’s patron deity take a -2 on all saves against this ability (this will require GM oversight in most cases).

This replaces the preach grace.

Consecrate area (Su): At 7th level, a temple guardian can designate an area as a sacred place to his deity. He can expend a point of favor to cast consecrate as a spell-like ability. Consecrating an area will allow the temple guardian to use his Trapper ability near that newly consecrated area as detailed in the Trapper ability description.

This replaces the far healing grace.

Improved favored wrath: At 7th level, when using his favored wrath grace, the radius of his aura increases to 20 feet and an enemy that fails a Will save against the aura is frightened for as long as they are within the aura and for 1d4 rounds after leaving the area.

This replaces the silent prayer grace.

Temple Sense (Su): At 15th level, a temple guardian can designate one area (up to 10 ft/level in size) which is sacred to his deity as his protected domain. At all times, the temple guardian knows if there is a creature of another faith within his protected domain.

This replaces the rich of spirit grace.

Instant Temple (Su): At 19th level, a temple guardian can create a portal to the nearest temple to his patron deity by spending one hour meditating. The portal appears on a nearby wall, or if there is no wall within fifty feet, the portal appears five feet away from the temple guardian, floating in the air. This portal lasts for up to one hour per caster level. Only creatures designated by the temple guardian may enter the portal.

This replaces the quick casting grace.

Dark Apostle (Saint Archetype)

The dark apostle is the keeper of his deity’s forbidden secrets, and is adept at making sure no one who may stumble upon those secrets remains alive to tell the tale. His proclivity for poison and subterfuge makes him an excellent divine assassin for those deities who have no aversion to such things.

Requirements: A dark apostle may not choose a good-aligned deity as his patron, and therefore may not be good-aligned.

*Note: Some chaotic good deities may recognize the usefulness of a dark apostle, and may make use of him for the greater good while outwardly condemning the tactics he may use. With GM approval of an appropriate deity, a dark apostle can choose a chaotic good deity, but his own alignment must be chaotic neutral. A dark apostle has the following class features.

Graces

The dark apostle replaces several of the standard saint graces with those listed below:

Favored Sneak (Ex): At 1st level, as long as the dark apostle has at least one point of Favor, he gains +1d6 sneak attack dice (which stack with sneak attack dice from other classes). This ability functions in all ways like sneak attack of a 1st level rogue, with the same restrictions to when the bonus damage is applied to attacks. At 3rd level and every 4 levels thereafter, he gains another sneak dice, to a maximum of +6d6 at 19th level.

This replaces the favored bodyguard grace.

Poisoner (Ex): At 1st level, the dark apostle is trained in the use of poisons and never risks accidentally poisoning himself when applying poison to a weapon. In addition, when the dark apostle successfully poisons a creature with a number of hit dice equal to at least his level – 2 (or a creature of a CR equal to at least his level – 2) he gains a temporary favor point.

This replaces the deific mercy grace.

Profane Poison (Su): At 3rd level, when wielding his deity’s favored weapon, the dark apostle can spend a favor point as a swift action to cause a profane poison to seep from the hilt of his weapon, coating it instantly. This poison lasts until the weapon hits a target, or a number of rounds equal to the dark apostle’s Wisdom modifier (minimum 1), whichever comes first.

This replaces the favored sacrifice grace.

Profane poison; Type- poison (injury); Save – Fortitude DC 10 + ½ class level; Frequency – 1/round for dark apostle’s Wis mod (minimum 1) rounds; Effect – 1d3 Con damage; Cure – 2 consecutive saves

Hand Stab (Ex): At third level, when dealing sneak attack damage with his favored sneak grace, the dark apostle can spend a favor point to deal his damage directly to the opponent’s weapon hand. For a number of rounds equal to the dark apostle’s Wisdom modifier, the opponent is easier to disarm, and disarm attempts against that opponent are at a +2.

This replaces the preach grace.

Forget Secret (Su): At 7th level, the dark apostle can spend a favor point as a standard action to cause a target within 30 feet to forget something she just saw. The target can attempt a Will save. If she fails, the target permanently forgets everything that happened in the past minute, and is dazed until the end of her next turn, during which time no new memories can be created. Whether or not this save is successful, the creature cannot be the target of this ability again for 24 hours.

This replaces the far healing grace.

Ruthless (Ex): At 11th level, when the dark apostle kills a foe or reduces it to the dying state, he may spend a favor point to make an extra attack against any legal target as a Swift action. The dark apostle gains a bonus on damage rolls for this attack equal to ½ his level.

This replaces the guided hand grace.

Shadow Jump (Su): At 15th level, the dark apostle gains the ability to travel between shadows as if by means of a dimension door spell. To do so, the dark apostle must begin and end his jump within an area with some dim light and must spend a point of favor to activate the ability. He can travel up to 30 feet when using this ability.

This replaces the divine savior grace.

Aura of Forgetfulness (Su): At 15th level, as long as the dark apostle has at least one point of favor, he produces an aura that causes enemies to forget what they see. All non-allies in a 10-foot radius are affected by this ability. When entering the aura, a creature can attempt a Will save to negate its effects. If the creature fails this save, she will forget anything that happens while within the aura’s radius after 1d4 minutes. At 17th level, the radius of this aura increases to 15 feet. At 20th level, the radius of this aura increases to 20 feet. The dark apostle can suppress or re-activate this ability as a swift action.

This replaces the protective aura grace.

Subtle Manipulation (Ex): The dark apostle adds ½ his level (minimum 1) to Disguise, Bluff, and Sleight of Hand checks against those of another faith.

This replaces emissary.

Spell List:

Remove the following spells from the dark apostle’s spell list:

1 – divine favor, endure elements, invigorate, liberating command, remove fear, sun metal

2 – calm emotions, compassionate ally, endure elements (communal), heroism, remove paralysis, surmount affliction

3 – daylight, good hope, invigorate (mass), remove curse, righteous vigor

4 – blessing of fervor, divine power, holy smite, serenity, spell immunity

5 – cleanse, foe to friend, joyful rapture, oath of peace, pillar of life, sacrificial oath, stay the hand

6 – euphoric tranquility, holy sword, holy word.

Add the following spells to the dark apostle’s spell list at the levels shown*:

1 – cause fear, detect poison, disguise self, fumbletongue, interrogation, persuasive goad, sow thought

2 – castigate, death knell, detect thoughts, haunting mists, pernicious poison, scare

3 – bestow curse, fester, hidden speech, howling agony, hunter’s eye, seek thoughts

4 – blade of dark triumph(affects deity’s favored weapon), crushing despair, fear, interrogation, greater, shadow step

5 – castigate, mass, curse of disgust, major curse, mark of justice, poison

6 – blasphemy, fester, mass, unholy sword

*Author’s note: The spells added here are pulled from a combination of antipaladin, inquisitor, and witch spells, focusing on curses, fear effects, poison effects, and interrogation techniques, and is not comprehensive. If you feel that a spell from one of these lists fits the theme of the dark apostle, talk to your GM about adding it to your spell list.

Section 15: Copyright Notice

CLASSifieds: The Saint © 2013 Fat Goblin Games; Authors; Tyler Beck