Here’s my first exercise in
“class reskining” (basically, picking one class and changing the way his
features are described). The Saint was built based on D&D 3.5 Warlock class
(from the Complete Arcane sourcebook). The idea originated from my desire for
an alternative divine form of magic (I never really enjoyed the fact that
divine and arcane magic work in the same way).
The Saint has a good number
of new features and invocations, but it is still a reskinning of the dark
Warlock. This new Pathfinder class wasn’t playtested yet so – as usual – any feedback
is really appreciated.
All references are to
spells and features from the Complete Arcane or the Pathfinder Core Rulebook.
The
Saint
Hit Die d8.
Class Skills
The Saint’s class skills
(and the key ability for each skill) are Appraise (Int), Craft (Int), Diplomacy
(Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge
(history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int),
Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive
(Wis), and Spellcraft (Int).
Skill Points at 1st
Level (2
+ Int modifier)
Skill Points at
Each Additional Level 2 + Int modifier.
Table: The Saint
|
|||||
Level
|
Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special
|
1st
|
+0
|
+0
|
+0
|
+2
|
Divine fire 1d6, divine touch, invocation (least)
|
2nd
|
+1
|
+0
|
+0
|
+3
|
Detect
alignment, heavenly strike
|
3rd
|
+2
|
+1
|
+1
|
+3
|
Damage Reduction 1/evil, Divine fire 2d6
|
4th
|
+3
|
+1
|
+1
|
+4
|
Divine
manifestation
|
5th
|
+3
|
+1
|
+1
|
+4
|
Divine
fire 3d6
|
6th
|
+4
|
+2
|
+2
|
+5
|
Divine protection, invocation (lesser)
|
7th
|
+5
|
+2
|
+2
|
+5
|
Damage reduction 2/evil, Divine fire 4d6
|
8th
|
+6/+1
|
+2
|
+2
|
+6
|
Holy
resilience 1
|
9th
|
+6/+1
|
+3
|
+3
|
+6
|
Divine
fire 5d6
|
10th
|
+7/+2
|
+3
|
+3
|
+7
|
Energy
resistance 5
|
11th
|
+8/+3
|
+3
|
+3
|
+7
|
Damage reduction 3/evil, Divine fire 6d6,
invocation (greater)
|
12th
|
+9/+4
|
+4
|
+4
|
+8
|
Imbue
item
|
13th
|
+9/+4
|
+4
|
+4
|
+8
|
Holy resilience 2, Divine fire 7d6
|
14th
|
+10/+5
|
+4
|
+4
|
+9
|
Damage
reduction 4/evil
|
15th
|
+11/+6/+1
|
+5
|
+5
|
+9
|
Divine
fire 8d6
|
16th
|
+12/+7/+2
|
+5
|
+5
|
+10
|
Heavenly aura, invocation (divine)
|
17th
|
+12/+7/+2
|
+5
|
+5
|
+10
|
Damage reduction 5/evil, divine fire 9d6
|
18th
|
+13/+8/+3
|
+6
|
+6
|
+11
|
Holy
resilience 5
|
19th
|
+14/+9/+4
|
+6
|
+6
|
+11
|
Divine fire 10d6
|
20th
|
+15/+10/+5
|
+6
|
+6
|
+12
|
Avatar, damage reduction 10/evil, energy
resistance 10
|
Class Features
All of the following are
class features of the Saint.
Weapon and Armor
Proficiency: Saints are proficient with all simple weapons. They
are proficient with light armor but not with shields.
Invocations: A Saint
does not prepare or cast spells as other wielders of divine magic do. Instead,
he possesses a repertoire of attacks, defenses, and abilities known as
invocations that require him to focus the heavenly energy that suffuses his
soul. A Saint can use any invocation he knows at will, with the following
qualifications:
A Saint’s invocations are spell-like abilities; using
an invocation is therefore a standard action that provokes attacks of opportunity.
An invocation can be disrupted, just as a spell can be ruined during casting. A
Saint is entitled to a Concentration check to successfully use an invocation if
he is hit by an attack while invoking, just as a spellcaster would be. A Saint
can choose to use an invocation defensively, by making a successful
Concentration check, to avoid provoking attacks of opportunity. A Saint’s
invocations are subject to spell resistance unless an invocation’s description
specifically states otherwise. A Saint’s caster level with his invocations is
equal to his Saint level.
The save DC for an invocation (if it allows a save) is
10 + equivalent spell level + the Saint’s Charisma modifier. Since spell-like
abilities are not actually spells, a Saint cannot benefit from the Spell Focus
feat. He can, however, benefit from the Ability Focus feat (see page 303 of the
Monster Manual), as well as from feats that emulate metamagic
effects for spell-like abilities, such as Quicken Spell-Like Ability and
Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The four grades of invocations, in order of their
relative power, are least, lesser, greater, and divine. A Saint begins with
knowledge of one invocation, which must be of the lowest grade (least). As a Saint
gains levels, he learns new invocations, gaining 1 new invocation per level. A
list of available invocations can be found following this class description,
and a complete description of each invocation can be found in Chapter 4 of this
book.
At any level when a Saint learns a new invocation, he
can also replace an invocation he already knows with another invocation of the
same or a lower grade. At 6th level, a Saint can replace a least
invocation he knows with a different least invocation (in addition to learning
a new invocation, which could be either least or lesser). At 11th level, a Saint
can replace a least or lesser invocation he knows with another invocation of
the same or a lower grade (in addition to learning a new invocation, which could
be least, lesser, or greater). At 16th level, a Saint can replace a least,
lesser, or greater invocation he knows with another invocation of the same or a
lower grade (in addition to learning a new invocation, which could be least, lesser,
greater, or divine).
Saints can qualify for some prestige classes usually
intended for spellcasters; see Saints and Prestige Classes, page 18, for
details.
Divine fire (Sp): The
first ability a Saint learns is Divine fire. A Saint attacks his foes
with heavenly wrath power to deal damage and sometimes impart other
debilitating effects.
A Divine fire can be used either as a ray
(ranged touch attack with a range of 60 ft.) or as a melee touch attack. A Divine
fire allows no saving throw and can be used as a standard or full-round action.
A Divine fire deals 1d6 points of damage at 1st
level and increases in power as the Saint rises in level. A Divine fire is
the equivalent of a spell whose level is equal to one-half the Saint’s class
level (round down), with a minimum spell level of 1st and a maximum of 9th when
a Saint reaches 18th level or higher.
A Divine fire is subject to spell resistance,
although the Spell Penetration feat and other effects that improve caster level
checks to overcome spell resistance also apply to divine fire. A Divine
fire deals half damage to objects. Metamagic feats cannot improve a Saint’s
Divine fire (because it is a spell-like ability, not a spell). However,
the feat Ability Focus (Divine fire) increases the DC for all saving
throws (if any) associated with a Saint’s Divine fire by 2. See page 303
of the Monster Manual.
Divine touch (Sp): A
saint can heal by the touch of his hand as standard action. He heals a number
of hit points equal to his divine fire
dice. He can use this ability as often as he likes, but he can only heal a
target until half his maximum hit points.
Heavenly Strike (Su): Beginning
at 2nd level, before attacking with a weapon, a Saint can add his divine fire dice to the damage roll. Heavenly strike also gains a bonus to
attack roll equal to the number of divine
fire dice possessed by the Saint. Heavenly
strike can be used once per round.
Detect Alignment
(Sp): Beginning at 2nd level, a Saint can use detect evil/good/ law/chaos
as the spell at will. His caster level equals his class level.
Damage Reduction
(Su): Fortified by the divine power flowing in his body, a Saint becomes
resistant to physical attacks at 3rd level and above, gaining damage reduction
1/evil.
Divine manifestation
(Su): At 4th level, a Saint can summon the assistance of the
heavenly powers to boost his divine gifts, a swift action, to gain one of the
following benefits:
Upgrade the damage of his next divine fire attack to d8s (or d10s
against undead).
Upgrade the effect of his next divine touch to d8s.
Recover a number of hit points equal to the
result of a divine fire roll. This manifestation can only be used once per
day or twice at 10th level.
Doubling his damage reduction for the next 5
rounds.
Doubling his holy resilience for the next 5 rounds.
Gaining immunity to one type of energy damage
(except negative/positive) for the next 10 rounds.
Treated as a native good outsider for the next
5 rounds.
While using divine
manifestation, the Saint visibly glows with heavenly power, like the spell
daylight. He also gains a bonus to Intimidate equal to half his class level. Divine manifestation can be used at
will, but just once every 10 rounds.
At 10th level, a Saint can use divine manifestation once every 5
rounds.
Divine protection
(Su): At 6th level, the Saint is constantly under the effect of a
protection against evil. At 11th
level, this becomes a magic circle against
evil. If dispelled, the Saint can active this ability again with a swift
action.
Holy Resilience
(Su): Beginning at 8th level, a Saint possess holy resilience. Once per day,
as a free action, he can enter a state that lasts for 2 minutes. While in this
state, the Saint gains fast healing 1.
At 13th level, a Saint’s holy resilience improves. When
in his holy resilience state, he gains fast healing 2 instead. At 18th level, a
Saint’s holy resilience improves to fast healing 5.
Energy Resistance (Su): At
10th level and higher, a Saint has resistance 5 against any two of the
following energy types: acid, cold, electricity, fire, and sonic. Once the types
are chosen, this energy resistance cannot be changed. At 20th level, a Saint
gains resistance 10 against the two selected types of energy.
Imbue Item (Su): A Saint
of 12th level or higher can use his supernatural power to create magic items,
even if he does not know the spells required to make an item (although he must
know the appropriate item creation feat). He can substitute a Spellcraft check
(DC 15 + spell level for arcane spells or 25 + spell level for divine spells)
in place of a required spell he doesn’t know or can’t cast.
If the check succeeds, the Saint can create the item
as if he had cast the required spell. If it fails, he cannot complete the item.
He does not expend the XP or gp costs for making the item; his progress is
simply arrested. He cannot retry this Spellcraft check for that spell until he
gains a new level.
Heavenly Aura (Su): At 16th
level and higher, a Saint can, as a move action, channel positive energy in a
30-ft. radius centered on himself. He rolls a number of dice equal to half his divine fire (rounded down). Living
creatures recover a number of hit points equal to the rolled value (until they
reach half their maximum hit points), while undead creatures suffer damage. No
saving throw is allowed.
Avatar (Su): At 20th level, a Saint’s type changes to
outsider (good, native). He can use divine
manifestation to treat an attack roll, ability score check, skill check,
saving throw as natural 20. Once every 7 days, if killed, he’ll raise from the
dead in 1d4 days (as if true resurrection).
Finally, his spell-like and supernatural class abilities can’t be dispelled,
suppressed, negated or countered by anything lesser than an artifact or deity
(outsiders and dragons with CR 30+ can be considered of deity-level).
LEAST INVOCATIONS
Holy Command: Speak word of the High Celestial and affect target as the command spell.
Learn the Celestial and Infernal languages.
Soothing
Influence: Gain a +8 bonus on Diplomacy checks
against unfriendly or hostile creatures to befriend them, even if they don’t
understand you. You can also use Diplomacy to calm animals, dragons and magical
beast, but without the +8 bonus.
Burden
of the Mountains: You ignore the penalties of medium and
heavy loads, and the fatigued condition. This invocation is suppressed if you
use medium or heavy armor.
Blessing
of the Highest: Gain a luck bonus on one type of save
(as Dark One’s Own Luck).
Song
of Light: Use light as the spell for as
long as you’re able to sing (using a move-action).
Illuminated
Sight: Can make a class level check (CD 11 +
effect’s caster level) to ascertain if any object or structure within line of
sight is an illusion. Only once attempt per target is allowed.
Anchoritic
Bearing: You’re constantly under the effect of endure
elements.
Divine
Blast: Blast range increases to 250 feet.
Angels’
Student: Deflect incoming ranged attacks, leave no
trail, and prevent being tracked by scent (as Entropic Warding).
Wrathful
Blast: Target must make Will save or become shaken.
On
Angels’ Wings: You either gain a +10 bonus to one Jump
check (treat it as if using a running start) or feather fall.
See
the Unseen: Gain see invisibility as the
spell and darkvision.
Weathering
Blast: Target must make Fortitude save or become
sickened.
Water
walk: Gain water walk as the spell, but for 24
hours. If you kill any aquatic animal you lose this invocation for 24 hours.
Spirit
Brother: You can summon a lantern archon (as
summon monster, but with a duration of 24 hours). If the archon is dispelled or
killed, you can only summon another after 1 hour.
Lord
of Doors: You can use knock at will, but only once against a particular lock, door or
chain. Finally, you can assume gaseous
form at will with the sole intent of passing through slits of door,
windows, gates and other portals. You must be adjacent to the door or passage.
LESSER INVOCATIONS
Blinding
Light Blast: Target must make Fortitude save or become
blinded for 1 round.
Sacred
Flames Blast: Blast deals fire damage, and target must
make Will save or catch fire. These holy flames can only be extinguished by a
successful save or dispel magic.
Divine
Awe: You’re constantly under the effect of sanctuary. If you hold the hands of
another creature, she’s also protected (maximum of 2 extra targets). This
invocation is suppressed if you attack any creature, except constructs,
dragons, undeads, vermin, evil outsiders or fey.
Heaven’s
Denial: Curse one creature as the bestow
curse spell, or hinder its attacks (as Curse
of Despair).
Greysight: Speak with the dead spell and hide from undead at will.
Chaining
Blast: Blast jumps from initial target to
secondary targets.
Brother
to Birds: You can polymorph in a tiny, small or
medium bird (like the beast shape
spells). In this form you can talk with birds and bird-like magical beasts (Int
3 or less). These creatures won’t attack you unless you attack first. This
invocation allows you to use animal
messenger at will.
Language
of the Birds: You can speak, understand and be
understood by any creature with a Good alignment, even those that doesn’t speak
any language.
Roaring
Blast: Blast deals sonic damage, and target
must make Fortitude save or become deaf for 3 rounds.
Song
of Glory: You cast a daylight spell
centered on yourself for as long as you’re able to sing (using a move-action).
Evil creatures inside the area must succeed at a Fortitude save or become
blind. The blindness ends 3 rounds after they leave the daylight area.
Stony
Grasp: Use stony grasp as the spell.
Hound
of the Heavens: You can smell tainted and unnatural
creatures. This invocation works like scent, but only against undeads, fey,
evil outsiders and evil divine spellcasters. This invocation also allows you to
sense necromancy spells, as detect magic.
Both abilities can be used at will.
Holy
Dispelling: Use dispel magic as the spell,
causing damage to creatures whose effects are dispelled.
Wall
of Purification: Use wall of water as the spell,
but made of holy water.
GREATER INVOCATIONS
Stigmata
Blast: Target gains bleed equal to the
number of divine fire dice rolled.
Summon
the Elusive Host: This invocation summons shinning and ephemeral angelic shapes that instantly
start to grapple any creature engaged in violent actions. The celestial spirits
only release those that drop their weapons and surrender from violent actions.
Any attempt to start such type of action instantly provokes an attack of
opportunity from the spirits. This invocation works like black tentacles, but
the grapple modifier is equal to the caster level + 10 and the spirits deal 2d6
points of nonlethal damage to targets that attempt to break the grapple.
Sin
Eater: Use targeted greater dispel magic with
a touch. If the dispelled effect originates from a evil spell, spellcaster or
from undeads, fey and evil outsiders/dragons, the Saint is healed a number of
hit points equal to the target’s caster level.
Trumpet
Blast: Blast takes the shape of a cone.
Empyreal
Halo: Blinding light emanating from the Saint grants total
concealment areas and impose a Strength penalty on adjacent undeads, fey, evil outsiders/dragons
and evil divine spellcasters (otherwise as Enervating
Shadow).
Breath
of the Archangels: Targets of your blasts must make
Fortitude save or be exhausted and slowed. Undeads, fey and evil outsiders/dragons
are nauseated instead of slowed. The slowed condition lasts for a number of
rounds equal to the Saint’s caster level.
Repelling
Blast: Target must make Reflex save or be knocked
back.
Divine
Plague: Use insect plague as the spell,
but the summoned locust swarm deals damage as a magic weapon.
Wall
of Perilous Flame: Create a wall of fire as the
spell, but half the damage from the wall results from divine power.
Saint’s
Call: Use sending as the spell, but you’re fatigued
for the next hour.
DIVINE INVOCATIONS
Discard
the Flesh: Become incorporeal. While incorporeal
you can’t run, but you can affect corporeal targets with your divine fire and divine touch abilities. You constantly shed light as a daylight spell.
Divine
Providence: Use foresight as the spell, and
communicate telepathically with a close target of the effect (as Dark Foresight).
Supernal
Utterance: Blast affects all enemies within 20 feet
(as Eldritch Doom).
Inhalation
of the Heavens: Use breath of life as the spell
at will; targets that come back from the dead gain the celestial sample
template for the next 24 hours (if of non-evil alignment).
Channel
the Messenger: You channel an astral deva through your
mortal shell. This invocation works like summon
monster IX, but the summoned creature occupies and fuses with the Saint’s
body. You effectively becomes a deva. You always channel the same celestial, so
keep track of used spell-like abilities. You can’t use plane shift while channeling. After sleeping, you recover any spent
spell-like abilities. If you’re killed while using this invocation, the
channeled celestial is destroyed and you can’t use this ability again until atoning
for such dread sin.
Praying
to Sky and Stone: You can speak with the elements and ask
questions regarding local events. This invocation works like commune with nature, but limited to the immediate
surroundings of the particular elemental spirit with whom the Saint is talking.
Any interaction must be roleplayed and elemental spirits pay attention only to
things of interest to them (a mountain doesn’t care about small humanoids, but
may notice the presence of giants or dragons). Finally, the Saint can call
lesser spirits to assist him. This last ability works like summon monster V
(small, medium or large elemental only), but with an indefinite duration. A
Saint can only have one earth, fire, water and air element summoned at a time
(thus four elementals at his service). These creatures rarely venture far from
their original lairs.