Divine Saint Core Class Idea [Archive] - Wizards Community

Post/Author/DateTimePost
Eramith

03-11-04, 02:49 AM
I thought hard about where to put this idea, but since it relies on BoED material, I figured it best belongs here. Hopefully I was right...

Anyway, I wanted a class that actually allowed for a path of pacifism without having to pick a regular core class in which you waste a good portion of their given abilities (since they are based on the idea that you will fight). I have come up with the following. My DM and I are testing it out. The character I'm playing is also has VoPov and VoPe. I'm just now 2nd level, but already my AC was at 23. Proved very useful, couldn't cast spells worth a damn. Luckily, we were fighting undead, so I got to fight... anyway, here it is.

*Note: Spell list was taken from the Apostle of Peace.

Divine Saint
In a world filled with violence, it is not hard to lose hope, to stray from the path of good, to succumb to the temptations of evil. In a world filled with hatred, it is easy to forsake your brother and your sister and look out for the well being of yourself. Life does not have to be this way.

A divine saint is the embodiment of good. He is a walking image of what it is to be wholly and awesomely righteous. He knows no evil, fears no evil, and most importantly, partakes in no evil.

Divine saints usually are lone wonders traveling about the lands bringing hope to others. They are also constantly being barraged wherever they go because of their beliefs. Even many good people cannot stand the presence of a divine saint because it makes them reflect on the evil that exists in their life. It is usually only the most desperate that actively seek a divine saint for help.

Game Rule Information
Divine saints have the following game statistics.

Abilities: Charisma dictates the strength of presence that a divine saint has which translates into stronger abilities and high spell Difficulty Classes. Wisdom dictates the number of bonus spells that a divine saint is granted. Constitution and Intelligence are important for many of the divine saint’s skills. Dexterity is also important due to the fact that divine saints cannot wear any armor.

Hit Die: d4.

Alignment: Any good.

Class Skills
The divine saint’s class skills (and the key ability for each skill) are Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Wis), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Speak Language (none), Spellcraft (Int), and Spot (Wis). See Chapter 4 of the Player's Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.

Table 1-1: The Divine Saint

Spells per Day
Lvl BaB Fort Refl Will AC Special 0th 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 +0 Sacred vow 2 -- -- -- -- -- --
divine prayer
lay on hands
2nd +1 +3 +0 +3 +0 Blessing I 3 0 -- -- -- -- --
3rd +1 +3 +1 +3 +0 Turn undead 3 1 -- -- -- -- --
4th +2 +4 +1 +4 +0 3 2 0 -- -- -- --
5th +2 +4 +1 +4 +1 Blessing II 3 3 1 -- -- -- --
6th +3 +5 +2 +5 +1 3 3 2 -- -- -- --
7th +3 +5 +2 +5 +1 3 3 2 0 -- -- --
8th +4 +6 +2 +6 +1 Blessing III 3 3 3 1 -- -- --
9th +4 +6 +3 +6 +1 3 3 3 2 -- -- --
10th +5 +7 +3 +7 +2 3 3 3 2 0 -- --
11th +5 +7 +3 +7 +2 Blessing IV 3 3 3 3 1 -- --
12th +6 +8 +4 +8 +2 3 3 3 3 2 -- --
13th +6 +8 +4 +8 +2 3 3 3 3 2 0 --
14th +7 +9 +4 +9 +2 Blessing V 4 3 3 3 3 1 --
15th +7 +9 +5 +9 +3 4 4 3 3 3 2 --
16th +8 +10 +5 +10 +3 4 4 4 3 3 2 0
17th +8 +10 +5 +10 +3 Blessing VI 4 4 4 4 3 3 1
18th +9 +11 +6 +11 +3 4 4 4 4 4 3 2
19th +9 +11 +6 +11 +3 4 4 4 4 4 4 3
20th +10 +12 +6 +12 +4 Blessing VII 4 4 4 4 4 4 4


Class Features
All of the following are class features of the divine saint.

Weapon and Armor Proficiency: Divine saints gain no proficiency with any armor and may only choose one simple weapon to be proficient in.

As part of their sacred vows, divine saints forswear the use of armor, though they may wear magic items that protect them (such as a ring of protection or bracers of armor). A divine saint who wears any armor is unable to cast divine saint spells or use any of his supernatural class abilities while doing so and for 24 hours thereafter. In addition, a divine saint may only cause lethal damage to evil creatures, undead, or constructs.

Table 1-2: Divine Saint Spells Known

Spells Known
Lvl 0th 1st 2nd 3rd 4th 5th 6th
1st 4 -- -- -- -- -- --
2nd 5 2 -- -- -- -- --
3rd 6 3 -- -- -- -- --
4th 6 3 2 -- -- -- --
5th 6 4 3 -- -- -- --
6th 6 4 3 -- -- -- --
7th 6 4 4 2 -- -- --
8th 6 4 4 3 -- -- --
9th 6 4 4 3 -- -- --
10th 6 4 4 4 2 -- --
11th 6 4 4 4 3 -- --
12th 6 4 4 4 3 -- --
13th 6 4 4 4 4 2 --
14th 6 4 4 4 4 3 --
15th 6 4 4 4 4 3 --
16th 6 5 4 4 4 3 2
17th 6 5 5 4 4 3 3
18th 6 5 5 5 4 3 3
19th 6 5 5 5 5 4 4
20th 6 5 5 5 5 5 4


Spells: A divine saint casts divine spells, which are drawn from the divine saint’s spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must. Every divine saint spell has a verbal component (prayer) and all spells requiring a divine focus instead use a somatic component.

To learn or to cast a spell, a divine saint must have a Wisdom and a Charisma score equal to at least 10 + spell level. The Difficulty Class for a saving throw against a divine saint’s spell is 10 + spell level + the saint’s Charisma modifier.

Like other spellcasters, a divine saint can only cast a certain number of spell of each spell level per day. His base daily spell allotment is giving on Table 1-1: The Divine Saint. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1-1, PHB).

To begin with, the divine saint’s selection of spells is extremely limited. A divine saint begins play knowing four 0-level spells of your choice. A divine saint gains additional spells at each level according to Table 1-2: Spells Known. Unlike other spontaneous spell casters, the limit of spells known is not fixed. At any time, a divine saint may spend experience to learn a new spell form his spell list. The cost is 100 XP * spell level ^ 2. For example, a 4th level divine saint may opt to spend the experience to learn an additional 2nd-level spell; doing so would cost him 400 XP (100 * 2^2). A divine saint may not lose a level when purchasing a spell.

AC Bonus: A divine saint is protected by the deities of good. Starting at 5th level and every 5 levels thereafter, the divine saint gains a +1 exalted bonus to her AC. This bonus does not stack with other exalted bonuses, such as that from the vow of poverty feat. This AC bonus also does not stack with any type of armor bonus (such as that granted from mage armor).

Sacred Vow: At first level, the divine saint gains the sacred vow feat as a bonus feat.

Divine Prayer (Su): The magic from the divine saint, while divine, is not like other divine spells. Instead, it is infused with holiness and purity. All spells cast that have a descriptor of good gain a +1 DC per 4 levels of divine saint. For example, an 8th level divine saint casting protection from evil would add two to the DC modifier.

Lay on Hands (Su): Beginning at 1st level, a divine saint with a Charisma score of 16 or higher can heal the wounds of others by touch. Each day, a saint may heal a total number of hit points equal to his divine saint level * his Charisma modifier. Using this ability is a standard action.

Alternatively, a divine saint may use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The saint decides how many of his daily allotment of points to use as damage after successfully touch an undead creature.

Blessing from Heaven (Su): The cause of the divine saint is known well by the deities above. Throughout a saint’s career, the heavens imbue part of their power within the divine saint.

Blessing of Heaven I: Starting at 2nd level, a saint is protected by an aura of good. A divine saint may his Charisma modifier to his AC as a divine bonus. Unlike most bonuses of differing types, this bonus does not stack with any type of armor or shield bonus, mundane or magical (this includes mage armor and shield). In addition, this bonus does not apply to touch attacks and does not hinder incorporeal touch attacks. Brilliant energy weapons, however, do not ignore this bonus.

Blessing from Heaven II: Starting a 5th level, the heavens empower the saint with an extraordinary ability to overcome contests of will and strength. The divine saint may add her Charisma modifier to her Fortitude and Will saves. This ability can be used as a requirement for the gift of grace feat (BoED).

Blessing from Heaven III: At 8th level, good reigns supreme in the divine saint. The DC of all spells cast on an evil creature increases by the saint’s Charisma modifier. Any evil creature with a hit die of 4 more than the saint does not suffer from this penalty. In addition, the effective cleric level for turn undead is increased by two.

Blessing from Heaven IV: Beginning at 11th level, the saint’s audience hears the words he speaks in their native tongue. The saint also gains the understanding of any language that is being spoken to him. This is a spell-like ability that can be activated at will.

Blessing from Heaven V: Beginning at 14th level, a divine saint is infused with awesome holy power to combat undead. Add +1 to the divine saint’s effective cleric level for turn undead checks. In addition, the light that comes forth from the saint’s hands is as potent as the light from a searing light spell, although its effects are different. All undead in the radius of the divine saint’s turning ability must make a Reflex save of DC 13 + the divine saint’s Charisma modifier. Those that were affected by the turn check suffer full damage on a failed save and half damage otherwise. Those undead that were not turned only suffer half damage on a failed save; they do not take damage on a successful save. The damage dealt out is equal to 1d8 + the saint’s Charisma modifier every round the undead is turned. This damage is total damage that is spread out evenly amongst all turned undead. For all undead unaffected by the actual turn, but are within the radius of it, a damage of 1d4 + the saint’s Charisma modifier is dealt out every round. This lasts for 10 rounds or whenever the turn attempts end; whichever comes first.

Blessing from Heaven VI: Starting a 17th level, the divine saint becomes protected by forces of all good magic (both divine and arcane). He gains a spell resistance of 10 + his divine saint level.

Blessing from Heaven VII: At 20th level the saint has reached a pinnacle of faith. Although short from immortality, the divine saint ceases to age and becomes immune to all death spells and magical death effects. Although the divine saint does not feel the effects of aging, his body still gives up at its due time.

Turn Undead (Su): A divine saint has the power to turn undead creatures with a cleric level of two less that his divine saint level. For example, a 5th level divine saint can turn undead as a 3rd level cleric. Unlike a cleric, a divine saint does not need a holy symbol, but his prayer sends forth a bright light (equivalent in brightness of a daylight spell, but has no other effects of the spell) for the duration of that round.

Ex-Divine Saints
A divine saint who chooses to leave the path of the divine because the rigors of righteousness are too much can never again come back to the path. So long as he holds to the ethos of the divine saint and maintains his exalted good nature, he may make use of all abilities and spells granted to him. If a divine saint ever breaks his oath after diverging from the path, he immediately loses all abilities granted to him and may no longer cast any spells granted to him by the class.

A divine saint who breaks his ethos while pursing sainthood is punished severely by the gods above. If the divine saint breaks his ethos while still pursing sainthood, he immediately and irrevocably loses all abilities the class granted, loses experience equal to his divine saint level * 1000 XP, permanently loses four ability points to both this Wisdom and Charisma scores, and may never take upon the path of a divine saint again. He may still seek redemption and atonement for his sins and continue the cause of good, but he may never take up the path of the divine saint.

For example, a 12th level divine saint becomes corrupt and commits an act of evil, he immediately loses 12,000 XP, four points from his Wisdom and Charisma scores, all class abilities (including the ability to cast divine saint spells), and may never take up the path of the divine saint again.

Divine Saint Spell List
Divine saints choose their spells from the following list:

0th Level: create water, cure minor wounds, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, resistance, virtue.

1st Level: bless, bless water, command, comprehend languages, cure light wounds, detect evil, detect undead, endure elements, entropic shield, eyes of the avoral*, invisibility to undead, obscuring mist, protection from evil, ray of hope*, remove fear, sanctuary, shield of faith, vision of heaven*.

2nd Level: aid, augury, bear's endurance, calm emotions, consecrate, cure moderate wounds, delay poison, eagle's splendor, ease pain*, enthrall, glorious apparel*, lesser restoration, make whole, owl's wisdom, remove paralysis, resist energy, shield other, silence, status, yoke of mercy*, zone of truth.

3rd Level: blessed sight*, create food and water, cure serious wounds, dispel magic, helping hand, invisibility purge, magic circle against evil, magic vestment, meld into stone, prayer, protection from energy, refreshment*, remove blindness/deafness, remove curse, remove disease, remove nausea*, water breathing, water walk, wind wall.

4th Level: air walk, blood of the martyr*, control water, cure critical wounds, death ward, discern lies, dismissal, divination, freedom of movement, good hope, greater status*, imbue with spell ability, lesser aspect of the deity*, lesser planar ally, neutralize poison, remove fatigue*, repel vermin, restoration, sending, spell immunity, sustain*, tongues.

5th Level: atonement, break enchantment, commune, mass cure light wounds, dispel evil, energetic healing*, greater command, hallow, mark of justice, plane shift, raise dead, sacred guardian*, scrying, spell resistance, symbol of sleep, true seeing, wall of stone.

6th Level: antilife shell, aspect of the deity*, banishment, mass bear's endurance, celestial blood*, mass cure moderate wounds, mass eagle's splendor, forbiddance, geas/quest, greater dispel magic, heal, heroes' feast, mass owl's wisdom, planar ally, symbol of persuasion, wind walk, word of recall.

*New spell described in Chapter 6 of the Book of Exalted Deeds.