Saint of Pearl

Heroic guardians of their aquatic people.

Step 1: Attributes
Roll attributes as normal but due to his hardy training he receives +3 STR, +2 DEX and +3 CON. To qualify he must have a minimum STR of at least 15, DEX 14, and CON 14. If he wants to use magic also at least INT 12 and WIS 11 is necessary. Hit points = CON +12, +12 per level.
Step 2: Skills
Choose skills in the normal manner but also gain the following free ones;
1 form of Armour Mastery
Endurance
Unarmed Combat Wrestling
Ride Sea Animal
2 Weapon Group Specialties
Step 3: Abilities

Saints gain the following ability free;

Patron God - All the Saint's powers come from their God. If they perform acts contrary to their God's teachings they may lose their abilities. A saint must be of lawful good alignment and loses all class features except skills if he ever willingly commits an evil act. Additionally, a Saint's code requires that he respect legitimate authority, act with honour (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

They can at any time visit any holy order belonging to their God and have any supplies, weapons and equipment replaced for free. He will also receive free lodging and meals from them.

Saints start with 30 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Depth Tolerance 5 This character can dive an additional 50% deeper than normal without ill effect.
Faith 5 Immune to any form of Diabolical magic, Undead special attacks (including fear) and all types of Undead Possession.
Follower 5 The Saint has a follower. He is wholly reliable and someone the character can trust, a friend. He can be of great use providing information, equipment, or support and help in times of need. The Squire will travel with the character, fight back to back, and may even give his or her life for the character. The Squire can be created just like a player character. They can have advantages totalling no more than points, or one disadvantage of any value. A player will receive a negative reaction for betraying an ally. If continued the player will lose the ally and will have to spend the initial amount of points and a resolving adventure to get the ally back or a new one to take its place. If the ally dies on its own, then the character may slowly develop another ally without the cost of any points. The Ally may earn experience but it will be up to the GM to give the ally his experience not the player.
Healing Hands 10 This can either be used to totally cleanse the body of any poison or venom, heal any internal fatal injuries or restore the character to 1 HP regardless of how many hit points were lost. It can only be used once every 24 hours per 3 WIS.
Holy Artifact 5 Start with 30 points to use on the Artifact Creation table below.
Holy Sight 5 Can see the true image of any person or object regardless of any form of concealment, disguise,  illusion or invisibility. This also includes the ability to detect whether it is magical, and the nature of the magic (including whether it is harmful or helpful).
Sermon 5 Allies are immune to panic or being routed so long as the character continues fighting alongside them. He can also rally any previously routed by giving a stirring speech.
Spellcast 10 A Saint who can cast spells is automatically  bestowed all the spells within the Divine sphere and cannot ever learn spells from any other sphere. Further if they are dismissed from their religion for some heinous act they will lose this ability.

Saints can tap into the world’s natural mana at a rate of INT + WIS x2. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep.

Summon Steed 5 This Saint can summon the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. This mount is usually a man sized sea horse, although more exotic mounts, such as a whale, dolphin, or walrus are also suitable. This mount functions as an animal companion, with an Intelligence of at least 6. He can establish telepathic communication with it with the following benefits: he can always communicate with it. At any point he may see through its eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.
Turn Undead 5 Undead are destroyed unless they spell save. If they do save they lose half their HPs in damage (See the table below). Also the Saint gains +4 to all combat rolls against all types of undead (Thaco and AC). This increases by +1 per level.
Step 4: Careers
There is only one career, you work directly for your religion.
Step 5: Disadvantages
As a Saint you answer to your deity and order and must obey all of its rules or face exceedingly harsh penalties. You are a part of a organization and must answer to it. Gain the disadvantage of Watched and Code of Honour (mentioned above) at +20 points each.

 

Ancient Classes