When a player evinces interest in devoting his character to a deity, introduce the concept of the sanctified one as a goal and allow the PC to work toward it. luckily, most of the PC's goals probably match those of any other adventurer—namely, defeat evil and become more powerful. Multiple aspiring sanctified ones in the same party can make for a fun and interesting group.
Adaptation This section presents four examples of sanctified ones using deities from the core D&D game. You can adapt these to other campaign settings by matching up first portfolios and domains, and then alignment. You might need to swap out one or two powers, but fortunately, most of the powers clearly link to specific domains. If you wish to create your own sanctified one for a different deity, start with the following basic guidelines. • The deity probably doesn't have any other "mainstream" champions, such as paladins or members of a notable prestige class. A religion that already has paladins is less likely to need a sanctified one. This rule doesn't always apply, but it's a good guideline. • The sanctified one is a five-level prestige class for a rea son. The deities chosen are usually patrons of other class es, and obviously so. A patron deity of druids wants its followers to be druids. Allowing them to deviate for five levels and gain some appropriate abilities is fine, but any greater investment in another class actually steers the sanctified one away from the deity's patronage. • The sanctified one's abilities should involve some small amount of choice. Even though these characters are sup posed to follow their religions' ideals, no one mortal could possibly do justice to all of them. So build a short list with more choices than a character could possibly take, and see where the concept goes from there.
Sample Encounter Sanctified ones are most often encountered on missions for their deities. Because their missions usually involve extreme danger of some kind, these NPCs can easily sweep PCs along with them, involving them in adventures. EL 12: Tarrana, a sanctified one of Kord, has awakened [ the sleepy town of Woldsdown, where the PCs have been | staying, at an early hour. Bellowing that evil is afoot, she tides into town on a weary horse in the predawn hours, dismounts, and takes a fresh mount from a startled local, promising him in softer tones that she will bring his prized horse back safely. Then, eyes flashing like diamonds, she asks for reinforcements. Her gaze settles on the PCs, and she asks, "Well, are you just going to sit there, or are you ready to save some lives?" TARRANA, SANCTIFIED O N E OF KORD
CR 12
Female human barbarian 9/sanctified one 3 CC Medium humanoid Init +8; Senses Listen +13, Spot +1 Languages Common (literate) AC 20, touch 14, flat-footed 20; improved uncanny dodge (+4 Dex, +5 armor, +1 natural) hp 101 (12 HD); DR ! / —
Fort+12, Ref+11, Will+8 Speed 40 ft. (8 squares) Melee+7 shocking burst greatsword +16/+11/+6 (2d6+5 plus ld6 electricity/17-20 plus 1d10 electricity) Ranged handaxe +15 (ld6+3/x3) Base Atk+11; Crp+14 Atk Options Cleave, Power Attack; rage 3/day, sanctified strength 1/day Combat Gear 3 potions of cure moderate wounds Abilities Str 17, Dex 18, Con 15, Int 10, Wis 12, Cha 10 SQ chaos warp, trap sense +3 Feats Chaos Devotion* Cleave, Improved Critical (great sword), Improved Initiative, Power Attack, Weapon Focus (greatsword) Skills Climb +15, Jump +15, Knowledge (dungeoneering) +7, Knowledge (religion) +6, Listen +13, Spot+1, Survival +13 (+15 underground) Possessions combat gear plus +7 mithral chain shirt, +7 shocking burst greatsword, 2 handaxes, cloak of resistance + 7, amulet of natural armor +7, holy symbol of Kord, backpack Chaos Warp (Su) Once per day, when Tarrana is struck by a critical hit, she can ignore all damage from the hit and any related effects. Sanctified Strength (Su) Once per day, Tarrana can gain a +6 sacred bonus to Strength for 1 round.
SHADOWSPY
"Perhaps you see it as a curse that I must deny myself the light of the Shining One so that his enemies might be exposed and destroyed. But it is my honor and duty to make such a sacrifice, and in truth, I see the gifts of the Shining One as proof that I am still within his sight, despite the shadows that cling to me" —Saera, Shadow Knight of Pelor Shadowspies are the covert arm of Pelor's Shadow Guard (see page 75). Members of this subsect work individually or in small groups to locate hidden sources of evil. Although they often lead double lives, masquerading as normal folk who are simply trying to get by, shadowspies never forget their duty to their deity, to their church, and to the multitude of innocents who unknowingly depend on them.
BECOMING A SHADOWSPY Only priests and paladins of Pelor with the proper skills and demeanor are permitted to join the shadowspies. The vast majority of shadowspies are drawn from the shadowstrikers (page 108), though it is not unheard of for ordinary priests of Pelor to be inducted as shadowspies. Clerics or paladins with levels in bard, monk, ranger, or rogue are ideal candidates because they have the stealthy skills to use the shadows as a tool against the forces of darkness. ENTRY REQUIREMENTS Alignment: Any good. Skills: Gather Information 6 ranks, Hide 6 ranks, Move
Silently 6 ranks. Feat: Good Devotion, Healing Devotion, Strength Devotion, or Sun Devotion. Spellcasting: Able to cast lst-level divine spells. Special: Must be a cleric or paladin of Pelor.