D20 Mechanic: Sainthood
This page details the mechanical ramifications of a PC becoming a Saint.
In theory, this page could also detail what would happen if a PC became a Lucavi, but chances are good that your character is also becoming an NPC, so... yeah. Don't do that.
In general, Saints follow the same mechanics as deities, outlined here. Of course, this being Trinity, these rules require extensive modification.
It should be noted that Saints typically have between 0 and 10 divine ranks, though a few may have as many as 12 or so. Lucavi, on the other hand, typically have at least 13 or 14 divine ranks, with the most being around 20.
There is a theoretical "hard cap" on how many divine ranks exist in Trinity. This number is derived from (1) the number of Angels and Daemons currently providing divine energy to those they serve, and (2) the number of individuals who follow Saints or Lucavi. Note that naturalists, nihilists, and atheists do not provide the metaphysical power required to fuel divinity, and as such they have no impact on Sainthood.
The more believers a Saint has, the more divine power he gains, with a corresponding increase in divine rank.
This section will go over each section presented here. If information here and on that page conflict, this page takes precedence.
Saints automatically become Outsiders upon attaining Sainthood.
Saints receive maximum hit points for each Hit Die.
A field of divine energy encompasses a saint’s body, granting it a divine Armor Class bonus equal to its divine rank. This bonus stacks with all other Armor Class bonuses and is effective against touch attacks and incorporeal touch attacks.
All saints gain a deflection bonus to their AC equal to their Charisma modifier.
Saints do not gain a natural armor bonus.
A saint gets its divine rank as a divine bonus on all saving throws. Saints of rank 1 or higher do not automatically fail on a natural saving throw roll of 1.
A saint gets its divine rank as a divine bonus on all skill checks, ability checks, Force-user level checks, and turning checks. Lesser saints (rank 6-10) may take 10 on any check, provided they need to make a check at all.
Saints have the following immunities. Individual saints may have more immunities. Unless otherwise indicated, these immunities do not apply if the attacker is a deity of equal or higher rank.
- Transmutation: A saint is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself.
- Energy Drain, Ability Drain, Ability Damage: A saint is not subject to energy drain, ability drain, or ability damage.
- Mind-Affecting Effects: A saint is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Energy Immunity: Saints gain no energy immunities. Individual saints may acquire energy immunities through salient abilities.
All saints are immune to innocence.
Saints of rank 1 or higher are immune to disease and poison, stunning, sleep, paralysis, and death effects, and disintegration.
Saints of rank 6 or higher are immune to effects that imprison or banish them. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.
All saints have at least the following resistances. Individual saints may have additional resistances.
- Energy Resistance: A saint has energy resistance of 5 + its divine rank.
- Spell Resistance: Saints do not automatically gain SR.
- Nature Inhibition: A saint has NI equal to 10 + its Hit Dice. This overrides - does not stack with - NI gained from other sources.
- Void Inhibition: A saint has VI equal to 10 + its Hit Dice. This overrides - does not stack with - VI gained from other sources.
New Salient Abilities
This is a list of divine salient abilities that exist in Trinity.
Prerequisites: Adventurer level 20th+.
Benefit: The saint gains three talents, which can be taken from any of his adventurer classes.