Path Of The Living Saint

The following is a new path that can be selected by heroes who have ascended to mythic power.

A saint devotes herself, body and soul, to a deity or pantheon. Her service is exemplary. Her commitment never wavers. She exudes confidence in divine wisdom, and she never falls to temptation. When entrusted with a divine mission, she eagerly and selflessly carries it out in the name of her god, even if it requires her martyrdom. So say the scribes and evangelists. The full truth is far less perfect, for the angelic mortal that evangelists describe is merely an excerpt from the final chapter in the life of a saint. Earlier chapters are rife with missteps, inner conflict, and nigh-impossible tests of faith and commitment.

A divine spellcaster begins her mythic path not as a saint but as a “soul of promise.” Blessed with nascent powers and cursed with temptations and difficulties, a soul of promise is a mortal whom fate has destined for legendary deeds in the service of the gods. Though she may not realize her critical role at first, more powerful forces certainly recognize the spark of potential greatness. Angels watch over her. Devils lay pitfalls in her path. Serendipitous events and formative figures enter her life for a reason, and the fates watch her every step.

During the early tiers of her path to sainthood, the gods—both good and evil—regularly test her devotion. Even her selections of new path abilities are wrought with temptation, for some are clearly rewards of lesser holy power, while others feature greater powers of darker descent. Starting at the third mythic tier, souls of promise undergo a multi-tier test of devotion during which their connection to their god ends. The GM decides the exact reason based on the campaign’s storyline, but it might be the intervention of other gods (e.g. the imprisonment of her god), exposure to an artifact (e.g. a known or unknown consequence of destroying the artifact), or even voluntary separation (e.g. to undertake transcendent missions for the pantheon itself). During this “forsaken” period, other gods provide her with access to their domain spells and powers in subtle and blatant bids for her allegiance. It is a small price to pay for a renowned figure willing to perform great deeds for their causes and in their names. Of course, opposing deities likewise attempt to undermine those gifts with equally significant obstacles. Even good deities cross paths, with interventions designed to steer the soul of promise toward their particular domains. The forsaken period ends at a mythic tier of the GM’s choosing (typically tier 6) when the soul of promise accepts a divine being and rejects the powers and temptations of all others. The deity she ultimately chooses need not be the one from which she was forsaken. She becomes a living saint of her deity, or—if she chooses a consortium of deities, a force of nature, or another, non-deific power—she becomes a saint of the pantheon, a saint of nature, or a saint of the appropriate power. Once sainted, her mythic path only increases in difficulty. Mythic servants of rejected and opposing deities seek to foil and discredit her deeds, destroy her, or recruit her to their side. Temptations persist, and more than one saint has doomed to soul only to face the daunting prospect of trying to redeem it again.

Table: Living Saint
Tier Path Features
1st Fate’s blessing, path ability
2nd Path ability, mythic spells
3rd Path ability, forsaken, temptations
4th Path ability
5th Path ability
6th Path ability, sainthood (typically; see text)
7th Path ability
8th Path ability
9th Path ability
10th Divine vessel, path ability

Living Saint Features

As you increase in tier, you gain the following abilities.

Bonus Hit Points

Whenever you gain a tier, you gain 4 bonus hp, which stack with themselves but do not affect your overall Hit Dice or other statistics.

Mythic Spells

At 2nd tier, you may select one mythic spell (see the Mythic Adventures chapter on mythic spells and the Mythic Spells section of this chapter) and expend your mythic power to cast that spell with enhanced results. You must be able to cast the normal, divine version of the spell or have it on your list of spells known. At 4th tier and every two tiers thereafter, you can select another mythic spell.

Fate’s Blessing

Select one of the following abilities at 1st tier. Once chosen, you can only change it when you become forsaken, achieve sainthood, or formally change deities.

Aura of Divine Favor (Su)

You can expend one use of mythic power to create a 20-ft. radius aura of divine favor around your person for one hour per mythic tier. The aura affects all allies in range and grants them the benefits of the divine favor spell, cast at your caster level and with a maximum luck bonus of +6. Allies remain affected only while in range.

Generate Spell (Su)

Once per day, you can expend one use of mythic power to cast any one divine spell, regardless of whether you know it or have it prepared. This spell must be on one of your divine spell lists and must be no greater than one level higher than spells you can normally cast using that divine spellcasting class. When you cast a spell using this ability, treat your caster level as the minimal level required to cast the spell or two levels higher than your current level (whichever is greater). You cannot apply any metamagic feats to a generated spell.

Spontaneous Metamagic (Su)

You can expend one use of mythic power to spontaneously apply a metamagic feat of your choice to a spell you cast, whether you cast the mythic version or not. This spell must be one that you prepared for the day or be from your list of spells known (if you cast spells spontaneously).

You need not possess the metamagic feat you wish to apply. For each use of mythic power expended, application of the feat increases the spell slot of the spell by one less than the metamagic feat normally would. If you do not expend enough mythic power to reduce the slot increase to zero, application of the metamagic feat fails. If the spell targets a single creature and allows a saving throw, the target must roll twice and take the worse result.

Path Ability

At 1st tier and every tier thereafter, select one new path ability from the following list or from the list of Mythic Adventures universal path abilities. Unless otherwise noted, you can select each ability only once and cannot thereafter change your selection. You must meet the stated minimum tier requirement to select the path ability.

Forsaken (Ex)

At 3rd tier, your connection to your god ends. You lose all spells and class features as if you were an ex-cleric (or ex-druid, including your animal companion if applicable). However, you need not atone. Rather, the pantheon itself has plans for your potential and immediately reinstates everything except your domain spells, domain powers, and animal companion. Until you are no longer forsaken, you become a child of the entire pantheon. Instead of just receiving power from multiple deities, however, the gods may also petition you, as well. For example, two gods may ask you to undertake two different, time-sensitive, and possibly conflicting missions. Which god will you disappoint?

Although you lose all access to domains of your original god, other gods steer you toward their causes with access to their domains. Each day you may choose any two domains (or one domain if you are a druid), and you gain the corresponding domain spells and powers for that day. You may not select your original domains even if they also belong to another deity. For each domain you choose each day, you must name and pray to a deity to which the domain belongs. This occurs during the normal period when you regain your daily allotment of spells. If you are a druid, you may forego your daily domain selection to summon a daily animal companion instead. The animal must be indigenous to your locale. It arrives immediately after you regain your daily spells.

Your relationship with a god determines whether that god grants you access to his domains. When you become forsaken, gods that share your alignment are initially friendly, gods of diametrically opposed alignment are unfriendly, and all others are indifferent. You may endeavor to change these initial attitudes as described in the “Changing Deity Attitudes” sidebar. Only indifferent, friendly, and helpful gods grant you domain access. You add +1 to the DC of all saving throws granted to targets by domain spells and powers you receive from helpful deities. This stacks with the Spell Focus feat. You take a –1 penalty on all saving throws against domain spells and powers granted to an enemy spellcaster by a deity that is hostile toward you.

Lesser Trials
The GM decides upon the living saint’s greater trials as a function of the overall campaign and storyline. Examples of lesser trials include:

  • Convert Heathen: Convert a divine spellcaster of an opposing faith or belief system (and of equal or higher level) to join your faith or cause.
  • Disjoin Artifact: Destroy an artifact in the name of a god.
  • Fell Heretic: Reduce a well-known follower of an opposing faith or belief system from full hp to dying or dead with a single domain spell or domain ability.
  • Foil Nemesis: Undermine the divine mission of another mythic character of an opposing faith or belief system.
  • Inspired Creation: Invent a spell or craft a novel magic weapon or wondrous item related to one of your current domains.
  • Perform Miracle: With or without magic, save a village or larger community from a natural disaster or other form of assured destruction.
  • Redeem Fallen: Help restore an uninterested ex-cleric, ex-druid, or ex-paladin to her former standing, replete with full class features and powers

Temptations (Ex)

You gain one temptation spell slot per spell level, even for spell levels you cannot yet cast. Each day any god (most often a hostile god) may prepare a spell in some, none, or all of those slots for you. The GM chooses these temptation spells and may apply metamagic feats to them without raising their slot level. The GM may make you aware of the temptation spell names immediately, as an ominous fore shadowing of what the day will bring, or the GM may tell you the names during some dire circumstance, just in time for you to cast one. The GM must also tell you the granting god’s name. If the spell has a verbal component, you must voice aloud the god’s name when casting the spell. Having miracle at your fingertips can be quite tempting, regardless of the grantor. Each time you cast a temptation spell from a hostile or unfriendly god, you lose favor with all helpful and friendly gods. For more information, see the “Changing Deity Attitudes” below.

Sainthood (Ex)

Any deity to whom you have ever prayed may champion or oppose your sainthood. At a tier of the GM’s choosing, after completing a major trial and in accordance with your campaign’s storyline, you achieve sainthood. If you become a traditional saint by pledging yourself to the service of a single helpful god, you are no longer forsaken. You lose access to all other gods’ domains in terms of domain powers or domain slot spells. If you are a cleric, you may choose any three domains of your chosen god and gain the corresponding domain spells and powers of each. Druids gain two domains or one domain plus an animal companion. All classes gain two domain spell slots for each spell level instead of one. If you do not pledge yourself to one deity, the effects of forsaken continue under your new title as “Saint of the Pantheon,” “Saint of Nature,” or another appropriate title. Additionally, you gain two domain spell slots for each spell level instead of one, and you may select a bonus path ability for which you qualify (see below). If you become an evil saint, you may wield incredible power, but in your deity’s eyes, you are forever a tool, never a partner, and you are always dispensable.

Changing Deity Attitudes
Unlike shifting an NPC’s attitude with a charming smile, quick wit, and a Diplomacy check, it is far more difficult to improve a god’s attitude toward you. Actions that improve a god’s attitude toward you by one step include:

  • Changing your alignment at least one step closer to the god’s alignment.
  • Vowing to permanently revere and pray to the god solely.
  • Destroying an artifact that the god opposes.
  • Completing a mission that the god or his proxies assigned to you.
  • Casting miracle or performing an equally grand task for the sole benefit of the god’s followers.
  • Inventing a spell or crafting a novel magic weapon or wondrous item related to the god’s domains.

Actions that worsen a god’s attitude toward you include:

  • Changing your alignment at least one step further from the god’s alignment. The god’s attitude toward you worsens by one step for every step your alignment moves away from the god’s alignment.
  • Breaking any single vow to the god for any reason. This worsens the god’s attitude toward you by one step.
  • Murdering a known worshiper of the god. This act worsens the deity’s attitude toward you by at least one step, at the GM’s discretion.
  • Refusing to undertake a divine mission that is particularly important to the deity. This act worsens the deity’s attitude toward you by one step.
  • Abandoning a divine mission you have already agreed to complete. This act worsens the deity’s attitude toward you by two steps (you are essentially both refusing a quest and breaking a vow).
  • Foiling a worshiper’s divine mission. This act worsens the deity’s attitude toward you by one step.
  • If the god is friendly or helpful, casting a temptation spell granted by an unfriendly or hostile god. This act worsens the deity’s attitude toward you by one step. At the GM’s discretion, your alignment may gravitate toward the alignment of the deities to which you consistently pray for domain spells and powers. This in turn can affect the attitudes that those deities and other deities have toward you.

1st-Tier Abilities

You can select the following path abilities at any tier.

Displaced Pain (Su)

You may expend one use of mythic power as a standard action to gain DR 3/ epic or DR 5/epic for 1 hr. per tier. Electing the latter causes nearby plants to wither and blacken and the critically infirm to weaken and die as nature and non-combatants within a 10-ft. radius share the damage you ignore. This DR does not stack with any other form of DR.

Divine Blessing (Su)

Whenever you cast a divine spell, you and your allies also receive the benefits of the bless spell, as if you cast that also.

Faith’s Reach (Su)

Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 15 ft. If the spell requires a melee touch attack, it instead requires a ranged touch attack. If you deliver a touch spell in this way, you receive a –2 penalty to your ranged touch attack.

Mythic Companion (Su)

Your animal companion can call upon mythic power (as the base mythic ability) a number of times per day equal to your tier. This mythic power can be used only to add to a d20 roll, and uses the same type of die you use for your mythic power.

Piercing Domain (Su)

You add +1 per tier to the DC of saving throws made against spells you cast from your domain spell slots. You also add +1 per tier to your caster level checks to overcome a target’s spell resistance when you cast a spell from a domain spell slot. These bonuses stack with Spell Focus and Spell Penetration feats.

Sacred Boons (Su)

Add your mythic tier to your class level to determine the effects of your current domain abilities. This does not grant you access to domain abilities earlier, it simply increases the effect of domain abilities that you have access to. Additionally, once per day you may expend one use of mythic power as a standard action to regain the use of all of your domain abilities as if you had rested for 8 hrs. If you are forsaken and have not achieved sainthood, you regain the use of the same domain abilities you originally selected for that day.

If you selected an animal companion that day, you may summon a new (and possibly different) creature, provided that you first dismiss your current companion.

Servant’s Blessing (Su)

Whenever you take at least 8 hp damage/2 levels from an enemy’s single attack or effect, you gain a 1st-level domain spell slot. You may either select a domain spell to place in that slot immediately or you may “bank” the gained slot. Whenever you bank a slot, the next time you take at least 8 hp damage from an enemy’s single attack or effect, you increase the banked slot by one level. Each time this occurs, you must choose immediately whether to select a domain spell for the slot or bank it. You may continue banking as long as you can cast a domain spell of the next higher level. The domain spell you select for the slot may be one augmented with a metamagic feat. Damage inflicted by your allies does not count toward this ability.

Spontaneous Domain (Su)

You may spontaneously convert a non-domain spell into a domain spell of the same level (or lower) in the same way a cleric can spontaneously convert spells to cure or inflict spells.

Sustained by Faith (Su)

If you spend at least 1 hr. of prayer or meditation, you require no food, water, or sleep for 24 hrs. This time can be the same time you use to prepare spells. You must still rest 8 hrs. to regain spells but you are not subject to fatigue or exhaustion due to a lack of sleep.

Additionally, once per day you may expend one use of mythic power as a full-round action to refresh yourself as if you had rested for 8 hrs. for the purposes of regaining spells and healing heal hp and ability damage, including to your animal companion if you have one. If you are forsaken and have not achieved sainthood, you regain domain spell for that day. Also, you may summon a new animal companion, but only if the first has perished.


3rd-Tier Abilities

You must be at least 3rd tier to select these path abilities.

Deliverance (Su)

Whenever you would die as the result of a failed save, you may expend one use of mythic power to automatically succeed on that save.

Divine Weapon (Su)

You may sacrifice a spell to attack a long-range target with a force weapon. The weapon takes the shape of the favorite weapon of the deity whose domain spells you most recently selected. The attack requires a ranged touch attack and deals 4d6 hp damage, plus 1d6 hp damage per level of the sacrificed spell. The weapon determines whether the damage is slashing, bludgeoning, etc.

Domain Deflection (Su)

You are immune to any harmful effects of spells granted by any of your current domains, even those of levels you are not yet able to cast. If you are targeted by any of these spells you may, as an immediate action, expend one use of mythic power to deflect the spell back to its caster as if with spell turning.

Domain Siphon (Su)

If another spellcaster casts a spell from one of your current domains, you may, as a free action, expend one use of mythic power to immediately transfer that spell effect to yourself, as if you were the target of the spell, even if the spell had a range of personal. If you do, the spell does not affect the original targets. The spellcaster must be within medium range (100 ft. + 10 ft./level).

Durable Companion (Ex)

Your animal companion (or any replacement) gains DR 5/epic. This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it is taken, the DR increases by 5, to a maximum of DR 15/epic.

Power Current (Su)

Whenever you cast a cure or inflict spell or use a class feature that uses positive or negative energy (such as channel energy), treat any natural 1s on the dice you rolled as 2s. This applies only to dice rolled to heal or deal damage. This ability can be selected up to four times. Each additional time it is selected, the range of natural results increased to the next highest result goes up by one (for example, selecting this twice treats any natural 1s or 2s as if they were 3s).

Spell Slot Accretion (Ex)

You may sacrifice two spell slots of the same level to gain one spell slot of the next level. You may repeat this process as often as desired. Thus you could sacrifice four 2nd-level spell slots to gain two 3rd-level slots and then sacrifice those two 3rd-level slots to gain a single 4th-level slot. Any gained slot must be of a spell level you can cast.


6th-Tier Abilities

You must be at least 6th tier to select these path abilities.

Blessed Sanctuary (Su)

An aura of protection surrounds you. You and all allies within a 10-ft. radius of you gain the effect of the sanctuary spell. Furthermore, as a free action, you can elect to take up to half of the hp damage that would otherwise be dealt to a creature in your aura, as if you had cast shield other on that creature. Any damage you receive as a result of shielding another creature is taken as nonlethal rather than lethal damage.

Divine Vessel (Ex)

At 10th tier, whenever you cast a spell that affects one or more non-mythic creatures or objects, those creatures or objects must roll any saving throws associated with the spell twice and take the worse result. In addition, whenever you are healed of hp damage by a spell or effect, you are healed for the maximum possible amount. You also gain DR 10/epic. Once per round when an enemy inflicts more than 20 hp damage on you (after your damage reduction has been applied), you regain one use of mythic power. Damage inflicted by your allies does not count toward this ability.

Endless Power (Su)

You gain the ability to cast spells without expending your power. If you are capable of casting divine spells of 5th level or higher, whenever you cast a 1st-level divine spell, it is either not expended (if you prepare spells) or doesn’t use up a spell slot (if you casts spells spontaneously). You can select this ability more than once. Each time you do, the level of divine spells you can cast without expending the spell or using up the spell slot increases by one, to a maximum of 3rd level.

Greater Planar Ally (Su)

Once per day, you may call a greater planar ally (as the spell) or three lesser planar allies (as the spell). The allies refuse to perform any task exceeding 1 hr. per tier. The allies do not require a return favor, but may request one.

You may only select this path ability if you have achieved sainthood.

Sudden Death (Su)

Any time you confirm a critical hit on an enemy of your deity, that enemy must make a Fortitude save (DC 10 + half your divine class level + your mythic tier + your Wisdom modifier) or die instantly. This is a death effect.

See the Legal & OGL page. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.