Saintly Standards (Dragon 79)
Friends of the gods deserve special powers
by Scott Bennie

<this one needs revision: check the text carefully>
 
St. Ceril the Relentless St. Bane the Scourger St. Kargoth St. Eleador the Survivor Best of Dragon IV

The DMG mentions
“saints” in several places, but no system is
given for defining sainthood or classifying
the precise abilities or capabilities of a saint.
Looking at the real world and at saint-like
characters in mythology and modern epic
fantasy, we might make the following state-
ments about saints in AD&D™ gaming:

Saints are the most powerful servants of a
deity on earth, the absolute embodiment of
their religion, and as such are given abilities
that far surpass those of ordinary mortals.
Saints are almost always clerics, since that
character class provides the most service to
the gods, but occasionally a fighter, particu-
larly a paladin, will be elevated to saint-
hood. Saints are usually of good alignments
(the word “saint” is derived from the Latin
sanctus, meaning holy, as in “sanctuary”),
but there have been occasions when the
evilest deities or the vilest kings of the neth-
erworld have awarded their dark champions
with saint-like power, resulting in a “dark
saint” or “anti-saint.”

It has been said that becoming a St. is
the most difficult goal to which a mortal
may aspire.

It requires that the St. serve
his (or her) deity faithfully in every action
he performs, and that he follow all the rules
of the religion unquestioningly. In addition,
the saint must constantly quest for and
smite the enemies of the religion, and be
willing to die at any moment for the sake of
the religion’s goals

without hope of rebirth;

the St. must also do deeds of great valor
against great odds, and be universally rec-
ognized as a champion of the religion.

A saint should be far above ordinary
mortals in power, with characteristics much
greater than normal and levels of ability
close to the peak of human attainment (e.g.,
at least 16th level for fighters and clerics).
The saint may be on very close terms with
the gods, and will be well versed in divine
politics so he can deal with other divinities
and their servants to best advantage.

If a mortal fulfills these criteria, then his
deity or a group of sponsor deities, provided
that they need a champion, will empower
the saint with a spark of divine essence so
that he is no longer truly mortal, his power
being on par with a quasi-deity (see DRAGON® issue #71).

As a non-mortal,
the saint must be a NPC. If
a PC somehow manages the
near-impossible and is truly worthy of
becoming a saint, then the player should be
satisfied with his character’s achievement,
and must let the character pass into the
capable hands of the DM, to be used for-
ever more as an NPC.

While the abilities of a saint are as varied
as the gods themselves, each saint being a
unique individual, there seem to be some
abilities, listed hereafter, common to all
saints. The number in parentheses after a
listing indicates the number of times per
day each of these spell-like powers may be
used. Powers followed by an asterisk (*) are
those that are used in reversed form by an
evil saint (for instance, continual darkness
instead of continual light).

Command, 1 round effect, no saving throw (1)
Continual light* (3)
Cure disease/cure blindness* (6 each)
Dispel evil* (1)
Heal* (1)
Immunity to death magic spells and powers
Know alignment (at will)
Protection from evil, 10’ radius* (at will)
Raise dead* (1)
Reduced aging ¹
Remove curse* (3)
Summon (1)²
Tongues/Comprehend languages (at will)
True seeing (1)

Notes:

(1) The saint will have 5 to 10 times the
lifespan of an ordinary mortal, in addition
to being able to use life-prolonging aids
available in the AD&D universe (such as a
potion of longevity). Upon his death, a saint
will go to reside upon an Outer Plane
appropriate to his alignment and religion.

(2) A saint can summon one creature of
the same alignment of not more than 12 HD.
This power is usable once per week, as
opposed to all other “numbered” powers,
which are usable the specified number of
times per day.

In addition to these powers, a saint has
the ability to inspire awe in creatures of 1
HD/level or less, as if the saint were a
divine being with a charisma of 19. This
awe ability is not dependent on the actual
charisma of the saint, and he may activate
this power at will. This power also allows
high-level characters/creatures to be aware
that the saint is a being of more-than-
human power.

As a demi-deity, a saint has a saving
throw of 3 in all categories. A saint is likely
to have magic items of a unique nature
(minor artifacts) or ordinary magic items of
the greatest power.

Not all religions have saints, while some
religions have. a large number of “patron
saints” who serve as intermediaries between
the deity and the deity’s worshippers on a
number of matters. A patron saint is the
most powerful variety of saint, and actually
receives worship through shrines located in
the major temples of the patron deity. Those
saints who generate enough interest that
cults are eventually formed to honor them
may become demi-gods.

Saints, being of such great power, should
be relatively few in number on any one
world; a saintly encounter is rare for even
the most travelled party. Saints make inter-
esting aquintances — or deadly enemies —
for player characters. As examples, follow-
ing are four descriptions of saints from my
own campaign:
    St. Ceril, who is of about average power for a saint;
    St. Bane, a patron saint who approaches demi-god status;
    St. Kargoth, a paladin gone wrong; and
    St. Eleador, who achieved sainthood extremely early in his mortal existence.

ST. CERIL the Relentless
ARMOR CLASS: -7
MOVE: 12”
HIT POINTS: 98
NO. OF ATTACKS: 3/2
DAMAGE/ATTACK: By weapon type (+2)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
SIZE: M (7 feet tall)
ALIGNMENT Lawful neutral
SYMBOL: Three upward-pointing arrows
CLERIC/DRUID: 19th level cleric
FIGHTER: 7th level fighter
PSIONIC ABILITY: VI
S 18 (+1, +2), I 16, W 19, D 18
C 16, CH 19, CO 20

Ceril was an altar boy for his religion in a
village where the entire population, includ-
ing his parents, was slaughtered by toad-
like creatures. Ceril, the lone survivor,
vowed to avenge their deaths. He spent fifty
years trying to accomplish this, consuming
little food or water, hardly sleeping, sustain-
ing himself only by an unceasing fury.

Finally he found the murderers, a group of
renegade Slaadi. After a great battle, Ceril
singlehandedly slew their leader, a very
powerful Death Slaad. Impressed by his
devotion and perseverance, Ceril’s deity
awarded him with sainthood.
Ceril has several special weapons, the
greatest being Chaosbreaker, a +5 long
sword that does double damage against any
creature of a chaotic alignment. His +3 plate
mail cannot be destroyed or rusted, and has
the combined abilities of a ring of swim-
ming, a ring of free action, a necklace of
adaptation, and a helm of underwater
action. His +2 shield will, on command,
reflect a spell as does a ring of spell turning,
seven times daily, one spell per melee

round. He also has a plethora of minor
magical items.

Ceril appears to be a man of about 40
years of age, despite the fact that he has
lived for more than 250 years. He has
golden hair, a short beard, and grey eyes.
He is highly charismatic, and can cast a
suggestion spell (once per round) on any
creature of up to 6 hit dice/levels merely by
speaking with the creature. He is often
found questing against chaos, and wander-
ing from place to place preaching the
importance of strict devotion to order and
the need to battle chaos, a cause for which
he will occasionally employ (and willingly
sacrifice) mortals as pawns.

ST. BANE the Scourger
(Patron saint of those
who hunt undead)
ARMOR CLASS: -5
MOVE: 18”
HIT POINTS: 143
NO. OF ATTACKS: 3/2
DAMAGE/ATTACK: 3-12 (+9)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
SIZE: M (6 feet tall)
ALIGNMENT: Neutral good
SYMBOL: Flaming black trident
CLERIC/DRUID: 22nd level cleric
FIGHTER: 10th level fighter
PSIONIC ABILITY: Nil
S 18/22 (+1, +3), I 20, W 21, D 18
C 17, CH 19, CO 16

Saint Bane was the high priest of a reli-
gion whose main precept is the extermina-
tion of the undead. As a first level cleric,
Bane incredibly managed to slay three
vampires, and as he rose in power he bat-
tled deadlier foes. Finally, Bane was respon-
sible for the death of the witch-ghoul
Khuul, one of Orcus’ greatest servants, and
he attacked and nearly slew Orcus on his
home plane. For his valor, Bane was
rewarded with sainthood.

Bane has the standard abilities of a saint,
and a lifespan ten times longer than an
ordinary mortal; he appears to be about 70
years of age. Any undead of low intelligence
or less that even glances at Bane must save
vs. death magic at -4 or crumble into dust;
undead of higher intelligence must make the
same saving throw or flee in terror. Bane is
immune to aging, fear, charms, paralysis,
or life-level loss.

In battle, Bane wields a +6 flaming trident
that does a base of 3-12 points of damage
(+9) and triple damage against undead. His
+2 plate mail makes him immune to fire,
cold, and lightning attacks, slow spells, and
magic missiles; his +1 shield will deflect any
normal missile fire hurled at him, including
boulders thrown by giants, and it has a
35% chance of deflecting missiles with a
magical bonus. He has a few other magic
items of minor power. Bane’s armor, shield,
and trident are transdimensional; they do
not vary in power or ability on different
planes.

Bane has a fairly widespread cult, partic-
ularly in places heavily infested with
undead. While he only has a small and
rather weak priesthood (maximum 4th level
clerics), his clerics and those who serve
Bane’s patron god that gain Bane’s personal
blessing before questing against undead
have a 75% chance of gaining +1 to all
undead-turning rolls, while those who pray
at Bane’s shrine have a 15% chance to gain
a +1 to turn undead. This blessing lasts for
the duration of the quest.

Bane is a wanderer of the planes, and
often makes sorties into the Abyss. His
plans are subtle and far-reaching, and he
will often use mortals in his schemes. He
appears as a man with wild white hair, who
often rides a white beast with the specifica-
tions of a nightmare of maximum hit points
but which is neutral good in alignment.
Bane has made a vast number of powerful,
evil enemies; those who ally with his cause
are asking for a lot of trouble.

ST. KARGOTH (King of the Death Knights)

http://dicefreaks.superforums.org/viewtopic.php?f=22&t=5&start=54

ARMOR CLASS: -5
MOVE: 15”
HIT POINTS: 136
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon type (+8)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 90% (see below)
SIZE: M (7 feet tall)
ALIGNMENT: Chaotic evil
SYMBOL: Glowing green skull
CLERIC/DRUID: 12th level cleric
FIGHTER: 16th level fighter
PSIONIC ABILITY: Nil
S 20 (+3, +8), I 18, W 15, D 18
C 18, CH -1, CO -6

Kargoth was a great paladin, until he
unleashed a demonic terror on the Prime
Material Plane in a mad bargain for per-
sonal power. The grateful demon prince
transformed Kargoth into the first and most
powerful Death Knight. When the forces of
good rallied and drove away the horror,
Kargoth exalted in his newly won power
and performed many deeds of great malevo-
lence and harm to the forces of good.
Finally the scale of his atrocities grew to a
point where the gods of chaotic evil align-
ment could not help but recognize his
achievements; needing an agent to counter
the saintly agents of good (such as St.
Bane), they endowed Kargoth with saint-
like abilities.

Kargoth’s powers are many and terrible.
He automatically commands any undead he
encounters except those directly serving
Orcus, and can summon two Death Knights
(see FIEND FOLIO™ Tome) at will once
per week, in addition to his saintly sum-
moning ability. He has 90% magic resist-
ance, and there is a 65% chance that any
spell successfully cast at him will be
reflected back upon the spell caster.
Kargoth wears +4 plate mail and wields a
variety of magical swords of great power,
though he lusts for even more powerful
weaponry. The only sword in his long career
that came close to satisfying him was
Gorgorin the Shatterer, which does 2-20
(plus strength bonus) hit points damage;
each victim it strikes must save vs. death
magic or be disintegrated. Fortunately, the
Shatterer was lost when Kargoth battled the
legendary Hainard of the Whiteguard.
Kargoth has never stopped looking for the
sword since, and dark shall be the day that
Kargoth and his beloved sword are at last
one again.

Kargoth rides a glowing green chariot
driven by six nightmares, each of maximum
hit points. While in the chariot, Kargoth
generates fear in a 120’ radius; outside the
chariot, Kargoth generates fear in a 30’
radius, continuously. He is capable of the
following additional powers, usable one at a
time and one per round: wall of ice, dispel
magic, darkness 20’ radius. Thrice per day,
Kargoth can do each of the following: gate
in a Type III (50%), Type IV (35%), or
Type VI (15%) demon, with a 100%
chance of the gate opening; use any of the
power word spells, a symbol of pain or fear,
and toss a 20-dice fireball. These are in
addition to his other saintly abilities.

Kargoth’s physical body was driven from
the Prime Material plane centuries ago, but
in his undead form he is still able to venture
to the Prime Material plane to wreak havoc.
While he serves Demogorgon willingly, his
power is believed to approach that of his
master’s, and his actions in the complex
rivalries of the Abyss require close scrutiny.
Kargoth appears to be a Death Knight of
massive size and build, except that his
skeletal features are a baleful, glowing
emerald color.

ST. ELEADOR the Survivor

ARMOR CLASS: -4
MOVE: 12”
HIT POINTS: 88
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon type (+1)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
SIZE: M (6 feet tall)
ALIGNMENT: Neutral good
SYMBOL: Golden chimera
CLERIC/DRUID: 17th level cleric
PSIONIC ABILITY: VI
S 16 (+0,+1), I 18, W 20, D 16
C 16, CH 16, CO 15

Eleador was a young priest who was
thrust into circumstances far beyond his
control, where he and a small band of
adventurers were the only ones who could
prevent the unleashing of a monstrous evil.
Overcoming unbelievable odds, he man-
aged to thwart the evil, and several deities
gratefully rewarded him with sainthood.
Eleador does not enjoy combat, prefer-
ring peaceful resolution of conflicts to
bloody violence. This makes him all the
more dangerous when aroused, and he will
not hesitate to attack the most evil of foes.

Under no circumstances will Eleador sur-
render or submit to blackmail; he is willing
to see those he loves die before he compro-
mises his principles. In a battle, Eleador
wields the Mace of Auru, a +3 mace of
disruption which dispels evil on a natural
“to hit” roll of 18 or better; he also owns a
talisman of pure good with double the usual
number of charges. Like St. Bane, Eleador
is a powerful foe of the undead, gaining a +3
to his die roll to turn undead creatures.
Eleador’s greatest power, however, is his
gift of timesight. When Eleador sleeps, he is
able to gaze into the past and the future in
his dreams. The source of this power is not
psionic; it has been speculated by some
sages that a link exists between St. Eleador
and the Plane of Time. It is possible that
because of this link the gods have taken a
great interest in his affairs, which resulted
in his elevation to the sainthood at a com-
paratively low level of experience and with a
relatively weak reputation.

Eleador often wanders from plane to
plane, but rarely uses disguises. He appears
to be a man of about 30 years of age, with
blond hair and blue eyes; he wears deep
blue robes over his chain mail with the
insignia of a golden chimera on his chest.
He has been known to ride an extremely
powerful Pegasus (AC 3, MV 12”/48”, HD
6+6, HP 54, #AT 3, D 2-12/2-12/1-4, SD
10% magic resistance, immune to petrifica-
tion) which he befriended on a particularly
harrowing adventure.

THE FORUM


 

I?m glad to hear you?re allowing more space
for readers? opinions in DRAGON. I?m also very
glad to hear that you call such opinions ?letters,?
as letters can be handwritten while other manu-
scripts have to be typed, and I hate to type. So,
here?s my opinion on one question ? I trust it
will be legible.

Why There's No Such Thing as an Anti-
Paladin:

Gods differ greatly in how easy it is to serve
them. The lawful good gods are the hardest to
serve, since their service goes against so many of
our natural instincts. A couple of examples:

Self-preservation.  Modern policemen are
taught that if the choice is between shooting the
villain when the shots might hurt innocent by-
standers, or holding your tire and maybe getting
shot yourself, you  don’t shoot.  And if an evil man
takes hostages and demands that you surrender
or he?ll kill them, you surrender. (Of course, you
may negotiate, but not to the point where he kills
one of them to add to the pressure.) A chaotic or
neutral good character might argue that killing
the hostage-takers, no matter what happens to th
hostages, will ultimately be the better course in
that it will deter future hostage-takers. A lawful
evil or neutral character might argue that every-
one is responsible for their own actions, so if the
hostages were dumb enough to get captured,
that?s their worry; I?ll just kill the villains. But
neither of these is the lawful good way. For the
lawful good character, defense of the innocent
must come first; self-preservation is secondary.

Self-enrichment:  Too much wealth in the hands
of too few people is a hallmark of lawful evil ?
get all you can and hold onto it, and don?t think
about all the impoverished peasants who average
your money out. Lawful good people can live
comfortably, but any extra money goes to im-
prove the lot of their less fortunate fellow crea-
tures. Hoarding and ?flaunting it? are alike evil
traits; lawful good people take what they deserve
and need, but no more. They are good as well as
lawful.

I could go on ? for one thing, I haven?t
touched on when killing (i.e., vengeance) is
justifiable  ? but you should have the picture by
now. Being lawful good requires great restraint
and goes contrary to many of our basic instincts.

Therefore, the lawful good gods give considera-
ble benefits to their more loyal followers, both as
inducements to serve them by following this
basically unnatural way, and as rewards for
arduous services (suitable recompense for services
rendered is definitely a lawful good virtue).

Now, consider how one serves the cause of
chaotic evil. It?s a  lot  easier. If you have foes, you
can kill them, torture them, enslave them, or do
what you will. If innocent bystanders get you
don?t care. You can pile up all the money you
want, not caring how many people get impover-
ished in the process. In short, being chaotic evil
places you under no restraints whatever. It?s  fun
(for those with the ?right? ? by which I mean
wrong  — mentality, of which there are very
many). So why would the chaotic evil gods want
to reward one for having fun?

And  that’s why there is no such thing as an
anti-paladin (or an evil saint; see issue #79).

Ralph Sizer
Providence, R.I.
(Dragon #82)

*    *    *    *