The Golden Saint discipline is a school of martial arts created by the saintly archon Sophia Pistia and the mighty hero of the eladrin, Gwynharwyf. Never taught at the Temple of the Nine Swords, it was taught directly by the pair of celestials to those mortals they deemed worthy of using its secrets as champions of good. The Golden Saint discipline is a style focusing on speed and grace over brute strength, and has many supernatural maneuvers that draw on the raw celestial energy of the Higher Planes to overcome champions of evil. Because the Golden Saint discipline was taught only to the most worthy and virtuous of martial adepts, who taught it only to students deserving of its secrets, most martial adepts do not know any maneuvers from it, or even know it exists. Only Crusaders and Swordsages of good alignment can learn maneuvers from the Golden Saint discipline. There are two ways to master the discipline. The first is to have been trained in it. If you choose to make a martial adept that has already been trained in the Golden Saint discipline at character creation, you simply replace one discipline that adept could normally learn maneuvers from with the Golden Saint discipline. The other way is to seek out a master of the Golden Saint discipline–a martial adept capable of using at least 5th-level maneuvers from the discipline. You must train for a month under the master and spend 1,000 xp at the end of your training. You gain the ability to learn maneuvers from the Golden Saint discipline. In addition, you may exchange your maneuvers known for maneuvers of the Golden Saint discipline. You may exchange one maneuver of each level, and the new maneuvers you learn must be of the same level as the exchanged maneuvers, unlike normal. The difficulty of finding an appropriate mentor is left to the DM to choose. __________________
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Golden Saint Maneuver List
1st level Merciful Blow: Strike–Touch attack deals 1d8 nonlethal damage, causes fatigue. Transcend the Flesh: Stance–Gain immunity to disease, other effects. Templar’s Strike: Strike–Attack leaves foe shaken.
2nd level Blade of the Martyr: Strike–Spend hp to deal extra damage. Paladin’s Charge: Strike–Deal +2d6 damage to evil creature, gain bonus to saves and AC. Worthy Challenge: Counter–Opponent strikes you instead of allies, gain +2 bonus to AC.
3rd level Seize the Blade: Counter–Parry attack and disarm foe. Swords to Plowshares: Strike–Touch attack deals +5d8 damage, causes -2 penalty on attack and damage rolls.
4th level Phoenix’s Embrace: Counter–Negate energy damage and heal. Radiant Smite: Strike–Attack deals +4d6 damage, blinds evil creatures. Saintly Palm of Penitence: Strike–Evil creatures take no action.
5th level Gaze of the Angelic Champion: StanceGaze frightens enemies. Overwhelming Blow: Strike–Attack deals +6d6 damage, causes exhaustion.
6th level Key of the Celestial Warden: Strike–Attack deals +8d6 damage, banishes evil outsiders. Justicar’s Mercy: Stance–Melee attacks deal +1d8 nonlethal damage.
7th level Angelic Hammer: Strike–Attack deals +10d6 damage, negates spell-like and supernatural abilities. Wrath of God: Strike–Blast deals 5d6 damage and stuns non-good creatures.
8th level Deific Vigor: Stance–Gain fast healing 5. Saintly Palm of Golden Ice: Strike–Touch attack deals 10d6 nonlethal damage, 3d6 Dexterity damage.
9th level Hand of the Heavens’ Judgement: Strike–Touch attack knocks creature unconscious, deals 1d8 Strength, Dexterity, and Constitution damage. __________________
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Merciful Blow Golden Saint (Strike) Level: Crusader 1, Swordsage 1 Initiation Action: 1 standard action Range: Touch attack Target: One creature Duration: 1 round Saving Throw: Fortitude partial
Golden Saint adepts rely on the merciful blow technique to subdue and weaken their enemies without lethally harming them. As part of this maneuver, you make a melee touch attack against an opponent. The touch attack deals 1d8 nonlethal damage. In addition, if the creature hit is flatfooted, then they must make a Fortitude save, DC 11 + your Wisdom or Charisma modifier (whichever is higher), or be fatigued for 1 round.
Transcend the Flesh Golden Saint (Stance) [Good] Level: Crusader 1, Swordsage 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
A Golden Saint adept can put themself beyond the ills of the flesh with simple force of will, what is known as the transcend the flesh stance. While in this stance, you are immune to disease, as well as effects that would cause you to be sickened or nauseated. In addition, if you have an initiator level of at least 7th, you gain immunity to poison. If you have an initiator level of at least 12th, you gain immunity to energy drain. Transcend te flesh is a supernatural ability.
Templar’s Strike Golden Saint (Strike) Level: Crusader 1, Swordsage 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: 1 round Saving Throw: Will negates
With a powerful, rapid blow and a mighty yell, a Golden Saint adept can use the templar’s strike to intimidate his enemies. As part of this maneuver, you make a single melee attack against an opponent. If the attack is successful, that opponent must make a Will save, DC 11 + your Wisdom or Charisma modifier (whichever is higher), or be shaken for 1 round. |
Blade of the Martyr Golden Saint (Strike) Level: Crusader 2, Swordsage 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature
Golden Saint adepts are more than ready to make personal sacrifices if that is what is required t slay evil. As part of this maneuver, you make a single melee attack against an opponent. In addition, before you make the attack roll, you may sacrifice an amount of hp up to your initiator level, to a maximum of 10 hp. For every 2 hp sacrificed, the attack deals an additional 1d6 damage if it is successful.
Paladin’s Charge Golden Saint (Strike) [Good] Level: Crusader 2, Swordsage 2 Initiation Action: 1 full-round action Range: Melee attack Target: One creature
Golden Saint adepts may not be paladins, but they can still fight evil with just as much strength as the sworn champions of good. As part of this maneuver, make a charge attack. Your weapon is treated as being good-aligned for overcoming damage reduction. If the creature you attack is evil-aligned, you deal an additional 2d6 damage, and you gain a +2 sacred bonus to AC and on all saves until the beginning of your next turn. Paladin’s charge is a supernatural ability.
Worthy Challenge Golden Saint (Counter) Initiation Action: 1 immediate action Range: 30 ft. Target: One creature Duration: End of round Saving Throw: Will negates
A Golden Saint adept will take just as much care to defend his allies as he does to attack his foes. The worthy challenge maneuver allows him to draw his foes to himself, whether by challenging their honor, provoking them, or simply seeming more threatening than all of his allies. You can initiate this maneuver during your opponent’s turn, before they attack. If the targeted creature fails a Will save, DC 12 + your Wisdom modifier or your Charisma modifier (whichever is higher), then it can only attack you this round. It does not have to attack you, but it cannot attack any other creatures. In addition, you gain a +2 dodge bonus to AC against all attacks that creature makes against you this round.
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Seize the Blade Golden Saint (Counter) Level: Crusader 3, Swordsage 3 Prerequisites: 1 Golden Saint maneuver Initiation Action: 1 immediate action Range: Personal Target: You
With effortless grace and a calm mind, a Golden Saint adept can block a foe’s attack and disarm him with the seize the blade technique. When an enemy makes a melee attack against you, after they make their attack roll, you may initiate this maneuver. You make an attack roll with any melee weapon you are holding or with an unarmed strike, and use either your AC or the result of the attack roll, whichever is higher, as your effective AC against the attack. If their attack fails, then you may immediately make a disarm attempt against that opponent. You do not provoke an attack of opportunity for doing so, and they may not attempt to disarm you in return if you fail. You can’t use this maneuver if you are denied your Dexterity bonus to AC against the attacker.
Swords to Plowshares Golden Saint (Strike) Level: Crusader 3, Swordsage 3 Prerequisites: 1 Golden Saint maneuver Initiation Action: 1 standard action Range: Touch attack Target: One creature Duration: 10 rounds Saving Throw: Fortitude partial
Ending a battle as quickly as possible is a watchword of the Golden Saint discipline, and moves that subdue and cripple a foe are particularly effective for this. The swords to plowshares technique cripples an opponent, rendering them almost incapable of using a weapon. As part of this maneuver, you make a melee touch attack against an opponent. The touch attack deals 5d8 nonlethal damage. In addition, if the creature hit is flatfooted, then they must make a Fortitude save, DC 13 + your Wisdom or Charisma modifier (whichever is higher), or be crippled, taking a -2 penalty on all attack and damage rolls for 10 rounds.
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Phoenix’s Embrace Golden Saint (Boost) [Good] Level: Crusader 4, Swordsage 4 Prerequisites: 1 Golden Saint maneuver Initiation Action: 1 immediate action Range: Personal Target: You
A powerful defense against evil mages and fiends with mystic abilities, the phoenix embrace maneuver wraps you in an aura of light that converts elemental power into healing positive energy. You may initiate this maneuver whenever you would be dealt energy damage (Acid, cold, electricity, fire, force, or sonic damage). That damage is prevented entirely, and you are healed 1 hp for every 5 damage prevented.Phoenix’s embrace is a supernatural ability.
Radiant Smite Golden Saint (Strike) [Good] Level: Crusader 4, Swordsage 4 Prerequisites: 1 Golden Saint maneuver Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: 1 round Saving Throw: Will partial
By channeling holy energy, a Golden Saint adept can make their blade burst into brilliant light that blinds all evil that looks upon it. As part of this maneuver, you make a single melee attack against an opponent. If the attack is successful, it deals an additional +4d6 damage, and your weapon is treated as being good-aligned for overcoming damage reduction. In addition, if the creature damaged was evil, it must make a Will save, DC 13 + your Wisdom modifier or your Charisma modifier (whichever is higher), or be blinded for 1 round. Radiant smite is a supernatural ability.
Saintly Palm of Penitence Golden Saint (Strike) [Good] Level: Crusader 4, Swordsage 4 Prerequisites: 1 Golden Saint maneuver Initiation Action: 1 standard action Range: Touch attack Target: One creature Duration: 1d3 rounds Saving Throw: Will negates
Good’s most powerful weapon against evil is often evil’s own flaws. Thesaintly palm of penitence allows a Golden Saint adept to force an evil creature to confront its own sins, causing it to fall into a momentary fugue. As part of this maneuver, you make a melee touch attack against a single creature. If the attack is successful, and that creature is of evil alignment, then it must make a Will save, DC 14 + your Wisdom modifier or your Charisma modifier, or go into a temporary fugue for 1d3 rounds as it contemplates its own sins. While in the fugue, it can take no actions, but retains its Dexterity bonus to AC and is not helpless. Saintly palm of penitence is a supernatural ability.
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Gaze of the Angelic Champion Golden Saint (Stance) [Good] Level: Crusader 5, Swordsage 5 Prerequisites: 2 Golden Saint maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
To look upon the face of a Golden Saint adept is, for an evil creature, to know fear. The gaze of the angelic champion only intensifies this fear. While you are in this stance, you may, as a move action, attempt to frighten any evil creature within 30 ft. of you that can see you. That creature must make a Will save, DC 15 + your Wisdom modifier or your Charisma modifier (whichever is higher), or be shaken for 1 round. Once a creature successfully saves against the gaze of the angelic champion, it is immune to its effect for 24 hours. Gaze of the angelic champion is a supernatural ability.
Overwhelming Blow Golden Saint (Strike) Level: Crusader 5, Swordsage 5 Prerequisites: Two Golden Saint maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Saving Throw: Fortitude partial Duration: 3 rounds
With one overpowering blow, a Golden Saint adept can gravely wound a creature, forcing it to take a moment to recover its strength. As part of this maneuver, you make a single melee attack against an opponent. If the attack is successful, it deals an additional +6d6 damage. In addition, the creature hit must make a Fortitude save, DC 15 + your Wisdom modifier or your Charisma modifier (whichever is higher), or be exhausted for 3 rounds. Even if it saves, it is fatigued for 3 rounds.
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Key of the Celestial Warden Golden Saint (Strike) [Good] Level: Crusader 6, Swordsage 6 Prerequisites: Two Golden Saint maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Saving Throw: Will partial
Golden Saint adepts have developed the key of the celestial wardentechnique to dispatch fiends and similar extraplanar creatures, banishing them to the planes from whence they came. As part of this maneuver, you make a single melee attack against an opponent. If the attack is successful, it deals an additional +8d6 damage, and your weapon is treated as being good-aligned for overcoming damage reduction. In addition, if the creature damaged is of evil alignment, has the extraplanar subtype, and has HD equal to or less than your initiator level, it must make a Will save, DC 16 + your Wisdom modifier or your Charisma modifier (whichever is higher), or be banished to its home plane, as the dismissal spell. Key of the celestial warden is a supernatural ability.
Justicar’s Mercy Golden Saint (Stance) Level: Crusader 6, Swordsage 6 Prerequisites: Two Golden Saint maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
The justicar’s mercy stance is the ideal technique for Golden Saint adepts who wish to subdue, not kill, their foes. While in the justicar’s mercy stance, every melee attack you make deals an additional 1d8 damage. In addition, whenever you deal damage with a melee weapon, you may choose to designate some or all of that damage as nonlethal damage, and the rest as lethal damage. While in this stance, any weapon you wield is treated as good-aligned for overcoming damage reduction.
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Angelic Hammer Golden Saint (Strike) [Good] Level: Crusader 7, Swordsage 7 Prerequisites: Three Golden Saint maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Saving Throw: Will partial Duration: 1d6 rounds
A favored attack among Golden Saint champions and demonslayers, theangelic hammer can sever an evil creature’s link to the profane source of power it drawns on to fuel its spells and supernatural abilities. As part of this maneuver, you make a single melee attack against an opponent. If the attack is successful, it deals an additional +10d6 damage, and your weapon is treated as being good-aligned for overcoming damage reduction. In addition, if the creature hit was evil, it must make a Will save, DC 17 + your Wisdom modifier or your Charisma modifier (whichever is higher). If it fails, then it cannot cast spells or use spell-like or supernatural abilities for 1d6 rounds. Angelic hammer is a supernatural ability.
Wrath of God Golden Saint (Strike) [Good] Level: Crusader 7, Swordsage 7 Prerequisites: Three Golden Saint maneuvers Initiation Action: 1 standard action Range: 30 ft. Area: 30 ft.-radius blast, centered on you Saving Throw: Fortitude partial
You expend your life force to unleash a blast of devastating holy energy. As you initiate this maneuver, you may spend up to 50 hp. All non-good creatures caught in the blast take 5d6 damage, and are stunned for 1 round. A Fortitude save, DC 17 plus your Wisdom modifier or Charisma modifier (whichever is higher), halves the damage and negates the stunning. For every 10 hp you expend, the damage increases by 1d6, and the DC increases by one. |
Deific Vigor Golden Saint (Stance) [Good] Level: Crusader 6, Swordsage 6 Prerequisites: Three Golden Saint maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
Golden Saint adepts have sworn never to falter in their fight against evil, and the deific vigor stance aids them in this crusade. While in this stance, you gain fast healing 5. However, this stance only heals damage that you took while in it. Deific vigor is a supernatural ability.
Saintly Palm of Golden Ice Golden Saint (Strike) [Good] Level: Crusader 8, Swordsage 8 Prerequisites: Three Golden Saint maneuvers Initiation Action: 1 standard action Range: Touch attack Target: One opponent Saving Throw: Fortitude partial
The saintly palm of golden ice maneuver uses sacred magic to channel the golden ice ravage through the touch of its user, allowing a skilled Golden Saint adept to halt evil creatures in their tracks. As part of this maneuver, you make a melee touch attack against a single creature. The touch attack deals 10d6 nonlethal, and the creature hit takes 3d6 Dexterity damage if it is evil, and 1d6 Dexterity damage if it is neutral (Good creatures take no Dexterity damage). A successful Fortitude save, DC 18 + your Wisdom modifier or your Charisma modifier (whichever is higher) halves the Dexterity damage. Saintly palm of golden ice is a supernatural ability.
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Hand of the Heavens’ Judgement Golden Saint (Strike) Level: Crusader 9, Swordsage 9 Prerequisites: Five Golden Saint maneuvers Initiation Action: 1 standard action Range: Touch attack Target: One opponent Saving Throw: Fortitude partial
The pinnacle of the Golden Saint discipline, the hand of the heavens’ judgement technique uses a flurry of pressure-point attacks to disrupt a foe’s heartbeat for a moment, allowing the adept to dispatch a creature non-fatally and with ease. As part of this maneuver, you make a melee touch attack against a single creature. If the attack is successful, that creature must make a Fortitude save, DC 19 + your Wisdom modifier or your Charisma modifier. If it fails its save, it takes nonlethal damage equal to its current hp total, and takes 1d8 points of Strength, Dexterity, and Constitution damage. Even if it succeeds on the save, it takes 15d6 nonlethal damage. |
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