Sanctified CreatureSanctified Creature Prerequisites:To become a Sanctified Creature, the character must meet the following requirements:
- Must have a good alignment.
- Must be a creature with the evil subtype or a creature that is traditionally evil (such as any of the Chromatic Dragons).
- If the creature's alignment ever moves back to evil they lose all benefits of this class.
HD: d8
Level | BAB | Fort | Ref | Will | Special |
1 | +0 | +0 | +2 | +1 | Sanctified Body, Sanctified Powers, Aura of Menace |
Skills Points at Each Level: (4 + Int Modifier)
Class Skills: The Sanctified Creature's class skills (and the key ability for each skill) are: Diplomacy (Cha), Intimidate (Cha), Listen (Wis), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Knowledge (Religion) (Int), Perform (Cha), Sense Motive (Wis), Spellcraft (Int), Spot (Wis).
Proficiencies: A sanctified creature gains no new proficiencies.
Sanctified Creature Class Features:Sanctified Body (Ex): Unlike other monster classes, the sanctified creature doesn't lose its racial ability modifiers. However, it does lose the Evil subtype if it had it and gains the Good subtype. If it had DR/Good it is replaced with DR/Evil. Any natural weapons it possess now bypass damage reduction as Good weapons. In addition, it loses any of the following subtypes if it had them: baatezu (devil), tanar'ri (demon), and yugoloth.
Lastly, if the sanctified creature has levels in the Fiendish or Half-Fiendish classes they are retrained to Celestial or Half-Celestial respectively.
Sanctified Powers: The sanctified creature's spell-like abilities undergo a change. Any SLAs with the [Evil] descriptor are replaced with the corresponding SLA with the [Good] descriptor. Example: Replace Protection from Good with Protection from Evil, replace Blasphemy with Holy Word. Any spell-like abilities with the [Evil] descriptor that don't have a corresponding [Good] spell are lost without replacement. If the sanctified creature has spellcasting abilities (sorcerer, cleric, etc), they lose the ability to learn and cast [Evil] spells and replace any [Evil] spells known with [Good] spells of the same level (if there are not enough spells with the [Good] descriptor available to learn the sanctified creature can choose spells without the [Good] descriptor to learn, but the replacement spells must still be of the same level.)
In addition, any racial abilities that worked against or granted bonuses versus good creatures are now changed to work against or grant bonuses versus evil creatures.
Lastly, the sanctified creature gains the following abilities.
- Light Ray (Su): Once per round as a standard action, the sanctified creature can fire a ray of light from its eyes or hand. The ray is treated as a ranged touch attack and has a maximum range of 60 feet. Against evil creatures, the ray deals 1d6 points of damage per HD. The light has no harmful effect on non-evil creatures.
- Magic Circle against Evil (Su): A magic circle against evil effect always surrounds the sanctified creature, as the Magic Circle Against Evil spell (caster level equals HD).
- Tongues (Su): A sanctified creature can speak with any creature that has a language, as though using a tongues spell (caster level equals HD). This ability is always active.
Aura of Menace (Su): Any hostile creature within a 20-foot radius of the sanctified creature must make a Will save (DC 10 + 1/2 HD + Cha mod) to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for one day or until they successfully hit the sanctified creature that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that sanctified creature's aura for one day