Well, I wound up statting up the Saint of Sinners today. ><; Not in order to actually play her, of course.  More so that anyone who ever feels like using her as an NPC or opponent in a game can easily do so.  She's got a full stat sheet, notes on appearance, tactics, potential methods by which she may be encountered...<br/><br/>All that's located below, but first, in order to make sense of some of it, you may want to familiarize yourself with the theory that Pelor is secretly a Neutral Evil deity who's been disguised as a Neutral Good deity the whole time (http://community.wizards.com/go/thread/view/75882/19558798/Pelor,_the_Burning_Hate). It kinda figures prominently in the character concept. ^^;<br/><br/>Anyway, here she is:<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">The Saint of Sinners</div><div class="spoiler_body"><em>An astonishing beauty stands in the summoning circle before you, her soft, golden skin aglow with a warm light.  Waist-length, golden-blonde hair streams out from her head in waves, partially obscuring her glowing golden eyes, and gold-feathered wings stretch out from her back.  She wears a suit of golden chainmail over robes of purest white, dotted here and there with various magic items, and though she holds no weapons, something about the way she carries herself suggests that she knows how to handle herself in a fight.</em><br/><br/><span class="bbc_size" style="font-size: 12pt;"><strong>The Saint of Sinners, Contemplative Radiant Sacred Exorcist of Pelor, the Burning Hate   CR 27</strong></span><br/>LE Medium Outsider (Evil, Good, Guardinal)<br/><strong>Init</strong> +31; <strong>Senses</strong> darkvision 60 ft., low-light vision; Listen +31, Spot +35<br/><strong>Languages</strong> Abyssal, Infernal, Celestial, Common; tongues<br/>-----<br/><strong>AC</strong> 0, touch 0, flat-footed 0<br/>   (+20 Dex, +14 Wis, +16 natural, +8 armor, +14 insight, +5 deflection +1 Monk)<br/><strong>hp</strong> 366 (18 HD); fast healing 9 (11 in a source of light); [/b]DR[/b] 10/evil and good and magic<br/><strong>Immune</strong> acid, blindness, cold, dazed, dazzled, disease, electricity, petrification, stunning<br/><strong>Resist</strong> fire 10, sonic 10; <strong>SR</strong> 28<br/><strong>Fort</strong> +67(+79 vs poison), <strong>Ref</strong> +70, <strong>Will</strong> +71<br/><strong>Weakness</strong> divine magic<br/>-----<br/><strong>Speed</strong> 40 ft. (8 squares), fly 80 ft.<br/><strong>Melee</strong> unarmed strike +36/+31/+26 (2d10+13+1d4 force plus blasphemous touch and paralysis)<br/><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.<br/><strong>Base Atk</strong> +15; <strong>Grp</strong> +28<br/><strong>Special Actions</strong> burning hatred, Combat Reflexes, daylight, exorcism, greater turn undead, lay on hands, radiant aura, sinner's reward, smite evil, speak with animals, sun's caress, turn undead<br/><strong>Cleric Spells Prepared</strong> (CL 18th, DCs = 48 + spell level, +2 for Enchantment):<br/>   5th-- 9/day + Domain<br/>   4th-- 10/day + Domain<br/>   3rd-- 10/day + Domain<br/>   2nd-- 12/day + Domain<br/>   1st-- 12/day + Domain<br/>   0th-- 6/day<br/>   Domains: Glory, Healing, Strength, Sun, Temptation, Trickery<br/><strong>Spell-Like Abilities</strong> (CL 18th, DCs = 47 + spell level, +2 for Enchantment):<br/>   At will--<em>bless</em>, <em>charm monster</em>, <em>detect good</em>, <em>detect thoughts</em>, <em>disguise self</em> (no limit on duration), <em>fly</em>, <em>greater teleport</em> (self plus 50 pounds of objects only), <em>guidance</em>, <em>resistance</em>, <em>suggestion</em>, <em>sending</em>, <em>tongues</em>, <em>virtue</em><br/>   3/day--<em>blur</em>, <em>color spray</em>, <em>holy aura</em>, <em>protection from evil</em><br/>   1/day--<em>aid</em>, <em>cure serious wounds</em>, <em>detect evil</em>, <em>dispel evil</em>, <em>dominate person</em>, <em>freedom of movement</em>, <em>hallow</em>, <em>haste</em>, <em>holy smite</em>, <em>holy word</em>, <em>mass charm monster</em>, <em>mirror image</em>, <em>neutralize poison</em>, <em>prismatic spray</em>, <em>rainbow pattern</em>, <em>remove disease</em>, <em>repulsion</em>, <em>scintillating pattern</em>, <em>searing light</em>, <em>suggestion</em>, <em>summon monster IX</em> (celestials only), <em>symbol of persuasion</em><br/>-----<br/><strong>Abilities</strong> Str 31(37), Dex 44(50), Con 32(38), Int 25, Wis 32(38), Cha 66(72)<br/><strong>SQ</strong> blasphemous power, blasphemous touch, celestial facade, divine grace, divine health, empower healing, enchanting beauty, guardinal traits, item use, mock divinity, protective aura, saint's gift, shroud alignment<br/><strong>Feats</strong> Extra Turning (B), Improved Initiative (B), Multiattack (B), Unarmed Strike (B), Divine Gesture (Flaw), Education, Keeper of Forbidden Lore, Weapon Finesse, Combat Reflexes, Domain Spontaneity (Healing), Quicken Spell, Divine Metamagic (Quicken Spell), Knowledge Devotion<br/><strong>Skills</strong> Bluff +51, Concentration +35, Diplomacy +59, Disguise +52(+54 acting), Heal +20, Intimidate +59, Knowledge (Arcana) +28, Knowledge (Dungeoneering) +28, Knowledge (Nature) +28, Knowledge (Religion) +28, Knowledge (The Planes) +28, Listen +31, Sense Motive +35, Spellcraft +29, Spot +35<br/><strong>Advancement</strong> by character class; <strong>Favored Class</strong> cleric; see text<br/><strong>Possessions</strong> 760,000 - 759,550 = 450 gp<br/>Monk's Belt of Giant Strength +6 -49,000<br/>Boots of Dexterity +6 -36,000<br/>Vest of Resistance +5 and Constitution +6 -61,000<br/>Circlet of Charisma and Wisdom +6 -72,000<br/>Veil of Allure -14,000<br/>+1 Eager Metalline Psychokinetic Warning Necklace of Natural Attacks -72,600<br/>Glamered Heavy Fortification Robes of Armor +8 and Deflection +5 -221,700<br/>Ring of Evasion and Mettle -75,000<br/>Ring of Freedom of Movement -40,000<br/>Strand of Prayer Beads (Karma only) -20,000<br/>Wand of Lesser Vigor -750<br/>+5 Tome of Leadership and Influence -137,500<br/>-----<br/><strong>Blasphemous Power (Su)</strong> The save DCs of any and all of the saint of sinners' special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +6.<br/><strong>Blasphemous Touch (Su)</strong> The saint of sinners' entire being is suffused with a twisted parody of holy power, which likewise flows into any weapon the saint wields.  Her melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders.  Any evil creature that strikes the saint of sinners with a natural weapon takes holy damage as if hit by the saint's attack.<br/><strong>Burning Hatred (Su)</strong> The saint of sinners shares her patron deity's utter distaste for all things, and takes great joy in sharing this hatred with others whenever possible.  With a successful melee attack against an opponent with an Intelligence score, the saint of sinners can transfer a bit of her own energy into the target, leaving the hatred to fester in the target's mind.  Invoking this power is a free action, and it requires a successful melee attack or melee touch attack to deliver.  If the attack hits, the target must make a DC 58 Will save or lose one special attack with a save DC based on Charisma (the saint of sinners' choice, chosen from abilities she has seen the target use).  If the target casts spells as a bard or sorcerer or has several spell-like abilities, burning hatred blocks access to a single spell.  The creature loses access to this special attack for a number of rounds equal to the saint of sinners' Charisma bonus (31 rounds).  The saint of sinners may make use of burning hatred 9 times per day.  Burning hatred is a mind-affecting ability.<br/><strong>Celestial Facade (Su)</strong> Each ally within 10 feet of the saint of sinners gains a +1 morale bonus on all attack rolls and skill checks, and a +2 morale bonus on saves against charm and fear effects.  This ability functions while the saint of sinners is conscious, but not if she is unconscious or dead.  Celestial facade is a mind-affecting ability.<br/><strong>Daylight (Su)</strong> The saint of sinners can use a <em>daylight</em> effect (as the spell) at will.<br/><strong>Divine Grace (Su)</strong> The saint of sinners gains a bonus equal to her Charisma bonus (if any) on all saving throws.<br/><strong>Divine Health (Ex)</strong> The saint of sinners is immune to all diseases, including magical diseases such as mummy rot and lycanthropy.<br/><strong>Empower Healing (Ex)</strong> When the saint of sinners casts a domain spell from the Healing domain, that spel is affected as though by the Empower Spell metamagic feat.  This spell does not use up a higher-level slot.<br/><strong>Enchanting Beauty (Ex)</strong> The saint of sinners is preternaturally attractive.  She has a +2 bonus to her Charisma score and gains an additional +4 bonus to all of her check modifiers that are based on that ability (including ability checks and skill checks).<br/><strong>Exorcism (Su)</strong> As a full-round action, the saint of sinners can force a possessing creature or spirit out of the body it inhabits.  To exorcise a possessing creature, the saint of sinners makes a Charisma check (with a +5 bonus) against a DC of 10 + the possessing creature's HD + its Charisma modifier (if any).  If the saint's result equals or exceeds the DC, she succeeds in forcing the possessor from the body, with the normal results based on its method of possession.  A spirit so exorcised cannot attempt to possess the same victim for 24 hours.<br/><strong>Item Use (Ex)</strong> The saint of sinners can use any magic item as though she had successfully used the Use Magic Device skill.<br/><strong>Lay on Hands (Su)</strong> The saint of sinners can heal wounds (her own or those of others) by touch.  Each day she can heal a total of 366 hit points of damage.  She may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once.  Using lay on hands is a standard action.<br/>   Alternatively, the saint of sinners can use any of all of this healing power to deal damage to undead creatures.  Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity.  The saint of sinners decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.<br/><strong>Mock Divinity (Ex)</strong> The saint of sinners casts spells as an 18th-level cleric, except that she uses her Charisma score to determine bonus spells per day and spell saving throw DCs, and suffers a spell failure chance when casting divine spells, just as if they were arcane spells.  She has access to the Glory, Healing, Strength, Sun, Temptation, and Trickery domains and the Glory domain's granted power.  She cannot spontaneously cast <em>cure</em> or <em>inflict</em> spells.  In addition, she gains a +2 profane bonus on all saving throws, and the save DC for each of her spells increases by 1.<br/><strong>Paralysis (Ex)</strong> Those hit by the saint of sinners' unarmed strike must succeed on a DC 58 Fortitude save or be paralyzed for 1d6+2 minutes.<br/><strong>Protective Aura (Su)</strong> As a free action, the saint of sinners can surround herself with a nimbus of light having a radius of 20 feet.  This acts as a double-strength <em>magic circle against evil</em> and as a <em>lesser globe of invulnerability</em>, both as cast by an 18th-level cleric, save that the aura does not protect those within it from the saint of sinners' abilities.<br/><strong>Radiance</strong> When the saint of sinners casts any spell or uses any spell-like ability with the light descriptor, the radius of illumination is doubled, and the spell is treated as if it were one level higher than it actually is for all purposes, including determining whether it can counter or dispel a spell with the darkness descriptor.  Thus, a <em>daylight</em> spell cast by the saint of sinners sheds light in a 120-foot radius and is treated as a 4th-level spell, allowing it to counter or dispel any darkness spell of 4th level or lower.<br/><strong>Radiant Aura (Su)</strong> The saint of sinners constantly sheds a glaring aura that most creatures find difficult to look at.  Those within 30 feet of her must make a DC 58 Will save or be dazzled for 1d6 rounds, suffering a -1 penalty on attack rolls, Search checks, and Spot checks.  The saint of sinners is immune to the rainbow aura of radiant creatures.<br/>   Although not a gaze attack in the usual sense, this ability uses the same rules for making attacks and avoiding its effects.  Thus, a creature can attempt to look away or close its eyes to avoid the effects of this ability.<br/><strong>Saint's Gift (Su)</strong> The saint of sinners is permanently protected by a <em>spell turning</em> effect.<br/><strong>Shroud Alignment (Ex)</strong> Abilities that operate based on a target's alignment treat the saint of sinners as though her alignment was good whenever it is advantageous to her to be treated as good, and evil whenever it is advantageous to her to be treated as evil.  Magic items are similarly fooled, and the saint of sinners can qualify for feats, prestige classes and class features as though she were good-aligned.<br/><strong>Sinner's Reward (Su)</strong> Once per day, the saint of sinners can embrace a willing or helpless living creature as a standard action and grant it a +2 profane bonus to Charisma and a +2 profane bonus on saving throws.  The effect persists for 24 hours or until the target creature is affected by a <em>dispel evil</em>.  Until the gift expires or is removed, the affected creature radiates evil as if his alignment were evil.  Moreover, its natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of bypassing damage reduction.<br/>   As long as the character possesses the reward, the saint of sinners' personal symbol appears as a tattoo somewhere on the character's body.  The saint of sinners takes pains to place this mark somewhere that's easily hidden.  The recipient of a sinner's reward cannot see his own tattoo.  As long as the gift remains active, the saint of sinners can monitor the character's condition and location as if she had placed a <em>status</em> spell on that character.  She can communicate telepathically with the character at all times, despite any intervening distance (even across planes), and by concentrating can observe the world around the character as if she were there in his place.  The saint of sinners often uses this ability to influence and trick a character into performing evil acts.  Accepting a sinner's reward is an evil act and ould have repercussions on the recipient's alignment.<br/>   A creature can resist gaining a sinner's reward by making a DC 58 Will save.  The save DC is Charisma-based.<br/><strong>Skills</strong> The saint of sinners suffers a -8 racial penalty on Hide checks, due to her radiant aura, a -4 penalty on Gather Information checks, and has a +4 racial bonus on Intimidate and Spot checks.<br/><strong>Smite Evil (Su)</strong> Once per day, the saint of sinners can make a normal melee attack to deal 18 points of extra damage against an evil foe.<br/><strong>Speak with Animals (Su)</strong> This ability works like <em>speak with animals</em> (caster level 8th) but is a free action and does not require sound.<br/><strong>Sun's Caress (Su)</strong> To receive a sun's caress is like being kissed by springtime itself, full of life and promise.  At will, as a standard action, the saint of sinners can touch a creature with a sun's caress.  This touch removes dazed, nauseated, fatigued, and exhausted conditions from living creatures.  For undead creatures, the saint of sinners' touch attack acts like a cleric's ability to turn undead with a cleric level equal to the saint of sinners' total Hit Dice -2.  Unlike a cleric's turn ability, each use of sun's caress affects only the touched undead.<br/><strong>Tongues (Su)</strong> The saint of sinners can speak with any creature that has a language, as though using a <em>tongues</em> spell cast by a 14th-level cleric.  This ability is always active.<br/><strong>Turn Undead (Su)</strong> The saint of sinners feels a special hatred for the undead, as they cannot suffer as easily as the living can, and can turn or destroy undead creatures as an 18th-level cleric.<br/>   The saint of sinners may attempt to turn undead 38 times per day, and gets a +8 bonus on her turning check and a +1d6+6 bonus on her turning damage check.  In addition, the saint of sinners can perform a greater turning (the granted power of the Sun domain) 34 times per day.<br/><strong>Unarmed Strike (Ex)</strong> As an 18th-level monk.<br/><strong>Vulnerable to Divine Magic (Ex)</strong> The saint of sinners' heretical nature renders her particularly susceptible to divine magic.  She makes all saving throws against divine magic at a -2 penalty, and checks to overcome her spell resistance with a divine spell gain a +4 sacred bonus.<br/><br/><br/>An agent of evil masquerading as a champion of purest good, the Saint of Sinners, known more widely by her nom de guerre of the Golden Saint, is considered by those in the know to be the patron saint of villains with good publicity.<br/><br/><span class="bbc_size" style="font-size: 14pt;">Strategy and Tactics</span><br/>Though she excels at using her incredible persuasive prowess to avoid fights, the Saint of Sinners does occasionally find the need to resort to brute force to solve problems.  The exact method she uses tends to vary as appropriate for the situation, as the Saint's spell selection can be changed on a daily basis.<br/>   When working alone, the Saint of Sinners prefers to use her flight and spell-like abilities to soften enemies up first, using abilities like <em>mass charm monster</em> or <em>holy word</em> to sow confusion and disorder in the enemy ranks while she maintains range with <em>repulsion</em>.  Simultaneously, she empowers herself, using Divine Metamagic (Quicken) to apply spells like <em>divine power</em> and <em>righteous might</em> in order to increase her own personal combat abilities.  Once these two steps have been accomplished, she then moves in to finish the enemy off, tearing the survivors apart with her bare hands.<br/>   When working with minions or allied with groups of adventurers, the Saint tailors her spell list to fit her role in the party, usually either buffing with spells like <em>righteous wrath of the faithful</em> and <em>bull's strength</em>, or else empowering herself and serving as the group's melee might.<br/>   In both cases, she will have already buffed herself in the morning with <em>greater magic weapon</em>, <em>magic vestment</em>, and any other long-term buff spell that doesn't overlap with any of her magic items, and will likely have performed the same service for any allies she may be working with, as well.  At least one key ally will also have received her Sinner's Reward, both for the assistance it provides and for the monitoring ability it gives her over her allies.<br/>   Regardless of how well she may be personally doing, or the relative strengths of her allies, the Saint of Sinners always gives at least some thought to escape.  She will usually prepare a copy of <em>plane shift</em>, and will not hesitate to use her <em>greater teleport</em> spell-like ability to escape when the tide of battle turns against her, abandoning any allies to whatever fate awaits them in the process.  When prevented from doing either by a <em>dimensional lock</em> or similar travel-blocking effect, she seeks to end the effect as quickly as possible, either taking care of it personally or convincing her allies do so for her.<br/><br/><span class="bbc_size" style="font-size: 14pt;">Sample Encounter</span><br/>As an outsider of 18 Hit Dice, the Saint of Sinners is free to answer any <em>greater planar ally</em> or <em>greater planar binding</em> spell cast by a spellcaster powerful enough to call upon her services (and who worships Pelor, in the case of the <em>planar ally</em> line).  As a result, she could easily be encountered as either an enemy or an ally, offering her power and knowledge to anyone willing to pay her price.  Those who attempt to coerce her into service, however, usually find her to be too powerful to keep bound for long.<br/>   <strong>The Sinner's Reward:</strong> A player character who worships Pelor and has the casting ability of an 18th-level cleric has an 18% chance of encountering the Saint of Sinners whenever he calls a single outsider via the <em>greater planar ally</em> spell.  Whatever his reasons for calling her, she serves to the best of her ability and attempts to make a good impression, then attempts to convince him to receive a Sinner's Reward from her when her task is complete.  If successful, she renews the Reward each day when the character receives new spells, until the repeated acceptances of the Reward cause the character's alignment to slip to neutral.  At that point, she appears one last time and offers to restore the character's spellcasting ability by using an <em>atonement</em> spell, and then uses the Temptation function of that spell to attempt to switch his alignment to neutral evil.<br/>   Should the player character accept this new alignment, he regains all of the cleric abilities he lost, including the ability to turn undead, rather than rebuke them, but spontaneously converts prepared spell slots to <em>inflict</em> spells, rather than <em>cure</em> spells, as he now gains his abilities from the darker aspect of Pelor known as the Burning Hate.  Most priests of Pelor who convert in this way choose to take the Spontaneous Domain Casting alternate class feature from the Player's Handbook II in order to retain the healing abilities for which clerics of Pelor are known, as this helps them to maintain a respectable cover, all the better with which to spread suffering and misery unchecked.<br/><br/><span class="bbc_size" style="font-size: 14pt;">Ecology</span><br/>The exact origin of the Saint of Sinners is unclear at best, though those few who are aware of her true nature have occasionally speculated on it.  Such flights of fancy range from tales of one of Pelor's oldest and most faithful of servants to conspiracy theories about a secret celestial experiment to create the ultimate killer of fiends, gone horribly wrong, even to legends of an evil cleric of a dead god managing to make it all the way to the Fortress of the Sun in Thalasia on sheer guile and wit alone, somehow sneaking in right under the noses of four infinite layers'-worth of celestials in the process.<br/>   Whatever her status, be it empowered priestess or ascended petitioner, the Saint of Sinners is a devout and steadfast follower of the Burning Hate, and takes great pleasure in putting her prodigious charisma to the task of corrupting powerful priests, and even entire churches of the more well-known, neutral good branch of Pelor worship.<br/>   <strong>Environment:</strong> The Saint of Sinners makes her home in the Blessed Fields of Elysium, nominally living on Krigala, the largest island on that plane's fourth layer of Thalasia.  She is often called away for one reason or another, however, and so can be encountered in almost any environment.<br/>   <strong>Physical Characteristics:</strong> A tall, voluptuous woman whose every move exudes an air of sensual grace, the Saint of Sinners is a creature of legendary beauty.  Flawless golden skin is complimented by gold hair, equipment, and even eyes that glow with a golden light, making her a veritable golden idol in the eyes of many, and she has even had to stave off worship in the past, referring them instead to the god whom she serves.  Wearing a magical suit of armor that can change to become any set of clothing at will, the Saint prefers clothing in the traditional colors of the Pelorite faith, with whites and yellows as the predominant color scheme and the occasional bit of deep blue thrown in for contrast.  She always wears every magical item she owns, unless given strong reasons to strip them from her body.<br/>   <strong>Alignment:</strong> The Saint of Sinners is staunchly neutral evil, a cunning manipulator who (ab)uses her great beauty and high rank in the celestial hierarchy to corrupt and subvert powerful champions of good.  She has no strong tendencies towards either law or chaos, and as an evil-aligned outsider with the evil subtype, is incapable of changing her alignment along the good-evil axis.<br/><br/><span class="bbc_size" style="font-size: 14pt;">Society</span><br/>Nominally living on the fourth layer of the Blessed Fields of Elysium, the Saint of Sinners is often away from home, either making her way around various good-aligned planes or answering summons as a greater planar ally for worshipers of both Pelor and the Burning Hate.  Her business on the material plane usually involves the corruption of the priesthood of some sort, though she has, of late, been spending time in the company of adventurers, assisting them in their adventures in order to advance the cause of Pelor's church and, with it, the growing shadow of the Burning Hate.<br/><br/><span class="bbc_size" style="font-size: 14pt;">Typical Treasure</span><br/>The Saint of Sinners possesses gear and other wealth equivalent to that of an ECL 20 player character, spent largely on equipment to both protect her and boost her various abilities as much as possible.</div></div>