Zealot

1 1 1 1 1 1 1 1 1 1 Rating 2.67 (24 Votes)
Zealots are a deity’s wrath incarnate; they marry martial might with divine power to strike down blasphemers of their faith.

Alignment: Any

Hit Die: d10

Class Skills

Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Planes) (Int), Knowledge (Religion), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int) and Swim (Str)

Skill Ranks Per Level: 2 + Int modifier.

Level Base Attack Fort Ref Will Special Abilities
1st +1 +0 +0 +2 Weapon Training, Endurance
2nd +2 +0 +0 +3 Divine Channeling, Combat Casting
3rd +3 +1 +1 +3 Disciplined Mind, Divine Strike (+2D6)
4th +4 +1 +1 +4 Quick Cast
5th +5 +1 +1 +4 Spell Power
6th +6/+1 +2 +2 +5 Divine Strike (+3D6)
7th +7/+2 +2 +2 +5 Divine Channeling (Full Attack)
8th +8/+3 +2 +2 +6
9th +9/+4 +3 +3 +6 Divine Strike (+4D6)
10th +10/+5 +3 +3 +7 Slippery Mind
11th +11/+6/+1 +3 +3 +7 Divine Resolve
12th +12/+7/+2 +4 +4 +8 Divine Strike (+5D6)
13th +13/+8/+3 +4 +4 +8 Impetuous Endurance
14th +14/+9/+4 +4 +4 +9 Indomitable Will
15th +15/+10/+5 +5 +5 +9 Divine Strike (+6D6)
16th +16/+11/+6/+1 +5 +5 +10
17th +17/+12/+7/+2 +5 +5 +10 Unassailable Spirit
18th +18/+13/+8/+3 +6 +6 +11 Divine Strike (+7D6)
19th +19/+14/+9/+4 +6 +6 +11 Unassailable Mind
20th +20/+15/+10/+5 +6 +6 +12 Penance Strike

Class Features

Weapon & Armor Proficiency: Zealots are proficient with all simple and martial weapons, light armor and all shields (but not tower shields).

Weapon Training: At 1st level the zealot gains proficiency with the deity’s favored weapon. If the character is already proficient with the weapon, she gains the benefits of the weapon focus feat in regards to it.

Endurance: At 1st level the zealot gains Endurance as a bonus feat.

Orisons: Zealots can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spells: The zealot casts divine spells (the same types of spells available to clerics), which are drawn from the cleric spell list. She can cast any spell she knows without preparing ahead of time the way a cleric must. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells (see below). To cast a spell, the zealot must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the zealot’s Charisma modifier. Like other spellcasters, zealots can only cast a number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Charisma score. Unlike a cleric, a zealot’s selection of spells is limited. The zealot begins playing knowing four 0-level spells and three 1st-level spells of her choice. At each new class level, she gains one or more new spells, as indicated on the table shown below. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on table below are fixed.) Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), the zealot can choose to learn a new spell in place of one she already knows. In effect, the zealot loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. The zealot may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Unlike a cleric, zealots need not prepare their spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Chaotic, Evil, Good, and Lawful Spells: The zealot can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Spells Per Day Spells Known
Level01st 2nd 3rd 4th 5th 0 1st 2nd 3rd 4th 5th
1st 3 2
- - - - 4 3
- - -
-
2nd 4 3
- - - - 5
4
- - -
-
3rd 5 3
- - - - 6
5
- - -
-
4th 6 3
-
- - - 7
6
- - -
-
5th 6 3
2
- - - 8
6
3
- -
-
6th 6 3
3
-
- - 9
6
4
- -
-
7th 6 4
3
-
- - 10
7
5
- -
-
8th 6 4
3
-
-
- 10 7
5
- -
-
9th 6 4
3
2
-
- 10 7
6
3
-
-
10th 6 4
4
3
-
-
10 8
6
4
-
-
11th 6 4
4
3
-
-
10 8
7
5
-
-
12th 6 5
4
3
-
-
10 8
7
6
-
-
13th 6 5
4
4
2
-
10 9
8
7
3
-
14th 6 5
5
4
3
-
10 9
8
8
4
-
15th 6 5
5
4
3
-
10 9
9
8
5
-
16th 6 5
5
5
4
-
10 10
9
9
6
-
17th 6 6
5
5
4
2
10 10 10
9
7
3
18th 6 6
6
5
5
3
10 10 10
10
9
6
19th 6 6
6
6
5
5
10 10 10
10
10
8
20th 6 6
6
6
6
6
10 10 10
10
10
10


Divine Channeling (Su): At 2nd level, the zealot can use a standard action to cast any known touch spell and deliver through their weapon with a melee attack, if it has a casting time of 1 standard action or less. Casting a spell in this manner does not provoke an attack of opportunity. If the melee attack is successful, the weapon deals damage as normal and then the effect of the spell is resolved. At 7th level the zealot can use a standard action to cast any known touch spell as part of a full round action, and the spell affects each target hit in melee combat during that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than one round.

Combat Casting: At 2nd level the zealot gains combat casting as a bonus feat.

Disciplined Mind: At 3rd level the zealot gains a +2 bonus on Will Saves.

Divine Strike (Su): A 3rd level, whenever the zealot is wielding her deity’s favored weapon, it becomes imbued with divine power. If the zealot serves a good deity, the weapon becomes good-aligned and thus bypasses the corresponding damage reduction and deals an extra 2d6 points of damage against all creatures of evil alignment. If the zealot serves an evil deity, the weapon becomes evil-aligned and thus bypasses the corresponding damage reduction and deals an extra 2d6 points of damage against all creatures of good alignment. A neutral zealot that worships a neutral deity must choose to champion good or evil; the decision affects whether her weapon becomes good or evil aligned. At 6th level and every three levels thereafter, the weapon deals one additional die of damage against foes of the proper alignment. The damage bonus from this ability stacks with the bonus from the holy/unholy special weapon qualities.

Quick Cast: Beginning at 4th level the zealot can cast spells as a swift action, so long as the casting time of the spells one standard action or less. The zealot may use this ability a number of times per day equal to her Charisma modifier +3.

Spell Power (Ex): At 5th level the zealot is able to overcome the spell resistance of her opponents that she successfully injures with a melee attack. If the zealot’s opponent is injured, she gains a +2 bonus on her caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases by +1 for every 5 levels attained thereafter.

Slippery Mind (Ex): At 10th level when the zealot is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Divine Resolve: At 11th level the zealot gains immunity to paralysis and sleep effects. In addition the zealot is immune to any fear effect that is generated by any creature with the outsider type.

Impetuous Endurance (Ex): At 13th level, the zealot is able to shrug off a limited amount of damage. She is able to convert a total amount of damage to non-lethal damage equal to half her zealot level times her Charisma bonus per day. The zealot does not have to use her conversion ability all at once. Use of this ability is a standard action.

Indomitable Will (Ex): At 14th level, the zealot’s bonus on her Will saves increases by +3, for a total of +5.

Unassailable Spirit (Su): At 17th level, the zealot becomes so focused toward furthering her deitys goals that not even magic cannot stand in her way. She gains spell resistance equal to 11 + her zealot level.

Unassailable Mind (Ex): At 19th level the zealot becomes immune to all mind affecting spells and spell-like abilities.

Penance Strike (Su): At 20th level, when the zealot kills a creature with a divine strike, it is completely consumed by divine fire. A creature slain by the zealot’s penance strike cannot be brought back to life by any other means short of true resurrection or a carefully worded wish spell followed by resurrection or miracle.

Additional Ratings
Balance:
1 1 1 1 1 1 1 1 1 1 Rating 2.00 (35 Votes)
Utility:
1 1 1 1 1 1 1 1 1 1 Rating 3.17 (24 Votes)
Clarity:
1 1 1 1 1 1 1 1 1 1 Rating 3.04 (25 Votes)