Lysander
2010-03-23, 11:21 AM
Who doesn't like to play an inflexible religious fanatic? Want something a little more martial than the cleric though? A little more magical than the fighter? Try on the Zealot for size.
The Zealot is essentially an educated barbarian with a religious bent. They retain a barbarian's rage ability, and gain a single cleric domain to which they devote themselves fully, body and soul. It pretty much goes without saying that a Zealot is an unbalanced individual.
Zealot
Alignment
A zealot’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). Additionally they must be neutral on one, but not not both alignment axises.
Domain Restriction
A cleric that becomes a zealot must give up one domain. A zealot that becomes a cleric does not gain a second domain. A character with levels in both classes stacks his zealot and cleric levels for determining the benefits granted by the domain power, and which spells from that domain (but not other cleric spells) he can cast.
Hit Die
d10
Class Skills
The zealot’s class skills are Concentration, Handle Animal, Intimidate, Jump, Knowledge (religion), Ride, Swim
Skill Points at 1st Level
(2 + Int modifier) ×4.
Skill Points at Each Additional Level
2 + Int modifier.
{table="head"]Level|Bab|Fort|Ref|Will|Special
1|1|2|0|2|rage 1/day, 1st level domain spell, zealotry
2|2|3|0|3|Fearless
3|3|3|1|3|2nd level domain spell
4|4|4|1|4|rage 2/day
5|5|5|1|4|3rd level domain spell
6|6/1|5|2|5|
7|7/2|5|2|5|4th level domain spell
8|8/3|6|2|6|rage 3/day
9|9/4|6|3|6|5th level domain spell
10|10/5|7|3|7|
11|11/6/1|7|3|7|Greater Rage, 6th level domain spell
12|12/7/2|8|4|8|rage 4/day
13|13/8/3|8|4|8|7th level domain spell
14|14/9/4|9|4|9|
15|15/10/5|9|5|9|8th level domain spell
16|16/11/6/1|10|5|10|rage 5/day
17|17/12/7/2|10|5|10|Tireless Rage, 9th level domain spell
18|18/13/8/3|11|6|11|
19|19/14/9/4|11|6|11|
20|20/15/10/5|12|6|12|rage 6/day, Mighty Rage
[/table]
Weapon and Armor Proficiency
Zealots are proficient with all simple weapons, martial weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A zealot who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Aura (Ex)
A zealot of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Zealots who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.
Domain Zealotry
A zealot’s deity influences his alignment, what magic he can perform, his values, and how others see him. A zealot chooses one cleric domain from among those belonging to his deity. A zealot can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If a zealot is not devoted to a particular deity, he still selects one domain to represent the goal. The restriction on alignment domains still applies.
The domain gives the zealot a granted power as if they were a cleric, and to nine domain spells as they progress in level, which they can each cast once every 24 hours. To prepare or cast a spell, a 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 cleric’s charisma modifier. A zealot need not prepare their spells, and does not even need a good night's sleep to replenish their spell slots. They cannot cast a given spell more than once in a 24 hour period however.
More importantly than magic, the domain represents the ultimate focus of the zealot's life. He exists simply to promote or protect that domain and what it represents. An evil zealot may try to unbalance nature in favor of his domain while a good zealot is more inclined to preserve its function in the natural order. All zealots, of any alignment, tend to come off as cold and inflexible religious fanatics, but can cooperate well within parties as long as their mission at least indirectly protects their domain.
A few domains grant zealots additional abilities. If a zealot takes the sun domain they gain the ability to perform a greater turning once per day, even if they have no prexisting ability to turn undead. A zealot who takes the community domain gains diplomacy as a class skill. A zealot who takes the glory domain gains the ability to turn undead as a cleric if they cannot turn dead already. A zealot who takes the rune domain gains decipher script and spellcraft as a class skills.
Rage (Ex)
This ability functions as the barbarian ability of the same name.
Zealotry (Ex)
Diplomacy checks always fail against the zealot if it would lead them to act against their domain or compromise their mission to protect their domain. It is also impossible to change a zealot's alignment through mortal magic or psionics, such as a helm of opposite alignment.
Fearless (Ex)
A zealot is immune to non-magical fear effects, and gains a morale bonus on saving throws against magical fear effects equal to their zealot level.
Greater Rage (Ex)
This ability functions as the barbarian ability of the same name.
Tireless Rage (Ex)
This ability functions as the barbarian ability of the same name.
Mighty Rage (Ex)
This ability functions as the barbarian ability of the same name.
Ex-Zealot
A zealot who stops being loyal to their deity or their domain loses their rage ability and supernatural abilities until they make amends and have an atonement spell cast upon them.
The Zealot is essentially an educated barbarian with a religious bent. They retain a barbarian's rage ability, and gain a single cleric domain to which they devote themselves fully, body and soul. It pretty much goes without saying that a Zealot is an unbalanced individual.
Zealot
Alignment
A zealot’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). Additionally they must be neutral on one, but not not both alignment axises.
Domain Restriction
A cleric that becomes a zealot must give up one domain. A zealot that becomes a cleric does not gain a second domain. A character with levels in both classes stacks his zealot and cleric levels for determining the benefits granted by the domain power, and which spells from that domain (but not other cleric spells) he can cast.
Hit Die
d10
Class Skills
The zealot’s class skills are Concentration, Handle Animal, Intimidate, Jump, Knowledge (religion), Ride, Swim
Skill Points at 1st Level
(2 + Int modifier) ×4.
Skill Points at Each Additional Level
2 + Int modifier.
{table="head"]Level|Bab|Fort|Ref|Will|Special
1|1|2|0|2|rage 1/day, 1st level domain spell, zealotry
2|2|3|0|3|Fearless
3|3|3|1|3|2nd level domain spell
4|4|4|1|4|rage 2/day
5|5|5|1|4|3rd level domain spell
6|6/1|5|2|5|
7|7/2|5|2|5|4th level domain spell
8|8/3|6|2|6|rage 3/day
9|9/4|6|3|6|5th level domain spell
10|10/5|7|3|7|
11|11/6/1|7|3|7|Greater Rage, 6th level domain spell
12|12/7/2|8|4|8|rage 4/day
13|13/8/3|8|4|8|7th level domain spell
14|14/9/4|9|4|9|
15|15/10/5|9|5|9|8th level domain spell
16|16/11/6/1|10|5|10|rage 5/day
17|17/12/7/2|10|5|10|Tireless Rage, 9th level domain spell
18|18/13/8/3|11|6|11|
19|19/14/9/4|11|6|11|
20|20/15/10/5|12|6|12|rage 6/day, Mighty Rage
[/table]
Weapon and Armor Proficiency
Zealots are proficient with all simple weapons, martial weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A zealot who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Aura (Ex)
A zealot of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Zealots who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.
Domain Zealotry
A zealot’s deity influences his alignment, what magic he can perform, his values, and how others see him. A zealot chooses one cleric domain from among those belonging to his deity. A zealot can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If a zealot is not devoted to a particular deity, he still selects one domain to represent the goal. The restriction on alignment domains still applies.
The domain gives the zealot a granted power as if they were a cleric, and to nine domain spells as they progress in level, which they can each cast once every 24 hours. To prepare or cast a spell, a 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 cleric’s charisma modifier. A zealot need not prepare their spells, and does not even need a good night's sleep to replenish their spell slots. They cannot cast a given spell more than once in a 24 hour period however.
More importantly than magic, the domain represents the ultimate focus of the zealot's life. He exists simply to promote or protect that domain and what it represents. An evil zealot may try to unbalance nature in favor of his domain while a good zealot is more inclined to preserve its function in the natural order. All zealots, of any alignment, tend to come off as cold and inflexible religious fanatics, but can cooperate well within parties as long as their mission at least indirectly protects their domain.
A few domains grant zealots additional abilities. If a zealot takes the sun domain they gain the ability to perform a greater turning once per day, even if they have no prexisting ability to turn undead. A zealot who takes the community domain gains diplomacy as a class skill. A zealot who takes the glory domain gains the ability to turn undead as a cleric if they cannot turn dead already. A zealot who takes the rune domain gains decipher script and spellcraft as a class skills.
Rage (Ex)
This ability functions as the barbarian ability of the same name.
Zealotry (Ex)
Diplomacy checks always fail against the zealot if it would lead them to act against their domain or compromise their mission to protect their domain. It is also impossible to change a zealot's alignment through mortal magic or psionics, such as a helm of opposite alignment.
Fearless (Ex)
A zealot is immune to non-magical fear effects, and gains a morale bonus on saving throws against magical fear effects equal to their zealot level.
Greater Rage (Ex)
This ability functions as the barbarian ability of the same name.
Tireless Rage (Ex)
This ability functions as the barbarian ability of the same name.
Mighty Rage (Ex)
This ability functions as the barbarian ability of the same name.
Ex-Zealot
A zealot who stops being loyal to their deity or their domain loses their rage ability and supernatural abilities until they make amends and have an atonement spell cast upon them.