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Mike_the_Mystic
2010-04-19, 09:39 PM
The Zealot

Zealots are holy berserkers who pride themselves on the scars they receive from fighting in the name of their god. Wearing nothing more at times than linen robes and wielding large, devastating weapons, zealots are brutal foes on the battlefield. Their abilities in combat, though not as traditional as a Paladin's, are respected and feared, for good reason. When a zealot does go into battle, they often fly into a holy fervor that causes them to think about nothing else except putting the business end of their weapon into their god's foe. Because of their deep devotion, zealots are granted certain abilities by their gods, starting out as smiting their god's opposing aligned foes, and working towards actual spells granted by their gods. When they reach this, then they indeed become a force to be feared by any of their god's foes.

Making a Zealot

Strong Points of a Zealot are powerful weapon attacks, a high hit die that allows for more damage to be taken, divine abilities that make it powerful on the battlefield, and a divine frenzy that make them nigh-invulnerable to attacks that target the mind. Weak points of a Zealot are that they have low armor, their fanaticism doesn't increase reflexes very well, and they gain spell casting at high levels.

Abilities: Constitution should be high, as you will need health. Dexterity should be second in order to balance the low Reflex bonuses provided by your class. Charisma should also be high, because later levels in Zealot grant spells, which requires you to have a charisma score of 10+spell level.

Alignment: A Zealot’s alignment may 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).

Starting Gold: 2d4x10 gp

Starting Age: As Barbarian.

Hit Die: d10

Table: The Zealot

Zealot
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th

1st|
+1|
+2|
+0|
+1|Smite Opposed Alignment 1/day, Divine Fervor 1/day|-|-|-|-

2nd|
+2|
+3|
+0|
+2|Uncanny Dodge, Evasion|-|-|-|-

3rd|
+3|
+3|
+0|
+2|Zealous Courage|-|-|-|-

4th|
+4|
+4|
+1|
+2|Divine Fervor 2/day, Scars of Penance|0|-|-|-|-

5th|
+5|
+4|
+1|
+3|Smite Opposed Alignment 2/day|0|-|-|-|-|-

6th|
+6/+1|
+5|
+2|
+3|Combat Casting, Improved Uncanny Dodge|1|-|-|-|-|-|-

7th|
+7/+2|
+5|
+2|
+3|Improved Zealous Courage|1|-|-|-|-|-|-|-

8th|
+8/+3|
+6|
+2|
+4|Divine Fervor 3/day|1|0|-|-|-|-|-|-|-|-

9th|
+9/+4|
+6|
+3|
+4|Smite Opposed Alignment 3/day, Mettle|1|0|-|-|-|-|-|-|-|-

10th|
+10/+5|
+7|
+3|
+4|Greater Divine Fervor|1|1|-|-|-|-|-|-|-|-

11th|
+11/+6/+1|
+7|
+3|
+5|Improved Evasion|1|1|0|-|-|-|-|-|-|-

12th|
+12/+7/+2|
+8|
+4|
+5|Divine Fervor 4/day|1|1|1|-|-|-|-|-|-|-

13th|
+13/+8/+3|
+8|
+4|
+5|Divine Health|1|1|1|-|-|-|-|-|-|-

14th|
+14/+9/+4|
+9|
+4|
+6|Smite Opposed Alignment 4/day|2|1|1|0|-|-|-|-|-|-

15th|
+15/+10/+5|
+9|
+5|
+6|Improved Mettle, Indomitable Will|2|1|1|1|-|-|-|-|-|-

16th|
+16/+11/+6/+1|
+10|
+5|
+6|Divine Fervor 5/day|2|2|1|1|-|-|-|-|-|-

17th|
+17/+12/+7/+2|
+10|
+5|
+6|Timeless Body|2|2|2|1|-|-|-|-|-|-

18th|
+18/+13/+8/+3|
+11|
+6|
+6|Tireless Fervor|3|2|2|1|-|-|-|-|-|-

19th|
+19/+14/+9/+4|
+11|
+6|
+6|Smite Opposed Alignment 5/day|3|3|3|2|-|-|-|-|-|-

20th|
+20/+15/+10/+5|
+12|
+6|
+6|Empowered Divine Fervor, Divine Fervor 6/day|3|3|3|3|-|-|-|-|-|-[/table]

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (The Planes)(Int), Knowledge (Religion)(Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis).

Class Features

Weapon and Armor Proficiency: The Zealot is proficient in all Simple and Martial weapons, as well as Whips, and is proficient with Light Armor, but not shields.

Spells: At the fourth level, a Zealot is granted the ability to cast a limited selection of spells. In order to cast these spells, the Zealot needs to have a Charisma score equal to 10 + The Spell Level. The Difficulty Class for a Zealot's Spells is 10 + The Spell's Level + The Zealot's Charisma Modifier. Zealots know all the spells on their spell list, but may cast only a few, as shown on Table: the Zealot, per day. The Zealot's Caster Level is equal to its class level. Zealots choose their spells from the following list:

1st Level—Bane, Bless, Cause Fear, Detect Chaos, Detect Evil, Detect Good, Detect Law, Doom, Inflict Light Wounds, Magic Weapon, Protect From Chaos, Protect From Evil, Protect From Good, Protect From Law

2nd Level— Aid, Align Weapon, Bear's Endurance, Bull's Strength, Eagle's Splendor, Inflict Moderate Wounds, Owl's Wisdom, Sound Burst, Spiritual Weapon

3rd Level— Bestow Curse, Dispel Magic, Inflict Serious Wounds, Magic Circle Against Chaos, Magic Circle Against Evil, Magic Circle Against Good, Magic Circle Against Law, Magic Vestment, Searing Light

4th Level— Blasphemy, Dictum, Dispel Chaos, Dispel Evil, Dispel Good, Dispel Law, Divine Power, Inflict Critical Wounds, Inflict Mass Light Wounds, Greater Magic Weapon, Holy Word, Poison, Word of Chaos

Smite Opposed Alignment (Su): Once per day, a Zealot may attempt to smite a monster with her opposed alignment with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Zealot level. If the Zealot accidentally smites a creature that is not her opposed alignment, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every four to five levels thereafter, the Zealot may smite opposed alignment one additional time per day, as indicated on Table: The Zealot, to a maximum of five times per day at 20th level.

Divine Fervor (Ex): A Zealot can fly into a Holy Frenzy a certain number of times per day. In this Fervor, a Zealot temporarily gains a +2 bonus to Strength, a +4 bonus to Constitution and a +4 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the Zealot’s hit points by 2 points per level, but these hit points go away at the end of the Fervor when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While in the Fervor, a Zealot cannot use any Dexterity-, or Intelligence-based skills, the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. The Fervor lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Zealot may prematurely end his Fervor. At the end of the Fervor, the Zealot loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level Zealot, at which point this limitation no longer applies; see below). A Zealot can fly into a Fervor only once per encounter. At 1st level he can use his Divine Fervor ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a Fervor takes no time itself, but a Zealot can do it only during his action, not in response to someone else’s action.

Uncanny Dodge (Ex): At 2nd level, a Zealot retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Zealot already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Evasion (Ex): At 2nd level or higher, if a Zealot makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a Zealot is wearing light armor or no armor. A helpless Zealot does not gain the benefit of evasion.

Zealous Courage (Ex): Beginning at 3rd level, a Zealot is immune to fear (magical or otherwise).

Scars of Penance (Ex): At the 4th level and higher, a Zealot gains temporary hit points equal to his Level + Constitution modifier at the start of every encounter.

Improved Uncanny Dodge (Ex): At 5th level and higher, a Zealot can no longer be flanked. This defense denies a rogue the ability to sneak attack the Zealot by flanking him, unless the attacker has at least four more rogue levels than the target has Zealot levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Combat Casting (Ex): At the 6th level, a Zealot gains the bonus feat Combat Casting.

Improved Zealous Courage (Su): At the 7th Level and higher, the Zealot's courage inspires his allies. Each ally within 10 feet of the Zealot gains a +4 morale bonus on saving throws against fear effects.

Mettle (Ex): Beginning at the 9th level, if a Zealot would normally only take half an effect, or a partial effect for passing a successful Fortitude or Will Save, you instead are not affected by the effect. An unconscious or sleeping Zealot does not benefit from the effects of Mettle.

Greater Fervor (Ex): At the 10th level, a Zealot’s bonus to Strength during his Fervor each increase to +4, and his Constitution bonus and morale bonus on Will saves increases to +6. The penalty to AC remains at –2.

Improved Evasion (Ex): At 11th level, a Zealot’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Zealot does not gain the benefit of improved evasion.

Divine Health (Ex): At the 13th level, a Zealot gains immunity to all diseases, including supernatural and magical diseases.

Improved Mettle (Ex): At the 15th Level, the Zealot's Mettle ability improves. He still takes no damage on a successful Fortitude or Will save against attacks with a partial fortitude or partial will save, but henceforth only takes half the effect of a failed save. An unconscious or sleeping Zealot does not gain the benefit of Improved Mettle.

Indomitable Will (Ex): While in a Fervor, a Zealot of 15th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his Fervor.

Timeless Body (Ex): Upon attaining 17th level, a Zealot no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the Zealot still dies of old age when her time is up.

Tireless Fervor (Ex): At the 18th level and higher, a Zealot no longer becomes fatigued at the end of his Fervor.

Empowered Fervor (Ex): At 20th level, a Zealot’s bonuses to Strength during his rage each increase to +6, and his constitution bonus and morale bonus on Will saves increases to +8. The penalty to AC remains at –2.


I take criticism well, so please do your worst.:smallamused:

Forever Curious
2010-04-19, 09:41 PM
Hmm...barbarian paladin? I like it! :smallbiggrin:

I'm not one to give crunch critiques, but I like the concept.

Draken
2010-04-19, 09:45 PM
You have an editing failur ein Divine Fervor, were you state that the +2 Con gives the Flagellant 2 extra hit points per HD (it doesn't), and on Greater Fervor in which you outright transcribed the upgrades of Rage, which end up being a downgrade for the Will save bonus and negating the Str and Con upgrades of Empowered Fervor, further down the line.

Your spells entry also does not state their caster level. And if I may pipe in, don't fall into the trap of the Paladin, Hexblade, Ranger and Soulborn (and others not worth mentioning). Give them caster level equal to class level.

Finally don't shy away from giving them Full BAB, these guys are meleers, not spellcasters or skill monkeys. They need the full BAB.

Last but not least. Zealot sounds like a much more evocative name. Flagellant doesn't roll off the tongue very well.

Kuma Kode
2010-04-19, 09:49 PM
I think you're missing Class Skills and Hit Die...

Draken
2010-04-19, 09:57 PM
One more thing. Scars of Penance doesn't scale all that well. I recommend changing it to Class Level + Constitution Modifier temporary Hit Points per encounter.

More offensive than the paladin or barbarian... Less defenses than either. I like it, looks like a fair trade-off. Give 'em their martial weapon proficiency back, I say.

Mike_the_Mystic
2010-04-19, 10:03 PM
Thanks for the help guys!:smallbiggrin:

I picked the name Flagellant from a History Channel special on the Plague. The Flagellants were a movement in Germany that thought self-torture was the way to beat the plague. And they did it with cat-o-ninetails and other flailing devices. Zealot does roll off the tongue, to be sure Draken and I didn't think of that name in all honesty! However, it does sound better! :P

Mike_the_Mystic
2010-08-20, 05:27 PM
After playtesting, I have decided to change the spells known.

Tinydwarfman
2010-08-20, 09:57 PM
Aw, I was expecting some kind of freaky Alien Soulblade. :smallfrown: :smalltongue:

Class looks nice though, even if it's not what I was looking forward to.