Empedocles
2012-03-05, 11:51 PM
Zealot Base Class
The Zealot is designed as a fairly basic amped up paladin with cooler abilities. Go easy, although not too easy, since this is my fist ever homebrew base class. Tried to keep it simple, and I am concerned it's a little bit underpowered. Enjoy :smallsmile:
A zealot does battle with an evil warrior
http://pds20.egloos.com/pds/201109/05/62/c0018862_4e63f288b3567.jpg
HD: d12
Skill Points at 1st level: (2+Int. Modifier)x4.
Skill Points at Each additional level: 2+Int. Modifier.
List of Class Skills: Balance, Bluff, Climb, Diplomacy, Intimidate, Jump, Knowledge (religion), Ride, Sense Motive, Survival, Swim, Tumble, and Use Rope.
Weapon and Armor Proficiencies: The zealot is proficient with all simple and martial weapons, his deity's favored weapon, all armor, and all shields (except tower shields). If the deity's favored weapon is an unarmed strike, he gains improved unarmed strike as an automatic bonus feat at 1st level.
Abilities: Strength and Constitution are important to a zealot, since he's a frontline fighter. However, Charisma is extremely important to almost all of his class abilities, for passion is what drives the zealot.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+2|
Divine Fury 1/day
2nd|
+2|
+3|
+0|
+3|
Aura of Wrath
3rd|
+3|
+3|
+1|
+3|
Divine Blaze 1/day
4th|
+4|
+4|
+1|
+4|
Lesser Command Respect
5th|
+5|
+4|
+1|
+4|
Divine Fury 2/day
6th|
+6|
+5|
+2|
+5|
Lesser Summon Ally
7th|
+7|
+5|
+2|
+5|
Divine Blaze 2/day
8th|
+8|
+6|
+2|
+6|
Command Respect
9th|
+9|
+6|
+3|
+6|
Determination
10th|
+10|
+7|
+3|
+7|
Divine Fury 3/day
11th|
+11|
+7|
+3|
+7|
Bonus Feat
12th|
+12|
+8|
+4|
+8|
Divine Blaze 3/day
13th|
+13|
+8|
+4|
+8|
Summon Ally
14th|
+14|
+9|
+4|
+9|
Aura of Might
15th|
+15|
+9|
+5|
+9|
Divine Fury 4/day
16th|
+16|
+10|
+5|
+10|
Greater Command Respect
17th|
+17|
+10|
+5|
+10|
Divine Blaze 4/day
18th|
+18|
+11|
+6|
+11|
Bonus Feat
19th|
+19|
+11|
+6|
+11|
Greater Summon Ally
20th|
+20|
+12|
+6|
+12|
Divine Fury 5/day, Command Obedience|[/table]
Divine Fury: As a swift action, this ability allows the zealot to engulf his weapons in holy flames. These must be his deity's favored weapon, although it could theoretically be his fists. The weapon deals an extra point of damage per zealot level+the zealot's charisma modifier, and the blaze lasts for 1 round+his charisma modifier.
Aura of Wrath: The zealot exudes pure hatred against those not aligned with his beliefs. Any creature within 30 ft. of the zealot with an alignment different from the zealot's who has given the zealot reason to fight him takes a -2 penalty to all Will saves and a -2 penalty against Intimidate checks made by the zealot.
Divine Blaze: Starting at 3rd level, the zealot can engulf himself in divine flames similar to those caused by Divine Fury. He gains a +1 bonus on Intimidate checks, and adjacent creatures take 1d4 points of divine damage for every zealot level he possesses, each round. A reflex save (DC 10+1/2 zealot level+charisma modifier) halves the damage. The divine blaze lasts 1 round per zealot level he has. Activating a divine blaze is a move action.
Command Respect: The zealot gains the ability to command those susceptible to his presence. This ability works as the spell command. At 8th level, it becomes equivalent to a suggestion not a command, at 16th level, it becomes equivalent to a dominate monster, and at 20th level, it becomes equivalent to a dominate monster. His caster level is equal to his zealot level. Using this ability is only a move action; it essentially only requires him to speak (and have daily usages remaining). This ability is usable a number of times per day equal to the zealot's charisma modifier.
Summon Ally: Starting at 6th level as a full-round action, the zealot can call upon his patron deity to send an extraplanar ally to aid him. This is the equivalent of a Summon Monster II spell, and is usable a number of times per day equal to his charisma modifier. At 13th level, this becomes the equivalent of a Summon Monster V spell, and at 19th level, it becomes th equivalent of Summon Monster VIII. His caster level is equal to his zealot level.
Bonus Feat: At 9th and 18th level, the zealot gains a bonus feat from the Fighter bonus feat list. He must meet the prerequisites for this feat, but he can use his zealot levels as fighter levels for the purposes of feats like Weapon Specialization.
Determination: At 11th level, the zealot's passion drives him to incredibly lengths to succeed. He gains a bonus on all saves equal to his charisma modifier.
Aura of Might: At 14th level, the zealot becomes a walking avatar of the wrath of his god. Any creatures within 30 ft. with less HD then him must make a Will save (DC 10+the zealot's charisma modifier+1/2 his HD) or become panicked for 5 rounds.
The Zealot is designed as a fairly basic amped up paladin with cooler abilities. Go easy, although not too easy, since this is my fist ever homebrew base class. Tried to keep it simple, and I am concerned it's a little bit underpowered. Enjoy :smallsmile:
A zealot does battle with an evil warrior
http://pds20.egloos.com/pds/201109/05/62/c0018862_4e63f288b3567.jpg
HD: d12
Skill Points at 1st level: (2+Int. Modifier)x4.
Skill Points at Each additional level: 2+Int. Modifier.
List of Class Skills: Balance, Bluff, Climb, Diplomacy, Intimidate, Jump, Knowledge (religion), Ride, Sense Motive, Survival, Swim, Tumble, and Use Rope.
Weapon and Armor Proficiencies: The zealot is proficient with all simple and martial weapons, his deity's favored weapon, all armor, and all shields (except tower shields). If the deity's favored weapon is an unarmed strike, he gains improved unarmed strike as an automatic bonus feat at 1st level.
Abilities: Strength and Constitution are important to a zealot, since he's a frontline fighter. However, Charisma is extremely important to almost all of his class abilities, for passion is what drives the zealot.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+2|
Divine Fury 1/day
2nd|
+2|
+3|
+0|
+3|
Aura of Wrath
3rd|
+3|
+3|
+1|
+3|
Divine Blaze 1/day
4th|
+4|
+4|
+1|
+4|
Lesser Command Respect
5th|
+5|
+4|
+1|
+4|
Divine Fury 2/day
6th|
+6|
+5|
+2|
+5|
Lesser Summon Ally
7th|
+7|
+5|
+2|
+5|
Divine Blaze 2/day
8th|
+8|
+6|
+2|
+6|
Command Respect
9th|
+9|
+6|
+3|
+6|
Determination
10th|
+10|
+7|
+3|
+7|
Divine Fury 3/day
11th|
+11|
+7|
+3|
+7|
Bonus Feat
12th|
+12|
+8|
+4|
+8|
Divine Blaze 3/day
13th|
+13|
+8|
+4|
+8|
Summon Ally
14th|
+14|
+9|
+4|
+9|
Aura of Might
15th|
+15|
+9|
+5|
+9|
Divine Fury 4/day
16th|
+16|
+10|
+5|
+10|
Greater Command Respect
17th|
+17|
+10|
+5|
+10|
Divine Blaze 4/day
18th|
+18|
+11|
+6|
+11|
Bonus Feat
19th|
+19|
+11|
+6|
+11|
Greater Summon Ally
20th|
+20|
+12|
+6|
+12|
Divine Fury 5/day, Command Obedience|[/table]
Divine Fury: As a swift action, this ability allows the zealot to engulf his weapons in holy flames. These must be his deity's favored weapon, although it could theoretically be his fists. The weapon deals an extra point of damage per zealot level+the zealot's charisma modifier, and the blaze lasts for 1 round+his charisma modifier.
Aura of Wrath: The zealot exudes pure hatred against those not aligned with his beliefs. Any creature within 30 ft. of the zealot with an alignment different from the zealot's who has given the zealot reason to fight him takes a -2 penalty to all Will saves and a -2 penalty against Intimidate checks made by the zealot.
Divine Blaze: Starting at 3rd level, the zealot can engulf himself in divine flames similar to those caused by Divine Fury. He gains a +1 bonus on Intimidate checks, and adjacent creatures take 1d4 points of divine damage for every zealot level he possesses, each round. A reflex save (DC 10+1/2 zealot level+charisma modifier) halves the damage. The divine blaze lasts 1 round per zealot level he has. Activating a divine blaze is a move action.
Command Respect: The zealot gains the ability to command those susceptible to his presence. This ability works as the spell command. At 8th level, it becomes equivalent to a suggestion not a command, at 16th level, it becomes equivalent to a dominate monster, and at 20th level, it becomes equivalent to a dominate monster. His caster level is equal to his zealot level. Using this ability is only a move action; it essentially only requires him to speak (and have daily usages remaining). This ability is usable a number of times per day equal to the zealot's charisma modifier.
Summon Ally: Starting at 6th level as a full-round action, the zealot can call upon his patron deity to send an extraplanar ally to aid him. This is the equivalent of a Summon Monster II spell, and is usable a number of times per day equal to his charisma modifier. At 13th level, this becomes the equivalent of a Summon Monster V spell, and at 19th level, it becomes th equivalent of Summon Monster VIII. His caster level is equal to his zealot level.
Bonus Feat: At 9th and 18th level, the zealot gains a bonus feat from the Fighter bonus feat list. He must meet the prerequisites for this feat, but he can use his zealot levels as fighter levels for the purposes of feats like Weapon Specialization.
Determination: At 11th level, the zealot's passion drives him to incredibly lengths to succeed. He gains a bonus on all saves equal to his charisma modifier.
Aura of Might: At 14th level, the zealot becomes a walking avatar of the wrath of his god. Any creatures within 30 ft. with less HD then him must make a Will save (DC 10+the zealot's charisma modifier+1/2 his HD) or become panicked for 5 rounds.