Antonok
2013-08-10, 08:27 PM
The Zealot
http://i1101.photobucket.com/albums/g430/Antonok/zx9hrnnk1qany6gu_zps5c6b16af.jpg (http://s1101.photobucket.com/user/Antonok/media/zx9hrnnk1qany6gu_zps5c6b16af.jpg.html)
'Hello there! Do you have some time to talk about the benefits of worshipping Vecna?
Adventures: A zealot is not motivated by gold or fame but strive to prove themselves worthy of their Deities favor. They often actively seek out adventures and rarely pass up the chance to further their standing with their Deity.
Alignment: A zealot must always remain within one step of her Deity’s. A zealot who’s alignment no longer qualifies loses all class features until they receive an atonement spell cast by a cleric of their Deity.
Religion: A zealot always worships the Deity that gave them special blessings upon their birth.
Characteristics: A zealot is primarily an assassin. They hide in the shadows and strike with speed and power. If they can’t do that, they stand in the backlines and help support the party with spells.
Background: Once in a while, when a child is born, a Deity takes notice and puts a special blessing on the child.
When the child reaches the age of 5, they are taken to a hidden temple of the Deity that blessed them for training. The child is raised in the teachings and special techniques of the Deity. They are trained to be highly effective assassins to the cause of their patron.
If the child lives to come of age, they are released into the world to go forth and prove themselves to their deity to gain special favor and personal tasks.
Races: Every race is eligible to become a Zealot.
Other Classes: Zealots largely ignore other classes and work well with them. However, they do have a tendency to get into religious debates with worshippers of other Deities, particularly Paladins.
Role: A Zealot can be an ambush fighter, secondary support, secondary blasting caster, or skillmonkey.
Adaptation: As long as the setting has Deific worship, a zealot can fit right in with ease.
Game Rule Information:
Zealots have the following information.
Abilities: Dexterity and Wisdom are the most important abilities for a zealot. Dexterity to help the lightly armored zealot to survive and Wisdom to be able to cast spells. Strength and Intelligence are also good stats to put a few points in.
Alignment: A Zealot’s alignment must be within one step of her Deities. Unlike a cleric, A Zealot may be neutral even though her Deity isn’t.
Hit Die: D6
{table=head]Level|BAB|Fort|Ref|Will|Special|1st|2nd|3rd|4th|5t h
1st|+0|+0|+2|+2|Sudden Strike (+1d6), Trapfinding|-|-|-|-|-
2nd|+1|+0|+3|+3|Evasion, Spellcasting|0|-|-|-|-
3rd|+2|+1|+3|+3|Divine Strike (1/Encounter), Trapsense +1|1|-|-|-|-
4th|+3|+1|+4|+4|Sudden Strike (+2d6), Zealous Mind|2|0|-|-|-
5th|+3|+1|+4|+4|Uncanny Dodge|3|1|-|-|-
6th|+4|+2|+5|+5|Trapsense +2, Poison Use|3|2|-|-|-
7th|+5|+2|+5|+5|Divine Strike (2/Encounter)|3|2|0|-|-
8th|+6/+1|+2|+6|+6|Sudden Strike (+3d6), Redeem the Wicked|3|3|1|-|-
9th|+6/+1|+3|+6|+6|Trapsense +3|3|3|2|-|-
10th|+7/+2|+3|+7|+7|Divine Cascade|3|3|2|0|-
11th|+8/+3|+3|+7|+7|Divine Strike (3/Encounter)|3|3|3|1|-
12th|+9/+4|+4|+8|+8|Sudden Strike (+4d6), Trapsense +4|3|3|3|2|-
13th|+9/+4|+4|+8|+8|Zealous Soul|3|3|3|2|0
14th|+10/+5|+4|+9|+9|Always Sneaky|3|3|3|3|1
15th|+11/+6/+1|+5|+9|+9|Divine Strike (4/Encounter), Trapsense +5|4|3|3|3|2
16th|+12/+7/+2|+5|+10|+10|Sudden Strike (+5d6)|4|4|3|3|2
17th|+12/+7/+2|+5|+10|+10|Relentless Force|4|4|4|3|3
18th|+13/+8/+3|+6|+11|+11|Trapsense +6|4|4|4|4|3
19th|+14/+9/+4|+6|+11|+11|Hide in Plain Sight|5|4|4|4|4
20th|+15/+10/+5|+6|+12|+12|Sudden Strike (+6d6), Embodiment of the Divine |5|5|4|4|4
[/table]
Weapon and Armor Proficiency: A zealot is proficient with all simple weapons plus the Longsword, Rapier, Scimitar, Kukri, Sap, and Short Sword, and light armor, but not shields.
Skills: The zealot’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st level: (6+ Int modifier) x 4
Skill Points at each additional level: 6+ Int modifier
Sudden Strike (Ex): If a zealot can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever a zealot’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the zealot deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points for every four zealot levels thereafter. A zealot can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.
Trapfinding: Same as the rogue ability.
Evasion (Ex): At 2nd level and higher, a zealot can avoid even magical and unusual attacks with great agility. If she 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 the zealot is wearing light armor or no armor. A helpless zealot does not gain the benefit of evasion.
Spellcasting: Starting at 2nd level, a zealot can cast a small number of divine spells from the cleric spell list (1st through 5th level only).
The zealot’s selection of spells is extremely limited. At most new zealot levels, he gains one or more new spells, as indicated on the table below. (Unlike spells per day, the number of spells a zealot knows is not affected by his Wisdom score; the numbers on the Spells Known table are fixed.)
To cast a spell, a zealot must have a wisdom score equal to 10+ the spell level. The Difficulty Class for a saving throw against a zealot’s spell is 10 + the spell level + the zealot’s Wisdom modifier.
Like other spellcasters, a zealot can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Zealot. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Zealot indicates that the zealot gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
Divine Strike (Su): At 3rd level, a zealot can use a standard action to call down a beam of divine energy on an enemy or ally within 45ft. This ability can be used once per encounter starting out, but gains an extra use every 4 levels thereafter (2 per battle at 7th, 3 per battle at 11th, and so on). The effect of this ability depends on what is targeted, as described below.
Enemy: If a zealot targets an enemy, this attack deals 1d6 damage/4 levels (minimum 1d6 damage) as divine damage.
Ally: If this ability is used on an ally, it heals the target for 1d8+1 per zealot level.
Any creature struck by this ability is marked by a weak aura only the zealot can see, for 1 round per 4 zealot levels. The aura is harmless but lets the zealot use other abilities.
Trap Sense (Ex): At 3rd level, a zealot gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the zealot reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Zealous Mind (Ex): At 3rd level, a zealot gains the ability to shrug off mental effects that would normally harm her. On a successful save that would normally inflict half damage, she instead takes no damage at all. Only spells and abilities that have a Saving Throw entry of 'Will Partial' or similair entries canbe negated with this ability.
In addition, the zealot gets a +2 bonus to save against mind-affecting abilities, possession, or effects that cause loss of control of the character.
Uncanny Dodge (Ex) Starting at 5th level, a zealot can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Poison Use Zealots are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Redeem the Wicked (Su): At 8th level, a zealot can use a move action to instantly teleport next to a creature marked by thier Divine Strike ability, up to 60ft away.
Enemy: If the creature marked is an enemy, the zealot catches it flatfooted for the next single attack. (This ability can proc Sudden Strike)
Ally: By taking a ready action, the zealot can teleport next to a marked ally and intercept the next attack made against them, causing the attack to deal only half damage to the zealot.
Divine Cascade (Su): At 10th level, a zealot may expend a Divine Strike use to have it effect up to 5 enemies and/or allies within 45ft. This can be split between targets (say 2 allies and 3 enemies) as long as the total affected does not exceed 5.
Zealous Soul (Ex): At 13th level, a zealot gains spell resistance equal to her current zealot level + 10. In order to affect the zealot with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the zealot’s spell resistance. A zealot can suppress this ability at will.
Always Sneaky (Ex): At 14th level, a zealot can always take 10 on hide and move silently checks, unless the zealot wants to be heard.
Relentless Force (Su): At 17th level, a zealot can channel divine energy to kill her target down even after suffering mortal wounds. Activating this ability is an immediate action and lasts for 1+ Wisdom mod rounds.
While active, the zealot ignores the effects of being reduced to 0 hit points or less. However, if the zealot is brought below -20 she dies immediately. When the effect ends, the normal effects of damage apply immediately.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a zealot of 19th level or higher can use the Hide skill even while being observed.
Embodiment of the Divine (Ex): At 20th level, a zealot can channel power directly from her deity to become a living avatar.
Three times per day, as a standard action, a zealot transforms, giving her:
+5 divine bonus to all saving throws
+20 base land speed
Immunity to death effects
Resistance to Acid, Cold, Fire, and Electricity 15
Damage Reduction increases to 15/Magic
+4 Str, +4 Dex, +2 Con, +2 Wis as a divine bonus
for a number of rounds equal to her (new) will modifier.
In addition, the zealot’s type changes to Outsider (Native) though she can still be raised or ressurected normally, and damage reduction 10/magic.
Spells Known:
{table=head]Level|1st|2nd|3rd|4th|5th
1st|-|-|-|-|-
2nd|2|-|-|-|-
3rd|3|-|-|-|-
4th|3|2|-|-|-
5th|4|3|-|-|-
6th|4|3|-|-|-
7th|4|4|2|-|-
8th|4|4|3|-|-
9th|4|4|3||-|-
10th|4|4|4|2|-
11th|4|4|4|3|-
12th|4|4|4|3|-
13th|4|4|4|4|2
14th|4|4|4|4|3
15th|4|4|4|4|3
16th|5|4|4|4|4
17th|5|5|4|4|4
18th|5|5|5|4|4
19th|5|5|5|5|4
20th|5|5|5|5|5
[/table]
Zealot specific feat:
Extra Divine Strike:
Prereq: Zealot level 9
Benefit: A Zealot can use Divine Strike 2 extra times per battle.
http://i1101.photobucket.com/albums/g430/Antonok/zx9hrnnk1qany6gu_zps5c6b16af.jpg (http://s1101.photobucket.com/user/Antonok/media/zx9hrnnk1qany6gu_zps5c6b16af.jpg.html)
'Hello there! Do you have some time to talk about the benefits of worshipping Vecna?
Adventures: A zealot is not motivated by gold or fame but strive to prove themselves worthy of their Deities favor. They often actively seek out adventures and rarely pass up the chance to further their standing with their Deity.
Alignment: A zealot must always remain within one step of her Deity’s. A zealot who’s alignment no longer qualifies loses all class features until they receive an atonement spell cast by a cleric of their Deity.
Religion: A zealot always worships the Deity that gave them special blessings upon their birth.
Characteristics: A zealot is primarily an assassin. They hide in the shadows and strike with speed and power. If they can’t do that, they stand in the backlines and help support the party with spells.
Background: Once in a while, when a child is born, a Deity takes notice and puts a special blessing on the child.
When the child reaches the age of 5, they are taken to a hidden temple of the Deity that blessed them for training. The child is raised in the teachings and special techniques of the Deity. They are trained to be highly effective assassins to the cause of their patron.
If the child lives to come of age, they are released into the world to go forth and prove themselves to their deity to gain special favor and personal tasks.
Races: Every race is eligible to become a Zealot.
Other Classes: Zealots largely ignore other classes and work well with them. However, they do have a tendency to get into religious debates with worshippers of other Deities, particularly Paladins.
Role: A Zealot can be an ambush fighter, secondary support, secondary blasting caster, or skillmonkey.
Adaptation: As long as the setting has Deific worship, a zealot can fit right in with ease.
Game Rule Information:
Zealots have the following information.
Abilities: Dexterity and Wisdom are the most important abilities for a zealot. Dexterity to help the lightly armored zealot to survive and Wisdom to be able to cast spells. Strength and Intelligence are also good stats to put a few points in.
Alignment: A Zealot’s alignment must be within one step of her Deities. Unlike a cleric, A Zealot may be neutral even though her Deity isn’t.
Hit Die: D6
{table=head]Level|BAB|Fort|Ref|Will|Special|1st|2nd|3rd|4th|5t h
1st|+0|+0|+2|+2|Sudden Strike (+1d6), Trapfinding|-|-|-|-|-
2nd|+1|+0|+3|+3|Evasion, Spellcasting|0|-|-|-|-
3rd|+2|+1|+3|+3|Divine Strike (1/Encounter), Trapsense +1|1|-|-|-|-
4th|+3|+1|+4|+4|Sudden Strike (+2d6), Zealous Mind|2|0|-|-|-
5th|+3|+1|+4|+4|Uncanny Dodge|3|1|-|-|-
6th|+4|+2|+5|+5|Trapsense +2, Poison Use|3|2|-|-|-
7th|+5|+2|+5|+5|Divine Strike (2/Encounter)|3|2|0|-|-
8th|+6/+1|+2|+6|+6|Sudden Strike (+3d6), Redeem the Wicked|3|3|1|-|-
9th|+6/+1|+3|+6|+6|Trapsense +3|3|3|2|-|-
10th|+7/+2|+3|+7|+7|Divine Cascade|3|3|2|0|-
11th|+8/+3|+3|+7|+7|Divine Strike (3/Encounter)|3|3|3|1|-
12th|+9/+4|+4|+8|+8|Sudden Strike (+4d6), Trapsense +4|3|3|3|2|-
13th|+9/+4|+4|+8|+8|Zealous Soul|3|3|3|2|0
14th|+10/+5|+4|+9|+9|Always Sneaky|3|3|3|3|1
15th|+11/+6/+1|+5|+9|+9|Divine Strike (4/Encounter), Trapsense +5|4|3|3|3|2
16th|+12/+7/+2|+5|+10|+10|Sudden Strike (+5d6)|4|4|3|3|2
17th|+12/+7/+2|+5|+10|+10|Relentless Force|4|4|4|3|3
18th|+13/+8/+3|+6|+11|+11|Trapsense +6|4|4|4|4|3
19th|+14/+9/+4|+6|+11|+11|Hide in Plain Sight|5|4|4|4|4
20th|+15/+10/+5|+6|+12|+12|Sudden Strike (+6d6), Embodiment of the Divine |5|5|4|4|4
[/table]
Weapon and Armor Proficiency: A zealot is proficient with all simple weapons plus the Longsword, Rapier, Scimitar, Kukri, Sap, and Short Sword, and light armor, but not shields.
Skills: The zealot’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st level: (6+ Int modifier) x 4
Skill Points at each additional level: 6+ Int modifier
Sudden Strike (Ex): If a zealot can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever a zealot’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the zealot deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points for every four zealot levels thereafter. A zealot can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.
Trapfinding: Same as the rogue ability.
Evasion (Ex): At 2nd level and higher, a zealot can avoid even magical and unusual attacks with great agility. If she 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 the zealot is wearing light armor or no armor. A helpless zealot does not gain the benefit of evasion.
Spellcasting: Starting at 2nd level, a zealot can cast a small number of divine spells from the cleric spell list (1st through 5th level only).
The zealot’s selection of spells is extremely limited. At most new zealot levels, he gains one or more new spells, as indicated on the table below. (Unlike spells per day, the number of spells a zealot knows is not affected by his Wisdom score; the numbers on the Spells Known table are fixed.)
To cast a spell, a zealot must have a wisdom score equal to 10+ the spell level. The Difficulty Class for a saving throw against a zealot’s spell is 10 + the spell level + the zealot’s Wisdom modifier.
Like other spellcasters, a zealot can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Zealot. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Zealot indicates that the zealot gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
Divine Strike (Su): At 3rd level, a zealot can use a standard action to call down a beam of divine energy on an enemy or ally within 45ft. This ability can be used once per encounter starting out, but gains an extra use every 4 levels thereafter (2 per battle at 7th, 3 per battle at 11th, and so on). The effect of this ability depends on what is targeted, as described below.
Enemy: If a zealot targets an enemy, this attack deals 1d6 damage/4 levels (minimum 1d6 damage) as divine damage.
Ally: If this ability is used on an ally, it heals the target for 1d8+1 per zealot level.
Any creature struck by this ability is marked by a weak aura only the zealot can see, for 1 round per 4 zealot levels. The aura is harmless but lets the zealot use other abilities.
Trap Sense (Ex): At 3rd level, a zealot gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the zealot reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Zealous Mind (Ex): At 3rd level, a zealot gains the ability to shrug off mental effects that would normally harm her. On a successful save that would normally inflict half damage, she instead takes no damage at all. Only spells and abilities that have a Saving Throw entry of 'Will Partial' or similair entries canbe negated with this ability.
In addition, the zealot gets a +2 bonus to save against mind-affecting abilities, possession, or effects that cause loss of control of the character.
Uncanny Dodge (Ex) Starting at 5th level, a zealot can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Poison Use Zealots are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Redeem the Wicked (Su): At 8th level, a zealot can use a move action to instantly teleport next to a creature marked by thier Divine Strike ability, up to 60ft away.
Enemy: If the creature marked is an enemy, the zealot catches it flatfooted for the next single attack. (This ability can proc Sudden Strike)
Ally: By taking a ready action, the zealot can teleport next to a marked ally and intercept the next attack made against them, causing the attack to deal only half damage to the zealot.
Divine Cascade (Su): At 10th level, a zealot may expend a Divine Strike use to have it effect up to 5 enemies and/or allies within 45ft. This can be split between targets (say 2 allies and 3 enemies) as long as the total affected does not exceed 5.
Zealous Soul (Ex): At 13th level, a zealot gains spell resistance equal to her current zealot level + 10. In order to affect the zealot with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the zealot’s spell resistance. A zealot can suppress this ability at will.
Always Sneaky (Ex): At 14th level, a zealot can always take 10 on hide and move silently checks, unless the zealot wants to be heard.
Relentless Force (Su): At 17th level, a zealot can channel divine energy to kill her target down even after suffering mortal wounds. Activating this ability is an immediate action and lasts for 1+ Wisdom mod rounds.
While active, the zealot ignores the effects of being reduced to 0 hit points or less. However, if the zealot is brought below -20 she dies immediately. When the effect ends, the normal effects of damage apply immediately.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a zealot of 19th level or higher can use the Hide skill even while being observed.
Embodiment of the Divine (Ex): At 20th level, a zealot can channel power directly from her deity to become a living avatar.
Three times per day, as a standard action, a zealot transforms, giving her:
+5 divine bonus to all saving throws
+20 base land speed
Immunity to death effects
Resistance to Acid, Cold, Fire, and Electricity 15
Damage Reduction increases to 15/Magic
+4 Str, +4 Dex, +2 Con, +2 Wis as a divine bonus
for a number of rounds equal to her (new) will modifier.
In addition, the zealot’s type changes to Outsider (Native) though she can still be raised or ressurected normally, and damage reduction 10/magic.
Spells Known:
{table=head]Level|1st|2nd|3rd|4th|5th
1st|-|-|-|-|-
2nd|2|-|-|-|-
3rd|3|-|-|-|-
4th|3|2|-|-|-
5th|4|3|-|-|-
6th|4|3|-|-|-
7th|4|4|2|-|-
8th|4|4|3|-|-
9th|4|4|3||-|-
10th|4|4|4|2|-
11th|4|4|4|3|-
12th|4|4|4|3|-
13th|4|4|4|4|2
14th|4|4|4|4|3
15th|4|4|4|4|3
16th|5|4|4|4|4
17th|5|5|4|4|4
18th|5|5|5|4|4
19th|5|5|5|5|4
20th|5|5|5|5|5
[/table]
Zealot specific feat:
Extra Divine Strike:
Prereq: Zealot level 9
Benefit: A Zealot can use Divine Strike 2 extra times per battle.