LairdMaon
2022-06-22, 06:56 PM
There are those who even the most militant of clergy look upon warily. Individuals who have sold themselves to causes with a fervor that beggars belief. On occasion, one of these fervent faithful may discover a way to unlock the powers of the domains.
There is no formal training nor organization for Dawn Zealots. Instead, they come from all walks of life with the only trait tying them together being their unswerving devotion to their individual beliefs.
Hit-Die: d10
Armor: Light, Medium, Light Shield and Bucklers
Weapons: Simple and a single Exotic Weapon chosen at first level
Skill Points: 4
Skill List
Str: Climb, Jump, Swim
Dex: Balance, Tumble
Con: Concentration
Int: Knowledge (Religion), Search
Wis: Listen, Sense Motive, Spot, Survival
Cha: Bluff, Disguise, Gather Information
LvlBase AttackFortRefWillSpecial-1--2--3--4--5--6-
1st+0+2+0+2
Domains, Spellcasting
2- - - - -
2nd+1+3+0+3
Bonus Feat
3- - - - -
3rd+2+3+1+3
Divine Channeling, Mettle
3- - - - -
4th+3+4+1+4
Zeal of Faith
42- - - -
5th+3+4+1+4
Quick cast 1/day, 3rd Domain
43- - - -
6th+4+5+2+5
Spell power +2
43- - - -
7th+5+5+2+5
Bonus Feat
442- - -
8th+6/+1+6+2+6
Zeal of Faith (2nd feat)
443- - -
9th+6/+1+6+3+6
4th Domain
443- - -
10th+7/+2+7+3+7
Quick cast 2/day, Zeal
4442- -
11st+8/+3+7+3+7
Spell power +3
4443- -
12nd+9/+4+8+4+8
Bonus Feat, Zeal of Faith (-2)
4443- -
13rd+9/+4+8+4+8
Divine Channeling (full attack)
44442-
14th+10/+5+9+4+9
5th Domain
44443-
15th+11/+6/+1+9+5+9
Quick cast 3/day
44443-
16th+12/+7/+2+10+5+10
Spell power +4, Zeal of Faith (3rd feat)
544442
17th+12/+7/+2+10+5+10
Bonus Feat
554443
18th+13/+8/+3+11+6+11
Spell power +5
555443
19th+14/+9/+4+11+6+11
6th Domain
555544
20th+15/+10/+5+12+6+12
Quick cast 4/day, Zeal, Zeal of Faith (-3)
555554
Domains
Dawn Zealots begins with the two domains of their choosing, treating their class level as Cleric levels. They gain the benefits of the domain granted powers and add the domains' spell list to their spells known. Dawn Zealots gain an additional domain at levels 5, 9, 14, and 19.
Spellcasting
A Dawn Zealot casts divine spells drawn from their domain choices. They can cast any spell they know without preparing ahead of time. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. In addition, they receives bonus spells per day if they have a high Wisdom score.
To cast a spell, a Dawn Zealot must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a Dawn Zealot's spell is 10 + the spell level + the Dawn Zealot's Wisdom modifier.
Bonus Feat
Dawn Zealots receive bonus feats at levels 2, 7, 12, and 17. They must meet all prerequisites to qualify for their feats.
Divine Channeling
Beginning at 3rd level, you can use a standard action to cast any touch spell or single-target spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
At 13th level, you can cast any touch spell or single-target spell you know as part of a full attack action, and the spell affects each target you hit in melee combat 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 1 round.
Mettle
At 3rd level and higher, a Dawn Zealot can resist magical and unusual attacks with great willpower or fortitude. If they makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), they instead completely negates the effect. An unconscious or sleeping Dawn Zealot does not gain the benefit of mettle.
Zeal of Faith
At 4th level gain a metamagic feat that you meet the prerequisites for. You may apply it to your spells with the slot penalty reduced by 1 a number of times per day equal to your wisdom modifier. The slot penalty reduction is for each spell effected, not per individual feat.
At 8th and 16th levels an additional metamagic feat may be chosen for this.
The slot penalty reduction becomes 2 at 12th and 3 at 20th.
Quick Cast
Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. Quick Cast is mutually exclusive in it's effect and cannot be combined with any metamagic.
You can use this ability twice per day at 10th level, three times per day at 15th level, and four times per day at 20th level.
Spell Power
Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.
Zeal
At 10th level a choice must be made between heart and mind.
Heart: Numerical bonuses to ability scores from spells the Dawn Zealot casts are increased by 50%. At 20th level, the effect is increased to a 100% bonus
Mind: Spells the Dawn Zealot casts are Empowered without raising the slot level required. At 20th, the effect is increased to a 100% bonus
There is no formal training nor organization for Dawn Zealots. Instead, they come from all walks of life with the only trait tying them together being their unswerving devotion to their individual beliefs.
Hit-Die: d10
Armor: Light, Medium, Light Shield and Bucklers
Weapons: Simple and a single Exotic Weapon chosen at first level
Skill Points: 4
Skill List
Str: Climb, Jump, Swim
Dex: Balance, Tumble
Con: Concentration
Int: Knowledge (Religion), Search
Wis: Listen, Sense Motive, Spot, Survival
Cha: Bluff, Disguise, Gather Information
LvlBase AttackFortRefWillSpecial-1--2--3--4--5--6-
1st+0+2+0+2
Domains, Spellcasting
2- - - - -
2nd+1+3+0+3
Bonus Feat
3- - - - -
3rd+2+3+1+3
Divine Channeling, Mettle
3- - - - -
4th+3+4+1+4
Zeal of Faith
42- - - -
5th+3+4+1+4
Quick cast 1/day, 3rd Domain
43- - - -
6th+4+5+2+5
Spell power +2
43- - - -
7th+5+5+2+5
Bonus Feat
442- - -
8th+6/+1+6+2+6
Zeal of Faith (2nd feat)
443- - -
9th+6/+1+6+3+6
4th Domain
443- - -
10th+7/+2+7+3+7
Quick cast 2/day, Zeal
4442- -
11st+8/+3+7+3+7
Spell power +3
4443- -
12nd+9/+4+8+4+8
Bonus Feat, Zeal of Faith (-2)
4443- -
13rd+9/+4+8+4+8
Divine Channeling (full attack)
44442-
14th+10/+5+9+4+9
5th Domain
44443-
15th+11/+6/+1+9+5+9
Quick cast 3/day
44443-
16th+12/+7/+2+10+5+10
Spell power +4, Zeal of Faith (3rd feat)
544442
17th+12/+7/+2+10+5+10
Bonus Feat
554443
18th+13/+8/+3+11+6+11
Spell power +5
555443
19th+14/+9/+4+11+6+11
6th Domain
555544
20th+15/+10/+5+12+6+12
Quick cast 4/day, Zeal, Zeal of Faith (-3)
555554
Domains
Dawn Zealots begins with the two domains of their choosing, treating their class level as Cleric levels. They gain the benefits of the domain granted powers and add the domains' spell list to their spells known. Dawn Zealots gain an additional domain at levels 5, 9, 14, and 19.
Spellcasting
A Dawn Zealot casts divine spells drawn from their domain choices. They can cast any spell they know without preparing ahead of time. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. In addition, they receives bonus spells per day if they have a high Wisdom score.
To cast a spell, a Dawn Zealot must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a Dawn Zealot's spell is 10 + the spell level + the Dawn Zealot's Wisdom modifier.
Bonus Feat
Dawn Zealots receive bonus feats at levels 2, 7, 12, and 17. They must meet all prerequisites to qualify for their feats.
Divine Channeling
Beginning at 3rd level, you can use a standard action to cast any touch spell or single-target spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
At 13th level, you can cast any touch spell or single-target spell you know as part of a full attack action, and the spell affects each target you hit in melee combat 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 1 round.
Mettle
At 3rd level and higher, a Dawn Zealot can resist magical and unusual attacks with great willpower or fortitude. If they makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), they instead completely negates the effect. An unconscious or sleeping Dawn Zealot does not gain the benefit of mettle.
Zeal of Faith
At 4th level gain a metamagic feat that you meet the prerequisites for. You may apply it to your spells with the slot penalty reduced by 1 a number of times per day equal to your wisdom modifier. The slot penalty reduction is for each spell effected, not per individual feat.
At 8th and 16th levels an additional metamagic feat may be chosen for this.
The slot penalty reduction becomes 2 at 12th and 3 at 20th.
Quick Cast
Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. Quick Cast is mutually exclusive in it's effect and cannot be combined with any metamagic.
You can use this ability twice per day at 10th level, three times per day at 15th level, and four times per day at 20th level.
Spell Power
Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.
Zeal
At 10th level a choice must be made between heart and mind.
Heart: Numerical bonuses to ability scores from spells the Dawn Zealot casts are increased by 50%. At 20th level, the effect is increased to a 100% bonus
Mind: Spells the Dawn Zealot casts are Empowered without raising the slot level required. At 20th, the effect is increased to a 100% bonus