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Icewalker
2008-01-05, 12:46 AM
Zealot
Zealots have the following game statistics:
Alignment: Any Good.
Hit dice: d8

Prerequisites:
Ability to cast 1st level divine spells
Knowledge (religion) 8 ranks

{table=head]level|BAB|Fort|Ref|Will|Special

1st|
+1|
+2|
+0|
+2|Blessing of Holy Flame, Cleansing Fire, Detect Evil, Smite Evil, Turn or Rebuke Undead

2nd|
+2|
+3|
+0|
+3|

3rd|
+3|
+3|
+1|
+3|

4th|
+4|
+4|
+1|
+4|Cleansing Fire form

5th|
+5|
+4|
+1|
+4|

6th|
+6/+1|
+5|
+2|
+5|

7th|
+7/+2|
+5|
+2|
+5|Cleansing Fire form

8th|
+8/+3|
+6|
+2|
+6|

9th|
+9/+4|
+6|
+3|
+6|

10th|
+10/+5|
+7|
+3|
+7|Two Cleansing Fire Forms[/table]

Class Features
Weapon and Armor Proficiencies: Zealots gain no weapon or armor proficiencies.

Blessing of Holy Flame: Zealot’s may access and cast any type of clerical spell, regardless of alignment. In effect, this nulls the restrictions from the Chaotic, Evil, Good, and Lawful Spells information under Cleric (PHB33). All negative energy damage dealt through clerical spells is changed to fire damage.

Cleansing Fire: The primary offensive ability of the zealot is their Cleansing Fire. It takes many different forms. At first level, Zealots pick one form of Cleansing fire, and then another every 3 levels (4th and 7th) and two at 10th level. Cleansing Fire may be activated a number of times per day equal to the Zealot level of the caster plus their wisdom or charisma bonus, whichever is higher. When cast, the Zealot chooses a form that she has selected at 1st, 4th, 7th, or 10th level.

Cleansing Presence: For a number of rounds equal to the casters wisdom or charisma bonus, any creature of evil alignment within 30 feet of the Zealot takes 1d6 fire and 1d6 holy damage +1 fire and +1 holy damage per two Zealot levels of the caster. This appears as a slight shimmering aura of white flame. This ability may be ended at will as a free action.

Holy Fire: This form of Cleansing Fire sends a massive pillar of white flame from the sky down into a chosen target within 60 ft. It deals 1d4 holy damage and 1d4 fire damage per level of Zealot (reaching 10d4 holy and 10d4 fire damage at 10th level).

Zealot’s Blade: This form summons a sword of shimmering white fire to be wielded by the caster. The Cleansing Blade has an enhancement bonus of +1/two Zealot levels of the caster. It functions as a scimitar that deals an additional 1d6 fire and 1d6 holy damage on a successful attack. If the Zealot is disarmed, or forced to drop the blade, it reforms in his hand. The blade dissipates after 5 rounds, or can be ended as a free action.

Barricade of True Fire: This form summons a wall of pure white fire. The wall lasts 3 minutes per Zealot level of the caster. The wall may be any height up to 10 feet, and any width up to 40 ft. Any creature of non-good alignment attempting to walk towards the barrier feels heat burning him, and knows he will be hurt if he attempts to pass through. Any creature of non-good alignment that tries to push through the barrier takes 5d6 fire damage and 5d6 holy damage, and must make a Fortitude save DC 15 + the Zealot level of the caster + the wisdom bonus of the caster or be pushed back and fail to walk through the barrier, although the attempt may be repeated.

Cleansing Touch: When this form is called upon, white fire licks over the hands of the Zealot for a number of rounds equal to twice the Zealot’s wisdom or charisma bonus. While this form is active, the Zealot may attempt a touch attack which deals 2d6 holy and 2d6 fire damage and forces a Will save DC 15 + ½ Zealot level of the caster + the Zealot’s wisdom or charisma bonus or be forced to submit and not take any action for a number of rounds equal to one half the caster’s Zealot level.

Binding Flames: The Binding Flames form of Cleansing Fire traps one evil target and scorches their flesh. When using this form, the Zealot selects a target. White flames burst from the ground and wrap around the target’s limbs and body, holding them in place for a number of rounds equal to the Zealot’s wisdom bonus, unless they make a fortitude save DC 10 + ½ the Zealot’s level + the Zealot’s wisdom bonus. The target is unable to take any action. These burning lashes deal 1 fire damage per level of the Zealot every round the target remains trapped.

Detect Evil (Sp): At will, a zealot can use detect evil, as the spell.

Smite Evil (Su): Once per day, a Zealot may attempt to smite evil with one normal melee attack, as the Paladin ability of the same name. This stacks with the paladin ability for the purpose of determining extra damage and smites per day. The Zealot may use its Wisdom bonus in place of its Charisma bonus when using this ability.

Turn or Rebuke Undead (Su): Zealot’s have the power to affect undead creatures by channeling the power of his faith through his holy symbol. This functions as the cleric ability of the same name, and stacks with cleric and paladin levels for the ability.

[hr]
Pretty sure it's underpowered. Any suggestions or comments?

ShneekeyTheLost
2008-01-05, 01:05 AM
Holy Frontloaded Crack on a Stick, Batman!

In all seriousness, this is... quite frontloaded. When your first level requires more lines for their special abilities than the rest of the levels... you need to space things out a bit.

You're putting up the best aspects of a Paladin and cleric all in one. One ability in particular needs to be addressed QUICKLY:


Blessing of Holy Flame: Zealot’s may access and cast all clerical spells, including those of evil type, without damaging their alignment. All negative energy damage dealt through clerical spells is changed to fire damage.

re-word this please. The underlined phrase can be used for munchkining to be able to cast any and all cleric spells in the book. May I suggest as an alternate wording:

"If a Zealot casts a clerical spell of the Evil subtype, it does not negatively impact his alignment. All negative energy damage dealt through clerical spells is changed to fire damage".

This makes it clear that he would already have to cast it in the first place, which your original wording is... ambiguous on...

Furthermore, this is very powerful when segued into straight from a Paladin. There's no reason why a Paladin shouldn't get into it straight away as soon as he gets 1st level spells.

Right now, it looks like the ultimate one level dip for any divine casting class. It works as the ultimate PrC for Paladin simply because the base class stinks after level 5 anyways.

Add in some prerequsites, space out those abilities, give it some flavor... you've got a decent idea, just need to smooth out some rough edges.

EvilElitest
2008-01-05, 01:08 AM
a name like Zealot and no meat (fluff)? For shame
from
EE

Icewalker
2008-01-05, 01:32 AM
Holy Frontloaded Crack on a Stick, Batman!

In all seriousness, this is... quite frontloaded. When your first level requires more lines for their special abilities than the rest of the levels... you need to space things out a bit.

You're putting up the best aspects of a Paladin and cleric all in one. One ability in particular needs to be addressed QUICKLY:



re-word this please. The underlined phrase can be used for munchkining to be able to cast any and all cleric spells in the book. May I suggest as an alternate wording:

"If a Zealot casts a clerical spell of the Evil subtype, it does not negatively impact his alignment. All negative energy damage dealt through clerical spells is changed to fire damage".

This makes it clear that he would already have to cast it in the first place, which your original wording is... ambiguous on...

Furthermore, this is very powerful when segued into straight from a Paladin. There's no reason why a Paladin shouldn't get into it straight away as soon as he gets 1st level spells.

Right now, it looks like the ultimate one level dip for any divine casting class. It works as the ultimate PrC for Paladin simply because the base class stinks after level 5 anyways.

Add in some prerequsites, space out those abilities, give it some flavor... you've got a decent idea, just need to smooth out some rough edges.

Aaaah I was expecting at least one response like this...but you are wrong.

There is pretty much no frontloading in this class at all. It gets 5 abilities at first level. 3 of them are not in fact abilities. They are a continuation of three abilities that paladins get, one of which actually does nothing if you go into it from paladin because it doesn't scale with level.

1 of them is very weak, because it progresses with class levels.

The only real ability these guys get at first level is the ability to cast evil spells regardless of alignment (which I probably should rephrase, yeah...).
Edit: there, rephrased.


Just didn't get around to writing the fluff and such. It's primarily the crazy cleanse the world kill all evil type of thing. I'll add some later.

Mr._Blinky
2008-01-05, 01:41 AM
Aaaah I was expecting at least one response like this...but you are wrong.

There is pretty much no frontloading in this class at all. It gets 5 abilities at first level. 3 of them are not in fact abilities. They are a continuation of three abilities that paladins get, one of which actually does nothing if you go into it from paladin because it doesn't scale with level.

1 of them is very weak, because it progresses with class levels.

The only real ability these guys get at first level is the ability to cast evil spells regardless of alignment (which I probably should rephrase, yeah...).
Edit: there, rephrased.


Just didn't get around to writing the fluff and such. It's primarily the crazy cleanse the world kill all evil type of thing. I'll add some later.

Doesn't matter. While it is true that going in from Paladin will give you less bonuses, any other class will benefit hugely. The DE at will is quite useful for anyone, and since there are no multi-classing restrictions it is a far more appealing choice than Paladin. Also, it is very useful for a one level dip, as while many of the abilities require additional levels to be truly useful, they are just useful enough to be worth the dip, if only for clerics to be able to cast without alignment restrictions. It's not that front-loaded, but it is somewhat so.

Icewalker
2008-01-05, 02:02 AM
Yeah alright, the no-alignment casting could be frontloaded. Maybe move it up to 3 or 5 or so?

Gwyn chan 'r Gwyll
2008-01-05, 02:52 PM
So fluff is like Miko?

Someone actually made a Miko class?!?!

Icewalker
2008-01-05, 03:38 PM
It is a bit like Miko, but a little less crazy and assuming. Instead of thinking conspiracies are everywhere, they just hunt out and kill evil. Unless you get a crazy Zealot, which is basically Miko with fire damage. Yeah.

EvilElitest
2008-01-05, 04:10 PM
It is a bit like Miko, but a little less crazy and assuming. Instead of thinking conspiracies are everywhere, they just hunt out and kill evil. Unless you get a crazy Zealot, which is basically Miko with fire damage. Yeah.

Oh come at least try harder than that, i've read other creations by you icewalker, i know you can do it
from
EE

Icewalker
2008-01-05, 09:05 PM
Like I said, really just haven't gotten around to it. Been working on other parts of my campaign world, as I'm starting it in a few days.

Brom
2008-01-08, 12:43 AM
This is asking for someone to go levels in something totally unrelated to Divine casting, take Knowledge (Religion) ranks, then dip one level into a Divine class, then one more level into this. I was thinking Wizard/Druid/Zealot. The Detect Evil/Smite evil abilities would be nice. Especially since from there you could go Holy Scourge. It only gets nastier from there.