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Harness the power of the gods! The Zealot (a wannabe Cleric replacer)THE ZEALOT
Credits to Michael Komarck. © 2010 Wizards of the Coast.
Eliza Lodenar, a Zealot of Heironeus
There is one thing that all creatures in the universe have in common, regardless of their intelligence, lifespan, culture and prosperity: they spend their entire life looking for something. It is not easy to define this 'something'. Many try to give sense to their existence by working hard, having a familiy and caring about the little things of life; others, instead, drown their dissatisfaction in bad habits; still others wish to wear the crown of a king and rule among their kind. Usually, no one of them leave the mortal world with the awareness of having found the meaning of life. But there is another category of people, to which very few belong. To them, the endless journey to unravel the very secret of existence ends in the acceptance that every single being is just a grain of sand, compared to the vastity of the world and the powerful, primordial entities that embody its soul. The only way to find the right road among endless possibilities is then to commint one's self to one of those entities, which are commonly called 'gods'. A Zealot devotes his life to the service of a single god, and lives according to the principles established by the god. A Zealot is never left alone, because his patron watches over him and guides his steps, making him the instrument of his will.
Wisdom is probably the most important ability for a Zealot, because it helps him receiving more powerful spells from his patron, and inceases the DC of many of his class abilities. A Zealot also benefits from a high Constitution score, since it is not uncommon for him to find himself in the middle of a clash, fighting against the enemies of his church. Then comes Strength, useful to hit opponents harder, or Dexterity, for Zealots that want to focus on ranged combat.
Any. The door of faith is open to everyone, regardless of their attitude and goals. A Zealot' alignement severely restricts what deity he can choose as patron (see below).
The Zealot's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha).
Skill Points at 1st level
(4 + Int modifier) * 4.
Skill Points at each Additional level
4 + Int modifier.
Table: The Zealot
Level BAB Fort Ref Will Features Judgement Effects Prayers Max Spell Level1st +0+2+0+2 Judgement, Prayers, Sacred Investiture021st2nd +1+3+0+3 Divine Authority021st3rd +2+3+1+3 Godly Boon022nd4th +3+4+1+4 Patron's Blessing022nd5th +3+4+1+4 Judgement (minor)122nd6th +4+5+2+5 Faith's Reward123rd7th +5+5+2+5 Bonus Feat233rd8th +6/+1+6+2+6 Patron's Blessing234th9th +6/+1+6+3+6 Judgement (major)334th10th +7/+2+7+3+7 Chosen of a God334th11th +8/+3+7+3+7 Bonus Feat435th12th +9/+4+8+4+8 Patron's Blessing435th13th +9/+4+8+4+8 Judgement (superior)546th14th +10/+5+9+4+9 Leader of the Crusade546th15th +11/+6/+1+9+5+9 Bonus Feat646th16th +12/+7/+2+10+5+10 Patron's Blessing647th17th +12/+7/+2+10+5+10 Judgement (grand)747th18th +13/+8/+3+11+6+11 Avatar Empowerment748th19th +14/+9/+4+11+6+11 Bonus Feat858th20th +15/+10/+5+12+6+12 Paragon of a God858th
Weapon and Armor Proficiency
Zealots are proficient with any simple weapon, and with any kind of armor and shield. In addition, they are proficient in the use of their patron's favourite weapon (see below).
Level 1st (5th, 9th, 13th, 17th): Judgement (Su)
As the material executor of his patron's will, a Zealot is called to dispense conviction to the enemies of the chirch he serves. Once per day per character level, as a standard action, a Zealot can designate a single creature to which he has line of sight. The creature is now marked as an enemy of the Zealot's patron, and will face the punishment she deserves. The Zealot and his allies ignore any concealment the judged creature possesses (except total concealment), and can see her even through any magical or non-magical effect that would impede visual, such as Darkness or Obscuring Mist. In addition, they gain a +1 bonus on attack rolls made against the judged creature. This effect lasts for 1 minute. A Zealot cannot judge a creature of his own faith.
Starting from level 5th, a Zealot can ask his patron to further chastise his enemies, adding various effects to his Judgement. To do that, a Zealot must burn a an additional number of uses of Judgement: 1 for minor Effects, 2 for major, 3 for superior, and 4 for grand. Only one Judgement Effect can be applied per round. The number of Judgement Effects known by a Zealot is limited, and is given in the table above. There are two types of Effects: coercions and verdicts. A coercion must be used upon placing a Judgement upon a creature, and adds its effects to that of the Judgement. When the Judgement ends, the coercion ends as well. A verdict can be activated at any moment during the Zealot's turn, using the required type of action, and affects only judged creatures. The save DC for any Judgement Effect is equal to 10 + half the Zealot's level + the Zealot's Wisdom modifier. Judgement Effects are described below.
Spoiler: Judgement EffectsMinor effects (Level 5th):
- Chastise (verdict): The Zealot sentences the destruction of his enemies. Whenever a Zealot attacks a judged creature, he can activate this effect as a swift action. The Zealot deals an additional 1d4 damage with each successful attack made against a judged creature until the end of the turn. A Zealot can burn an additional amount of uses of Judgement when activating this ability, up to half his character level: each use burnt increases the bonus damage by an additional 1d4.
- Divine Fetters (coercion): The Zealot sentences a creature is unworthy to move her steps on the ground, summoning laces and snares to impede her movements. Upon bestowing Judgement, the judged creature must succeed on a Reflex save or have her speed reduced by half, also becoming unable to run and charge. Additionally, whenever she make a movement, she must succeed on a DC 10 Tumble check or fall prone.
- Mass Judgement (coercion): When using this Effect, the time required to bestow a judgement is increased to a full-round action. Any creature within a 15 ft. area designated by the Zealot falls under the effect of Judgement.
- Sacred Protection (verdict): The Zealot asks his patron to protect him from the unbelievers. A Zealot can activate this ability as a standard action, providing himself and all his allies a +2 bonus on saving throws and AC against judged creatures. This ability lasts for 1 minute.
- Silence the Unbelievers (coercion): The mouth of a Zealot's enemy is full of filthy blasphemies, and must be shut down. Upon bestowing Judgement, the judged creature must succeed on a Will save or become unable to speak. She cannot verbally communicate or cast spells with verbal components.
Major effects (Level 9th):
- Decree of Vulnerability (coercion): The Zealot implore his patron to weaken his enemies' defenses. Any Damage Reduction, Spell Resistance and Power Resistance possessed by the judged creature is reduced by an amount equal to the Zealot's Wisdom modifier.
- Mark of Infamy (coercion): The Zealot bestows a terrible judgement, a sentence that cannot be revoked. The duration of this Judgement is permanent. The only way to get rid of it is through Break Enchantment, Limited Wish, Wish or Miracle. While this Effect is active, the amount of the Zealot's daily uses of Judgement is reduced by 2.
- Offensive Recovery (coercion): The Zealot is rewarded by his patron for hitting his oppoinents hard. Whenever the Zealot or one of his allies succesfully deals damage to the judged creature, he heals 2d4 points of damage. Upon using this ability, a Zealot can spend an additional amount of judgement points, up to half his character level: each point spent increases healing by an additional 1d4.
- Shared Conviction (coercion): When one of the guilty is punished, the others secretly tremble in fear. Whenever the judged creature takes damage, all the other judged creatures within 15 ft. of her must succeed on a Fortitude save or take half that amount of damage.
- Wrath of the Gods (coercion): The Zealot asks his patron to intervene personally, showing his might. This Effect can be used a a standard action, targeting a single judged creature within 60 ft. of the Zealot. The creature takes 2d6 damage. Upon using this ability, the Zealot can burn an additional amount of uses of Judgement, up to half his character level, incrementing the damage by 2d6 per Judgement use burnt. On top of this, the damaged creature suffers an additional effect, based on the Zealot's alignment (if more than one alignments match the Zealot's, choose one).
Alignment Effect Good The creature takes an additional amount of damage, equal to the Zealot's Wisdom modifier. Evil Half the damage dealt by this Effect is Vile damage. Lawful The creature takes a -1 malus on saves against the Zealot's spells and abilities while she in under the effect of Judgement. Chaotic The creature must succed on a Fortitude save or take 1d3 damage to one ability score, chosen randomly.
Superior effects (Level 13th):
- Circle of Interdiction (verdict): As a standard action, the Zealot can designate a 20 ft. area. Judged creature cannot enter the area, unless they are forced to do that against their will. This Effect lasts for 1 minute.
- Holy Trigger (coercion): A Zealot' enemy is cursed to do what the Zealot asks him, or must face bitter consequences.
- Sense the Sinful (verdict): A Zealot can unclear his eyes to see the true, awful face of his foes. This Effect can be activated as a swift action. The Zealot becomes under the effect of a True Seeing spell, but only against judged creatures and their spells, powers and abilities. Also, a Zealot can exactly pinpoint the location of any judged creature within 1 mile of him. This ability lasts for 1 minute.
- Shatter (verdict): A Zealot can not only punish the unworthy, but also their tools. This Effect can be activated as a standard action, targeting a magical or non-magical object owned by a judged creature within 60 ft. of the Zealot. The object is immediately destroyed. Magic items which caster level is equal or greater to that of the Zealot are immune to this ability.
- Vow of Hostility (verdict): The Zealot devotes all his forces to the destruction of a single enemy, forgetting everything else. For the duration of the Judgement, you are forbidden to perform any action that is not directed to defeating the judged creature. You gain a +2 bonus on attack rolls, damage rolls, ability checks, ability based skill checks, caster level checks, AC and saves against the judged creature. When you deal the killing blow to the judged creature, you immediately regain 1d4 + 1 uses of Judgement.
Grand effects (Level 17th):
- Doomsday (verdict): The Zealot unleashes all the tremendous power of his patron upon his foes. To activate this ability, a Zealot must burn all his remaining Judgement uses as a full-round action. Any judged creature beginning her round within 20 ft. of the Zealot takes 1d4 damage per Judgement use burnt, and suffer additional effects based on the Zealot's alignement (if more than one alignments match the Zealot's, choose one). This Effect lasts for 1 minute.
Alignment Effect Good Creatures are blinded and deafened (Fortitude negates). Evil Creatures fall under the effect of Bestow Curse (Will negates). This effect applies only once to a single creature. Lawful Creatures become shaken (Will negates). Shaken creatures become frightened instead. A creature affected by this ability will not ever attack the Zealot. Chaotic Creatures become confused, as the spell (Will negates). This is a mind-affecting ability.
- Foresee (coercion): The Zealot receives detailed insights about his enemies. The judged creature is treated as if the Zealot cast Foresight on her. Any of the Zealot's allies receive the insight as well.
- Obliterate (coercion): The Zealot gathers all his forces to entirely wipe out an opponent from the universe. The judged creature must succeed on a Fortitude save or become utterly disintegrated, leaving no remains. This is a necromantic, death effect.
- Spell Break (verdict): The Zealot deprives his opponents by all the magic, leaving them defenseless. This Effect can be activated as a full-round action. Any judged creatures within 20 ft. of the Zealot falls under the effect of a targeted Dispel Magic (greater), with caster level equal to the Zealot's level.
- Unbreakable Faith (verdict): The patron grants the Zealot and his allies the gift of invulnerability for a brief period of time. This ability can be activated as a full-round action. Until the next round, the Zealot and his allies are immune to all the damage dealt by judged creatures.
Credits to Vincent Proce. © 2009 Wizards of the Coast.
A Zealot bestows Doomsday upon his unlucky foes
Level 1st: Prayers
A Zealot casts divine spells, which are drawn from any list. He does not, however, just pick the one to cast, like many other spellcasters do; instead, when he find himself in need, he can address a supplication to his patron, which in return may grant the Zealot some help in the form of spells. Beseeching the patron is a move action, and can be done only a limited number of times per day, which is given in the table above. As a part of this action, the Zealot must clearly articulate his plea (for example, 'destroy my enemies', or 'help me find the way'. From now on, until the Zealot gets out of the specific trouble for which he asked help (or 1d6 minutes, whichever is lower), once per round as a free action, the Zealot can make a special Devotion roll, which consists in rolling a d20 and adding the Zealot's level and Wisdom modifier to the result, and subtracting 4 for each spell he already obtained in that given situation. The outcome will determine the maximum level of the spell the patron can grant this turn, and is described in the table below. Regardless of the result, a patron cannot grant the Zealot a spell which level is greater than certain amount, which varies with the Zealot's level and is given in the table above. After that, the DM chooses a spell which thematically fits the Zealot's patron and objectively responds to the Zealot's invocation, and allows the Zealot to cast that spell until the end of the turn, ignoring any verbal, somatic or material components. The save DC for a Zealot's spell is equal to to 10 + half the Zealot's HD + the Zealot's Wisdom modifier.
Check Result Max Prayer Level1-10No prayer granted11-141st15-182nd19-223rd23-264th27-305th31-346th35-387th39+8th
Spoiler: On Spell's ChoiceThe subject of a Zealot's prayer and the kind of spells that are granted him by his patron vary greatly between deities. A god which sphere of influence concerns nature and healing, for example, won't ever answer to prayers like "Set this forest on fire!", and will hardly respond to invocations like "Slaughter my enemies!", even though he could do that in some specific circumstance, for example when the Zealot is defending the patron's sacred grove by despoilers. The same god, though, will positively reply to "Heal my wounded mates!".
Regarding which spell to grant, this could be tough to figure out. The spell must have a strong connection with the patron, but must also be useful for the Zealot to get out of the situation which forced him to ask for help. It is recommended, especially for newcomer DMs, to choose in advance a number of spells, 20 to 30 per spell level is a good quantity, which cover the widest array of situations possbile, and limit the choice to just them, instead of all the spells in the game. This is not mandatory of course.
To give an example, let's pretend we want to play a Zealot of Ogrim, the demon god of sun and war. Ogrim's domains are Evil, Fire, Light, and War. The spells I expect to receive from him include:
- Spells with the [Fire] descriptor, or deal Fire damage.
- Spells with the [Light] descriptor.
- Spells with the [Evil] descriptor.
- Spells that enhance combat capabilities, such as Mage Armor, True Strike, Divine Power, Transformation, etc.
- Spells that concern demons, such as Summon Monster (demons only), Planar Ally (demons only), the Investiture serie (FC I), etc.
- Spells that specifically deal with devils, such as Devil Dirge (SpC), Banishment (devils only), etc.
This makes up for a thematically appropriate, if a bit narrow, spell selection. Now, what kind of prayers can we address to our lord Ogrim? Mostly stuff regarding killing, burning, making someone suffer, all kind of bad deals, and of course annihilating Baatezu. Would Ogrim respond to "Make me sneak unseen behind my enemies to catch them by surprise"? Unlikely. Will he respond to "Help me find the location of this powerful artifact"? Unlikely too. Will he respond to "Tell me where to find the devil to which I have an old grudge so I can slaughter him" ? Probably yes (With Locate Creature maybe). Will he respond to "Burn everything that stands before me" ? Definitely yes.
Spoiler: On Prestige ClassesBeing a divine spellcaster, a Zealot benefits from prestige classes which advance divine spellcasting. Each divine spellcaster level granted by a prestige class increases the Zealot's caster level, and advances the number of prayers he can address each day and maximum spell level he can receive. The Zealot does not gain any other benefit that other divine spellcasting classes would receive.
Level 1st: Sacred Investiture
Being a Zealot is not simple. You must devote yourself entirely to the cause of a superior entity, and you must put your personal interests behind that. Upon gaining the first Zealot level, a character must make an oath to his patron. The formula varies from deity to deity, but the gist is always the same: eternal servitude. A Zealot is compelled to follow a specifc code of conduct, which varies greatly depending on your patron's alignment and sphere of influence. On a general note, good deities absolutely forbid to employ violence against good creatures, and demand that their Zealots do not act in a way that is deliberately against rules of civil cohabitation instructed by common sense. Evil deities are usually much more indulgent; in fact, they often encourage such acts. More specific details about codes of conduct requested by single deities are up to the DM.
A Zealot that willingly goes against his patron's will faces retribution. A patron may choose to not answer to the Zealot's prayers, can deprive a Zealot of all his class features if he likes. Patrons never do that, though, unless the Zealot deliberately acts against his code of conduct. A patron may choose to give back the powers to a redeemed Zealot in the same way he took them away.
In addition, a Zealot gains Servant of a God and True Believer (CD) as a bonus feats.
Level 2nd: Divine Authority (Ex)
A Zealot always brings the word of his patron with him. This confers him an invisible, but clearly perceptible, halo of divinity that instills awe in the hearts of other creatures. Starting from 2nd level, a Zealot may add his Wisdom modifier in place of his Charisma modifier on all Diplomacy and Intimidate checks. He also gains a bonus on those checks equal to his level against creatures that worship the Zealot's patron, and have less HD than the Zealot's level. Any follower of the Zealot's patron will recognize the Zealot as an envoy of his deity, and will try to help him in his quest, providing any aid the Zealot could need.
Level 3rd (7th, 11th, 15th, 19th): Godly Boon
A Zealot is a true exemplar of what a religious should be. At level 3rd, a Zealot gains a Divine feat as a bonus feat. He must meet the prerequisites. In addition, he gains a pool of special points equal to 3 + his Wisdom modifier, which he can use in place of Turn or Rebuke Undead attempts to fuel Divine feats. At level 7th, and every four levels afterwards, a Zealot gains a new Divine feat as a bonus feat. He must meet the prerequisites.
Level 4th (8th, 12th, 16th): Patron's Blessing (Su)
At some point in his career, a Zealot is blessed with a tiny fraction of his patron's power. At level 4th, and every four levels afterwards, a Zealot must choose one of the domains granted by his patron. He gains the power granted by that domain, and the corresponding ability from the list below. He cannot choose the same domain twice. The save DC for an ability granted by this feature, unless noted otherwise, is equal to 10 + half the Zealot's level + the Zealot's Wisdom modifier.
Spoiler: BlessingsYou can find the complete list here.
Level 6th: Faith's Reward
A Zealot is gifted with powerful artifacts directly from his patron. By spending one hour in prayers, a 6th level Zealot receives one or more magic items that will help him in his quest. These are usually weapons and/or armor, but other magic items are allowed. The items are decided by the DM and must be strongly connected with the patron's sphere of influence. Generic magic items, such as Mantle of Resistance, should not be provided. Every time the Zealot gains a level, he can perform the ritual again: the items previously granted disappear, and he is gifted with new. The total value that items granted by this ability can have is given in the table below.
Level Maximum Value6th1,2007th2,0008th3,0009th4,00010th5,00011th7,00012th9,00013th11,00014th15,00015th20,00016th30,00017th40,00018th50,00019th60,00020th80,000
Level 10th: Chosen of the Gods
As the Zealot completes more and more missions in the name of his patron, he is granted favors that the lesser minions can only dream of. At 11th level, when a Zealot uses his Servant of the Gods feat, he can instead duplicate the effect of a Limited Wish spell. He does not need to provide the XP cost.
Level 14th: Leader of the Crusade
At 14th level, the faith that the patron puts in the Zealot is so great that he allows him to lead his armies into battle. This ability is similar to the Leadership feat, except that the cohort and followers' alignement must exactly match that of the Zealot. The Zealot uses his Wisdom modifier in place of his Charisma modifier to determine the leadership score. The Zealot's cohort and followers level is considered equal to either their HD or CR, whichever is higher. Once per day, through a 1-hour long ritual, the Zealot may produce an effect similar to that of a Gate spell, except that the gate can only be used by your cohort and followers to join you if you are in a different plane of exsistence, and vice versa.
Level 18th: Avatar Empowerment (Su)
Sooner or later, a Zealot becomes so close to his patron that he can grasp a crumb of his divine power. Once per day as a swift action, he gains the very strength of his patron for a limited amount of time. During this time, he gains a +20 bonus on Devotion checks, and does not get the normal Devotion check penalty when requesting a spell (already existing penalties still apply). This ability lasts for 1d6 rounds.
Level 20th: Paragon of the Gods
At 20th level, the Zealot reaches the pinnacle of his fortune and influence. His patron finds in him his most trusted and mighty ally, capable to bring his word in every place of the universe. For that reason, the patron opens to the Zealot all the vaults of power. At 20th level, when a Zealot uses his Servant of the Gods feat, he can instead duplicate the effect of a Miracle spell. He does not need to provide the XP cost.
Credits to James Ryman. © 2014 Wizards of the Coast.
A Zealot requests her patron's intervention to repel a great danger.
A Zealot that loses his Servant of the Gods feat also loses all his class features, and cannot advance again in the Zealot class until he makes atonement. Evil-aligned patrons tend to be vengeful, longing to destroy those who dare to betray them: because of this, a former Zealot of an evil deity is always in danger of being harmed by his old patron's servants.
Characters with ranks in Knowledge (religion) can research zealots to learn more about them. When a character makes a skill check, read the following.
Check result Knowledge acquired10 A Zealot is the ally of a mighty god, and lives in respect of his principles and teachings.15 A Zealot can beseech his patron in order to be gifted with powerful magic, which uses to defeat his foes.20 The most faithful Zealots receive powerful magic items from their patron, and lead their personaly army.25 The character gains knowledge about specific Zealots in the world.
SpoilerSERVANT OF A GOD
You committed yourself to a powerful entity.
Prerequisites: Must have had a contact with a god or an entity with god-like powers (from now on referred as 'patron'). In addition, your alignement must exactly match that of your patron.
Benefits: By undergoing a 1-minute long ritual you can duplicate the effect of Commune, as the spell, with caster level equal to your HD, without paying the XP cost. You cannot use this ability more than once per day. You can use this ability only to contact your patron. An evil deity could seldom try to make you believe something that is not entirely true, for his personal gain. Once the effect ends, you get under the effect of a Geast/Quest spell (no save). The task is chosen by the DM, although it usually involves performing some vile task for your patron. The DM must choose a task that you are able to do alone in a realtively short timespan and is appropriate to your level. You cannot use the ability granted by this feat while you are under the Geas/Quest. In addition, when you die your soul becomes personal possession of your patron. Your patron may choose to deny your allies the ability to resurrect you, forcing that ally to succeed on a DC 20 caster level check in order to do that.
Special: If you willingly change your alignement, betray your patron, or do anything else that would deliberately go against your patron's will, you immediately lose the benefits of this feat. If you ever happen to do that and wish to repair, you can use this feat once, only to ask your patron to forgive you. Your patron may choose to answer or not; if he chooses to answer, he usually assigns to you a particularly difficult task to perform. If you succeed, you are restored to your previous position and regain the benifits of this feat. if you betray your patron more than once, there is no possibility for a new redemption. Should your patron ever die, you do not lose the benefits of this feat. All the patron's requests to the you will probably be directed towards his own resurrection.
Last edited by Hipster Dixit; 2014-10-17 at 04:32 AM.
- Join Date
- Jul 2014
Re: Harness the power of the gods! The Zealot (a wannabe Cleric replacer)
Excellent job! I really like this class, and it seems like a solid replacement for the Cleric for slightly lower-power campaigns. Definitely favorited. I do have a couple of questions/notes:
1. The text for Faith's Reward states that this ability comes online at 7th level, but the following table, as well as the overall class table, indicates it comes online at 6th.
2. Why is Servant of the Gods marked as a [vile] feat? That would seem to preclude any good characters from taking this class.
3. Do you plan to implement a mechanic whereby additional Devotion can be invested into prayers beyond the requirement, augmenting them a la psionic powers? As written it seems to just be a slightly modified way to cast standard divine spells. Or will there be a forthcoming 'prayer list' as well?Behold! The Monster Compendium
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Mine started with the intrepid heroes whisked away to a battle gauntlet in the sky by a mystery deity! It was meant to be strictly a playtest but quickly devolved.
- Join Date
- Jun 2014
Re: Harness the power of the gods! The Zealot (a wannabe Cleric replacer)
Actually, I am planning to do a replacement to all the iconic base classes, each with a different mechanic. The current Devotion mechanic is admittedly a bit bland and maybe best suited for a Wizard, I'll work on someting more favorful in the future. For now, though, it stays as it is.
Last edited by Hipster Dixit; 2014-10-09 at 05:00 PM.
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- Jun 2014
Re: Harness the power of the gods! The Zealot (a wannabe Cleric replacer)
Blessings list was too long for the first post, so I uploaded it here.
- Air: As a standard action, you create a 10 ft. radius bubble of air centered on you. The bubble moves with you. A Zealot can use the bubble to travel underwater, ignoring any danger coming from pressure and cold, as well as providing an endless air supply to those inside the bubble. In addition, the bubble allows to safely cross many environmental hazards, such as lava and acid. This ability can be used once per day per point of Wisdom modifier, and lasts for 1 hour.
- Animal: The Zealot gains an animal companion, as if he were a Druid with level equal to his Zealot levels minus 4.
- Charm (SpC): Once per day per point of Wisdom modifier, whenever the Zealot manages to improve one's attitude with a Diplomacy check, he can make that creature fall under the effect of a Charm Person spell, with caster level equal to the Zealot's level. Starting from level 12th, the creature instead falls under the effect of Charm Monster. This is a mind-affecting ability.
- Chaos: NO IDEAS, HELP ME PLS
- Cold (SpC): Whenever the Zealot deals Cold damage to an opponent, he must succeed on a Fortitude save or become fatigued.
- Corruption (FC I): The Zealot gains an aura with radius of 10 ft. that prevents any creature inside it to heal damage and remove the following conditions: blinded, confused, dazed, deafened, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, pertified, shaken, sickened. Damage can still be healed through non-magical means, such as a troll's Regeneration ability. A Zealot can suppress or reactivate this ability as a swift action.
- Courage (SpC): The Zealot is immune to charms, complusions and fear effects. Each of the Zealot's allies within 20 ft. of him gain a +4 bonus on saves against such effects.
- Creation (SpC): Once per day, a Zealot may duplicate the effect of a Fabricate spell, except he needs 1 minute of time for every 10 cubic ft. of material affected. At level 8th, and every four levels afterwars, a Zealot gains an additional use of this ability.
- Darkness: When in an area with shadowy illumination or lower, a Zealot gains Blindsense with a range of 60 ft. In addition, the DC to dispel any of the Zealot's prayers with the [Darkness] descriptor increases by an amount equal to the Zealot's Wisdom modifier.
- Death: The Zealot gains an aura with range of 15 ft. that duplicates the effect of a Silence spell. This effect does not prevent the Zealot to address prayers to his patron. Any opponent in the area takes a -2 malus on saves against [Death] effects. This ability can be suppressed or reactivated as a swift action.
- Destruction: Once per day per point of Wisdom modifier, a Zealot can surround his hand with a disrupting field. The Zealot gains a melee touch attack that deals 1d6 damage per Zealot level. When used against inanimate objects, this ability disintegrates 5 cubic ft. of matter per round. This ability lasts for 1 round per point of Wisdom modifier.
- Dragon (SpC): Once per day, a Zealot may call a dragon to his service. The dragon's HD must be equal or lower than the Zealot's level, and its alignement must exactly match his. Once called, the dragon arrives in 1d6 rounds and remains under the Zealot's service for 1 minute per Zealot level.
- Dream (SpC): Once per day as a standard action, the Zealot can become ethereal, as per the Ethereal Jaunt spell. This ability lasts for 1 minute. For the duration of this ability, the Zealot's body becomes inert on the ground, effectively helpless. At the end of the duration, the Zealot's ethereal manifestation return back in his body. At level 8th, and every four levels afterwards, a Zealot gains an additional use of this ability.
- Earth: Once per day, as a standard action, a Zealot can make the ground erupt. He may choose one of the following effects: Turn the terrain within 30 ft. of him into dense rubble, or make earth spikes come out from the ground, dealing 1d6 piercing damage per two Zealot levels to anyone within 20 ft. of him (reflex havles), or entangle (as the spell) anyone within 10 ft. of him for 1d6 rounds. The DC for the Strength check and Escape Artist check made to escape from this ability is increased by the Zealot's Wisdom modifier. At level 8th, and every four levels afterwards, a Zealot can use this ability one additional time per day.
- Envy: Once per day as a standard action, the Zealot may designate a magic item held by another creature within 60 ft. of him. The item's market price must be not greater than the greatest market price among items possessed by the Zealot. The Zealot gains a copy of that item, with the same appearance and functions, that lasts for 1 hour. For the duration of this ability, the Zealot is under the effect of an unaviodable Bestow Curse spell.
- Evil: Once per day a Zealot can sacrifice a creature to his god through a 1 minute long ritual. For the rest of the day, the save DC of every spell with the [Evil] descriptor cast by the Zealot is increased by 2. In addition, once per day per 2 HD the sacrificed creature possessed, a Zealot can add the [Evil] descriptor to a spell he casts.
- Fire: The Zealot's spells and abilities ignore any Fire Resistance the opponents might possess, and even deal half Fire damage to opponents immune to Fire.
- Force (SpC): Once per day per point of Wisdom modifier a Zealot can emit a powerful shockwave as a standard action that pushes away any creature within 10 ft. of him. Treat this attack as a bull rush attempt, except that the Zealot uses his Wisdom modifier in place of his Strength modifier, and is considered one size category larger than he is. He does not need to move with the targets, nor does he suffers any effect if losing the check. opponents affected by this ability must also succeed on a Fortitude save or become deafened for 1 minute.
- Gluttony (SpC): The Zealot can eat any substance, edible or not, without suffering ill effects. Any time the Zealot wins a grapple check, he can bite the opponent with his strong mandibles, dealing 1d6 Constitution damage.
- Good: The Zealot is permanently under the effect of a Protection from Evil spell. At 12th level, this becomes Magic Circle Against Evil. At 20th level, this becomes Dispel Evil.
- Hatred (SpC): Whenever a creature succesfully damages the Zealot or deal any action that causes the Zealot harm, the Zealot gains a +4 bonus on attack rolls and caster level check against that creature until the following round.
- Healing: Whenever a creature is healed by a Zealot's prayer, she gains Fast Healing 3 (or her already exsisting Fast Healing improves by 3) for a number of rounds equal to the prayer's level.
- Knowledge: The Zealot gains Bardic Knowledge, as a Bard of his level.
- Law: Once per day as a standard action, the Zealot can activate an aura of denial with a range of 10 ft. The aura works like an Antimagic Field, except it affects only spells belonging to one school of magic, chosen when activating this ability. While this ability is active, the Zealot cannot cast spells. The aura lasts for 1 minute before disappearing. At 8th level, and every four level afterwards, a Zealot gains an additional use of this ability.
- Luck (SpC): Once per day per point of Wisdom modifier, whenever the Zealot would make an attack roll, saving throw, ability check, skill check or caster level check, he may roll twice and choose the better result.
- Madness (SpC): Once per day as a standard action, the Zealot can deal 1d6 Wisdom damage to any creature within 20 ft. of him, included himself. This is a mind-affecting ability. A Zealot cannot use this ability if he is immune to mind-affecting abilities or Wisdom damage.
- Magic: Once per day a Zealot may duplicate the effect of a Dispel Magic spell (counterspell version only). Whenever he succesfully counterspells with this ability, he can cast that spell the following round, with caster level equal to his level, and save DC keyed off his Wisdom. At 12th level, he may instead duplicate Dispel Magic (greater). At 8th, and every four levels afterwards, he gains an additional use of this ability.
- Metal (SpC): Once per day per point of Wisdom modifier, the Zealot can dupllicate the Telekinesis spell. Only metal objects or creatures wearing metallic equipment can be affected by this ability.
- Moon (SpC): Once per day, a Zealot can provoke a lunar eclipse. The area within 50 ft. from him is surrounded by an eerie light that immediately reveal any invisible creatures, and forces polymorphed creatures to return back to their original form (Will negates). All the creatures in the area are under the effect of a Faerie Fire spell. Also, any creature in the area takes half damage from fire. This ability lasts for 1d6 minutes. At level 8, and every four levels afterwards, a Zealot gains an additional use of this ability.
- Ocean (SpC): The Zealot gains a swim speed of 40 ft., which also grants him a +8 racial bonus on Swim checks. If he already possessed a swim speed, it is increased by 20 ft. The Zealot also gains the Amphibious special quality.
- Ooze (SpC): For a number of rounds per equal to his Wisdom modifier, as a free action, a Zealot can transform his body into a slimy substance. He may use this ability to gain the Improved Grab and Constrict special qualities until the end of the turn. The Constrict damage is equal to his unarmed damage, plus his Strength modifier. He also deals 1d4 acid damage per two Zealot levels with each succesful unarmed attack. Alternatively, he may activate this ability as a response to an enemy's attack, halving any bludgeoning and piercing damage he takes before the end of the turn.
- Pestilence (SpC): The Zealot gains immunity to all diseases. Also, any creature within 10 ft. of the Zealot gains a -4 malus on saving throws against disease.
- Plant: For a number of rounds per day equal to his level, as a standard action, a Zealot can transform his feet into roots, and plunge them into natural, fertile ground, sucking nourishment. For the duration of this ability, he gains Regeneration 5. Acid and Fire still deal normal damage to the Zealot. While this ability is active, the Zealot cannot move. A Zealot can turn back his roots into feet as a standard action.
- Protection: For a number of rounds per day equal to half his level, as a full-round action, a Zealot can project a 10 ft. aura that deflects all the rays, lines, cones and ranged attacks coming from the outside. He needs to concentrare every round to keep this effect active. He can suppress this ability as a standard action.
- Purification (SpC): Once per day as a standard action, the Zealot can remove any charm, compulsion, curse, and mind-affecting ability from any of his allies within 20 ft. of him.
- Retribution (SpC): Whenever the Zealot takess damage, he gains an amount of special points, called Retribution points. As a standard action, a Zealot can make a melee or ranged touch attack (range 60 ft.) that deals damage equal to the Retribution Points he has (Fortitude halves). At the end of each of his turns, the number of a Zealot's Retribution Point become 0.
- Storm (SpC): The Zealot is permanently surrounded by a thunderstorm. The area within 15 ft. of him is swept by winds which force is determined by the Zealot's level, and is described in the table below. A Zealot can suppress or reactivate the storm as a swift action. Once per day per point of Wisdom modifier, as a standard action, a Zealot can fire a lightning bolt against an opponent within 60 ft. of him that deal 1d6 Electricity damage per Zealot level (Fortitude halves). Creatures that wear metallic equipment automatically fail the save against this ability.
Level Wind speed4+11-20 mph (moderate)8+21-30 mph (strong)12+31-50 mph (severe)16+51-74 mph (windstorm)
- Strength: the Zealot gains the Powerful Build special quality.
- Suffering (SpC): Once per day per point of Wisdom modifier, a Zealot can make a melee touch attack against an enemy. The creature must succeed on a Will save or take a -4 malus on attack rolls, damage rolls, skill checks and ability checks for 1d6 rounds. A Zealot can use this ability as a part of an attack.
- Sun: Once per day, the Zealot can conjure a small magical sun in the air. The sun illuminates an area of 5 ft. per pooint of Wisdom modifier with a Daylight spell. Upon its appearance, the sunlight blinds any creature within range of this ability for 1 round (Fortitude negates). Creatures that failed the save are also dazzled for 1 minute. Undead and creatures with aversion to sunlight take 2d6 damage if they begin their round within range of this ability. The sun lasts for 1d6 minutes. At level 8th, and every four levels afterwards, a Zealot gains an additional use of this ability.
- Time (SpC): Once per day per point of Wisdom modifier, as a standard action, the Zealot can create a static 10 ft. bubble centered on a point within 60 ft. of him. Any creature within the bubble is hasted or slowed, as the spells, until she leaves. The choice must be made by the Zealot upon creating the bubble, and cannot be changed later. The bubble lasts for 1 minute.
- Travel (SpC): the Zealot is permanently protected by an Endure Elements spell, and ignores the harmful planasr trait of any plane he visits. In additon, the Zealot gains the Natural Cunning special quality.
- Trickery: Once per day per point of Wisdom modifier, a Zealot may alter the appearance of a single creature or object with a single touch. If he targets a creature, she must be willing. The appearance can be anything the Zealot can imagine, but the target's size cannot be altered. This effect does not confer new abilities to the target.
- Tyranny (SpC): Once per day, whenever the Zealot succesfully intimidates a creature with an Intimidate check, he can make that creature fall under the effect of a Suggestion spell. At level 12th, this becomes Dominate Person instead. This is a mind-affecting ability.
- Undeath (SpC): The Zealot can Rebuke Undead as a Cleric of his level. He can do that a number of times each day equal to 3 + his Wisdom modifier. When he uses this ability, he can spend two additional Rebuke attempts. If he does, Undead that would be rebuked are instead commanded.
- War: The Zealot gains the Diehard feat as a bonus feat. he does not need to meet the prerequisites. Once per encounter, when the Zealot's health drops below 0 hp, he cannot die from hp damage in the following 1d4 rounds. During those rounds, he may choose to act as if he had 1 hp.
- Water: Once per day per point of Wisdom modifier, as a standard action, the Zealot can create one cubic foot of water per level he possesses. He may choose to conjure this water with a powerful blast, dealing 1d6 bludgeoning damage per two Zealot levels in a 30 ft. line (Fortitude halves). Any creature that fails the saving throw against this ability is knocked prone.
- Winter (SpC): The Zealot gain an aura of 10 ft. that duplicates Obscuring Mist. Temperature in the area is lowered by one step. At 8th level, and every four levels afterwards, temperature in the area lowers by an anndtional step (minimum extreme cold). At 12th level, the aura instead duplicates the effect of Sleet Storm. At 20th level, the aura also duplicates the effect of Ice Storm. The Zealot can suppress or reactivate the aura as a swift action.
Last edited by Hipster Dixit; 2014-10-17 at 03:52 AM.