Zealot

Alignment: Must match that of the Zealot's deity.

Hit Die
: d8

Class Skills

Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier



Fort Ref Will
Level Base Attack Bonus Save Save Save Special Abilities
1st +0 +0 +0 +2 Divine Fervor, Unwavering Faith, Savvy Strike
2nd +1 +0 +0 +3 Divine Perseverance, Zealous Strike
3rd +2 +1 +1 +3 Armor Expertise, Steadfast Faith
4th +3 +1 +1 +4 Dauntless, Divine Blessing
5th +3 +1 +1 +4 Smite Infidel
6th +4 +2 +2 +5 Armor Expertise
7th +5 +2 +2 +5 Spellbane
8th +6/+1 +2 +2 +6 Disruptive
9th +6/+1 +3 +3 +6 Armor Expertise
10th +7/+2 +3 +3 +7 Spellbreaker
11th +8/+3 +3 +3 +7 Familiarity With Magic
12th +9/+4 +4 +4 +8 Armor Expertise
13th +9/+4 +4 +4 +8 Greater Spellbane
14th +10/+5 +4 +4 +9 Valor
15th +11/+6/+1 +5 +5 +9 Magic Resistance
16th +12/+7/+2 +5 +5 +10 Immaculate Improvisation
17th +12/+7/+2 +5 +5 +10 Aegis of Faith
18th +13/+8/+3 +6 +6 +11 Absolute Clarity
19th +14/+9/+4 +6 +6 +11 Mystic Null
20th +15/+10/+5 +6 +6 +12 Penance Strike

Class Features

Weapon and Armor Proficiency: Zealots are proficient with are proficient with all simple weapons and light armor. Zealots are also proficient with the favored weapon of their deity.  When wearing medium or heavy armor, using a shield, or carrying a medium or heavy load, zealots lose their unwavering faith class feature.

Divine Fervor (Su): As a move action the zealot can concentrate to determine the allegiance of all creatures within 60 feet; if any of the targeted creatures are enemies of the zealots faith they are marked as infidels and outlined with a mystic haze for a number of rounds equal to the zealots level plus her Wisdom modifier that only the zealot can see. During this time the zealot gains a bonus on her attack rolls and damage rolls against the marked creatures equal one-quarter her class level (minimum +1).

Unwavering Faith (Su): At 1st level the zealot has so much faith in her deity that she becomes girded against harm and gains a deflection bonus to her AC equal to her Wisdom modifier plus one-quarter her class level (minimum +1). This bonus to AC applies even against touch attacks or when the zealot is flat-footed. She loses this bonus when she is immobilized or helpless, carries a shield or if she carries a medium or heavy load.

Savvy Strike (Ex): Zealots may use their Wisdom modifier instead of their Strength modifier on attack rolls.

Divine Perseverance (Ex): At 2nd level the zealot gain a pool of preservation points equal to her Wisdom modifier +3. These points can be allocated into task resolution rolls (any roll in which requires the perusal of a d20), granting the zealot a +1 bonus on the roll for every point expended.

At 4th level and every two class levels gained thereafter the zealot gains 1 additional preservation point, to a maximum of an additional nine points. These points refresh to their maximum after a full nights worth of rest.

Zealous Strike (Su)
: A 2nd level, whenever the zealot is wielding her deity’s favored weapon, it becomes imbued with divine power. If the zealot serves a good deity, the weapon becomes good-aligned and thus bypasses the corresponding damage reduction and deals an extra 2d6 points of damage against all creatures of evil alignment. If the zealot serves an evil deity, the weapon becomes evil-aligned and thus bypasses the corresponding damage reduction and deals an extra 2d6 points of damage against all creatures of good alignment. A neutral zealot that worships a neutral deity must choose to champion good or evil; the decision affects whether her weapon becomes good or evil aligned.

The damage bonus from this ability stacks with the bonus from the holy/unholy special weapon qualities.

Armor Expertise (Ex): Starting at 3rd level the zealot learns to be more maneuverable while wearing armor. Whenever wearing armor, she reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every three levels thereafter these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

Steadfast Faith (Ex): At 3rd level the zealot's loyalty to her deity is so strong that she gains a resistance bonus against spells and spell-like abilities that are mind affecting, cause paralysis or cause sleep effects equal to one third her character level.

Dauntless (Ex): Though the zealot feels fear, she does not allow it to prevent her from pressing forward. When the zealot would normally be frightened or panicked, she instead is only shaken. The zealot never
suffers fear penalties more severe than shaken, no matter the level of fear she would normally suffers.

Divine Blessing: At 4th level the zealot chooses one of her deity's domains and she gains its granted power and the first spell-like or supernatural power associated with it. In addition when the zealot achieves 6th level, she may choose to pray for any domain spells that she qualifies for.

Smite Infidel (Su): At 5th level the zealot can call upon the power of her deity to aid her in her struggle against her faiths enemies. Once per day per 5 levels of the zealot, she can choose one infidel within sight to smite as a swift action. The zealot gains a bonus to her attack equal to one-quarter her class level to her attack rolls and adds twice her zealot level to all damage rolls made against the targeted infidel. This attack automatically bypass any DR the infidel might possess.

In addition, while smite infidel is in effect, the zealot doubles her deflection bonus from her unwavering faith class feature to her AC against attacks made by the target of the smite.

The smite infidel effect remains until the target of the smite is dead or the next time the zealot rests and regains her uses of this ability.

Spells: Beginning at 6th level, zealots gains the ability to cast a small number of divine spells which are drawn from the cleric spell list presented in Chapter 10 of the Pathfinder Core Rulebook. The zealot must choose and prepare her spells in advance.

To prepare or cast a spell, the zealot must have a Wisdom score equal to at least 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, zealots can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is shown below. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 in the Pathfinder Core Rulebook).

Zealots must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. The zealot may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 5th level, a zealot has no caster level. At 6th level and higher, her caster level is equal to her zealot level – 5.

Spells Per Day
Level 1st2nd 3rd 4th
1st - -
- -
2nd - -
-
-
3rd - -
-
-
4th - -
-
-
5th - -
-
-
6th 1 -
-
-
7th 1 -
-
-
8th 2 -
-
-
9th 2 1
-
-
10th 2 1
-
-
11th 3 2
-
-
12th 3 2
1
-
13th 3 2
1
-
14th 3 3
2
-
15th 4 3
2
1
16th 4 3
2
1
17th 4 3
3
2
18th 4 4
3
2
19th 4 4
3
3
20th 4 4
4
4

Spellbane (Su): At 7th level the zealot can attempt to use her spellbane power as a standard action. The zealot makes a melee touch attack. If it is successful, the target is affected by the spellbane and this counts as a successful use of the ability. Spellbane functions as the targeted dispel ability of the dispel magic spell. Zealots may have a number of successful uses of spellbane per day equal to 3 + her Wisdom modifier.

Disruptive: At 8th level the zealot gains Disruptive as a bonus feat regardless of the fact the she does not meet the prerequisites.

Spellbreaker: At 10th level the zealot gains Spellbreaker as a bonus feat regardless of the fact the she does not meet the prerequisites.

Familiarity With Magic (Ex): At 11th level the zealot gains a +2 competence bonus to all saving throws against spells, spell-like and supernatural abilities (including magic items). Further, she gains a +2 competence bonus to Armor Class against spells requiring attack rolls.

Greater Spellbane (Su): At 13th level, when a foe strikes the zealot with a melee attack, the zealot may affect the infidel with his spellbane power as an immediate action. This counts as one of the zealot’s daily uses of the spellbane ability.

Valor: At 14th level the zealot becomes immune to all fear based affects (shaken, frightened or panicked).

Magic Resistance (Ex): At 15th level the zealot takes 2 less hit points of damage per die damage dealt from all spells and spell-like abilities (minimum 0). Additionally, when the zealot is the target of an ability drain or ability damage, she takes 2 points less drain or damage (minimum 0).

Immaculate Improvisation (Su): The zealot can convert any prepared spell into a spell of the same level or lower that is listed as a domain spell from the domain she chose with her divine blessing class feature.

Aegis of Faith (Su): At 17th level the zealot can confer part of or all of the deflection bonus to her AC from her unwavering faith class feature to one or more of her allies within 30 feet. The zealots deflection bonus is temporarily lowered by the amount conferred until she receives a full nights worth of uninterrupted sleep.

Absolute Clarity (Ex): At 18th level the zealot becomes immune to spells and spell-like abilities that are mind affecting, cause paralysis or cause sleep effects.

Mystic Null (Su): At 19th level, the witch hunter becomes an expert at ending magic effects. She no longer has a daily limit to uses of the spellbane and greater spellbane abilities.

Penance Strike (Su): At 20th level, when the zealot brings an infidel down to 0 or less hit points, she may make an extra attack against the creature as an immediate action. If the attack is successful the infidel is completely consumed by divine fire. Infidels slain by the zealot’s penance strike cannot be brought back to life by any other means short of true resurrection or a carefully worded wish spell followed by resurrection or miracle.