Zealot A warhawk politician grimly but eloquently calls for the destruction of a hated enemy. A loyal guard lays down his life for his homeland without hesitation. A cultist is driven to greater and greater ecstasies of blood to satisfy the wicked whispers that fill his mind day and night. All believe that if they sacrifice enough for their dreams, even the impossible can be realized. These dreams are enough to shape those around them—and, if realized—the world.Adventures: Zealots live in pursuit of a passion or cause. Each zealot has a purpose they intimately understand, from protecting their country, to spreading their religion, to hunting down every last one of the assassins who murdered their master. Characteristics: Zealots typically have intense personalities—despite their commitment to one cause, if one fire cools, another will ignite. This fervency is what draws in their allies and sets them apart: What some might believe on an intellectual level in a vague, apathetic way, the zealot embraces and knows like a lover. Alignment: Any. Zealots have a strict devotion to an ideal that they follow with reckless abandon. While zealots often allow the ends to justify the means, they also put the needs of something greater than themselves beyond their own needs. These conflicting motivations create zealots of every conceivable stripe. Though zealots do not change alignment more frequently than other classes, a zealot who changes alignments fights for his new ideals with the same intensity as the one he left behind. Religion: Many zealots are religious, but their personal beliefs often clash with established dogma. Zealots often live at the extremes of a given religion—its most brutal enforcers, its most devout preachers, its first followers, its greatest defenders, and its most despised heretics. This purity of drive leads zealots to frequently found their own religions, philosophies, and cults. Background: Zealots are found most frequently in times of uncertainty and places of conflict, though whether this is because these situations are ideal for creating zealots, zealots are drawn to these areas, or zealots create these situations is uncertain. Races: Zealots are most commonly found in humans and other shorter-lived races, because zealots often live short and burn bright. Sadly, there may be just as many dwarven patriots as goblin fanatics, but the dwarves who follow less impassioned lives will typically live much longer ones. Half-breeds like half-orcs, half-giants, and tieflings are common zealots, as they are often born in areas of conflict and are forced into allying with one side of their heritage or another. Dromites and other highly-organized races can produce excellent zealots, as their culture helps instill them with a unique sense of purpose. Other Classes: Zealots often mesh best with others who will fight for their cause, regardless of their allies’ motivations, a pragmatic stalker who can be counted on to perform a task for a few coins might be a more trusted ally than a pious cleric who is always raising moral arguments to the zealot’s methods. Zealots sometimes clash with sorcerers, paladins, and others with strong personalities (a natural consequence of too many leaders and not enough followers), but thoughtful classes like inquisitors, oracles, and rangers can channel the zealot’s ardor against the proper targets. Zealots do not inherently get along well, and there are often zealots on all sides of a conflict. Role: Leader. A zealot inspires the hearts and
minds of those he fights alongside through pure passion, bringing his allies to heights they
never thought possible. With proper feat and
maneuver choices, zealots can also become
masters of battlefield control. Starting Age: Self-taught. Starting Wealth: 5d6 × 10 gp (average 175 gp). In addition, each character begins play with an outfit worth 10 gp or less. Hit Die: d10.
Class SkillsThe zealot’s class skills are Autohypnosis (Wis), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (martial) (Int), Knowledge (nobility) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), and Sense Motive (Wis). Skill Ranks per Level: 4 + Int modifier.
Class FeaturesAll of the following are class features of the Zealot. Weapon and Armor ProficiencyA zealot is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (except tower shields). ManeuversA zealot begins his career with knowledge of five martial maneuvers. The disciplines available to him are Eternal Guardian, Golden Lion, Piercing Thunder, Sleeping Goddess, and Solar Wind. Once the zealot knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by zealot is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A zealot’s maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. The zealot learns additional maneuvers at higher levels, as indicated on Table: Zealot. A zealot must meet a maneuver’s prerequisite to learn it. See the Systems and Use chapter in Path of War for more details on how maneuvers are used. Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the zealot can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes the restriction on the highest-level maneuvers he knows; the zealot need not replace the old maneuver with a maneuver of the same level. He can swap only a single maneuver at any given level. A zealot’s initiation modifier is Charisma. Maneuvers Readied
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Race | Bonus | Source | |||||||||||||||||||||||||||
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Dreamscarred Press | |||||||||||||||||||||||||||||
Blue | Add +1/2 to the maximum number of creatures in the zealot’s collective. |
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Dromite | Add +1/2 to the maximum number of creatures in the zealot’s collective. | ||||||||||||||||||||||||||||
Duergar | Gain 1/4 of a new zealot conviction. |
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Dwarves |
Gain 1/4 of a new zealot conviction. |
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Elan |
Add +1/4 of a maneuver known from the Sleeping Goddess or Eternal Guardian disciplines. |
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Elves |
Gain 1/4 of a new zealot conviction. | ||||||||||||||||||||||||||||
Forgeborn |
Increase the forgeborn’s natural armor bonus by + 1/4. |
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Gnome | Add +1/2 to the maximum number of creatures in the zealot’s collective. | ||||||||||||||||||||||||||||
Half-elf | Add +1/2 to the maximum number of creatures in the zealot’s collective. | ||||||||||||||||||||||||||||
Half-giant |
Gain 1/4 of a new zealot conviction. | ||||||||||||||||||||||||||||
Halfling | Gain 1/4 of a new zealot conviction. | ||||||||||||||||||||||||||||
Half-orc | Gain 1/4 of a new zealot conviction. | ||||||||||||||||||||||||||||
Human | Gain an additional power point per day. |
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Maenad | Add +1/4 of a maneuver known from the Elemental Flux or Sleeping Goddess disciplines. |
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Ophiduan | Add +1/2 to the maximum number of creatures in the zealot’s collective. | ||||||||||||||||||||||||||||
Xeph |
Add +1/4 of a maneuver known from the Sleeping Goddess or Eternal Guardian disciplines. |
Archetypes & Alternate Class Features
When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.
Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.
Table: Sorcerer Archetypes / Alternate Class Features
Archetype / Alternate Class Feature | Class Features Changed or Replaced | ||||||||||||||||||||
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Class Skills | Maneuvers |
Power Points |
Collective |
Zeal |
Compartmentalized Aid |
Conviction |
Burning Contemplation |
Martyrdom |
Commitment |
Telepathy |
Echoes of Steel |
Mission |
Defiance |
Unshakable Will |
Stalwart |
Metaphysical Transcendence |
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2 | 6 | 10 | 14 | 18 | |||||||||||||||||
Dreamscarred Press |
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Discordant Crusader |
C |
X |
X |
X |
X |
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Void Prophet |
C |
C |
X |
X |
X |
X |
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X=replaced, (X)=optional replacement, C=change |
Path of War - Expanded, © 2016, Dreamscarred Press.