I figured out my secret class faster than expected.
When looking at Wulf's .jpg, I thought that the Fighter doing double duty was odd. Claims that this class is "baseline" or "vanilla" struck me as somehow wrong-headed, too - the Fighter is a hero, it's folks like the Commoner and Warrior who are "baseline" and "vanilla"! So is the Fighter more Arcane or more Divine? I say he's Arcane, for two reasons. Firstly, the HD scheme makes more sense that way (assuming that the Arcane half-caster has d8, and my versions do). Secondly, the Fighter's approach to combat is to trust in his training, not to put faith in a higher power. That philosophy is something he shares with the Wizard (and to a lesser extent, the Sorcerer).
So I set to making a Divine non-caster with not much more than the notion that it would have a d12 HD, full BAB and (looking at my notes) "zeal". Once it became clear that this class represents Conquistadors and Samurai, everything fell into place. I know that the name has been tagged for another role, but IMO it makes more sense for a fighting man.
Zealot
[sblock=Basic progression]HD: d12
BAB: 1:1
BMB: 1:3
The zealot's class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Knowledge (religion) (Int), Intimidate (Cha), Persuasion (Cha), Profession (Wis), and Sense Motive (Wis).
Skill points per level: 4 + Int modifier[/sblock][sblock=Class features]
Weapon and Armor proficiency: A zealot is proficient with all simple and martial weapons, and with light and medium armor. He is not proficient with shields.
Inspired Charge (Su): At first level, a zealot gains the ability to make fearsome charging attacks. Using inspired charge is part of a charge action. The zealot adds half his class level to damage rolls that round. He may use this ability a number of times per rest equal to 3 + his Charisma modifier.
A good zealot is
heroic. He may take feats that require turn undead, so long as he meets all their other requirements. A heroic zealot may spend uses of inspired charge when his feats would require him to spend uses of turn undead. An evil zealot is
ruthless. He may take feats that require rebuke undead, so long as he meets all their other requirements. A ruthless zealot may spend uses of inspired charge when his feats would require him to spend uses of rebuke undead.
A zealot that is neither good nor evil must choose whether he is heroic or ruthless at first level. Once this choice has been made, it cannot be reversed.
Daunting presence (Ex): While strongly presenting a symbol of his faith, a 2nd or higher level zealot gains his Charisma bonus (if any) to his AC.
Enough talk (Ex): Beginning at 3rd level, a zealot is always ready for a negotiation to turn sour. He gains a +10 insight bonus to Initiative checks whenever a combat begins during diplomacy. In addition; a heroic zealot gains a +2 sacred bonus to Persuasion checks, and a ruthless zealot gains a +2 profane bonus to Intimidate checks.
Here I stand (Ex): Beginning at 4th level, a zealot can delay the onset of harmful conditions through force of will and physical hardiness. A zealot may use here I stand as an immediate action when one of the following conditions is applied to him: ability damaged, ability drained, blinded, confused, cowering, crippled, dazed, dazzled, dead, deafened, disabled, dying, energy drained, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, stunned, or unconscious. That condition does not take effect until the end of the zealot's turn.
A 4th level zealot may use this ability once per rest. At 7th level and every three levels thereafter, he can use it an additional time per rest (up to a maximum of six times per rest at 19th level).
Crucible (Ex): Beginning at 5th level, a zealot may use an immediate action to take a 5-foot step after an ally deals enough damage to drop an opponent (typically by dropping it below 0hp or killing it). A zealot may use this ability to take a 5-foot step between his own attacks, including extra attacks from feats such as Cleave.
Stoic resolve (Su): A 6th level or higher zealot gains a +4 bonus to saves against mind-affecting spells and abilities.
Sacrifice (Su): Beginning at 8th level, a zealot's spiritual presence looms large on the battlefield. This ability works differently for heroic and ruthless zealots.
Heroic Sacrifice: An enemy in a heroic zealot's threatened area takes a -2 sacred penalty to melee attacks against his friends. An enemy within 60 feet of a heroic zealot takes a -2 sacred penalty to ranged attacks against his friends. An enemy within 60 feet of a heroic zealot must make a concentration check (DC 10 + the zealot's level) when casting a spell that includes the zealot's friends but not the zealot in the target or area of effect.
Ruthless Sacrifice: An enemy within 60 feet of a ruthless zealot takes a -2 profane penalty to attacks against him. An enemy within 60 feet of a ruthless zealot must make a concentration check (DC 5 + the zealot's level) when casting a spell that includes the zealot in the target or area of effect.
Contagious Fervor (Su): Beginning at 9th level, a zealot's drive inspires his allies in battle. Once per rest, after an ally deals enough damage to drop an opponent (typically by dropping it below 0hp or killing it), the zealot can grant one of his allies an immediate, extra attack. The ally can make the extra attack with any weapon they are currently holding, using their natural attack (if any), or as an unarmed strike. At 12th level, and every three levels thereafter, the zealot can use contagious fervor an additional time per rest (up to a maximum of four times per rest at 18th level), but no more than once per round.
Spritual Armor (Su): At 11th level, a zealot gains damage reduction. A heroic zealot's damage reduction is 5/evil. A ruthless zealot's damage reduction is 5/good. This damage reduction increases to 10 at 15th level and 15 at 19th level. Damage reduction can reduce damage to 0 but not below 0.
Improved Fervor (Ex): An ally granted an extra attack by a zealot of 14th level or higher using contagious fervor gains a +2 bonus to hit and deals an additional 2d6 damage.
Insatiable Fervor (Ex): Beginning at 17th level, a zealot does not expend a use of his contagious fervor if the attack misses.
Greater Fervor (Ex): The bonuses granted by improved fervor increase to +4 to hit and an additional 4d6 damage.[/sblock][sblock=notes]I'm not sure that evil zealots should be banned from heroism, and good zealots from ruthlessness. This rule is for consistency with other aspects of the game, not necessarily to represent my own views.
I really do intend a zealot to respond to
power word, kill with a bold retort and a valiant charge - before falling over dead. (If you blanked on reading the conditions that
here I stand works against, yes, "dead" is in there.)
Daunting presence is intentionally ambiguous. "I worship my ancestors and this sword has been in our family for generations. Can I use it as a symbol of my faith?" Sounds fine to me. "I worship the god of swords or something. You have one of those in your game, right? Yeah, I'm gonna use a weapon as my symbol." Uhh... maybe not. A DM should probably plan to hand over a relic that's also a decent magic weapon, but it's not the zealot's birthright. The standard image for this class feature is, of course, the conquistador's sword in one hand and cross in the other. This feature may encourage paladin/zealot multi-classing ("palalot"? "zealadin"? anyway...) but that seems thematically appropriate.
Enough talk is highly situational, but remember that it doesn't have to be the other party that starts a fight. This ability attempts to bridge a character who is both 'face' and 'spearhead'.
The wording on
heroic Sacrifice was a struggle. Theme and how it works should be clear by comparison to
ruthless sacrifice. The bad guy's anti-spell clause is harder to work around, but easier to break through.[/sblock]