sinmissing
First Post
This is for my campaign where clerics are rare.
ZEALOT
Zealots are monks who, through self-discipline, reflection, and meditation have uncovered a universal truth that they revere as divine. Some choose to abandon their former lives completely in order to meditate on this universal truth, continuing their career as clerics (they are still generally referred to as Zealots). Others attempt to maintain part of their former routines. Clerics, Monks and Zealots are often at odds with each other, both believing that their chosen path is misguided. Zealots may not multiclass with Cleric, and Cleric may not multiclass with Zealot. Besides the aforementioned restriction, both Zealots and Clerics may multiclass freely.
Zealot
A Zealot continues to improve the following monk abilities:
Class Skills and Skill Points, Base Attack Bonus, Saving Throws, Flurry of Blows, Unarmed Damage, AC Bonus. He gains no further armor or weapon proficiencies. Additionally, the Zealot’s unarmed attacks improve, for the purpose of striking creatures affected only by magical means, at the same rate as a monk.
Spells: A Zealot casts divine spells which are drawn only from the domains he has discovered. At First Level, a Zealot knows two domains. As a Zealot gains levels, their meditation allows them to unlock greater mysteries. He gains an additional domain and its domain power at levels 5, 9, and 13.
To learn or cast a spell, a 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, a Zealot can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Zealot Spells per Day. In addition, he receives bonus spells per day if he has a high Wisdom score.
A Zealot’s selection of spells is extremely limited. A Zealot begins play knowing four 0-level spells and two 1st-level spells of two domains of your choice. At each new Zealot level, he gains one or more new spells, as indicated on Table: Zealot Spells Per Day.
Unlike a wizard or a cleric, a Zealot need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
A Zealot can not spontaneously cast cure or inflict spells, unless it is a spell known to them. Only a Zealot who has the Sun Domain may turn undead, in addition to performing a Greater Turning. Only a Zealot who has the Death Domain may rebuke undead. These domains are not exclusive to each other, but Zealots who discover both the Sun and Death Domains are rare. Monks who discover the War Domain may use Flurry of Blows with the new selected martial weapon proficiency.
ZEALOT
Zealots are monks who, through self-discipline, reflection, and meditation have uncovered a universal truth that they revere as divine. Some choose to abandon their former lives completely in order to meditate on this universal truth, continuing their career as clerics (they are still generally referred to as Zealots). Others attempt to maintain part of their former routines. Clerics, Monks and Zealots are often at odds with each other, both believing that their chosen path is misguided. Zealots may not multiclass with Cleric, and Cleric may not multiclass with Zealot. Besides the aforementioned restriction, both Zealots and Clerics may multiclass freely.
Zealot
A Zealot continues to improve the following monk abilities:
Class Skills and Skill Points, Base Attack Bonus, Saving Throws, Flurry of Blows, Unarmed Damage, AC Bonus. He gains no further armor or weapon proficiencies. Additionally, the Zealot’s unarmed attacks improve, for the purpose of striking creatures affected only by magical means, at the same rate as a monk.
Code:
Table: Zealot Spells Per Day
———————— Spells Known —–———————
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2 — — — — — — — —
2nd 5 2 — — — — — — — —
3rd 5 3 — — — — — — — —
4th 6 3 1 — — — — — — —
5th 6 4 2 — — — — — — —
6th 7 4 2 1 — — — — — —
7th 7 5 3 2 — — — — — —
8th 8 5 3 2 1 — — — — —
9th 8 5 4 3 2 — — — — —
10th 9 5 4 3 2 1 — — — —
11th 9 5 5 4 3 2 — — — —
12th 9 5 5 4 3 2 1 — — —
13th 9 5 5 4 4 3 2 — — —
14th 9 5 5 4 4 3 2 1 — —
15th 9 5 5 4 4 4 3 2 — —
16th 9 5 5 4 4 4 3 2 1 —
17th 9 5 5 4 4 4 3 3 2 —
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
To learn or cast a spell, a 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, a Zealot can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Zealot Spells per Day. In addition, he receives bonus spells per day if he has a high Wisdom score.
A Zealot’s selection of spells is extremely limited. A Zealot begins play knowing four 0-level spells and two 1st-level spells of two domains of your choice. At each new Zealot level, he gains one or more new spells, as indicated on Table: Zealot Spells Per Day.
Unlike a wizard or a cleric, a Zealot need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
A Zealot can not spontaneously cast cure or inflict spells, unless it is a spell known to them. Only a Zealot who has the Sun Domain may turn undead, in addition to performing a Greater Turning. Only a Zealot who has the Death Domain may rebuke undead. These domains are not exclusive to each other, but Zealots who discover both the Sun and Death Domains are rare. Monks who discover the War Domain may use Flurry of Blows with the new selected martial weapon proficiency.
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