Classes/Zealot

Class Details:
Hit Die: d10

Type: Hybrid

Prerequisites: BAB+4, Domains, Miracles, Divine Boons, Knowledge (Religion) 6 ranks

Skill Ranks Per Level: 4 + Int modifier.

Class Features
The following are class features of Zealot.

Weapon and Armor Proficiency
Zealots gain no additional proficiencies with any weapon or armor.

Casting
A zealot may combine spells and talents to create magical effects, and uses either Wisdom or Charisma as her Casting Ability Modifier.

Caster’s Concentration
As a spellcaster, a zealot gains ranks in the concentration skill equal to her class level.

Mystic Pool
A zealot uses her deeply held beliefs to fuel both her body and spirit, creating effects both magical and extraordinary. The zealot gains a mystic pool which contains a number of mystic points equal to her levels in hybrid classes. A mystic pool may be used as a stamina or a spell point pool, though it does not stack with either when determining the size of either pool. Similar to a priest’s spell point pool, the zealot’s mystic pool restores itself once per day after performing ritual to her divine patron.

At 3rd level and every 3 levels thereafter the capacity of the mystic pool increases by an additional 1. If she obtains a mystic pool from another class or source she may combine the pools and their levels together for this purpose to determine the total capacity of the mystic pool.

Classes with a mystic pool count as both Martial and Casting classes for the purposes of determining MPB and SPB.

Implements
Zealots may use any implement she possesses from existing casting classes.

Magic Talents
A zealot gains 1 magic talent every odd level, each magic talent may be used to learn a new talent or new spell the zealot qualifies for. In addition, she gains a bonus spell (but not talent) for every 4 levels she gains from this class.

Devout (Ex)
Levels in zealot count as levels in a class from which she gained the Domains, Miracles, and Divine Boon class features for the purpose of determining advancement of those features and meeting prerequisites. If she gained these features from more than one source, she selects a single class to advance at each level.

Battle Fervor (Su)
At 1st level, the zealot may drive herself into a frenzy which increases her abilities to new heights. The zealot may gain the effect of battle fervor as a free action on her turn by spending either a stamina point or a spell point (spending a point from the mystic pool may be treated as either). In either case, the fervor lasts for 1 minute and when the fervor ends the zealot gains the Fatigued condition until she completes a short rest. If the zealot already had the Fatigued condition, it instead becomes the Exhausted condition.

If the zealot spends a stamina point to enter battle fervor, she gains a bonus on damage rolls equal to her class level, and a +1 deific bonus to AC, which increases by an additional +1 for every 3 class levels after 1st.

If the zealot spends a spell point to enter battle fervor, she treats her BCB gained from zealot levels as equal to her class level and gains a +1 deific bonus to all saving throws, which increases by an additional +1 for every 3 class levels after 1st.

Only one instance of battle fervor may be in effect at a time, but the zealot may spend a stamina point or spell point as a free action on her turn while in battle fervor to swap the effect. This does not extend the duration of the fervor.

Devotions (Ex/Su)
At 2nd level, and every 2 levels thereafter, the zealot gains a devotion which she meets the prerequisites for, selected from the list of available devotions.

For a list of devotions, see Table - Devotions.

Battlefield Miracles (Su)
At 3rd level, a zealot may call upon the power of her divine patron for aid. The zealot selects one of the following battlefield miracles, and may spend a use of her Miracles feature to activate it. If the battlefield miracle calls for a save attack roll, use the save attack of the Miracles class feature. Unless otherwise specified, performing a battlefield miracle is a standard action that requires the zealot to be able to speak clearly and to either be holding her implement or to have a free hand, and does not provoke attacks of opportunity.


 * Freedom The zealot commands restraints to fall away, removing all nonmagical bindings from a target, including the Grappled or Pinned conditions, and allows the target to immediately make an additional roll (such as a strength check, an escape artist skill check, a reflex save, or a grapple combat maneuver) against any magical or supernatural effects impeding its movement with a bonus equal to the zealot’s class level plus her casting ability modifier. The target creature may also decide to have its armor fall to the ground.  If targeting an object, this battlefield miracle removes all nonmagical bindings, opens all nonmagical locks, makes a Disarm combat maneuver check against a creature holding the object (using a CMB equal to her SPB + CAM), and attempts to remove any magical binding or lock by making a check using a save attack roll against the relevant DC of the effect.  At 6th level, for a number of rounds equal to the zealot’s class level, the target is not slowed by difficult terrain, does not suffer penalties associated with being in water or high winds, and cannot be grappled unless the initiator can also affect incorporeal creatures.  At 9th level, this may affect a number of targets equal to the zealot’s CAM.
 * Puissance As a focused attack action, the zealot may make a single attack which deals bonus damage equal to her class level multiplied by her casting ability modifier. This bonus damage is not multiplied on a critical hit. If the zealot possesses an elemental domain, this bonus damage may be of the associated elemental type.  At 6th level, this attack may instead choose to affect (and also may exclude) any creatures in a cone of 5 ft. + 5 ft. per 2 class levels.  At 9th level, this attack targets touch AC.
 * Rebuke As an immediate action after an attack roll is made against the zealot but before she rolls her AC, she may make a Bull Rush combat maneuver check (using a CMB equal to her SPB + CAM) against all creatures adjacent to her. If the result of this maneuver is higher than the roll of the incoming attack, the attack is treated as an automatic miss.  At 6th level, if the attack was a melee attack the rebuke also makes a Disarm combat maneuver check (using the same CMB but a separate roll) against the weapon used to make the attack; if the attack was a ranged attack and missed, the zealot may send the projectile back at the attacker using the Bull Rush maneuver’s result as the ranged attack roll (applying any appropriate modifiers such as soft cover or range increments) and the attacker’s damage roll.  At 9th level, creatures successfully pushed back by the Bull Rush maneuver are also subject to a Reflex save attack to be knocked prone, and ranged attackers are denied their Dexterity bonus against the returned projectile.
 * Rescue As a standard action, the zealot may select a willing creature within 100 ft. + 10 ft. per class level within line of sight and teleport that creature to an adjacent space. If this is done as a readied action in response to an attack or save attack, the target gains a circumstance bonus to its touch AC or saving throw equal to the zealot’s CAM.  At 6th level, this ability may target any number of willing creatures within a radius of 10 ft. + 5 ft. per 5 class levels.  At 9th level, this ability may be used as a reaction, providing the same bonuses to the targets as if rescue had been used as a readied action.

Fervent Strength (Su)
Beginning at 5th level, the zealot’s battle fervor grows more potent. If the zealot spent a stamina point to enter fervor, she gains the effect of the Manipulate Time spell with the Haste talent applied for the duration of the fervor. If the zealot spent a spell point to enter fervor, she gains temporary hit points at the start of each turn equal to her class level plus her casting ability modifier.

Additionally, in either situation, if the zealot possesses an elemental domain she gains Resist 1 to the associated element of that domain while in battle fervor, or increases her existing Resist against that element by 1. At 10th level, this grants to Resist 2 or increases her existing Resist by an additional 1.

Expanded Miracles (Su)
At 7th level, the zealot expands the list of battlefield miracles available to her. She may select an additional Battlefield Miracle, and adds the following battlefield miracles to the list:


 * Anticipation As part of taking a Total Defense action, the zealot can erect a ward against an anticipated attack. The zealot may completely negate the damage of a single attack or save attack made against her before the beginning of her next turn (this does not need to be the first attack made against her). She may decide to use this ward after seeing the result of the attack or save attack roll but must choose whether or not to use the ward before rolling her AC or saving throw.  At 10th level, the zealot may maintain this ward for consecutive rounds as long as she continues to take the Total Defense action each round. Maintaining a ward does not cost additional uses of her Miracles if it is not used to negate an attack. Once it is used, the ward expires and this battlefield miracle must be activated again.
 * Decree The zealot issues a divine decree, making a Will save attack against a number of creatures that can hear her equal to her casting ability modifier within 100 ft. + 10 ft. per class level. This functions as the Command spell with a duration of 1 minute. The zealot may issue a new command as a swift action on her turn, rather than a move action, and may issue the same command to multiple creatures at once when doing so.  At 10th level, this may instead target a single creature, functioning as the Command spell with the Dominate and Grand Domination talents applied, but with a duration of only 10 minutes per class level, and she must still adhere to the Dominate talent’s HD limit.  Keywords: Enchantment, Mental
 * Escape As part of a Withdraw action, the zealot may become incorporeal and grant herself a fly speed equal to her land speed. These effects last until the beginning of her next turn. The zealot may maintain this effect for consecutive rounds without requiring her to spend additional uses of her Miracles, as long as she continues to take the Withdraw action each round.  At 10th level, she may bring along any willing adjacent creature for this movement. At the end of the movement, an accompanying creature selects a valid adjacent space to occupy.
 * Sacrifice As an immediate action after an attack roll is made against the zealot but before she rolls her AC, she may choose not to make the opposed roll and instead treat the attack as an automatic hit. If she does, her first attack against the attacking creature made before the end of her next turn is treated as an automatic critical threat (an attack roll must still be made to hit and to confirm the critical threat) and deals bonus damage equal to the damage taken from the triggering attack. This bonus damage is not multiplied on a critical hit.  At 10th level, the damage taken from the triggering attack is delayed until the end of the zealot’s next turn.

Judgment (Su)
At 9th level, once per battle fervor the zealot may issue a judgment upon a target that can see and hear her as a swift action. The zealot makes a Fortitude, a Reflex, and a Will save attack against the target. For each success, she may apply one of the following effects (the effects are applied simultaneously after all the save attacks are made):


 * Apply a -5 penalty to the target’s attack rolls.
 * Apply a -5 penalty to the target’s AC.
 * Apply a -4 penalty to the target’s saving throws.
 * Apply a -10 penalty to the target’s skill checks.
 * Apply a -8 penalty to one physical ability score, which cannot reduce it below 1.
 * Apply a -8 penalty to one mental ability score, which cannot reduce it below 1.
 * Reduce the target’s movement speed by 30 ft. (to a minimum of 5 ft).
 * Deny the target the benefit of one elemental Resist or immunity.
 * Deny the target the benefit of one type of Damage Reduction.
 * Reduce the target’s Hardness by 10 points.
 * Apply vulnerability to a chosen elemental damage type.
 * Suppress the target’s Fast Healing or Regeneration.

These effects last until the battle fervor ends or until they are removed with the Cleanse spell’s Remove Curse talent or a similar effect (for this purpose the Judgment is treated as a single curse). The same effect cannot be selected multiple times.

Keywords: Curse

Eternal Fervor (Su)
At 10th level, the zealot may spend both a stamina point and a spell point when activating battle fervor to gain both effects. While battle fervor is active, the zealot may spend an additional stamina or spell point on her turn as a free action to extend the effect by an additional 1 minute.