Saturday Potpourri: The Zealot (Paladin Archetype)

The Zealot (Paladin Archetype)

The zealot is a fanatic. The oaths of a paladin alone were not enough to prove his dedication, he swore the vows of the cleric as well. For his god, he is happy to make sacrifices, endure hardships, and even risk his mortal existence. For he knows a secret. He has found a higher truth.

A zealot is an archetype of the paladin class.

Domain

At 1st level, a zealot selects one domain from among those belonging to his deity. He can select an alignment domain only if it is Law or Good. The domain grants a number of domain powers, depending on the level of the zealot. The zealot uses his level as his effective cleric level when determining the power and effect of his domain powers. If the zealot has cleric levels, one of his two domain selections must be the same domain selected as a zealot. Levels of cleric and zealot stack for the purpose of determining domain powers and abilities, but not for bonus spells. The zealot uses Charisma in place of Wisdom when figuring the DC, the number of daily uses, duration and other wisdom based variables of his domain powers.

The zealot gains the first four bonus spells of his domain, as dictated by his spellcasting ability. Thus, he gains the 1st bonus spell at 4th level, the 2nd at 7th, the 3rd at 10th and the fourth at 13th. The zealot uses Charisma in place of Wisdom when figuring the DC, duration and other wisdom based variables of his spells. Just as with a cleric, the zealot’s domain spell occupies a bonus slot in addition to his normal spells.

A zealot can only have one aura active at a time. He may not stack paladin auras those gained from domain powers.

This ability replaces smite evil.

Favored Weapon Bond (Sp)

At 5th level, the zealot creates a bond with his deity’s favored weapon. Whenever a zealot wields the favored weapon of his deity, the damage of the weapon increases by one shift. For example, the damage of a warhammer wielded by a paladin whose deities favored weapon was a warhammer would increase from 1d8 to 1d10. Additionally, as a swift action, the zealot can, for a number of rounds per day equal to his Charisma modifier, treat his weapon as good-aligned for the purposes of overcoming damage reduction.

This ability alters divine bond.

Zealous Aura (Su)

At 11th level, the zealot may, as a standard action impart the good-aligned quality upon the weapons of all allies within 30 feet for one round. All good-aligned weapons within the aura add the zealot’s Charisma modifier to their damage. He may do this a number of times per day equal to 3 + the zealot’s Charisma modifier.

This ability replaces aura of justice.

Zealous Champion (Su)

At 20th level, a zealot becomes a conduit for the power of his god. His DR increases to 10/evil. Whenever a zealot’s attack threatens a critical hit against an evil outsider, it is automatically confirmed. Additionally, all allies within the zealot’s aura of faith add the zealot’s Charisma modifier to confirm critical hits, and to the damage of their weapons against evil outsiders.

This ability alters holy champion.



About mmiller

Mike Miller first discovered RPG’s in the days of TSR. The mention of a beholder or mind flayer still twists his guts with nervous dread, though now with a tinge of nostalgia. He had no publishing experience prior to writing for the OGN, but has long enjoyed creating histories and legends for his homebrewed worlds.

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