Zealot

Your religion pushes you and your entire life revolves around it to the point of it being considered by others to be unhealthy.

**Fervor (Su)**

Starting at 2nd  level, a Zealot can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the Zealot receives a bonus or special ability based on the type of judgment cast.

At 2nd level, a Zealot gains a Fervor pool equal to it’s wisdom modifier+3. It can expend 1 point of it’s Fervor pool to activate it’s Fervor and target a single creature. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The Zealot must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

The Zealot can expend multiple points at once to target multiple creatures with it’s fervor, but can only have one effect on each creature.

When the Zealot uses this ability, she must select one type of judgment to make with her fervor. As a swift action, she can change this judgment to another type. If the Zealot is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral Zealots must select profane or sacred bonuses. Once made, this choice cannot be changed.

*Destruction:* The Zealot is filled with a holy wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three Zealot levels she possesses.

*Healing:* The Zealot is convinced at it’s god’s healing capabilities, granting the Zealot fast healing 1. This causes the Zealot to heal 1 point of damage each round as long as the Zealot is alive and the judgment lasts. The amount of healing increases by 1 point for every three Zealot levels she possesses.

*Justice:* This judgment spurs the Zealot to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five Zealot levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

*Protection:* The Zealot protects themselves by taking a defensive stance, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five Zealot levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the Zealot.

*Purity:* The Zealot is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five Zealot levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

*Resiliency:* This judgment makes the Zealot resistant to harm, granting DR 1/-. This DR increases by 1 for every five levels she possesses.

*Resistance:* The Zealot is shielded by their faith, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three Zealot levels she possesses.

*Smiting:* This judgment Fills the Zealot with Righteous fury. This allows the Zealot to bypass damage reduction 1/- or subtract damage reduction or hardness from their target by 1.  This increases by another -1 for every 4 levels the Zealot possesses.

**Stern Gaze (Ex)**

At 2nd level, Zealots are skilled at sensing deception and intimidating their foes. A Zealot receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her Zealot level (minimum +1). A Zealot can expend a point of fervor to gain a +4 bonus to their intimidate check.

**Theology Seeker(Ex)**

At 4th level, a Zealot adds her wisdom modifier in addition to her intelligence modifier to knowledge religion and knowledge occult checks. A Zealot can expend a point of fervor when making the check to gain a +8 bonus to the check.

**Zealotry (Ex):**

At 6th level, Zealots tend to follow an archaic or violent set of laws set fourth by old religions, though some follow more modern teachings, though these tend to still be rather dangerous and are practiced in secret by cults.

A Zealot selects an Zealotry Power at 6th level, 12th level, and 18th level. These powers are selected from the list below. These abilities are not tied to specific religions, though some may use them more than others. If the ability has a save DC the dc is: 10+ ½ Zealot level+Wisdom modifier.

**Hateful Retort (Ex)**: By spending a point of fervor as an immediate action after you have been hit with a melee attack, you can make a melee attack against the creature that hit you. This melee attack is at your highest attack bonus, even if you’ve already attacked in the round.

**Gun Fanatic (Ex)**: You gain Exotic weapon proficiency with a single kind of gun, and Gunsmithing as bonus feats. When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack, you can spend 1 point of fervor to force that creature to succeed at a Fortitude saving throw. If the spellcaster fails, he takes a –4 penalty on concentration checks for 1 round.

**Charm of Wisdom (Ex)**: You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks. By spending 1 point of fervor, you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by Charm monster.

**Criminal Minds (Ex):** By spending 1 use of fervor, You can speak to a creature and fill its mind with criminal impulses. This works as a diplomacy check and can only be used on a creature who is not currently in combat with you and whom is indifferent or friendly. This otherwise functions as per crime of opportunity, though a target that fails its saving throw and acts on an impulse gets those desires out of its system and becomes immune to the effects of your criminal minds ability for 24 hours.

**Fear the Flames (Ex):** By spending 1 point of fervor, you can give a creature you can see within 60 feet one chance to avoid an eternity of suffering by ordering it to carry out any one simple action that would take no more than 1 round to complete. Creatures that oppose your religion or who are a part of it that refuse become shaken for 1 round, And creatures that obey gain a +2 morale bonus on all rolls and checks made for 1 round.

**Dirty Combat (Ex):** You gain the feat improved dirty trick as a bonus feat. Whenever you land an attack, you can spend a point of fervor to utilize a dirty trick maneuver on the creature regardless of your distance. The dirty trick must be something you are capable of doing with the weapon you struck the creature with and it still deals normal damage.

**Defy Fate (Ex):** You can expend a use of fervor to re-roll 1d20 after seeing the results of the first roll. You must take the results of the second roll regardless of the outcome.

**Fervent Action (Ex)**: By spending a point of fervor, as a swift action, you can make a single attack at your highest attack bonus, or move up to your speed

**Righteous Infiltration (Ex)**: You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks. In addition, by spending 1 point of fervor when you make a Bluff, Diplomacy, or Stealth check, you may roll twice and take the more favorable result.

**Judicious Force (Ex)**: By spending 1 point of fervor, If you or an ally within 10 feet makes a critical threat with a melee or ranged attack, as an immediate action you may add +4 to the confirmation roll. This does not stack with the Critical Focus feat.

**Stare of Oblivion (Ex)**: By expending 1 use of fervor, the Zealot can make an intimidate check on a creature. If successful they can use feeblemind as a gaze attack against one creature (Will negates). This effect lasts 1 round.

**Relentless Footing (Ex)**: By spending 1 point of fervor as a swift action, you can add 10 feet to your land speed.

**Inner Strength (Ex)**: By spending 1 point of fervor you may heal yourself as a swift action, healing 1d6 hit points for every three zealot levels you possess. When you use this ability, you can also remove one of the following conditions from yourself: blinded, confused, dazzled, deafened, frightened, nauseated, shaken, sickened, or staggered.

**Labyrinthine Words (Ex)**

You add your Wisdom modifier in addition to your Charisma modifier on Bluff checks to lie and Diplomacy checks to influence other creatures. By spending a point of fervor, You can attempt a diplomacy check to entice a target that could be sexually attracted to you into letting you speak for up to 1 minute when it would otherwise be unwilling to consider your words.

If successfully used in combat, this ability instead functions as a successful feint and the target cannot take any actions that would attack you as long as it is denied its Dexterity bonus against you.

#### Inspire Devotion (Ex)

By spending 1 point of fervor and spending at least 1 hour engaged in acts of physical pleasure with a willing partner, you can attempt a Diplomacy check to improve that partner’s attitude or increase your influence with that partner (or reduce a rival’s influence with that partner) with no maximum on the number of steps by which you can change that partner’s attitude or disposition.

**Sin Exploitation (Ex)**

As a full-round action, you can determine which sin most strongly influences a target by making a sense motive check. Once you learn this fact, you gain a +4 bonus on your next Charisma-based skill check made against the target as long as it somehow incorporates a temptation that relates to that sin. By spending a point of fervor as a standard action, you can awaken a creature’s vice and overwhelm its senses with urgency. Make a diplomacy check against the creature, and only if it is friendly or indifferent. If successful for the next 24 hours, whenever the affected creature is given an opportunity to indulge in its favored sin, that creature must yield to the impulse or make a Will saving throw to avoid becoming sickened for 1 minute.

**Inquisitor’s Direction (Su)**: By spending 1 point of fervor at the start of your turn, you can choose to enter a tranquil, reflective state and forgo all actions (standard, move, swift, immediate, and free actions, including attacks of opportunity) for that round; one ally of your choice within 30 feet gains the benefit of haste for 1 round.

**Torturer’s Touch (ex)**: By expending 1 point of fervor as a swift action when you land an attack on an enemy, that enemy must make a fortitude saving throw or be fatigued for 1 minute. A fatigued creature struck by this becomes exhausted.

**Justice’s True Path (Su)**: By spending 1 point of fervor, as a standard action, you can inspire a creature, granting an insight bonus on one attack roll, skill check, ability check, or saving throw before your next turn; this bonus is equal to half your zealot level (minimum 1) and lasts for 1 round.

**Final Vengeance (Su)**: By spending 1 use of fervor, you can make one melee attack against an opponent within reach in response to an attack that would reduce you to negative hit points. If you successfully land your attack it is treated as a critical hit. Once your attack is resolved, you suffer the normal effect of the attack that provoked this ability. Effects that kill you or do not reduce you to negative hit points (such as ability damage or drain, negative levels, and disintegrate) do not trigger this ability.

**Knowledgeable Defense (Ex)** At 8th level, a Zealot who identifies an enemy of the church with knowledge religion, sense motive, or knowledge occult receives a bonus against the creature’s effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC selected upon identification. This bonus persists for 1 day. This bonus increases every four levels (to a maximum of +5 at 18th level). A Zealot can expend a point of fervor to increase this bonus by +1. At 20th level, once per day as a swift action, she can grant this bonus to all her allies within the religion within 60 feet, for 1 minute. The allies gain the bonus when the Zealot identifies the enemy of the religion.

**Solo Tactics (Ex)** At 10th level, the Zealot gains a teamwork feat as a bonus feat. All of the Zealot’s allies are treated as if they possessed the same teamwork feats as the Zealot for the purpose of determining whether the Zealot receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies positioning and actions must still meet the prerequisites listed in the teamwork feat for the Zealot to receive the listed bonus. At 14th and 18th level the Zealot gets another bonus teamwork feat.

**Second Judgment (Ex)** At 14th level, whenever a Zealot uses her judgment ability, she selects two different judgments, instead of one. This consumes two points of her fervor ability. As a swift action, she can change one of these judgments to another type.

**Bane (Su)** At 16th level, a Zealot can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the Zealot wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the Zealot before the duration expires. This ability lasts for a number of rounds per day equal to the Zealot’s level. These rounds do not need to be consecutive.

**True Judgment (Su)** At 20th level, a Zealot can call true judgment down upon a foe during combat. Whenever a Zealot uses her judgment ability, The target must make a will saving throw DC: 10+ ½ Zealot’s level+ Wisdom modifier or be stunned and take 1d3 damage to each of their mental ability scores. A successful save staggers the enemy and deals 1 damage to a single mental ability score. By spending an additional use of Fervor when this ability activates, the Zealot can make an intimidate check against the enemy. If successful it deals damage to the enemy equal to the intimidate check’s total. This ability triggers every time the Zealot uses their judgment.