Zealot
A Zealot is a disciplined soldier who combines the mental force of mind into the being of a weapon; either imbuing a weapon with psionic energy or manifesting one to serve him.
Ability Score Increase:
Level 1: +1 Foresight +1 Strength Level 4: +1 Foresight +2 Strength Level 7: +2 Endurance +1 Foresight +2 Strength Level 10: +2 Endurance +2 Foresight +2 Perception +4 StrengthClass Level Abilities
Level 1
Active Abilities
Psionic Blow: A Zealot can expend 1 Edge Charge to empower their next attack with bonus Psychic damage equal to Foresight + Zealot level (minimum 1). The weapon remains empowered until the bonus damage is dealt or 1 minute passes, whichever comes first. Psionic Burst: A Zealot can expend 1 Edge Charge to deal 6 + (2 × Zealot level) Psychic damage to all creatures within 3 meters. Affected creatures may attempt a simple Intellect saving throw to halve the damage. The Zealot may instead expend 2 Edge Charges to deal quadruple damage.Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Martial Adept: This class counts as the Melee Class Group and the Psionic Class Group for the purpose of multi-classing, Melee Prowess: Choose one of the skills under Melee. This skill gets a +6. Psionic Edge: A Zealot’s mental focus is honed and disciplined for battle. They can channel this focus into a tangible form, enhancing a weapon attack, power, or ability. The Zealot has one charge of this focus, which can be expended to empower an action. Once used, the charge is automatically regained after 1 hour. Alternatively, the Zealot can attempt to prematurely regain the charge by making a basic Foresight save as a partial action. Each additional attempt beyond the first before a long rest increases the save’s required success category by one step. Psychic Shield, Lesser: The Zealot’s mental fortitude gives strength at resisting the effects of psychic powers on their mind. They gain a +10 Psychic resistance. Zealot’s Weapon: When this class is taken, choose either Imbued Power or Weapon Manifestation.- Imbued Power: A Zealot chooses one particular weapon to serve as a focus for his power. This weapon is the conduit for all powers that require one. When wielding this weapon in one or two hands without holding any other weapon or items, both the WR and attack rolls made with this weapon are increased by three times the Zealot's level. Additionally, whenever damage is dealt from this weapon, 1 point psychic damage is also applied. This additional damage is not affected by AR. If this weapon is lost or destroyed, a Zealot can perform a 12 hour ritual to bind to a new weapon.
- Weapon Manifestation: A Zealot chooses one type of weapon to be able to manifest in a binding of psychic energy. The Zealot can summon this weapon as a minor action and can dissipate it as a free action. If the Zealot would lose control of the weapon, it dissipates. This weapon is the conduit for all powers that require one. The WR for this item is equal to the base weapon’s WR and its damage type is equal to the base weapon. When this weapon would deal damage to a target, it ignores the standard AR of the target and instead uses 50% of the target’s Intellect as the AR. Negative Intellect is counted as AR 0 and grants bonus damage equal to 1 per 4 negative points. The Zealot can perform a 12 hour ritual to change the base weapon form of the manifestation.
Level 2
Active Abilities
Psionic Leap: The Zealot can expend an Edge Charge to propel themselves great distances. The Zealot can leap their double their movement speed in any direction. If able, a Zealot can spend two Edge Charges to leap triple their movement speed instead.Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Melee Prowess II: Choose one of the skills under Melee. This skill gets a +6.Level 3
Active Abilities
Conditional Abilities
Passive Abilities
Melee Prowess III: Choose one of the skills under Melee. This skill gets a +6. Psionic Edge II: Gain 1 additional Edge Charge maximum. Psionic Edge Regeneration: Premature Edge Regeneration Checks are instead simple. The check can be made one additonal time before raising difficulty class. Zealot’s Weapon Increase I:- Imbued Power: Increase the extra damage by 1 point to 2 points.
- Weapon Manifestation: Enemy AR is INT-2.
Level 4
Active Abilities
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Melee Prowess IV: Choose one of the skills under Melee. This skill gets a +6. Psychic Shield: The Zealot’s mental fortitude gives strength at resisting the effects of psychic powers on their mind. They gain a +50 Psychic resistance. This ability replaces Psychic Shield, Lesser.Level 5
Active Abilities
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Melee Prowess V: Choose one of the skills under Melee. This skill gets a +6. Psionic Edge III: Gain 1 additional Edge Charge maximum. Psionic Edge Regeneration II: Premature Edge Regeneration Checks are instead easy. The check is reduced to a minor action. Zealot’s Weapon Increase II:- Imbued Power: Increase the extra damage by 1 point to 3 points.
- Weapon Manifestation: Enemy AR is INT-4.
Level 6
Active Abilities
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Melee Prowess VI: Choose one of the skills under Melee. This skill gets a +6.Level 7
Active Abilities
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Melee Prowess VII: Choose one of the skills under Melee. This skill gets a +6. Psionic Edge IV: Gain 1 additional Edge Charge maximum. Zealot’s Weapon Increase III:- Imbued Power: Increase the extra damage to 4 points.
- Weapon Manifestation: Enemy AR is INT-5.
Level 8
Active Abilities
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Melee Prowess VIII: Choose one of the skills under Melee. This skill gets a +6. Psychic Shield, Greater: The Zealot’s mental fortitude gives strength at resisting the effects of psychic powers on their mind. They gain a +99 Psychic resistance. This ability replaces Psychic Shield.Level 9
Active Abilities
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Melee Prowess IX: Choose one of the skills under Melee. This skill gets a +6. Psionic Edge V: Gain 1 additional Edge Charge maximum. Zealot’s Weapon Increase IV:- Imbued Power: Increase the extra damage to 5 points.
- Weapon Manifestation: Enemy AR is INT-7.
Level 10
Active Abilities
Conditional Abilities
Passive Abilities
Expert Training: When this ability is gained, for each instance of Expert Training you already have, gain an additional +10 Melee. Melee Prowess X: Choose one of the skills under Melee. This skill gets a +6. Psionic Edge Regeneration III: Roll premature Edge Regeneration Checks twice and choose which roll. Once per phase the check can be made as a free action. Zealot’s Weapon Increase V:- Imbued Power: Extra damage is equal to WR+5
- Weapon Manifestation: Enemy AR is (INT-5)/2
Class Currency Modifier: 1.2