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Alignment: Any Non-Chaotic; Special, See Below.
Hit Die: d10
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Skills: The psychic warrior’s class skills (and the key ability for each skill) are Autohypnosis* (Wis), Concentration* (Con), Knowledge (psionics)* (Int)Climb (Str), Craft (structural) (Int), Handle Animal (Cha), Jump (Str), Knowledge (current events, popular culture, streetwise, tactics) (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Speak Language (none), and Swim (Str).

Level BAB Fort Save Ref Save Will Save Power Points Special
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Class Features Edit

Weapon and Armor Proficiency: Zealots are proficient with simple and martial weapons, and light and medium armor.
Power Points/Day: A Zealot’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Zealot. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level Zealot gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with those power points.
Powers Known: A Zealot begins play knowing one Zealot power of your choice. At every other level, he unlocks a new power.
Choose the powers known from the Zealot power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Zealot to learn powers from the lists of other classes.) A Zealot can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a Zealot can manifest in a day is limited only by his daily power points.
A Zealot simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against Zealot powers is 10 + the power’s level + the Zealot’s Wisdom modifier.
Maximum Power Level Known: A Zealot begins play with the ability to learn 0-level powers. As he attains higher levels, he may gain the ability to master more complex powers.
To learn or manifest a power, a Zealot must have a Wisdom score of at least 10 + the power’s level.
Bonus Feats: At 1st level, a Zealot gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets. The Zealot gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. The Zealot must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements.
These bonus feats are in addition to the feats that a character of any class gains every three levels. A Zealot is not limited to fighter bonus feats and psionic feats when choosing these other feats.
Alignment Restrictions: If a Zealot ever becomes chaotic, he may no longer increase in level or use his Zealot powers until he returns to a non-chaotic alignment.

0-Level Zealot Powers (Unlocked at Level 1)
Burst (Dex). Speed improves by 10 feet for 1 round.
Detect Psionics (Wis). You detect the presence of psionics activity.
Lesser Natural Armor (Str). Gain +1 natural armor bonus to Defense.
Valor (Str). Gain a +1 morale bonus on saving throws.
Verve (Str). Gain 1 temporary hit point.

1st-Level Zealot Powers
Biofeedback (Str): Some damage taken as nonlethal.
Combat Precognition (Wis). Gain a +1 insight bonus to Defense.
Vigor (Str). Gain 3 temporary hit points.

2nd-Level Zealot Powers
Combat Focus (Wis). Gain a +4 insight bonus on initiative checks.
Combat Prescience (Wis). Gain a +2 insight bonus on attack rolls.
Darkvision (Wis). See in the dark.

3rd-Level Zealot Powers
Improved Biofeedback (Str). Larger amount of damage taken as nonlethal damage.
Metaphysical Weapon (Int). Weapon gains a +3 enhancement bonus.

4th-Level Zealot Powers
Natural Armor (Str). You gain a +4 natural armor bonus to Defense.
Psychofeedback (Str). Use power points to boost Str, Dex, and/or Con modifiers.

Starting Packages
All Zealots begin play with a Protoss Power Armor Suit, Cybernetic Power Shield, and a Psiblade Bracer (Martial or Simple)

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