|Level||BAB||Fort||Ref||Will||Class Features||Maneuvers Known||Auras Known||Maximum Maneuver/Aura Level|
|1st||+1||+2||+0||+2||Maneuvers, Auras, Smite Opposition||2||1||1|
|2nd||+2||+3||+0||+3||Lesser Archetype Feature||3||1||1|
|4th||+4||+4||+1||+4||Moderate Archetype Feature||5||2||2|
|6th||+6||+5||+1||+5||Greater Archetype Feature, Dedication||7||4||3|
The zealot is proficient with light, medium, and heavy armor as well as shields. He is also proficient with simple and martial weapons.
The zealot has the ability to learn and initiate Maneuvers, and selects one discipline to learn maneuvers from. He knows two 1st level maneuvers from that discipline; at least one of them must be a stance. Every level after the first, he learns an additional maneuver, gaining access to 2nd level maneuvers at 3rd, and 3rd level maneuvers at 5th. These maneuvers are each usable once per encounter, except for stances.
The zealot gains the ability to exude Auras that provide him and his allies with a beneficial effect. He learns one aura from the list, and gains additional auras at 3rd, 5th, and 6th levels. He may activate an aura as a swift action, or deactivate an aura as a free action, but may only project one aura at a time, to a distance equal to 5’ per level. If the zealot is rendered unconscious or killed, his aura immediately ceases to function.
The zealot gains the ability to smite a foe as part of a melee or ranged attack. He gains a bonus on the attack equal to his Charisma modifier (if positive), deals additional damage equal to his level plus his Charisma modifier (if positive), and ignores any damage reduction or hardness the target possesses. A zealot may do this a number of times per encounter equal to his level.
Lesser Archetype Feature
At 2nd level, the zealot chooses one of the archetypes from the list below. Once made, this choice is final. He gains the appropriate lesser feature for his archetype.
The zealot and allies affected by his aura gain a +4 bonus on saves against fear, charm, and compulsion effects.
Moderate Archetype Feature
At 4th level, the zealot gains the appropriate moderate feature for his archetype.
The zealot and all allies affected by his aura gain a +4 bonus on saves against disease, poison, and the nauseated and sickened conditions.
Greater Archetype Feature
At 6th level, the zealot gains the appropriate greater feature for his archetype.
At 6th level, once per encounter, the zealot may make use of one of the three following abilities:
- Back from the Brink: As an immediate action, the zealot with at least 12 Charisma may restore a number of hit points equal to his class level multiplied by his Charisma modifier to himself or a single ally within range of his aura.
- Raise the Banners: As a swift action, the bonuses and range of the zealot’s aura are doubled for one round.
- Rally the Troops: As a swift action, the zealot may remove all negative effects from himself or a single ally within range of his aura. Conditions removed by this ability include, but are not necessarily limited to: ability damage, blinded, confused, dazed, dazzled, deafened, entangled, fatigued, nauseated, paralyzed, poisoned, sickened, staggered, stunned, and all forms of fear.
Spirited Initiator (Lesser Archetype Feature)
An avenger may learn Maneuvers from one additional discipline, chosen when he selects this archetype. He learns a 1st-level stance from that discipline in addition to the maneuver he normally learns this level, and learns two maneuvers every level hereafter instead of one. Immediately after using a maneuver, an avenger can spend a use of Smite Opposition as a free action to instantly recover it.
Steely Resolve (Moderate Archetype Feature)
The avenger gains a bonus on attack and damage rolls in proportion to how close to death he is – if he is below 75% hit points, he gains a +1 bonus; if he is below 50%, he gains a +2 bonus; and if he is below 25%, he gains a +3 bonus. These bonuses are not cumulative.
Zealous Surge(Greater Archetype Feature)
Every time the avenger successfully Smites an opponent, he can recovers one maneuver as a free action.
Special Mount (Lesser Archetype Feature)
A chevalier gains the service of a special mount. Treat this as an Animal Companion, with the chevalier being treated as two levels higher. The mount must be a kind of creature that the chevalier is capable of riding, and this feature cannot grant the chevalier more than one companion. If the chevalier already possessed the Wild Cohort feat, he can choose to have the animal companion that feat granted now be considered as his special mount, and replace Wild Cohort with any other feat he would have qualified for at that same level. If not, then he possesses his special mount in addition to any other animal companions.
Divine Wind (Moderate Archetype Feature)
The chevalier adds the following to his list of auras known:
- Divine Wind: The chevalier (and his mount, if mounted) gains a bonus to his base land speed equal to his Charisma modifier (if positive) multiplied by 5’. Affected allies gain half this bonus, rounded down to the nearest multiple of five.
Life Bond (Greater Archetype Feature)
When within reach of his mount, the chevalier can redirect all targeted effects from himself to his mount or vice versa. Area effects still function as normal against him and his mount.
Medium (Lesser Archetype Feature)
An initiate gains two Domains of his choice. He may access the domain powers of both, and may cast the 1st-level spell of each domain as a spell-like ability once per day. The DC of the spell, if applicable, is equal to 10 + 1/2 level + Charisma modifier. The caster level is equal to his level.
Channel Divinity (Moderate Archetype Feature)
The initiate gains the ability to turn (if good or neutral) or rebuke (if evil) undead, a number of times per day equal to 3 + his Charisma modifier. He may now cast his domains’ 2nd-level spells as spell-like abilities, each 1/day.
Sacred Conduit (Greater Archetype Feature)
The initiate may now cast his domains’ 3rd-level spells as a spell-like ability, each 1/day. His 1st-level spell-like abilities are now usable 2/day each.
Killing Instinct (Lesser Archetype Feature)
If a reaver successfully drops a foe, he gains a +2 morale bonus to attack rolls, damage rolls, and armor class for the next three rounds. In addition, a reaver may Shake Resolve as a swift action with no penalty.
Aura of Despair (Moderate Archetype Feature)
The reaver adds the following to his list of auras known:
- Aura of Despair: All foes affected by this aura take a penalty on saves equal to the reaver’s Charisma modifier (if positive).
Destrato (Greater Archetype Feature)
Creatures the reaver smites must make a Fortitude save (DC 10 + 1/2 level + Charisma modifier) or gain a negative level.
Smite Magic (Lesser Archetype Feature)
When a templar smites an opponent, that opponent must make a Will save (DC10 + 1/2 level + Charisma modifier). If it fails, it loses a spell slot or prepared spell of up to 1/2 the templar’s level, power points equal to the templar’s level, or a single use of a SLA.
Aura of Denial (Moderate Archetype Feature)
The templar adds the following to his list of auras known:
- Aura of Denial: The templar gains Magic Resistance equal to 10 + twice his level. Affected allies gain spell resistance equal to 10 + the templar’s level.
Spellbreaker (Greater Archetype Feature)
The templar may cast a targeted version of Greater Dispel Magic as a SLA once per encounter, with a caster level equal to twice his level.
|Mystic Classes:||Black Mage||Blue Mage||Green Mage||Red Mage||White Mage|