Zealot: Difference between revisions

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The [[Zealot]] is a class by Dreamscarred Press that combines their creations [[Book of Nine Swords|Path of War]] and [[Incarnum#Pathfinder|Psionics]]. Despite this and that the Zealot gains (a very small, but boosted by taking Sleeping Goddess maneuvers) amount of Power Points as it levels (using its charisma for bonus power points), it is not a manifester. Instead Zealot’s psionic ability comes from gaining a Collective (like the [[Tactican]] and [[Vitalist]]) that allows them ignore distance for maneuvers that buff allies. Later, they can let allies copy maneuvers the Zealot has used.
The [[Zealot]] is a third party [[Pathfinder]] class by Dreamscarred Press that combines their creations [[Book of Nine Swords|Path of War]] and [[Incarnum#Pathfinder|Psionics]]. Despite this and that the Zealot gains (a very small, but boosted by taking Sleeping Goddess maneuvers) amount of Power Points as it levels (using its charisma for bonus power points), it is not a manifester. Instead Zealot’s psionic ability comes from gaining a Collective (like the [[Tactican]] and [[Vitalist]]) that allows them ignore distance for maneuvers that buff allies. Later, they can let allies copy maneuvers the Zealot has used.


On the martial initiator side of things Zealot focuses on the supporting allies class of maneuvers, acting much like a buffbot cleric or heavily armored bard. To this end, they can recover maneuvers by using Aid Another, which they can pull off as a move action. This applies whenever you use Aid Another as a move action, which means it can benefit from a lot of the support that option has gotten over PF’s life, and that Halfling Zealots are actually quite good, since with the right trait selection they can give +5 to an aided ally. They were the first class to gain the then new Sleeping Goddess discipline, which had a bunch of effects that could be added to its maneuvers by spending power points to augment them.
On the martial initiator side of things Zealot focuses on the supporting allies class of maneuvers, acting much like a buffbot cleric or heavily armored bard. To this end, they can recover maneuvers by using Aid Another, which they can pull off as a move action. This applies whenever you use Aid Another as a move action, which means it can benefit from a lot of the support that option has gotten over PF’s life, and that Halfling Zealots are actually quite good, since with the right trait selection they can give +5 to an aided ally. They were the first class to gain the then new Sleeping Goddess discipline, which had a bunch of effects that could be added to its maneuvers by spending power points to augment them.

Revision as of 15:44, 8 September 2020

The Zealot is a third party Pathfinder class by Dreamscarred Press that combines their creations Path of War and Psionics. Despite this and that the Zealot gains (a very small, but boosted by taking Sleeping Goddess maneuvers) amount of Power Points as it levels (using its charisma for bonus power points), it is not a manifester. Instead Zealot’s psionic ability comes from gaining a Collective (like the Tactican and Vitalist) that allows them ignore distance for maneuvers that buff allies. Later, they can let allies copy maneuvers the Zealot has used.

On the martial initiator side of things Zealot focuses on the supporting allies class of maneuvers, acting much like a buffbot cleric or heavily armored bard. To this end, they can recover maneuvers by using Aid Another, which they can pull off as a move action. This applies whenever you use Aid Another as a move action, which means it can benefit from a lot of the support that option has gotten over PF’s life, and that Halfling Zealots are actually quite good, since with the right trait selection they can give +5 to an aided ally. They were the first class to gain the then new Sleeping Goddess discipline, which had a bunch of effects that could be added to its maneuvers by spending power points to augment them.

The talents for Zealot are called Convictions. These are obtained at 2nd level and every four levels after (4, 6, 10, 14, 18). They’re nice, better than a feat, but rarely build making.

Zealot is Tier 3. Quite good in combat and able to take care of a wide variety of encounters, but once that’s finished, they’ve got enough random out of combat benefits to keep up.

The Classes of Pathfinder 1st Edition
Core Classes: Barbarian - Bard - Cleric - Druid - Fighter - Monk
Paladin - Ranger - Rogue - Sorcerer - Wizard
Advanced
Player's Guide:
Alchemist - Antipaladin - Cavalier
Inquisitor - Oracle - Summoner - Witch
Advanced
Class Guide:
Arcanist - Bloodrager - Brawler - Hunter - Investigator
Shaman - Skald - Slayer - Swashbuckler - Warpriest
Occult
Adventures:
Kineticist - Medium - Mesmerist
Occultist - Psychic - Spiritualist
Ultimate X: Gunslinger - Magus - Ninja - Samurai - Shifter - Vigilante
The Third Party Classes of Pathfinder
Psionics: Psion - Psychic Warrior - Soulknife - Wilder
Aegis - Cryptic - Dread - Marksman - Tactician - Vitalist
Path of War: Stalker - Warder - Warlord - Harbinger - Mystic - Zealot
Akashic Mysteries: Daevic - Eclipse - Guru - Nexus - Radiant - Rajah - Stormbound - Vizier - Zodiac
Spheres of Power: Armorist - Elementalist - Eliciter - Fey Adept - Hedgewitch - Incanter
Mageknight - Shifter - Soul Weaver - Symbiat - Thaumaturge - Wraith
Spheres of Might: Armiger - Blacksmith - Commander - Conscript
Savant - Scholar - Sentinel - Striker - Technician
Spheres of Guile: Agent - Courser - Envoy - Mastermind - Professional
Champions of the Spheres: Prodigy - Sage - Troubadour - Dragoon - Mountebank - Necros - Reaper
Warden - Crimson Dancer
Pact Magic: Pactmaker (formerly known as Medium)