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Alignment: Lawfull, Chaotic, Good or Evil as the dominant alignment.
Weapons: Simple and martial.
Armor: All armor, shields.
Hit Dice: d10
Skills: (2+int bonus x 4) first level, 2+int bonus per level after first.

Detect Infidel, Lay on Hands
Aura of Zeal, Smite Infidel, Divine Favor
Turn/Rebuke Undead
Spell Casting, Divine Wrath 1/week
Divine Companion
Divine Wrath 2/week
Divine Wrath 3/week
Smite Infidel 2/day
Divine Wrath 4/week
Divine Wrath 5/week
Divine Wrath 6/week

Zealous Devotion: A zealot with a dual alignment must decide at level 1 which aspect is dominant. A LG zealot (paladin), for example, must choose to be either Lawful with Good tendencies or Good with Lawful tendencies. Once this decision is made, it cannot be changed without becoming an Ex-Zealot.

A Zealot who worships a deity must choose an alignment favored by that deity. For example, St. Cuthbert accepts zealots of both LG and NG alignment, but LG zealots of St. Cuthbert must choose Law as their primary alignment.

Detect Infidel (Sp): At will, the zealot can detect alignments opposed to her own primary alignment. This ability duplicates the effects of the spell detect chaos, detect evil, detect good, or detect law.

Divine Favor: A zealot applies her Charisma modifier (if positive) as a bonus to all saving throws.

Lay on Hands (Su): Each day, a good zealot (or a neutral zealot of a good deity) can cure a total number of hit points equal to her Charisma bonus (if any) times her level, and may cure herself. An evil zealot (or a neutral zealot of an evil deity), on the other hand, instead harms by the laying on of hands, dealing a like amount of negative energy damage (against undead, the effects a reversed, and a good zealot's touch harms where an evil zealot's heals).
In battle, Lay on Hands is treated as a touch spell. A zealot does not have to use all of her daily allotment at once, and may divide it among multiple targets. She decides how many points to use as damage after successfully touching a creature.

A zealot who is neither good nor evil and whose deity is neither good nor evil can heal or harm by the laying on of hands (player's choice), depending on whether the zealot is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral zealot turns or commands undead (see below).

Aura of Zeal: A zealot is fearless in her crusade, and her devotion is both inspiring to her allies and intimidating to her enemies. Beginning at 2nd level, a zealot is immune to fear (magical or otherwise). Allies within 10 feet of the zealot gain a +2 morale bonus on saving throws against fear effects. Enemies within 10 feet of her suffer a -1 morale penalty on all saving throws. Causing these effects is a supernatural ability.

Smite Infidel (Su): Once per day, a zealot of 2nd level or higher may attempt to smite a creature of the alignment opposed to her own with one normal melee attack. She adds her Charisma modifier (if positive) to her attack roll and deals 2 extra points of damage per level. If the zealot accidentally smites a creature that is not of the correct alignment, the smite has no effect but it is still used up for that day. Beginning at level 10, a zealot may smite infidels twice per day.

Turn or Rebuke Undead (Su): At 3rd level, a good zealot (or a neutral zealot who worships a good deity) gains the ability to turn undead. Evil zealots (and neutral zealots who worship evil deities) rebuke such creatures. Neutral zealots of neutral deities can do one or the other (player's choice), depending on whether the zealot is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral zealot can heal or harm by the laying on of hands (see above).

A zealot may attempt to turn or rebuke undead a number of times per day equal to three plus her Charisma modifier. The zealot does so as a cleric of two levels lower would.

Extra Turning: As a feat, a zealot may take Extra Turning. This feat allows the zealot to turn or rebuke undead four more times per day than normal. A zealot can take this feat multiple times, gaining four extra daily turning attempts each time.

Divine Wrath (Sp): Beginning at 4th level, a zealot gains the ability to invoke the wrath of the powers that govern her alignment in a devastating attack. This ability duplicates the effects of one of the following spells, depending on her primary alignment: chaos hammer, holy smite, orderís wrath, or unholy blight. She is considered to have a caster level equal to her class level for the purpose of spell effects. At 7th level and every 3 levels thereafter (10, 13, etc.) the zealot may use this ability an additional time per week.
Domains and Domain Spells: At 4th level, a zealot gains the ability to cast spells. In addition, she gains access to the domain corresponding to her primiry alignment.

A zealot's domain gives her access to a domain spell at each spell level, as well as a granted power. If a domain spell is not on the Zealot Spells list, a zealot can only prepare it in her domain slot.

Spells: Beginning at 4th level, a zealot gains the ability to cast a small number of divine spells. To cast a spell, the zealot must have a Wisdom score of at least 10 + the spell's level. Zealot bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the zealot gets 0 spells of a given level, such as 0 1st-level spells at 4th level, she gets only bonus spells. The Zealot Spell list appears below. A zealot has access to any spell on the list and can freely choose which to prepare, just as a cleric can.

In addition to her standard spells, a zealot gets one domain spell of each spell level. When a zealot prepares a domain spell, it must come from her domain.
A zealot prepares and casts spells just as a cleric does (though the zealot cannot use spontaneous casting to substitute a cure or inflict spell in place of a prepared spell).

Through 3rd level, a zealot has no caster level. Starting at 4th level, a zealot's caster level is one-half her class level.

Chaotic, Evil, Good, and Lawful Spells: A zealot can only cast alignment spells if they correspond to her primary alignment.

Divine Companion: Upon or after reaching 5th level, a zealot can call a divine servant from the outer plane representing her alignment. This companion may be a bat, cat, dire rat, hawk, horse, pony, or raven (player's choice), and has the template corresponding to the zealot's primary alignment (anarchic, axiomatic, celestial, or fiendish). This creature may be used as a guardian (such as a bat), a helper (such as a cat), or a mount (such as a horse). The zealotís companion further gains HD and special abilities based on her level.

The zealot may have only one divine companion at a time. Should the zealot's companion die, another cannot be called for a year and a day. The new divine companion has all the accumulated abilities due a companion of the zealotís level.

Transfiguration: At 20th level, a zealot is clothed in honor and glory by the powers governing her alignment as a reward for her devotion. The zealot permanently receives a template determined by her primary alignment (anarchic, axiomatic, celestial, or fiendish). She receives all benefits appropriate to a 20 HD creature possessing that template.

Spell Casting
Level / Spells (1 2 3 4)