Righteous Zealot

This is sort of a work-in-progress. It’s usable as-is, but I’d like to re-work the oration ability to work more like the new bardic performance.

Hit Die: d6.


To qualify to become a righteous zealot, a character must fulfil all of the following criteria.
Skills: Bluff 1 rank, Diplomacy 5 ranks, Perform (any, including storytelling) 1 rank, Sense Motive 1 rank.

Class Skills

The righteous zealot’s class skills are Bluff, Diplomacy, Intimidate, Knowledge (religion), Linguistics, Perform, Sense Motive.
Skill Points at Each Level: 4 + Int modifier.

Class Features

All of the following are class features of the righteous zealot prestige class.
Weapon and Armour Proficiency: Righteous zealots gain no additional proficiency in any weapon or armour.
Oration: Once per day per level, a righteous zealot may use his command of the spoken language in much the same way a bard is able to use music to sway others. Depending upon how many ranks he has in the Diplomacy skill, he can enthral crowds, cause people to question their beliefs, compel an individual to perform actions he or she might not normally undertake, confuse an opponent through debate, and inflame crowds into a bloodthirsty rage. The righteous zealot must be able to speak clearly and be heard to use this ability properly. As with casting a spell, a deaf righteous zealot suffers a 20% chance to fail with oration. If he fails, the attempt still counts against his daily limit.
Enthralling Discourse (Sp): A righteous zealot of at least 1st level with 5 or more ranks in Diplomacy can use his oration to sway groups of people, causing them to pause in their activities to listen to his words. The ability to speak before large crowds and control the ebb and flow of sentiment is perhaps the most potent tool of a righteous zealot. The crowd to be enthralled must be able to see and hear the righteous zealot, must be able to understand the righteous zealot (speak the same language), and must be within 90 feet. The righteous zealot makes a Diplomacy check, and each target can negate the effect with a Will saving throw equal to or greater than the zealot’s check result. If the saving throw fails, the creature sits (or stands) quietly and listens to the zealot’s words as long as the zealot continues to speak and concentrate (up to a maximum of 2 rounds per level of the righteous zealot). The effects are otherwise identical to the enthral spell. Enthralling discourse is an enchantment (charm) [language-dependent, mind-affecting, sonic] ability.
Compelling Argument (Sp): A 2nd-level righteous zealot with 6 or more ranks in Diplomacy can present a compelling argument, causing a single person to temporarily see things his way. This ability acts as a suggestion (as the spell), and can be used only on an individual who has either been enthralled (through enthralling discourse) or confused (through verbal obfuscation). The suggestion doesn’t count against the righteous zealot’s daily limit on orations, but the enthralling or confusion does. A Will saving throw (DC 10 + the righteous zealot’s class level + Cha modifier) negates the effect. Compelling argument is an enchantment (compulsion) [language-dependent, mind-affecting, sonic] ability.
Condemning Tirade (Sp): A righteous zealot of 5th level or higher with 10 or more ranks in Diplomacy can exploit weaknesses in other people. By verbally unleashing his anger against an individual, a righteous zealot can cause an opponent to question himself. The victim is allowed a Will save (DC 10 + the righteous zealot’s class level + his Cha modifier) to avoid becoming shaken (suffering a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws) for 10 minutes per level of the righteous zealot. Condemning tirade is an enchantment (charm) [language-dependent, mind-affecting, sonic] ability.
Verbal Obfuscation (Sp): A righteous zealot of 8th level or higher with 13 or more ranks in Diplomacy is capable of trapping a single individual within a web of words. The victim is allowed a Will save (DC 12 + the righteous zealot’s class level + his Cha modifier) to avoid becoming confused for 1 minute per level of the righteous zealot. Verbal obfuscation is an enchantment (compulsion) [language-dependent, mind-affecting, sonic] ability.
Inflammatory Oratory (Sp): A 10th-level righteous zealot with 15 or more ranks in Diplomacy gains near-total mastery over crowds. Once he has a crowd enthralled, he is able to inspire extremes of emotion within every person in the crowd, mimicking the effects of one of the following spells: crushing despair, good hope, or rage. The emotion lasts as long as the righteous zealot continues to direct the ebb and flow of emotions (as long as he maintains his enthralling discourse), though each victim is allowed an opposed Will save against the righteous zealot’s Diplomacy check result to resist the effect. Inflammatory oratory is an enchantment (compulsion) [language-dependent, mind-affecting, sonic] effect.
Righteous Indignation (Su): Filled with a sense of self-worth and virtue, a righteous zealot will not deviate from a given path. Once per day, the righteous zealot may add his Charisma modifier to any one saving throw. The righteous zealot may use this ability twice per day at 4th level and three times per day at 7th level.
Resist Enchantment (Ex): Righteous zealots are so caught up in their own moral superiority that it is difficult to sway their minds through magic. Starting at 2nd level, a righteous zealot gains a +1 bonus per two class levels on saving throws against Enchantment spells and effects.
Gather Followers (Ex): By 3rd level, the righteous zealot begins to attract a small group of loyal followers, effectively granting the righteous zealot the Leadership feat. At 5th level, the righteous zealot gains a +1 bonus to his leadership score. This bonus increases to +2 at 7th level and +3 at 9th level.
Martyr’s Luck: The most skilled righteous zealots are able to turn their greatest failures into incredible successes. At 10th level, the righteous zealot may re-roll a failed attack roll, saving throw, skill check, ability check, or level check. The righteous zealot may use this ability a number of times per day equal to 1 + his Charisma modifier.

Table: Righteous Zealot

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +1 Oration: enthralling discourse, righteous indignation (1/day)
2nd +1 +1 +1 +1 Oration: compelling argument, +1 save vs. enchantment
3rd +1 +1 +1 +2 Gather followers
4th +2 +1 +1 +2 Righteous indignation (2/day), +2 save vs. enchantment
5th +2 +2 +2 +3 Oration: condemning tirade, gather followers +1
6th +3 +2 +2 +3 +3 save vs. enchantment
7th +3 +2 +2 +4 Righteous indignation (3/day), gather followers +2
8th +4 +3 +3 +4 Oration: verbal obfuscation, +4 save vs. enchantment
9th +4 +3 +3 +5 Gather followers +3
10th +5 +3 +3 +5 Oration: inflammatory oratory, +5 save vs. enchantment, martyr’s luck

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