What SHOULD the zealot's role be?


Ultimate Intrigue Playtest General Discussion

RPG Superstar 2012 Top 32

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Instead of being a wannabe inquisitor, what should the zealot's role be?

I propose they should be about guilt and forgiveness and redemption. I think they should have some diabolical-based powers, and seek justice as a way to atone for their infernal gifts. They do this by sacrificing their wellbeing for the sake of others.

In essence, they would tank. They would have an ability to draw the attacks of their opponents away from their allies and toward themselves. They would also have judgment-like abilities called wards that would protect them from these attacks.

Wards would be (almost) purely defensive, possibly granting DR/-, fast healing, bonus hit points and the like. Possibly bonuses to AC & CMD and saving throws. Energy resistance, and maybe even fire shield-like effects. I think an interesting ward would be gaining 1d6+Charisma modifier temporary hit points each round for 1 round, possibly increasing by 1d6 at levels 4, 8, 12, 16, and 20.

They would still get the Divine Training II-VI talents, but with spells taken from the cleric/oracle class list. Keep the Divine Training, Discern Lies, Domain, Life Ward, Penance Gaze, Stalwart, Stern Gaze, and Track talents, but add more that can emphasize divinations, preaching, and protecting the weak. They shouldn't be trying to re-build the cleric, druid, inquisitor, oracle, or paladin, but doing something divine and different.

Maybe an ability that heals others by causing non-lethal damage to the zealot? Maybe the ability to add her Charisma modifier to hit point total, Fortitude saves, and CMD too? Maybe a way to use the Intimidate skill to goad opponents into attacking her? Maybe a way to penalize opponents that do not attack her first? Maybe a list of bonus feats like Bodyguard, Combat Reflexes, Stand Still, and Toughness? Maybe they hear voice or have visions or premonitions; these can be used as wards (protecting the zealot from harm) and as ways to guide the zealot to where she can what she does best.

I also picture the zealot as being particularly potent against foreign faiths, rival divine agents (both mortal and supernatural), and other heretics. She would be a temple raider, a sacrifice rescuer, a relic hunter, a ritual disrupter. She would spread her faith in secret, hiding from the theocratic powers that be, and also working directly against them in vigilante role. She might have a way to disrupt Channel Energy, be particularly adept at countering divine magic, and also have specific resistances to hostile divine magic.

I think there should be enough interesting choices for Divine Training II-VI to not be the obvious options.


Playing as a reverse inquisitor would be interesting, and wouldn't feel as same-y.


SmiloDan wrote:

Instead of being a wannabe inquisitor, what should the zealot's role be?

I propose they should be about guilt and forgiveness and redemption. I think they should have some diabolical-based powers, and seek justice as a way to atone for their infernal gifts. They do this by sacrificing their wellbeing for the sake of others.

In essence, they would tank. They would have an ability to draw the attacks of their opponents away from their allies and toward themselves. They would also have judgment-like abilities called wards that would protect them from these attacks.

Wards would be (almost) purely defensive, possibly granting DR/-, fast healing, bonus hit points and the like. Possibly bonuses to AC & CMD and saving throws. Energy resistance, and maybe even fire shield-like effects. I think an interesting ward would be gaining 1d6+Charisma modifier temporary hit points each round for 1 round, possibly increasing by 1d6 at levels 4, 8, 12, 16, and 20.

They would still get the Divine Training II-VI talents, but with spells taken from the cleric/oracle class list. Keep the Divine Training, Discern Lies, Domain, Life Ward, Penance Gaze, Stalwart, Stern Gaze, and Track talents, but add more that can emphasize divinations, preaching, and protecting the weak. They shouldn't be trying to re-build the cleric, druid, inquisitor, oracle, or paladin, but doing something divine and different.

Maybe an ability that heals others by causing non-lethal damage to the zealot? Maybe the ability to add her Charisma modifier to hit point total, Fortitude saves, and CMD too? Maybe a way to use the Intimidate skill to goad opponents into attacking her? Maybe a way to penalize opponents that do not attack her first? Maybe a list of bonus feats like Bodyguard, Combat Reflexes, Stand Still, and Toughness? Maybe they hear voice or have visions or premonitions; these can be used as wards (protecting the zealot from harm) and as ways to guide the zealot to where she can what she does best.

I also picture the zealot as being particularly potent against foreign faiths, rival divine agents (both mortal and supernatural), and other heretics. She would be a temple raider, a sacrifice rescuer, a relic hunter, a ritual disrupter. She would spread her faith in secret, hiding from the theocratic powers that be, and also working directly against them in vigilante role. She might have a way to disrupt Channel Energy, be particularly adept at countering divine magic, and also have specific resistances to hostile divine magic.

I think there should be enough interesting choices for Divine Training II-VI to not be the obvious options.

I like this concept. I want to see it implemented somehow. But I don't want to see it as part of the Vigilante. Dual Identity makes zero sense with this idea.

That's a systemic issue with the Vigilante; the dual identity mechanic and its follow-ups will always feel tacked on to the specializations, which are the real mechanical core of this class.


Extra Anchovies wrote:

I like this concept. I want to see it implemented somehow. But I don't want to see it as part of the Vigilante. Dual Identity makes zero sense with this idea.

That's a systemic issue with the Vigilante; the dual identity mechanic and its follow-ups will always feel tacked on to the specializations, which are the real mechanical core of this class.

How doesn't the dual identity fit?

Also, either way, the zealot does need something to separate it from just being inquisitor-lite.

RPG Superstar 2012 Top 32

The dual identity fits with the zealot hiding her true vigilante self from the theocratic powers that be. She could belong to a persecuted minority, a secret cult, or a heretical branch of the primary faith. She might be a simple carpenter or fishmonger during the day, and preach and perform good works in her vigilante persona.

Silver Crusade

Pathfinder Adventure Path Subscriber

Ghost Rider, Spawn, The Crow: Warlocks, they use dark powers for justice.

Zealots are a concept I'm having a harder time tracking in the fiction so to speak, so it's harder for me to pin down what their role should be.


The problem is that the class is almost strictly worse than the Inquisitor in almost every way...

RPG Superstar 2012 Top 32

I see Ghost Rider, Spawn, and The Crow as zealots. They have divine power, even if the first two have eeeeeeveeeeeel divine power.

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