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So, I want to like the Zealot but it still feels off. I want to start by saying I played a Celestial Divine Power Zealot. So a lot of my feedback comes from that viewpoint.
Today in reviewing the Warlock I noticed something I hadn't noticed before. A lot of their abilities have really cool knock-on effects.
- You get Combat Casting and can cast in light armor with no penalties and later it upgrades to waving medium armor penalties.
- You get an elemental armor that gives you resist 5 and deals 1d6 damage. Those numbers upgrade as you level.
The Zealot doesn't get a lot of stuff like that. It feels like if you don't take Divine Power and Smite, you lose. And if you take Channel Energy you're a fool. I know there are other threads on the spell casting thing, so I won't rehash it here (because with only 10 options 6 of them will be that - and that's even less in PFS).
I was thinking about ways to boost some of the lackluster abilities. Below are my thoughts so far.
Channel Energy
For me, I think Channel Energy has become so connected to healing in PFS that any healer that doesn't have it at level isn't worth their salt. So seeing a minimum level of 6 with a -4 penalty really makes this a fool's choice. On top of that it's further limited by alignment. Basically you're saying don't take me. So I propose the following:
Heavenly Blaze : Your Heavenly Fire ability is enhanced to 2d4 points of damage +1 for every 2 Vigilante levels you possess. At level 7 and every 3 levels thereafter, your damage increases by 1d4. Additionally, Neutral creatures are always healed by your Heavenly Fire ability. At level 8 and every 4 levels thereafter you may target an additional creature within 30 feet of you. Roll once for attack and damage then apply those rolls to each target in range. A Zealot Vigilante must have the Celestial Divine Power and be level 4 before taking this talent.
This keeps basically the same power curve (7d4 +10 healing or damage compared to the current 8d6 healing at 20) but allows the Vigilante to do something unique and different. On average they'll heal / damage an individual target more than a Cleric of the same level but they can do it to significantly fewer targets AND need to land a hit. Also it builds on the Celestial Divine Power. It does mean the other Domains can no longer heal... but really, no one was picking this anyway.
Celestial Bastion
With the change above I suggest this ability be opened up to all Zealots. It's not super powerful either but it can be very useful when up against Combat Maneuver artists. Maybe change the name to Bastion of Faith or something?
Discern Lies
This one needs a boost. Maybe have it allow the Vigilante to Detect Alignment (as the Detect Good, Evil, Chaos, Law spells) as well. Or maybe have this start at level 1 and start with Detect Magic and grow into the others.
Those were the ones that struck me as lacking. Depending on how the spell casting situation goes the others are all about on par.

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Celestial divine power is a lesser mystic bolt that also has limited uses per day.
It's actually a little more versatile than that, as it's also a ranged CLW for good-aligned characters.
It's slightly better than the Celestial Sorcerer's 1st level Bloodline Power, as it doesn't limit the healing to 1/day.
Having played a Celestial Sorcerer, this is one of those powers that is easy to overlook but surprisingly useful. (I agree that Fey is better, though.)