
Megatron777 |

The NPC Zealot of Asmodeus in the Gamemastery Guide has a reaction ability that gives them True Strike. There's no limit mentioned to how often this can happen. The requirement is that an enemy hit a follower of Asmodeus other than the Zealot, and the Zealot gains the True Strike spell against that person.
So if there's a big group of Asmodeus followers with the Zealot, the Zealot could gain True Strike every round, for maybe 10 rounds or more if the fight lasts that long, right? Is there something I'm missing, or is that example totally fine? The Zealot also has the Channel Smite ability which makes this even more brutal. Their Channel Smite does 4d8+4, 8d8+8 on a crit, True Strike makes this crit pretty likely. The Zealot is a 4th level creature able to do Channel Smite 3/day, then maybe keep getting True Strike round after round.

Blave |

Doesn't seem too bad, honestly. You just need to kill the Zealot first. You might run into some serious trouble if the opposition is nothing but 4 of them or something. But at that point, you're probably like level 6 or 7 and they'll have trouble hitting you even with True Strike.
Also, their Channel Smite is 3d8+4, not 4d8+4. And they have only two harms prepared. Not sure how you get the impression you'd be facing three rounds of 4d8+4 damage. Their non-smite damage is only 1d8+4 which is rather low for a 4th level creature. And Channel Smite is 2 actions which might not always be an option.
So yeah, it has some strong burst potential but I don't think it's that big of a deal.

![]() |
2 people marked this as a favorite. |

4d8+4 is correct if you assume the Zealot is using Magic Weapon, which they generally should be.
That said, the Zealot is interesting. Their default offense without magic or Swear Vengeance if just awful (Moderate attack for Low damage), and Magic Weapon only improves that slightly (Moderate attack for Moderate damage), but with Swear Vengeance they burst to, effectively, Extreme attack bonus and Channel Smite can be used to burst them to Extreme damage.
Combining the two results in a couple of really terrifying attacks, but it's just two attacks if done that way, and if you focus on the Zealot their accuracy buff never kicks in, making even those decently likely to miss.
For comparison, a normal foe is High attack bonus and High damage, meaning that when not using magic (or only using Magic Weapon) the Zealot is behind in both, and they're probably on par when using either Swear Vengeance alone (Extreme attack, Moderate damage) or Channel Smite alone (Moderate attack, Extreme damage). Only when combining the two are they exceeding expected offense for their level, and they pay for that by a highly restricted target selection, and even then only if the PCs cooperate.
Meanwhile, defensively, their AC is solid (very good if they use Raise Shield) and their HP are okay, but their Saves are abysmal (one Moderate, one Low, one Terrible).
It's an interesting monster design, but probably not an overpowered one when looked at as a whole.

Blave |

I missed Magic Weapon. My bad.
But that's one turn wasted. Since he casts True Strike as a reaction, the Zealot probably doesn't start Smiting before turn 2 anyway so spending turn 1 to cast Magic Weapon isn't that big of a deal. On the other hand, by the time he can used his first Smite, either he or his friends have a good chance to be dead.
He's also rather slow at 20 ft Speed. If you know his shtick you can just run away after you hit his friend and he uses his Reaction for True Strike. It's unlikely that he can close th distance to you and still have 2 actions left for Smite.

Zapp |
Their Channel Smite does 4d8+4, 8d8+8 on a crit, True Strike makes this crit pretty likely.
Maybe just a nitpick, but still, worth mentioning:
If a strike does 4d8+4, it doesn't do 8d8+8 on a crit.
It does (4d8+4)x2 on a crit. A subtle difference, but an important one to remember and get used to when starting to play Pathfinder 2.
Cheers

Blave |

Maybe just a nitpick, but still, worth mentioning:
If a strike does 4d8+4, it doesn't do 8d8+8 on a crit.
It does (4d8+4)x2 on a crit. A subtle difference, but an important one to remember and get used to when starting to play Pathfinder 2.
Cheers
To nitpick your nitpick:
The game is actually fine with either method by RAW. Doubling the result is the base line but rolling twice is an alternative mentioned in the rules and subject to GM discretion.
Sometimes you’ll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it). The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for single-target attacks or spells at low levels when you have a small number of damage dice to roll. Benefits you gain specifically from a critical hit, like the flaming weapon rune’s persistent fire damage or the extra damage die from the fatal weapon trait, aren’t doubled.

SuperBidi |
1 person marked this as a favorite. |

I would avoid using these zealot in a dangerous encounter because their attacks are extremely random and as such they can one shot a character at round one and create a real mess right off the bat. But I think they are really nice in low/trivial encounters. They can create a feeling of danger in a fight that isn't hard the same way a scythe-wielding low level enemy was always scary in PF1.

Zapp |
1 person marked this as a favorite. |
The game is actually fine with either method by RAW. Doubling the result is the base line but rolling twice is an alternative mentioned in the rules and subject to GM discretion.
Thank you for agreeing that doubling the result is the baseline. It's not uncommon for PF1 players to forget this.

![]() |
1 person marked this as a favorite. |

I would avoid using these zealot in a dangerous encounter because their attacks are extremely random and as such they can one shot a character at round one and create a real mess right off the bat. But I think they are really nice in low/trivial encounters. They can create a feeling of danger in a fight that isn't hard the same way a scythe-wielding low level enemy was always scary in PF1.
I don't know if I'd quite agree. I think they're fine to put in a difficult encounter...vs. 6th level PCs. It's vs. PCs of lower level than that where you get into the issue of their swinginess causing people to fall down immediately, rather than whether the encounter is easy or difficult by the rules.
So I agree with the need to be careful, but I'd say it's more tied to PC level than encounter difficulty per se.

Salamileg |

So if there's a big group of Asmodeus followers with the Zealot, the Zealot could gain True Strike every round, for maybe 10 rounds or more if the fight lasts that long, right? Is there something I'm missing, or is that example totally fine?
If it's an encounter with that many enemies, then the players are probably capable of taking out multiple per round, so this isn't as much of an issue.

shroudb |
at level-2 (party level 6) they shouldn't be more than lackeys. In their case, lackeys that can deliver one or two strong hits before they fall down (especially if you focus on the more challenging enemies of the fight).
I don't personally think there's an issue with using a troup of something like 1 zealot+(2-3) followers (level 2 or 1 (depending if 2 or 3 mooks) npcs) vs level 4 parties. Xp wise it should be something like moderate encounter, and even if the party doesnt instantly "focus the priest" and even if one of them gets critted for 8d8+8, on average that shouldn't instntly knock down a frontliner (who usually would have around 56 or something HP vs an average of 44 damage)
Imo, "moderate encounter" doesn't mean pushovers, there should be some risk in those, and those kind of enemies (need conditions to apply, not to be killed in the first round, and get a bit lucky with the dices) imo suit that.

Zapp |
Some of you are forgetting how the XP budgets restrict encounters. Pathfinder 2 operates under significantly more restrictive encounter creation guidelines than just about any other version of D&D.
If the Zealot is just one out of many monsters, it is likely of lower level than the PCs, and then its abilities are simply put nothing special.
The only case that is of concern is when the Zealot is of higher level than the party. (It is when a monster is higher level than its target PC its criticals can cause outsized effects, like dropping a PC even though it was fully healed).
If the monster is 3 or 4 levels higher than the party level, there will only be a single such monster in the encounter, period. In this case, the Zealot is actually a soft target!
If the monster is 2 levels higher than the party level, the only way to have 2 such monsters is to make an Extreme encounter. Paizo avoids Extreme encounters until quite high levels, and the Zealot is 4th level.
If the monster is 1 level higher than the party level, the only way to have 2 such monsters is to make a Severe encounter.
This means that the first time the PCs can find themselves fighting more than one Zealot in practice is at level 3. And even then that should be highly unusual. It's only when the PCs are level 4 that the encounter budgets allow for more varied encounters and encounter difficulties - but at that point the Zealot is no longer higher level than the PCs!
So the only case of concern will by definition have the heroes face only a single Zealot and several low level creatures. But this means that 1) focusing on the sole Zealot is likely to quickly neutralize the outsized threat, and that 2) there will not be more than 2 Harms in any event.
So I'd say that as long as you avoid the specific case of two Zealots at exactly party level 3, you're fine.
(Fine in the sense that there should be no extra special surprises. Obviously any Severe fight at low level is not even close to "fine" since it will still be very deadly, but I mean "not worse than usual")

Gortle |

Some of you are forgetting how the XP budgets restrict encounters. Pathfinder 2 operates under significantly more restrictive encounter creation guidelines than just about any other version of D&D.
Rules like that are the first up against the wall. They are just a guide to get you going. After the first couple of sessions I ignore them completey.

![]() |
2 people marked this as a favorite. |

Some of you are forgetting how the XP budgets restrict encounters.
For the record, I was taking this into account.
I just think that two Zealots vs. a 4th level party (a Moderate Encounter), or similar things, is going to be notably swingier (as in, have more variance in how hurt the PCs get by it) than most equivalent XP encounters. It's not harder, but does strike me as swingier in its results, including the possibility of a PC going down to a single crit (it's not super likely, but that sort of thing is outright impossible in most equivalent encounters not involving a boss by level 4).
It's not that it's a bad monster to use, just a good one to be careful with due to how bursty they damage is.

Zapp |
I just think that two Zealots vs. a 4th level party (a Moderate Encounter)
Sure but again, at that time the PCs are of the same level as the monster.
It is, again, when the monster is higher level than the PCs you get the really "extreme extremes".
Compare to Torment and Legacy. Somebody at Paizo came up with the baffling notion that it might be a good idea to pitch an Ogre at newly hatched level 1 characters played by complete beginners.
That's a level 3 Ogre who stands a substantial chance of instantly killing a fully healed hero, even the strongest warrior. The Ogre's critical hit happens very often and has the potential for taking a character from max hp down to minus max hp in a single blow, thus killing him instantly with no recourse.
Fun times...

![]() |

Thanks for the feedback, it seems most people think I'm overrating them a bit.
The encounter is for a group of 4 level 5 PC's, and is going to be 3 Zealots and 4 Cultists.
I mean, that is a Severe encounter with some hard hitting foes. It's gonna be rough, but yeah, Zealots probably aren't rougher to use than, say, three Shadows or three Weretigers (to pick some other level 4 monsters).

Zapp |
My point is that as soon as the "worryingly OP" monster is no longer higher level than the PCs, you'll be fine.
It is when the monster remains higher level than the PCs that outlier results can really wreck a party.
In this case the Zealots will be L-1 monsters. I wouldn't worry too much about it*.
*) You should always worry when the encounter is Severe; I mean the Zealots aren't likely to be *especially* worrisome now that they no longer are higher level than the party.

Zapp |
My other point is that PF2 encounter budgets make this happen much less frequently than you might think at first blush.
As I have said, about the ONLY time you will EVER face more than a single instance of a monster higher than your own level, is when there are two of them, and they are one level higher than you.
(You *could* face two L+2 monsters, but as I said, that would be an Extreme encounter. Those are particularly rare, especially at low level)
Every really scary scenario (such as "three L+2 monsters") just isn't feasible within the very narrow constraints set by the encounter budget. And very much unlike 5th Edition you will definitely never want to test those limits... (going beyond Extreme difficulty that is).

Gortle |

Gortle wrote:Which is 100% fair; as long as any GM who ignores them then never complains about system difficulty/balance from that perspective.Rules like that are the first up against the wall. They are just a guide to get you going. After the first couple of sessions I ignore them completey.
I'm not sure I ever have. Relative balance, or useless features I'll complain about. But my main group are so ruthlessly efficient, the GM just has to crank it up a bit from the official guidelines to challenge them.
Another group I'm in is the complete opposite - the barbarian is wielding a rapier as a primary weapon because it suits his concept. It gets into trouble now and then because the GM there runs his monsters super efficiently.
GM OfAnything |

I had overlooked the zealot of Asmodeus before. But, it would be fun to put them in an encounter I'm running.
Party is four (or five) level 8 PCs.
Right now the encounter is one level 9 Champion (tyrant, hellknight) and two (or three) Barbazu (level 5 creature) for a slightly harder than Moderate challenge.
Should I just add three (or four) zealots to make it a Severe encounter? Or bump up their level to 5 or 6 and only add one or two to the encounter?