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The Fireblood Zealots are the most devout followers of the Fireblood Collective. They invoke the powers of the twelve saints to heal, protect and to direct their wrath.  

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Alignment: Any

Hit Die: D6

Class Skills[]

The Fireblood Zealot's class skills are: Appraise (int), Craft (int), Diplomacy (cha), Heal (wis), Intimidate (cha), Knowledge (arcana) (int), Knowledge (history) (int), Knowledge (local) (int), Knowledge (nature) (int), Knowledge (planes) (int), Knowledge (religion) (int), Perception (wis), Sense Motive (wis) and Spellcraft (int).

Skill Ranks per Level: 4 + Int Modifier.


Table: Progression
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 aura, domains, orisons, path 3+1
2nd +1 +0 +0 +3 heart of iron 4+1
3rd +1 +1 +1 +3 4+1 3+1
4th +2 +1 +1 +4 path ability 5+1 4+1
5th +2 +1 +1 +4 magnetism 5+1 4+1 3+1
6th +3 +2 +2 +5 5+1 5+1 4+1
7th +3 +2 +2 +5 path ability 6+1 5+1 4+1 3+1
8th +4 +2 +2 +6 harbinger 6+1 5+1 5+1 4+1
9th +4 +3 +3 +6 6+1 6+1 5+1 4+1 3+1
10th +5 +3 +3 +7 path ability 7+1 6+1 5+1 5+1 4+1
11th +5 +3 +3 +7 fervor 7+1 6+1 6+1 5+1 4+1 3+1
12th +6/+1 +4 +4 +8 7+1 7+1 6+1 5+1 5+1 4+1
13th +6/+1 +4 +4 +8 path ability 8+1 7+1 6+1 6+1 5+1 4+1 3+1
14th +7/+2 +4 +4 +9 greater harbinger 8+1 7+1 7+1 6+1 5+1 5+1 4+1
15th +7/+2 +5 +5 +9 8+1 8+1 7+1 6+1 6+1 5+1 4+1 3+1
16th +8/+3 +5 +5 +10 path ability 8+1 8+1 7+1 7+1 6+1 5+1 5+1 4+1
17th +8/+3 +5 +5 +10 soul of iron 8+1 8+1 8+1 7+1 6+1 6+1 5+1 4+1 3+1
18th +9/+4 +6 +6 +11 8+1 8+1 8+1 7+1 7+1 6+1 5+1 5+1 4+1
19th +9/+4 +6 +6 +11 path ability 8+1 8+1 8+1 8+1 7+1 6+1 6+1 5+1 4+1
20th +10/+5 +6 +6 +12

fiery faith ability

8+1 8+1 8+1 8+1 7+1 7+1 6+1 5+1 5+1

Class Features[]

Weapon and Armor Proficiencies[]

The Vicar is proficient with Simple Weapons and shields, but not armor.

Spells[]

A fireblood zealot casts divine spells which are drawn from the fireblood zealot and Cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A zealot must choose and prepare her spells in advance.

To prepare or cast a spell, a fireblood zealot must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a zealot's spell is 10 + the spell level + the zealot's Wisdom modifier.

Like other spellcasters, a fireblood zealot can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Progression. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Fireblood Zealot's meditate or pray for their spells. Each zealot must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a zealot can prepare spells. A zealot may prepare and cast any spell on the fireblood zealot and cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Aura[]

A fireblood zealot of a chaotic, evil, good, or lawful alignment has a particularly powerful aura corresponding to the their alignment (see detect evil for details).

Domains[]

A fireblood zealot's path influences her alignment, what magic she can perform, her values, and how others see her. A zealot chooses two domains from among those belonging to her path. A zealot can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain.

Each domain grants a number of domain powers, dependent upon the level of the zealot, as well as a number of bonus spells. A zealot gains one domain spell slot for each level of fireblood zealot spell she can cast, from 1st on up. Each day, a zealot can prepare one of the spells from her two domains in that slot. If a domain spell is not on the fireblood zealot or cleric spell list, a zealot can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a zealot gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Orisons[]

Fireblood zealots can cast any number of orisons, or 0th level spells, whether they have been prepared or not, so long as they are spells that their class can use.

Path[]

Within the fireblood collective their are four paths, at 1st level the fireblood zealot chooses one of these paths. this cannot be changed, and affects her required alignment, and available domains, as well as the path abilities they are granted at 4th level and every third level after that.

These paths are: Path of Alchemy, Path of CeremonyPath of Discipline and Path of the Occult.

Heart of Iron[]

Starting at 2nd level, the fireblood zealot gains the ​​​​​​Endurance and Diehard feats as bonus feats.

Magnetism[]

A fireblood zealot of 5th level of higher has a strange power that rallies her allies in her defense. She may choose one Teamwork Feat to take as a bonus feat whether or not she meets the requirements, this selection cannot be changed. All allies within a 10-foot radius are considered to have this feat as well, but only during their turn or the fireblood zealot's turn.

Harbinger[]

At 8th level, the fireblood zealot gains the ability to manifest one of the harbingers of the twelve saints when they attack or the harbinger action is otherwise triggered. These harbingers typically have their own unique powers and abilities. This causes all creatures that the zealot would attack to be flanked by the harbinger and the zealot, and provides additional bonuses depending on the harbinger. At 14th level, they may choose a second harbinger to serve them, both harbinger actions occur each time the zealot attacks or their action is otherwise triggered. Harbingers gain the zealot's Wisdom bonus on attack and damage rolls but have no strength modifier of their own. Their base attack bonus is equal to the Hit Dice of the zealot, but they do not gain iterative attacks.

Fervor[]

At 11th level the fervor of the fireblood zealot becomes so great that whenever they miss an attack or a spell they cast is successfully saved against by the target, they gain an additional move action. They can only gain one additional move action per round through this ability, and only during their turn. Harbinger actions do not trigger this or prevent it from being triggered.

Soul of Iron[]

At 17th level, the zealot may make a Fortitude Save when they take lethal damage to avoid dying. The DC is equal to 10 + the fireblood zealot's level. Also they are not considered to be helpless when they are asleep, unconscious or dying due to their harbingers being active in their subconscious.