Arcforge Zealot Options

Zealot Convictions

Shielded Collective (Su)

As a free action, the zealot can expend 3 power points to transfer any amount of temporary hp he currently possesses to another ally in his collective. This temporary hp lasts for 1 round/level or the normal duration, whichever is shorter.

Transcendent Path (Su)

Whenever the zealot uses the Path of Dedication or Improved Path of Dedication Abilities, he may have the creature teleport up to its movement speed as a move action rather than take a move action normally. The zealot must be at least 10th level and possess the Path of Dedication conviction to select this conviction.

Transcendent Path, Greater (Su)

By expending 8 additional power points when using Transcendent Path, he may choose to teleport a creature to any location within 30 feet of another collective member rather than to a place where they could normally teleport to as a move action.

Zealot Missions

Redemption

Pacifying Aura (Su): At 4th level, as long as the zealot maintains psionic focus, enemies within 10 feet take a -2 penalty on attack rolls. By expending psionic focus, the zealot can increase the penalty to -6 against one attack.

Easing Intercession (Su): The zealot’s counters deter further fighting. Starting at 8th level, the zealot can augment his counters in one or more of the following ways

Clarity Surge: For every 2 additional power points the zealot spends, he can affect one creature within 30 feet with a respite of sanity power. Creatures are not entailed to a saving throw against this effect.

Forbearance: If you spend 3 additional power points, the creature whose attack or effect you countered must make a saving throw (DC 10 + ½ your zealot level + your charisma modifier) or be unable to attack you or your allies for 1 round.

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