ZEALOT
Description: Templar warriors who have yet to reach the upper levels of the Khala are known as zealots. These fearless warriors atune themselves to the Khala's disciplines and can evoke a near-berserker rage while in battle. Enhanced with cybernetic grafts and outfitted with their coveted power suits, the Zealots exemplify the unbridled ferocity of the Protoss at war. Their forearm units are capable of channeling psionic energy, manifesting it as deadly blades that are used as their primary melee weapon.
Race: Protoss.
Hit Die: d10.

Class Skills
   The zealot's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), and Survival (Wis).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Zealot

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+0
+0
Bonus feat, rage 1/day     
2nd
+2
+3
+0
+0
Two-weapon fighting
3rd
+3
+3
+1
+1

4th
+4
+4
+1
+1
Rage 2/day
5th
+5
+4
+1
+1
Bonus feat
6th
+6/+1
+5
+2
+2
Improved two-weapon fighting
7th
+7/+2
+5
+2
+2

8th
+8/+3
+6
+2
+2
Rage 3/day
9th
+9/+4
+6
+3
+3
Leg enhancements
10th
+10/+5
+7
+3
+3
Bonus feat
11th
+11/+6/+1
+7
+3
+3
Greater rage, greater two-weapon fighting
12th
+12/+7/+2
+8
+4
+4
Rage 4/day
13th
+13/+8/+3
+8
+4
+4

14th
+14/+9/+4
+9
+4
+4

15th +15/+10/+5
+9
+5
+5
Bonus feat
16th
+16/+11/+6/+1
+10
+5
+5
Rage 5/day
17th
+17/+12/+7/+2
+10
+5
+5
Tireless rage
18th
+18/+13/+8/+3
+11
+6
+6

19th
+19/+14/+9/+4
+11
+6
+6

20th
+20/+15/+10/+5
+12
+6
+6
Bonus feat, mighty rage, rage 6/day

Class Features
All of the following are class features of the zealot.
   Weapon and Armor Proficiency: A zealot
is proficient with all simple and martial weapons and with all armor (heavy, medium, and light). They also treat Protoss Psiblades as martial weapons rather than exotic weapons.
    Bonus Feats: At 1st level, a zealot gets
a bonus combat-oriented feat in addition to the feat that any 1st-level character gets. The zealot an additional bonus feat at 5th level and every five zealot levels thereafter (10th, 15th, and 20th). These bonus feats must be drawn from the feats noted as zealot bonus feats. A zealot must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
   These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A zealot is
not limited to the list of zealot bonus feats when choosing these feats.
    Rage (Ex): A zealot can fly into a rage a certain number of times per day. In a rage, a zealot temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the zealot's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a zealot cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration. He can use any feat he has except Combat Expertise. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A zealot may prematurely end his rage. At the end of the rage, the zealot loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level zealot, at which point this limitation no longer applies; see below).
   A zealot can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a zealot can do it only during his action, not in response to someone else’s action.
   Two-Weapon Fighting (Ex): At 2nd level, a zealot is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
   Greater Two-Weapon Fighting (Ex): At 11th level, a zealot is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
   Improved Two-Weapon Fighting (Ex): At 6th level, a zealot is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
   Leg Enhancements (Ex): Zealot power suits can be enhanced with cybernetic boosters that enable them to close on victims with frightening speed. At 9th level, a zealot's base land speed increases by +10 feet. This benefit applies only when he is not carrying a heavy load. Apply this bonus before modifying the zealot's speed because of any load carried or armor worn.

   Greater Rage (Ex): At 11th level, a zealot's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
   Tireless Rage (Ex): At 17th level and higher, a zealot no longer becomes fatigued at the end of his rage.
   Mighty Rage (Ex): At 20th level, a zealot's bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.