Zealot
Medium Humanoid (Protoss)
Hit Dice: 7d12-14/7d10+21 (31 sp/59 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 40 ft. (8 squares)
Armour Class: 20 (+6 armor, +2 shield,
+2 natural), touch 10, flat-footed 20
Base Attack/Grapple: +7/+3
Attack: Psi-blade +10 melee
(1d8+4/19-20)
Full Attack: Psi-blade +8/+3
melee (1d8+4/19-20) and Psi-blade +8/+3 melee (1d8+4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage 2/day.
Special Qualities: Plasma shields,
immunity to sleep, superior low-light vision, telepathy 100 ft.
Saves: Fort +7, Ref +2, Will +2 (+4 vs.
enchantments)
Abilities: Str 15, Dex 10, Con
14, Int 10, Wis 11, Cha 6
Skills: Climb +4, Intimidate
+4, Jump +5, Survival +4
Feats: Improved Initiative,
Improved Toughness, Improved Two-Weapon Fighting (b), Power Attack, Two-Weapon
Fighting (b), Weapon Focus (psi-blades), Weapon Specalization
(psi-blades)
Environment: Any
Organizaion: Solitary, pair, or
group (4-12)
Challenge Rating: 8
Treasure: 2 psi-blades,
Protoss power suit
Alignment: Lawful neutral
Advancement: By character class
Level Adjustment: --
This creature is tall
and thin. It has glowing eyes, with no visible nose, mouth, or ears,
though its skin has an almost scaly texture. In place of hair, it
possesses several long tendrils projecting from the back of its head,
tied together. It wears armor of a strange design, and two
glowing blades of force extend from units above its forearms.
Description
Templar warriors
who have yet to reach the upper levels of the Khala are known as
zealots.
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.
Combat
These fearless
warriors atune themselves to the Khala's
disciplines and can evoke a near-berserker rage while in battle.
Rage (Ex): The zealot
can fly into a rage. In a rage, the 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, the 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 8 rounds. The 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.
The zealot can fly into a rage only once per encounter. He
can use his rage ability 2/day. 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.
Plasma Shields (Su): The zealot's
shield points regenerate at a rate of 1 point per round.