Zealous Myrmidon (Fighter/Paladin)
Many deities of goodly persuasion draw clerics and paladins to serve in their cause. However, those among the ranks of the common soldiers, elite guards, or kindhearted mercenaries who heed the call of the divine and enter into service of such powers. Granted a portion of divine insight and power, the zealous myrmidon is slowly emerging from obscurity. As these martial champions of light have increased in number, the churches’ hierarchies have come to utilize these devout and skillful warriors in small companies with the sole purpose of defending the faith against their enemies. With his martial training and divine powers, the zealous myrmidon is a strong proponent for the cause of good and can hold his own against the wicked and foul denizens arrayed against the forces of righteousness. (Original Concept by Elghinn Lightbringer)
Primary Class: Fighter.
Secondary Class: Paladin.
Alignment: Any good.
Hit Dice: d10.
Bonus Skills and Ranks: The zealous myrmidon may select three paladin skills to add to his class skills in addition to the normal fighter class skills. The zealous myrmidon gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The zealous myrmidon is proficient with all simple and martial weapons, his deity’s favored weapon, all types of armor (heavy, light, and medium), and with shields (including tower shields).
Zealous Surge (Ex): A zealous myrmidon can call upon inner reserves of religious devotion and fanaticism, granting him additional combat prowess. Starting at 1st level, a zealous myrmidon can enter a zealous surge, in some ways similar to a barbarian's rage, for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st, he can surge for 2 additional rounds. Temporary increases to Charisma rolls, such as those gained from spells like eagle’s splendor, do not increase the total number of rounds that a zealous myrmidon can surge per day. A zealous myrmidon can enter his zealous surge as a free action. The total number of rounds of surge per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in zealous surge, a zealous myrmidon gains a +1 morale bonus to his attack roll, a +2 morale bonus to his damage rolls, as well as a number of temporary hit points equal to 5 + his zealous myrmidon level. In addition, he takes a –2 penalty to Reflex saves. While in zealous surge, a zealous myrmidon cannot use any Dexterity-, Intelligence-, or Wisdom-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A zealous myrmidon can end his surge as free action and is fatigued for a number of rounds equal to the number of rounds spent in the surge.
Alternatively, a zealous myrmidon can choose to end his zealous surge as a standard action. In doing so, the zealous myrmidon can channel positive energy to heal himself and his allies as a paladin of his level. If the zealous myrmidon chooses to end his zealous surge in this way, he is exhausted for a number of rounds equal to the number of rounds spent in the surge, and then fatigued for the same number of additional rounds. A zealous myrmidon cannot enter a new surge while fatigued but can otherwise enter surge multiple times during a single encounter or combat. If a zealous myrmidon falls unconscious, his surge immediately ends, placing him in peril of death. This ability replaces the bonus feat gained at 1st level.