Zealous Powers
The zealous myrmidon may choose from the following zealous powers.
Adamantine Bones (Ex): Whenever the zealous myrmidon makes a successful attack, he gains DR 10/adamantine until the end of his next turn. The zealous myrmidon must have the steel bones zealous power and be at least 14th level to select this power.
Bone Crusher (Ex): The zealous myrmidon gains a +2 bonus on rolls to confirm critical hits. The zealous myrmidon must be at least 6th level to select this power.
Crushing Zeal (Ex): Any attacks the zealous myrmidon makes deal +2d6 holy damage. This holy damage does not stack with spells or weapon special properties with the same effect. The zealous myrmidon must be at least 10th level to select this power.
Daunting Strike (Ex): Whenever the zealous myrmidon makes a critical hit, the target becomes shaken for 1d4 rounds. The zealous myrmidon must have the divine surge zealous power and be at least 14th level to select this power.
Divine Burst (Ex): Whenever the zealous myrmidon makes a critical hit, he deals +4d6 damage to his target and +2d6 damage to all opponents within a 10-foot burst. The zealous myrmidon must have the greater divine surge zealous power and be at least 16th level to select this power.
Divine Hammer (Ex): The zealous myrmidon’s weapon is treated a good-aligned for the purpose of overcoming damage reduction. The zealous myrmidon must have the crushing zeal zealous power and be at least 12th level to select this power.
Divine Surge (Ex): Whenever the zealous myrmidon makes a critical hit, he deals +2d6 damage to his target. The zealous myrmidon must