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 be at least 6th level to select this power.
Divine Surge, Greater (Ex): Whenever the zealous myrmidon makes a critical hit, he deals +4d6 damage to his target. The zealous myrmidon must have the divine surge zealous power and be at least 14th level to select this power.
Fervent Spirit (Ex): When the zealous myrmidon makes a critical hit against a target, he is healed for a number of hit points equal to 1d6 + his zealous myrmidon level. You can use this once per zeal. The zealous myrmidon must have the second wind zealous power and be at least 6th level to select this power.
Flanking Strike (Ex): Whenever the zealous myrmidon makes a successful attack against a flanked target, his allies can make a single free attack against that target.
Heart of Courage (Ex): All allies within 10 feet of the zealous myrmidon gain a +2 morale bonus on Will saves, and a +4 morale bonus on saves against fear.
Hindering Strike (Ex): Whenever the zealous myrmidon makes a critical hit, the target becomes flat-footed for 1d4 rounds. The zealous myrmidon must have the divine surge zealous power and be at least 12th level to select this power.
Immovable (Ex): The zealous myrmidon gains a +2 bonus on checks against bull rush, overrun, and trip combat maneuvers.
Immovable, Greater (Ex): The zealous myrmidon gains a +4 bonus on checks against bull rush, overrun, and trip combat maneuvers, and deal +2d6 damage to the target. The zealous myrmidon must have the improved immovable zealous power and be at least 12th level to select this power.
Immovable, Improved (Ex): The zealous myrmidon gains a +4 bonus on checks against bull rush, overrun, and trip combat maneuvers. The zealous myrmidon must have the immovable zealous power and be at least 8th level to select this power.
Inspired Vanguard (Ex): Whenever the zealous myrmidon makes a critical hit against a target, his allies gain a +4 bonus on attacks against the target for 1 round.
Iron Stance (Ex): Whenever the zealous myrmidon attacks an opponent larger than himself, he gains a +2 morale bonus on Strength checks and his AC.
Iron Stance, Greater (Ex): The zealous myrmidon deals damage as if he was one size category larger. The zealous myrmidon must have the iron stance zealous power and be at least 6th level to select this power.
Powerful Strike (Ex): Whenever the zealous myrmidon makes a critical hit, the target is knocked prone. The zealous myrmidon must have the divine surge zealous power and be at least 14th level to select this power.
Pulverizing Strike (Ex): The zealous myrmidon gains a +4 bonus on rolls to confirm critical hits. If the critical is confirmed, the target is stunned for 1 round. The zealous myrmidon must have the bone crusher zealous power and be at least 16th level to select this power.
Retributive Defense (Ex): Any opponent the zealous myrmidon strikes must attack the zealous myrmidon or provoke attacks of opportunity from his allies.
Revitalizing Strike (Ex): Whenever the zealous myrmidon you make a critical hit, he heals 1 point of ability damage. The zealous myrmidon must be at least 6th level to select this power.
Revitalizing Strike, Greater (Ex): Whenever the zealous myrmidon makes a critical hit, he heals 2 points of ability damage. The zealous myrmidon must have the revitalizing strike zealous power and be at least 12th level to select this power.
Righteous Charge (Ex): Whenever the zealous myrmidon makes a charge, he deals +2d6 damage to the target and gains DR 5/evil. The zealous myrmidon must have the zealot’s charge zealous power and be at least 8th level to select this power.
Righteous Charge, Greater (Ex): Whenever the zealous myrmidon makes a charge, he deals +2d6 damage to the target and gains DR 10/evil. The zealous myrmidon must have the righteous charge zealous power be at least 16th level to select this power.
Second Wind (Ex): The zealous myrmidon heals 2 hit points with each successful attack.
Shielding Block (Ex): Any allies adjacent to the zealous myrmidon gains a +2 shield bonus to its AC.
Shielding Block, Greater (Ex): Any allies adjacent to the zealous myrmidon gains a +4 shield bonus to its AC. The zealous myrmidon must have the shielding block zealous power and be at least 10th level to select this power.
Steel Bones (Ex): Whenever the zealous myrmidon makes a successful attack, he gains DR 5/adamantine until the end of his next turn. The zealous myrmidon must be at least 8th level to select this power.
Strike of Ruin (Ex): The zealous myrmidon deals +2d6 damage against constructs and objects. The zealous myrmidon must be at least 10th level to select this power.
Strike of Ruin, Greater (Ex): The zealous myrmidon deals +4d6 damage against constructs and objects. The zealous myrmidon must be at least 16th level to select this power.
Swarming Assault (Ex): Whenever the zealous myrmidon makes a successful attack against a flanked target, and his allies gain a +2 bonus on attack rolls against the target until the beginning of his next turn. The zealous myrmidon must have the flanking strike zealous power and be at least 8th level to select this power.
Tactical Maneuver (Ex): Adjacent allies that take a 5-foot step can take an additional 5-foot step as a free action.
Tactical Surge (Ex): Adjacent allies can move up to their speed during your turn. The zealous myrmidon must have the tactical maneuver zealous power and be at least 8th level to select this power.
Take Heart (Ex): Whenever the zealous myrmidon makes a successful attack, his target takes a –4 penalty to attacks against his allies for 1 round.
Zealot’s Charge (Ex): Whenever the zealous myrmidon makes a successful charge against an opponent, he deals damage equal to his Charisma modifier and ignore attacks of opportunity made against him for 1 round.