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|'''Crusader Aspirant'''  
|'''Crusader Aspirant'''  
|Zealot Entry
|Zealot Entry
|Gain the first rank of the [[Knight]] profession. If you already have it, you do not gain additional Skill Points, but you can use your rank 1 feature one additional time per day
|Gain rank 1 of the Knight profession. If you already have it, you do not gain additional Skill Points, but you can use your rank 1 feature one additional time per week.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
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|Gain the Divine Infusion ability.
|Gain the Divine Infusion ability.


* '''Divine Infusion.''' (2/Rest) Spend 1 AP when you touch an allied creature or when you hit with a weapon attack. Choose an ally and heal 1d10 HP, or hit an enemy with the weapon and deal +1d10 radiant.  
* '''Divine Infusion (2/Rest).''' Spend 1 AP when you touch an allied creature or when you hit with a weapon attack. The ally regains 1d10 HP, or the enemy you hit with the weapon takes +1d10 radiant damage.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
|'''Sword of Justice II'''
|'''Sword of Justice II'''
|Sword for Justice
|Sword for Justice
|Choose a planar or magical creature tag: arcane, avadri, celestial, divine, eldritch, fae, fiend, occult, primal, or psionic. When you use Divine Infusion, if the target is that type of creature or undead, deal +1d10 damage.
|Choose a planar or magical creature tag: arcane, avadri, celestial, divine, eldritch, fae, fiend, occult, primal, or psionic. When you use Divine Infusion, if the target has that tag or the undead tag, deal +1d10 radiant damage.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
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|Gain the Cleanse ability.
|Gain the Cleanse ability.


* '''Cleanse.''' (2/Rest) Spend 3 AP to make a magical AWR attack against a creature’s WILL. If you hit, the creature takes 1d6 psychic and you can remove a condition from that creature: Focused, Protected, or Rallied. If you miss, you do not expend a use of this ability.  
* '''Cleanse (2/Rest).''' Spend 3 AP to make a magical AWR attack against a creature’s WILL. On a hit, the creature takes 1d6 psychic damage and you can remove a condition from that creature: Focused, Protected, or Rallied. On a miss, you do not expend a use of this ability.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
|'''Sword of Justice IV'''
|'''Sword of Justice IV'''
|Sword for Justice III
|Sword for Justice III
|When you use Divine Infusion, roll +1d10 if used for healing an ally.
|When you use Divine Infusion, heal +1d10 HP if used on an ally.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
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|Gain the Purge Unholy ability.
|Gain the Purge Unholy ability.


* '''Purge Unholy.''' (2/Rest) Spend 4 AP to speak a holy word censuring the unholy. Make a magical AWR attack against the WILL of each hostile undead within 30 ft of you. On a hit, a creature is Broken for 1 minute or until they take damage. On a miss, a creature is Broken until the end of their next turn or until they take damage.
* '''Purge Unholy (2/Rest).''' Spend 4 AP to speak a holy word censuring the unholy. Make a magical AWR attack against the WILL of each hostile creature with the undead tag within 30 ft of you. On a hit, a creature is Broken for 1 minute or until they take damage. On a miss, a creature is Broken until the end of their next turn or until they take damage.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
|'''Shield the Innocent II'''
|'''Shield the Innocent II'''
|Shield the Innocent
|Shield the Innocent
|Choose one planar or magical creature tag: arcane, avadri, celestial, divine, eldritch, fae, fiend, occult, primal, or psionic. When you use Purge Unholy, it targets both undead and that choice.
|Choose one planar or magical creature tag: arcane, avadri, celestial, divine, eldritch, fae, fiend, occult, primal, or psionic. When you use Purge Unholy, it targets both creatures with the undead tag and that choice.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
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|Gain the Intercede ability.
|Gain the Intercede ability.


* '''Intercede.''' (2/Rest) When an ally within 30 ft takes damage, you take all the damage instead. The ally still suffers other effects.  
* '''Intercede (2/Rest).''' When an ally within 30 ft of you takes damage, you take all the damage instead. The ally still suffers any other effects.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
|'''Shield the Innocent IV'''
|'''Shield the Innocent IV'''
|Shield the Innocent III
|Shield the Innocent III
|Creatures that you hit with Purge the Unholy also take 1d8 radiant damage on a hit.
|Creatures that you hit with Purge Unholy also take 1d8 radiant damage on a hit.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
|'''Crusader Postulant'''  
|'''Crusader Postulant'''  
|Crusader 5
|Crusader 5
|Gain the second rank of the Knight profession. If you already have it, you do not gain additional Skill Points, but you gain one additional Page in your employ.
|Gain the rank 2 of the Knight profession. If you already have it, you do not gain additional Skill Points, but you gain one additional Page in your employ.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
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|'''Sword of Justice VI'''
|'''Sword of Justice VI'''
|Sword for Justice V
|Sword for Justice V
|Cleanse costs 1 fewer AP (min 1) and is ½ AWR/Rest.
|Cleanse costs 1 fewer AP (min 1) and becomes 1⁄2 AWR/Rest.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
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|Gain the Holy Sword Ability.
|Gain the Holy Sword Ability.


* '''Holy Sword.''' You may spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged until the start of your next turn. You deal +1d6 radiant damage if you make a reactive attack against a creature Engaged in this way
* '''Holy Sword.''' Spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged until the start of your next turn. You deal +1d6 radiant damage if you make a reactive attack against a creature Engaged in this way.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
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|Gain the Cleansing Fire ability.
|Gain the Cleansing Fire ability.


* '''Cleansing Fire.''' (2/Rest) When you use Cleanse, you may also use Cleansing Fire. This removes any passive spells or magical effects that are improving the creature’s stats, such as Minor Augmentation.  
* '''Cleansing Fire (2/Rest).''' When you use Cleanse, you may also remove any passive spells or magical effects that are improving the creature’s stats, such as Minor Augmentation.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
|'''Shield the Innocent V'''
|'''Shield the Innocent V'''
|Shield the Innocent IV, Crusader Postulant
|Shield the Innocent IV, Crusader Postulant
|When you use Intercede, you may also suffer any conditions/effect instead of your ally. Intercede becomes ½ AWR/Rest.
|When you use Intercede, you may also suffer any conditions or effects instead of your ally. Intercede becomes 1⁄2 AWR/Rest.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
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|Gain the Second Wind ability.
|Gain the Second Wind ability.


* '''Second Wind.''' (½ AWR/Rest) If you are Bloodied, spend 1 AP to regain HP equal to 1d6+AWR.
* '''Second Wind (1⁄2 AWR/Rest).''' If you are Bloodied, spend 1 AP to regain HP equal to 1d6+AWR.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
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|Gain the Holy Shield ability.
|Gain the Holy Shield ability.


* '''Holy Shield.''' (AWR/Rest) You may spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged for 1 minute.
* '''Holy Shield (AWR/Rest).''' Spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged for 1 minute.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
|'''Crusader Ordinant'''  
|'''Crusader Ordinant'''  
|Crusader Postulant, Crusader 10
|Crusader Postulant, Crusader 10
|Gain the third rank of the Knight profession. If you already have it, you do not gain additional Skill Points, but you gain one additional Squire in your employ.
|Gain the rank 3 of the Knight profession. If you already have it, you do not gain additional Skill Points, but you gain one additional Squire in your employ.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
|'''Sword of Justice IX'''
|'''Sword of Justice IX'''
|Sword for Justice VIII, Crusader Ordinant
|Sword for Justice VIII, Crusader Ordinant
|Choose two more creature tags that Divine Infusion does more damage on.
|Choose two more creature tags from Sword for Justice II. Divine Infusion damage applies to all three creature tags.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
|'''Sword of Justice X'''
|'''Sword of Justice X'''
|Sword for Justice IX
|Sword for Justice IX
|Cleanse does 3d6 damage and is AWR/Rest.
|Cleanse now deals 3d6 damage and becomes AWR/Rest.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
|'''Sword of Justice XI'''
|'''Sword of Justice XI'''
|Sword for Justice X
|Sword for Justice X
|Regain one use of Divine Infusion when you Recoup. You can use Divine Infusion ½ AWR/Rest.  
|Regain one use of Divine Infusion when you Recoup. Divine Infusion becomes 1⁄2 AWR/Rest.
When you roll the highest number on a Divine Infusion die that would heal HP or deal damage, set that die aside and roll another die of the same size. Repeat this process until you have no new maximum rolls, then add all of those numbers together for your total healing or damage.
 
When you roll the max on a Divine Infusion die that would heal HP or deal damage, set that die aside and roll another die of the same type. Repeat this process until there are no new maximum dice, then add all of those numbers together for your total healing or damage.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
|'''Sword of Justice XII'''
|'''Sword of Justice XII'''
|Sword for Justice XI
|Sword for Justice XI
|Cleanse does ½ damage on a miss, and you can use Cleansing Fire any time you Cleanse.
|Cleanse does 1⁄2 damage on a miss, and you can use Cleansing Fire any time you Cleanse.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
|'''Shield the Innocent IX'''
|'''Shield the Innocent IX'''
|Shield the Innocent VIII, Crusader Ordinant
|Shield the Innocent VIII, Crusader Ordinant
|Purge Unholy does +1d8 radiant damage. Pick 1 more creature tag for Purge Unholy to work against.
|Purge Unholy does +1d8 radiant damage. Pick one more creature tag from Shield the Innocent II. Purge Unholy works against that tag as well.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
|'''Shield the Innocent X'''
|'''Shield the Innocent X'''
|Shield the Innocent IX
|Shield the Innocent IX
|Reduce damage you take from Intercede by 1d6+AWR. Intercede becomes AWR/Rest.
|When you use Intercede, reduce the damage you take by 1d6+AWR.
 
Intercede becomes AWR/Rest.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
|'''Shield the Innocent XI'''
|'''Shield the Innocent XI'''
|Shield the Innocent X
|Shield the Innocent X
|Regain one use of Purge Unholy when you Recoup. Purge Unholy becomes ½ AWR/Rest.  
|Regain one use of Purge Unholy when you Recoup. Purge Unholy becomes 1⁄2 AWR/Rest.
When you roll the highest number on a Purge Unholy die that would deal damage, set that die aside and roll another die of the same size. Repeat this process until you have no new maximum rolls, then add all of those numbers together for your total healing or damage.
 
When you roll the max number on a Purge Unholy die that would deal damage, set that die aside and roll another die of the same type. Repeat this process until there are no new maximum dice, then add all of those numbers together for your total damage.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
|'''Shield the Innocent XII'''
|'''Shield the Innocent XII'''
|Shield the Innocent XI
|Shield the Innocent XI
|Second Wind becomes 1d8. Second Wind is AWR/Rest.
|Second Wind now heals 1d8+AWR and becomes AWR/Rest.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
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|Crusader Ordinant, Crusader 14
|Crusader Ordinant, Crusader 14
|You are known far and wide as a defender of the weak and a devoted soldier to your ideals.
|You are known far and wide as a defender of the weak and a devoted soldier to your ideals.
Whenever you are within 30 miles of a settlement and you have at least 3 Goodwill in that settlement, you can intimidate potential foes when you roll Initiative. Any creature that has a level equal to or lower level than your level, or ML equal to or lower than half your level, must roll a CHA check upon entering combat with you if they can see you, or if they have heard tale or seen evidence of your presence (but you must actually be there), and if they do not beat 10+your CHA, they are Shaken until the end of their next rest whenever you are within 30 ft of them. If they beat the DC or you become Bloodied, they are immune to this ability until the end of their next rest.


* '''Level 30:''' Creatures who fail their CHA check will make a reasonable effort to avoid combat with you, potentially by retreating or negotiating. If they are being actively led by a creature that is equal to or greater ML than your Character Level, half of them will flee.
Whenever you are within 30 miles of a settlement and you have at least 3 Goodwill in that settlement, you can intimidate potential foes when you roll Initiative. Any creature of a ML equal to or lower than 1⁄2 your level that can see you, or if they have heard tale or seen evidence of your presence (but you must actually be there), must make a CHA check against a DC of 10 + your CHA. On a failure, they are Shaken until they Take a Rest whenever you are within 30 ft of them. If they beat the DC or you become Bloodied, they are Immune to this ability until they Take a Rest.
 
* '''''Level 30:''''' Creatures who fail their CHA check will make a reasonable effort to avoid combat with you, potentially by retreating or negotiating. If they are being actively led by a creature that is equal to or greater ML than your character level, half of them will flee.
|''Zealot, Crusader, '''Capstone'''''
|''Zealot, Crusader, '''Capstone'''''
|}
|}
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|'''Holy Cause II'''
|'''Holy Cause II'''
|Zealot Entry
|Zealot Entry
|Holy Cause also works on Shaken (choose one condition each time).
|You may use Holy Cause to cancel the Shaken condition.
|''Zealot, Holy Cause''
|''Zealot, Holy Cause''
|-
|-
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|Gain the Inspirational ability.
|Gain the Inspirational ability.


* '''Inspirational.''' (CHA/Rest) While you have an Aura active, choose any number of creatures. These creatures gain +1 TA while in your Aura. This lasts for 5 minutes.
* '''Inspirational (CHA/Rest).''' While you have an Aura active, you may choose for affected creatures in the Aura to gain +1 TA while in the Aura.
|''Zealot, Holy Cause''
|''Zealot, Holy Cause''
|-
|-
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|Gain the Lay on Hands ability.
|Gain the Lay on Hands ability.


* '''Lay on Hands.''' (2/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature.  
* '''Lay on Hands (2/Rest).''' You may touch a creature and spend 2 AP to restore 3 HP to that creature.
|''Zealot, Holy Cause''
|''Zealot, Holy Cause''
|-
|-
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|Gain the Inspire Fear ability.
|Gain the Inspire Fear ability.


* '''Inspire Fear.''' (CHA/Rest) For 2 AP, while you have an Aura active, choose any number of creatures. These creatures suffer 1 TD while in your Aura. This lasts for 5 minutes.
* '''Inspire Fear (CHA/Rest).''' While you have an Aura active, you may spend 2 AP to impose 1 TD on all hostile creatures in the Aura while they remain in the Aura.
|''Zealot, Holy Cause''
|''Zealot, Holy Cause''
|-
|-
|'''Lay on Hands II'''
|'''Lay on Hands II'''
|Inspire Fear
|Inspire Fear
|Lay on Hands becomes 3/Rest
|Lay on Hands becomes 3/Rest.
|''Zealot, Holy Cause''
|''Zealot, Holy Cause''
|-
|-
|'''Holy Cause III'''
|'''Holy Cause III'''
|Lay on Hands II
|Lay on Hands II
<u>Incompatible</u>: Piety
<u>Incompatible</u>: Pious
|Holy Cause also works on Enthralled. Choose which condition to affect each time.
|You may use Holy Cause to cancel the Enthralled condition.
|''Zealot, Holy Cause''
|''Zealot, Holy Cause''
|-
|-
|'''Piety'''  
|'''Pious'''
|Lay on Hands II
|Lay on Hands II
<u>Incompatible</u>: Holy Cause III
<u>Incompatible</u>: Holy Cause III
|(1/Week) You may touch a creature suffering from a common poison and instantaneously cure it.  
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.
 
Gain the Pious ability.
 
* '''Pious (1/Week).''' You may touch a creature suffering from a common poison and instantaneously cure it.
|''Zealot, Holy Cause''
|''Zealot, Holy Cause''
|-
|-
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|Gain the Fervent Leader ability.
|Gain the Fervent Leader ability.


* '''Fervent Leader.''' (CHA/Rest) When an allied creature within range of your active aura is hit by an attack that targets their ANT, LOG, or WILL, you may choose for it to hit you instead.  
* '''Fervent Leader (CHA/Rest).''' When an allied creature within range of your active Aura is hit by an attack that targets their ANT, LOG, or WILL, you may choose for it to hit you instead.
|''Zealot, Holy Cause''
|''Zealot, Holy Cause''
|-
|-
|'''Ever Holy'''  
|'''Ever Holy'''  
|Fervent Leader, Holy Cause
|Fervent Leader, Holy Cause
|Holy Cause recharges 1⁄2 AWR/Rest (min 2).
|Holy Cause becomes 1⁄2 AWR/Rest.
|''Zealot, Holy Cause''
|''Zealot, Holy Cause''
|-
|-
|'''Piety II'''
|'''Pious II'''
|Fervent Leader, Piety
|Fervent Leader, Pious
|Piety can also cure common diseases.
|Pious can also cure common diseases.
|''Zealot, Holy Cause''
|''Zealot, Holy Cause''
|-
|-
|'''Lay on Hands III'''
|'''Lay on Hands III'''
|Holy Cause 8
|Holy Cause 8
|Lay on Hands becomes ½ AWR/Rest.
|Lay on Hands becomes 1⁄2 AWR/Rest.
|''Zealot, Holy Cause''
|''Zealot, Holy Cause''
|-
|-
|'''Ever Holy II'''
|'''Ever Holy II'''
|Lay on Hands III, Ever Holy
|Lay on Hands III, Ever Holy
|Holy Cause recharges AWR/Rest (min 2).
|Holy Cause recharges AWR/Rest.
|''Zealot, Holy Cause''
|''Zealot, Holy Cause''
|-
|-
|'''Piety III'''
|'''Pious III'''
|Lay on Hands III, Piety II
|Lay on Hands III, Pious II
|Piety becomes 2/Week.
|Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.
 
Pious becomes 2/Week.
|''Zealot, Holy Cause''
|''Zealot, Holy Cause''
|-
|-
|'''Stalwart Leader'''  
|'''Stalwart Leader'''  
|Holy Cause 10
|Holy Cause 10
|Gain +6 Skill Points that you can assign to any skill with the athleticism, stamina, influence, or observation tag.
|Gain +6 Skill Points that you can spend on any skill with the athleticism, stamina, influence, or observation tag.
|''Zealot, Holy Cause''
|''Zealot, Holy Cause''
|-
|-
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|'''Piety IV'''
|'''Piety IV'''
|Stalwart Leader, Piety III
|Stalwart Leader, Piety III
|Piety can cure uncommon poisons and diseases
|Pious can cure uncommon poisons and diseases.
|''Zealot, Holy Cause''
|''Zealot, Holy Cause''
|-
|-
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|Lay on Hands IV
|Lay on Hands IV
|You are renowned far and wide as an inspirational figure. Kings and generals vie for your attention and would pay great prices to get you to lead their armies, but all know that you only raise a blade or lead a battle when you believe that the cause is just.
|You are renowned far and wide as an inspirational figure. Kings and generals vie for your attention and would pay great prices to get you to lead their armies, but all know that you only raise a blade or lead a battle when you believe that the cause is just.
Once per week when you roll Initiative, you may choose to activate your Shining Beacon ability


* '''Shining Beacon.''' For the duration of the battle, you and all allies that can see or hear you gain TA. All hostile creatures that can see or hear you gain TD. At the start of each minute, you and a number of creatures up to your CHA gain Shield HP equal to your AWR. You and all allies that can see or hear you cannot be Frightened, Shaken, or Broken.
When you roll Initiative, you may choose to activate your Shining Beacon ability.
** '''Level 30:''' The final cap for your AWR increases from 12 to 14.
 
* '''Shining Beacon (1/Week).''' For the duration of the battle, you and all allies that can see or hear you gain +1 TA. All hostile creatures that can see or hear you suffer 1 TD. At the start of each minute, you and a number of creatures up to your CHA gain Shield HP equal to your AWR. You and all allies that can see or hear you cannot be Frightened, Shaken, or Broken.
 
* '''''Level 30:''''' The final cap for your AWR increases from 12 to 14.
|''Zealot, Holy Cause, '''Capstone'''''
|''Zealot, Holy Cause, '''Capstone'''''
|}
|}
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|Zealot Entry
|Zealot Entry
<u>Incompatible</u>: Bad Reputation
<u>Incompatible</u>: Bad Reputation
|When in a settled area where you have 0 or more Goodwill, gain the Good Reputation ability. 
|When in a settled area where you have 0 or more Goodwill, you get a 10% discount on room/board.
 
* '''Good Reputation.''' You get a 10% discount on room/ board.
|''Zealot, Good Reputation''
|''Zealot, Good Reputation''
|-
|-
|'''Good Reputation II'''
|'''Good Reputation II'''
|Good Reputation
|Good Reputation
|Good Reputation also grants you a 10% discount on goods/ services.
|When in a settled area where you have 0 or more Goodwill, you also get a 10% discount on goods/services.
|''Zealot, Good Reputation''
|''Zealot, Good Reputation''
|-
|-
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|Gain the Upstanding Citizen ability.
|Gain the Upstanding Citizen ability.


* '''Upstanding Citizen.''' (1/Month) Gain +1 Goodwill in a settled area.
* '''Upstanding Citizen (1/Month).''' Gain +1 Goodwill in a settled area.
|''Zealot, Good Reputation''
|''Zealot, Good Reputation''
|-
|-
|'''Good Reputation IV'''
|'''Good Reputation IV'''
|Good Reputation III
|Good Reputation III
|Your Room/Board discount increases to 15%.
|Your room/board discount becomes 15%.
|''Zealot, Good Reputation''
|''Zealot, Good Reputation''
|-
|-
|'''Good Reputation V'''
|'''Good Reputation V'''
|Good Reputation IV
|Good Reputation IV
|Your Goods/Services discount increases to 15%.
|Your goods/services discount becomes 15%.
|''Zealot, Good Reputation''
|''Zealot, Good Reputation''
|-
|-
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|Gain the Citizen’s Favor ability.
|Gain the Citizen’s Favor ability.


* '''Citizen’s Favor.''' (1/month) Call in a minor favor from a merchant, city guard, clergy, politician, or noble.  
* '''Citizen’s Favor (1/Month).''' Call in a minor favor from a merchant, city guard, clergy, politician, or noble.
|''Zealot, Good Reputation''
|''Zealot, Good Reputation''
|-
|-
|'''Good Reputation VII'''
|'''Good Reputation VII'''
|Good Reputation VI
|Good Reputation VI
|Your Room/Board discount increases to 20%.
|Your room/board discount becomes 20%.
|''Zealot, Good Reputation''
|''Zealot, Good Reputation''


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|'''Good Reputation VIII'''
|'''Good Reputation VIII'''
|Good Reputation VII
|Good Reputation VII
|Your Goods/Services discount increases to 20%.
|Your goods/services discount becomes 20%.
|''Zealot, Good Reputation''
|''Zealot, Good Reputation''
|-
|-
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|Zealot Entry
|Zealot Entry
<u>Incompatible</u>: Good Reputation
<u>Incompatible</u>: Good Reputation
|While in a settlement where you have 0 or fewer Goodwill, gain the Bad Reputation ability.
|While in a settlement where you have 0 or fewer Goodwill, you gain +2 to Menacing and Intimidating.
 
* '''Bad Reputation.''' You gain +2 to Menacing and Intimidating.
|''Zealot, Bad Reputation''
|''Zealot, Bad Reputation''
|-
|-
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|'''Bad Reputation III'''
|'''Bad Reputation III'''
|Bad Reputation II
|Bad Reputation II
|Bad Reputation also grants you a 10% discount on room/ board as people are afraid of giving you normal rates.
|While in a settlement where you have 0 or fewer Goodwill, you also have a 10% discount on room/board as people are afraid of giving you normal rates.
|''Zealot, Bad Reputation''
|''Zealot, Bad Reputation''
|-
|-
|'''Bad Reputation IV'''
|'''Bad Reputation IV'''
|Bad Reputation III
|Bad Reputation III
|Bad Reputation also grants you a 10% discount on goods/ services as people are afraid of giving you normal rates.
|While in a settlement where you have 0 or fewer Goodwill, you also have a 10% discount on goods/services as people are afraid of giving you normal rates.
|''Zealot, Bad Reputation''
|''Zealot, Bad Reputation''
|-
|-
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|Gain the Bribe ability.
|Gain the Bribe ability.


* '''Bribe.''' (1/Month) Call in a minor favor from a merchant, city guard, clergy, politician, or noble.
* '''Bribe (1/Month).''' Call in a minor favor from a merchant, city guard, clergy, politician, or noble.
|''Zealot, Bad Reputation''
|''Zealot, Bad Reputation''
|-
|-
|'''Bad Reputation VI'''
|'''Bad Reputation VI'''
|Bad Reputation V
|Bad Reputation V
|Your Room/Board discount increases to 15%.
|Your room/board discount becomes 15%.
|''Zealot, Bad Reputation''
|''Zealot, Bad Reputation''
|-
|-
|'''Bad Reputation VII'''
|'''Bad Reputation VII'''
|Bad Reputation VI
|Bad Reputation VI
|Your Goods/Services discount increases to 15%.
|Your goods/services discount becomes 15%.
|''Zealot, Bad Reputation''
|''Zealot, Bad Reputation''
|-
|-
|'''Bad Reputation VIII'''
|'''Bad Reputation VIII'''
|Bad Reputation VII
|Bad Reputation VII
|Your Intimidating and Menacing bonus increases by +3.
|Your Intimidating and Menacing bonus becomes +5.
|''Zealot, Bad Reputation''
|''Zealot, Bad Reputation''
|-
|-
|'''Bad Reputation IX'''
|'''Bad Reputation IX'''
|Bad Reputation VIII
|Bad Reputation VIII
|Your Initiative bonus increases by +3.
|Your Initiative bonus becomes +5.
|''Zealot, Bad Reputation''
|''Zealot, Bad Reputation''
|-
|-
Line 874: Line 883:
|''Zealot, Bad Reputation''
|''Zealot, Bad Reputation''
|}
|}
''*Updated to v1.2 (except track images)''


== Additional Subclass Tracks ==
== Additional Subclass Tracks ==

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