Zealot: Difference between revisions

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244 bytes added ,  28 December 2023
Finish Zealot
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(Finish Zealot)
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==='''Holy Cause Track'''===
== Holy Cause Track ==
{| class="wikitable"
{| class="wikitable"
!Feature
!Feature
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|You gain the Inspirational ability.
|You gain the Inspirational ability.


* <u>Inspirational</u> (CHA/Rest) While you have an Aura active, you may choose for affected creatures in the aura to gain tactical advantage for 5 minutes while in the Aura.  
* <u>Inspirational</u>: (CHA/Rest) While you have an Aura active, you may choose for affected creatures in the aura to gain tactical advantage for 5 minutes while in the Aura. You regain all expended uses when you Take a Rest.  
|''Zealot, Holy Cause''
|''Zealot, Holy Cause''
|-
|-
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|You gain the Lay on Hands ability.
|You gain the Lay on Hands ability.


* <u>Lay on Hands</u> (2/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature.  
* <u>Lay on Hands</u>: (2/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. You regain all expended uses when you Take a Rest.  
|''Zealot, Holy Cause''
|''Zealot, Holy Cause''
|-
|-
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|You gain the Inspire Fear ability.
|You gain the Inspire Fear ability.


* <u>Inspire Fear</u> (CHA/Rest) While you have an Aura active, you may spend 2 AP to impose Tactical Disadvantage on all hostile creatures in the aura for 5 minutes while in the aura.  
* <u>Inspire Fear</u>: (CHA/Rest) While you have an Aura active, you may spend 2 AP to impose Tactical Disadvantage on all hostile creatures in the aura for 5 minutes while in the aura. You regain all expended uses when you Take a Rest.  
|''Zealot, Holy Cause''
|''Zealot, Holy Cause''
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|'''Holy Cause III'''
|'''Holy Cause III'''
|Lay on Hands II
|Lay on Hands II
Incompatible: Piety
<u>Incompatible</u>: Piety
|Holy Cause also works on Enthralled. Choose which condition to affect each time.
|Holy Cause also works on Enthralled. Choose which condition to affect each time.
|''Zealot, Holy Cause''
|''Zealot, Holy Cause''
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|'''Piety'''  
|'''Piety'''  
|Lay on Hands II
|Lay on Hands II
Incompatible: Holy Cause III
<u>Incompatible</u>: Holy Cause III
|You may touch a creature suffering from a common [[poison]] and instantaneously cure it. (1/Week)
|(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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|You gain the Fervent Leader ability.
|You gain the Fervent Leader ability.


* <u>Fervent Leader</u> (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.  
* <u>Fervent Leader</u>: (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. You regain all expended uses when you Take a Rest.  
|''Zealot, Holy Cause''
|''Zealot, Holy Cause''
|-
|-
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|'''Fervent Leader II'''
|'''Fervent Leader II'''
|Holy Cause 12
|Holy Cause 12
|When you use your Fervent Leader ability, you can ignore the Frightened and Shaken conditions if you would gain
|When you use your Fervent Leader ability, you can ignore the Frightened and Shaken conditions if you would gain them as a result of being hit.
them as a result of being hit.
|''Zealot, Holy Cause''
|''Zealot, Holy Cause''
|-
|-
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|'''Shining Beacon'''  
|'''Shining Beacon'''  
|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. 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 alliesthat can see or hear you cannot be Frightened, Shaken, or Broken.
|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.
Level 30: The final cap for your AWR increases from 12 to 14.
Once per week when you roll initiative, you may choose to activate your Shining Beacon ability.  
|''Zealot, Holy Cause, Capstone''
 
* <u>Shining Beacon</u>: 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
** <u>Level 30</u>: The final cap for your AWR increases from 12 to 14.
|''Zealot, Holy Cause, '''Capstone'''''
|}
|}


==='''Reputation Track'''===
== Reputation Track ==
 
==='''Good Reputation'''===
==='''Good Reputation'''===
{| class="wikitable"
{| class="wikitable"
!
!Talent
!PreReq
!PreReq
!Discreption
!Description
!Tags
!Tags
|-
|-
|'''Good Reputation'''  
|'''Good Reputation'''  
|Zealot Entry
|Zealot Entry
Incompatible: Bad Reputation
<u>Incompatible</u>: Bad Reputation
|When in a settled area where you have 0 or more Goodwill, gain Good Reputation. Good Reputation. You get a 10% discount on room/ board.
|When in a settled area where you have 0 or more Goodwill, gain Good Reputation. Good Reputation. You get a 10% discount on room/ board.
|''Zealot, Good Reputation''
|''Zealot, Good Reputation''
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|Gain Upstanding Citizen.
|Gain Upstanding Citizen.


* <u>Upstanding Citizen</u> (1/Month) Gain +1 Goodwill in a settled area.  
* <u>Upstanding Citizen</u>: (1/Month) Gain +1 Goodwill in a settled area.
|''Zealot, Good Reputation''
|''Zealot, Good Reputation''
|-
|-
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|Gain Citizen’s Favor.
|Gain Citizen’s Favor.


* <u>Citizen’s Favor</u> (1/month) Call in a minor favor from a [[merchant]], city [[guard]], [[clergy]], politician, or [[noble]].  
* <u>Citizen’s Favor</u>: (1/month) Call in a minor favor from a [[merchant]], city [[guard]], [[clergy]], politician, or [[noble]].  
|''Zealot, Good Reputation''
|''Zealot, Good Reputation''
|-
|-
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{| class="wikitable"
{| class="wikitable"
|+
|+
!Feature
!Talent
!PreReq
!PreReq
!Discreption
!Description
!Tags
!Tags
|-
|-
|'''Bad Reputation'''  
|'''Bad Reputation'''  
|Zealot Entry
|Zealot Entry
Incompatible: Good Reputation
<u>Incompatible</u>: Good Reputation
|While in a settlement where you have 0 or fewer Goodwill, gain Bad Reputation. Bad Reputation. You gain +2 to Menacing and Intimidating.
|While in a settlement where you have 0 or fewer Goodwill, gain Bad Reputation. Bad Reputation. You gain +2 to Menacing and Intimidating.
|''Zealot, Bad Reputation''
|''Zealot, Bad Reputation''
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|-
|-
|'''Bad Reputation IV'''
|'''Bad Reputation IV'''
|Prerequisites: Bad Reputation III
|Bad Reputation III
|Bad Reputation also grants you a 10% discount on goods and services as people are afraid of giving you normal rates.
|Bad Reputation also grants you a 10% discount on goods and services as people are afraid of giving you normal rates.
|''Zealot, Bad Reputation''
|''Zealot, Bad Reputation''
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|Gain Bribe.
|Gain Bribe.


* <u>Bribe</u> (1/Month) Call in a minor favor from a merchant, city guard, clergy, politician, or noble.  
* <u>Bribe</u>: (1/Month) Call in a minor favor from a merchant, city guard, clergy, politician, or noble.
|''Zealot, Bad Reputation''
|''Zealot, Bad Reputation''
|-
|-

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