Zealot: Difference between revisions

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|When you take this entry you gain the following abilities.
|When you take this entry you gain the following abilities.


* <u>Just Defender</u>: Gain one Talent from the [[Combat]] [[Specialization Talents|Specialization Stack]]. This talent must be from the Defenses Stack.
* <u>Just Defender</u>: Gain one Talent from the [[Specialization Talents|Defense Specialization Stack]]. This talent can be from the [[Armor]], Defensive Maneuvers, or Shield Talents..
* <u>Holy Cause</u>: (2/Rest) You may spend 1 Reactive AP to cancel one condition when an ally within 10 ft of you suffers from that condition. You are only able to cancel the Charmed condition with this ability. You regain all expended uses when you Take a Rest.
* <u>Holy Cause</u>: (2/Rest) You may spend 1 Reactive AP to cancel one condition when an ally within 10 ft of you suffers from that condition. You are only able to cancel the Charmed condition with this ability. You regain all expended uses when you Take a Rest.


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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 Monster Level 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’ve heard tale/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.
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 Monster Level 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’ve heard tale/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.


* <u>Level 30</u>: 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.
* <u>Level 30</u>: 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.

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