Zealot: Difference between revisions

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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 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
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
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|Gain the Divine Infusion ability.
|Gain the Divine Infusion ability.


* <u>Divine Infusion</u>: (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. You regain all expended uses when you Take a Rest.  
* '''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.  
|''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 is that type of creature or undead, deal +1d10 damage.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
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|Gain the Cleanse ability.
|Gain the Cleanse ability.


* <u>Cleanse</u>: (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. You regain all expended uses when you Take a Rest.  
* '''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.  
|''Zealot, Crusader''
|''Zealot, Crusader''
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|Crusader Aspirant
|Crusader Aspirant
|Gain the Purge Unholy ability.
|Gain the Purge Unholy ability.
<u>Purge Unholy</u>: (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. You regain all expended uses when you Take a Rest.  
'''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.  
|''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 undead and that choice.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
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|Gain the Intercede ability.
|Gain the Intercede ability.


* <u>Intercede</u>: (2/Rest) When an ally within 30 ft takes damage, you take all the damage instead. The ally still suffers other effects. You regain all expended uses when you Take a Rest.  
* '''Intercede.''' (2/Rest) When an ally within 30 ft takes damage, you take all the damage instead. The ally still suffers other effects.  
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
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|'''Sword of Justice V'''
|'''Sword of Justice V'''
|Sword for Justice IV, Crusader Postulant
|Sword for Justice IV, Crusader Postulant
|Cleanse now deals 2d6 damage and removes all three [[conditions]].
|Cleanse now deals 2d6 damage and removes all three conditions.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
|'''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 1⁄2 AWR/Rest.
|Cleanse costs 1 fewer AP (min 1) and is ½ AWR/Rest.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
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|Gain the Holy Sword Ability.
|Gain the Holy Sword Ability.


* <u>Holy Sword</u>: 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.'''  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
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
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|Gain the Cleansing Fire ability.
|Gain the Cleansing Fire ability.


* <u>Cleansing Fire</u>: (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]]. You regain all expended uses when you Take a Rest.  
* '''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.  
|''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 1⁄2 AWR/Rest.
|When you use Intercede, you may also suffer any conditions/effect instead of your ally. Intercede becomes ½ AWR/Rest.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
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|Gain the Second Wind ability.
|Gain the Second Wind ability.


* <u>Second Wind</u>: (1⁄2 AWR/Rest) If you are Bloodied, spend 1 AP to regain HP equal to 1d6+AWR. You regain all expended uses when you Take a Rest.  
* <u>Second Wind</u>: (½ 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.


* <u>Holy Shield</u>: (AWR/Rest) You may spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged for 1 minute. You regain all expended uses when you Take a Rest.  
* <u>Holy Shield</u>: (AWR/Rest) You may spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged for 1 minute.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
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|'''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 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.
|Regain one use of Divine Infusion when you Recoup. You can use Divine Infusion ½ 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.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
|'''Sword of Justice XII'''
|'''Sword of Justice XII'''
|Sword for Justice XI
|Sword for Justice XI
|Cleanse does 1⁄2 damage on a miss, and you can use Cleansing Fire any time you Cleanse.
|Cleanse does ½ damage on a miss, and you can use Cleansing Fire any time you Cleanse.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
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|'''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 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.
|Regain one use of Purge Unholy when you Recoup. Purge Unholy becomes ½ 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.
|''Zealot, Crusader''
|''Zealot, Crusader''
|-
|-
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|'''Crusader Templar'''  
|'''Crusader Templar'''  
|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 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.


* <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.
* '''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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