Zealot

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You have always been a serious person. As a child, you took playing with a somber gravity and it greatly upset you when another child broke the rules. In your adolescence, you were often dismayed by the lackadaisical nature of your contemporaries. At some point along the way, you found a cause to which you dedicated your very soul. This transformation has led you to seek out a sacred order or deity to whom you have pledged your allegiance. You now strive to undertake acts of selflessness and zeal for the betterment of the world in accordance with the tenets of your faith.

You are undoubtedly dedicated to your beliefs with keen resolve. How do you approach those who do not share your convictions? Do you seek to persuade folk to adopt your tenets as their own, or do you try to learn the beliefs of other creatures and the reasons behind those beliefs? Maybe you engage in a mix of both approaches.

Zealot Tracks

Aura Enhancement: Gain powerful auras that bolster yourself and your allies against the encroaching darkness.

Cavalier: Bond with a mystic steed, on whom you can ride into battle.

Consecrated Blade: You can enchant a weapon, turning it into a powerful artifact capable of smiting evil wherever it might lurk.

Crusader: As a sword for the just, and a shield for the innocent, you lead a crusade against the forces of evil.

Holy Cause: Your very presence is enough to help other creatures remain true to their convictions, even against strong temptations.

Reputation: Your reputation precedes you, for good or ill, and you are never treated as simply an innocuous traveler.

Zealot Entry Talent

After gaining the Zealot Entry talent, you can take talents from any of the zealot stacks.

Talent PreReq Description Tags
Zealot Entry Character Level 2 When you take this entry you gain the following abilities.
  • Just Defender: Gain one Talent from the Defense Specialization Stack. This talent can be from the Armor, Defensive Maneuvers, or Shield Talents.
  • Holy Cause: (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.
  • Aura: (AWR/Rest) Gain one Aura of your choice from the Aura table. You may activate an Aura by spending 3 AP on your turn. The Aura lasts for 10 minutes or until you choose to end it early (costing 0 AP) or cast another Aura. Your Aura’s radius is 10ft. You regain all expended uses when you Take a Rest.
  • Divine: You gain +1 Divine Power from this talent and from every talent you take in the Zealot stack. You do not gain additional SP unless noted in an individual talent.
Zealot, Class Entry

Aura Table

Aura PreReq Description Tags
Aura of Aggression Zealot Entry You and all creatures of your choice within your aura’s radius deal +2 damage whenever they hit a creature with an attack. Zealot, Aura
Aura of Aggression II Aura of Aggression, Divine 7 You and all creatures of your choice within your aura’s radius deal +5 damage whenever they hit a creature with an attack. Zealot, Aura
Aura of Aggression III Aura of Aggression II, Divine 12 You and all creatures of your choice within your aura’s radius deal additional damage equal to your AWR (min 5) whenever they hit a creature with an attack. Zealot, Aura
Aura of Protection Zealot Entry You and all creatures of your choice within your aura’s radius gain +1 to their mental defenses (ANT, LOG, and WILL). Zealot, Aura
Bodily Protection Aura of Protection Your Aura of Protection applies to creatures’ physical defenses as well (REF and FORT). Zealot, Aura
Bodily Protection II Bodily Protection, Divine 7 Your Aura of Protection applies to creatures’ AR as well. Zealot, Aura
Bulwark Aura of Protection Your Aura of Protection enhances creatures’ defenses by +1. Zealot, Aura
Bulwark II Bulwark Your Aura of Protection enhances creatures’ defenses by 1 more than it did previously. Zealot, Aura
Bulwark III Bulwark II Your Aura of Protection enhances creatures’ defenses by 1 more than it did previously. Zealot, Aura
Aura of Reduction Zealot Entry You and all creatures of your choice within your aura’s radius gain DR 2/Magic. Zealot, Aura
Aura of Reduction II Aura of Reduction, Zealot 7 Aura of Reduction grants targets DR 3/Magic. Zealot, Aura
Aura of Reduction III Aura of Reduction II, Zealot 12 Aura of Reduction grants targets DR 5 / Magic. Zealot, Aura
Aura of Vitality Zealot Entry You and all creatures of your choice within your aura’s radius gain Shield HP equal to your AWR at the start of their

turn.

Zealot, Aura
Aura of Vitality II Aura of Vitality, Zealot 12 You and all creatures of your choice within your aura do not gain Death Points at the end of your turns if you end your turn with 0 HP. Zealot, Aura

Aura Enhancement Track

Aura Enhancement Track Progression
Talent PreReq Description Tags
Aura Zealot Entry Repeatable. Gain one additional Aura of your choice. When you activate your Aura, choose which Aura you use out of the ones that you know. Zealot, Aura Enhancement, Repeatable
Combined Aura Zealot Entry By spending two uses of your Aura, you may activate two different Auras simultaneously, spending the normal number of AP that it costs you to cast one Aura. Zealot, Aura Enhancement
Combined Aura II Combined Aura By spending three uses of your Aura, you may activate three different Auras simultaneously, spending the normal number o0f AP that it costs you to cast one Aura. Zealot, Aura Enhancement
Combined Aura III Combined Aura II By spending four uses of your Aura, you may activate four different Auras simultaneously, spending the normal number of AP that it costs you to cast one Aura. Zealot, Aura Enhancement
Extended Aura Zealot Entry Your aura’s radius extends by +5 ft. Zealot, Aura Enhancement
Extended Aura II Extended Aura Your aura’s radius extends by +5 ft. Zealot, Aura Enhancement
Extended Aura III Extended Aura II Your aura’s radius extends by +10 ft. Zealot, Aura Enhancement
Extended Aura IV Extended Aura III Your aura’s radius extends by +10 ft. Zealot, Aura Enhancement
Extended Aura V Extended Aura IV Your aura’s radius extends by +10 ft. Zealot, Aura Enhancement
Extended Aura VI Extended Aura V Your aura’s radius extends by +20 ft. Zealot, Aura Enhancement
Frequent Aura Zealot Entry You regain expended uses of your Aura after Recouping. Zealot, Aura Enhancement
Frequent Aura II Frequent Aura, Zealot 7 You regain expended uses of your Aura after Catching Breath. Zealot, Aura Enhancement
Frequent Aura III Frequent Aura II, Divine 24 You have unlimited uses of your Aura. Zealot, Aura Enhancement
Quickened Aura Zealot Entry Your Aura costs 1 fewer AP to cast (min 1). Zealot, Aura Enhancement
Quickened Aura II Quickened Aura Your Aura costs 1 fewer AP to cast (min 1). Zealot, Aura Enhancement
Reactive Aura Zealot Entry You may use reactive AP to activate your Aura, spending the normal number of AP that it costs you to cast your Aura. Zealot, Aura Enhancement

Cavalier Track

Cavalier Track Progression
Talent PreReq Description Tags
Holy Mount Zealot Entry You gain a companion mount that is unusually intelligent and can communicate basic thoughts, feelings, and ideas to you telepathically. It has the stats of a Draft Horse (although your MC may allow you other options for your mount) and your mount has -1 INT instead of -3. You can choose your mount’s appearance and your mount has the Divine tag. Each time you complete a rest, you must spend 15 minutes tending to your mount. If you do not, then it ignores you for the day (perhaps it is dispelled or on another plane, or maybe it’s just off foraging for food on its own). Your mount always finds its own sustenance, either magically or through mundane means (at your discretion). Zealot, Cavalier
Cavalier Holy Mount Gain +2 Skill Points in Animal Handling and +2 in one skill of your choice with the Survival tag.

You can mount and dismount your holy mount with 5 ft of movement instead of spending an AP to mount or dismount.

Zealot, Cavalier
Holy Mount II Cavalier Your holy mount’s stats improve. Add your Divine Power to its max HP, and all of its defenses increase by 1. Zealot, Cavalier
Cavalier II Holy Mount II You gain +1 MCAP while riding your holy mount.

Gain one Cavalier ability from the Cavalier Abilities table.

Zealot, Cavalier
Holy Mount III Cavalier II Your mount can use the stats of a riding horse or camel (your MC might choose to allow additional options). You can spend 1 MCAP on your turn to allow your mount to make one of their basic attacks. Zealot, Cavalier
Cavalier III Holy Mount III Gain +2 Skill Points in Animal Handling and +2 in one skill of your choice with the Survival tag.

Gain a second Cavalier ability from the Cavalier Abilities table.

Zealot, Cavalier
Holy Mount IV Cavalier III Your mount can use the stats of a warhorse or giant elk (your MC might choose to allow additional options). Your mount’s defense bonus increases to +2. You can spend 2 MCAP on your turn to allow your mount to make one of their special attacks, if they have one. Zealot, Cavalier
Cavalier IV Holy Mount IV Gain +2 Skill Points in Animal Handling and +2 in one skill of your choice with the Survival tag.

Gain a third Cavalier ability from the Cavalier Abilities table.

Zealot, Cavalier
Holy Mount V Cavalier IV Your mount can use the stats of a pegasus or ponycorn (your MC might choose to allow additional options). Your mount’s defense bonus increases to +3. Zealot, Cavalier
Cavalier V Holy Mount V You gain another +1 MCAP while riding your holy mount. One of your three Cavalier choices becomes Enhanced. Zealot, Cavalier

Cavalier Abilities Table

Cavalier Ability Description Enhanced
Invigorate (1/Recoup) Spend 1 MCAP to roll 1d6 + CHA; you and your mount each gain that much HP. (3/Recoup) Spend 1 MCAP to roll 1d10 + CHA; you and your mount each gain that much HP. You regain all expended uses when you Recoup.
Lead the Charge (1/Recoup) When you move, you may spend 1 MCAP to allow (CHA) number of allies to move up to 1⁄2 their speed for free. (3/Recoup) When you move, you may spend 1 MCAP to allow (CHA) number of allies to move up to their speed for free. You regain all expended uses when you Recoup.
Cavalier’s Charge (1/Recoup) When you use MCAP to move, you can spend 1 more MCAP to make a weapon attack against a creature that you moved within melee reach of during movement. (3/Recoup) When you use MCAP to move, you can also make a weapon attack against a creature that you moved within melee reach of during movement. You regain all expended uses when you Recoup.
Stampede (1/Recoup) Spend 2 MCAP to move and make a Trample attack against up to 3 creatures that you moved next to. This doesn't provoke reactive attacks. (3/Recoup) Spend 2 MCAP to move and make a Trample attack against any creatures that you moved next to. This doesn't provoke reactive attacks. You regain all expended uses when you Recoup.
Together We Fall (1/Recoup) When you or your mount takes damage, you can reduce the damage by 1⁄2 CHA then split the remainder evenly between the two of you. (3/Recoup) When you or your mount takes damage, you can reduce the damage by CHA then split the remainder evenly between the two of you. You regain all expended uses when you Recoup.

Consecrated Blade Track

Consecrated Blade Track Progression
Talent PreReq Description Tags
Holy Weapon Zealot Entry Learn the Holy Weapon ritual, ignoring its Divine 7 Prerequisite. If you already knew it, learn one ritual of your choice if you meet its prerequisites. Zealot, Consecrated Blade
Unwavering Holy Weapon Gain +4 Skill Points that you may spend on skills with the Athleticism or Endurance tags.

While wielding your holy weapon, you cannot be disarmed.

Zealot, Consecrated Blade
Ardent Weapon Unwavering Your holy weapon also deals +1d6 damage against the creature tag that you chose when you cast the ritual. When you cast the ritual choose whether the damage is physical, fire, radiant, or necrotic. Zealot, Consecrated Blade
Blessed Blade Ardent Weapon Any creature that can see you may use your Holy Weapon and gain its full benefits. Zealot, Consecrated Blade
Zealots Resolve Blessed Blade Your +1 bonus from the Holy Weapon also applies to mental defenses. Zealot, Consecrated Blade
Holy Arsenal Zealot’s Resolve

Incompatible: Versatile Weapon

(1/Week) When you use Holy Weapon, you can bless two weapons, choosing the same or different creatures for each weapon. Zealot, Consecrated Blade
Blessed Blade II Holy Arsenal Any creature can use your Holy Weapon, even without seeing you. Zealot, Consecrated Blade
Versatile Weapon Zealot’s Resolve

Incompatible: Holy Arsenal

Choose an extra creature tag when you cast Holy Weapon. Your Holy Weapon gains its benefits against creatures with either tag. Zealot, Consecrated Blade
Ardent Weapon II Versatile Weapon Your holy weapon also has a +1 crit range against any creature tag that you chose. Zealot, Consecrated Blade
Consecrated Weapon Consecrated Blade 7 One weapon that you bless as a Holy Weapon is your Consecrated Weapon. It has a +2 bonus instead of +1. Zealot, Consecrated Blade
Zealots Resolve II Consecrated Weapon Holy Weapon bonus also applies to physical defenses. Zealot, Consecrated Blade
Recall Zealot’s Resolve II When within 200 ft of your weapon, you can call your weapon back to your hand for 1 AP. If another creature is holding it, make an END attack against that creature’s FORT. If you succeed, your weapon returns to you. Zealot, Consecrated Blade
Holy Lance Recall Your Consecrated Weapon gains the Thrown 40 ft property if it didn’t have the thrown property. Zealot, Consecrated Blade
Ethereal Recall Recall

Incompatible: Bloody Recall

When you use Recall, by spending 1 additional AP you no longer have to draw an unobstructed line as your weapon becomes ethereal and flies through walls. You no longer need to make an attack to recall it if another creature is holding it; you automatically succeed. Zealot, Consecrated Blade
Bloody Recall Recall

Incompatible: Ethereal Recall

When you use Recall, you may spend 3 additional AP to attack all creatures in a line between you and your weapon as it returns to your hand. Zealot, Consecrated Blade
Holy Arsenal II Recall, Blessed Blade II (1/Week) When you use Holy Weapon, you can bless three weapons. Zealot, Consecrated Blade
Versatile Weapon II Recall, Ardent Weapon II Choose an extra creature tag when you cast Holy Weapon. Your Holy Weapon gains its benefits against creatures with any tag that you chose. Zealot, Consecrated Blade
Reward Consecrated Blade 11

Incompatible: Punishment

A Holy Weapon made by your ritual has 1 charge. A creature can cast Healing Touch using this charge. Zealot, Consecrated Blade
Punishment Consecrated Blade 11

Incompatible: Reward

A Holy Weapon made by your ritual has 1 charge. A creature can cast Shining Bolt using this charge. Zealot, Consecrated Blade
Consecrated Weapon II Consecrated Blade 12 Your Consecrated Weapon has a +3 bonus instead of +2. Zealot, Consecrated Blade
Zealots Resolve III Consecrated Weapon II Holy Weapon damage bonus applies to damage, attacks, mental defenses, physical defenses, and AR. Zealot, Consecrated Blade
Weapon of Legend Zealot’s Resolve III Your weapon has untold fame and your reputation benefits accordingly. Enemies might boastfully challenge you or act super deferential out of fear. Kings and generals will herald you with great feasts in your honor. Knights and soldiers will seek to learn from you.

Your consecrated weapon bonus is +4. Reward/Punish with Consecrated weapons can be done 3/day.

  • Level 30: All of your benefits from Weapon of Legend become permanent. You lose the Consecrate Weapon ability permanently, but your consecrated weapon bonus increases to +4 and the Reward/Punish bonus is 5/day. This weapon costs no Essence for you, but its benefits remain after you die, and it takes 40 Essence for for another creature to bond with this item.
Zealot, Consecrated Blade, Capstone

Crusader Track

Crusader Track Progression
Talent PreReq Description Tags
Crusader Aspirant 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. Zealot, Crusader
Sword of Justice Crusader Aspirant 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. You regain all expended uses when you Take a Rest.
Zealot, Crusader
Sword of Justice II 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. Zealot, Crusader
Sword of Justice III Sword for Justice II 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. You regain all expended uses when you Take a Rest.
Zealot, Crusader
Sword of Justice IV Sword for Justice III When you use Divine Infusion, roll +1d10 if used for healing an ally. Zealot, Crusader
Shield the Innocent Crusader Aspirant 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. You regain all expended uses when you Take a Rest.

Zealot, Crusader
Shield the Innocent II 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. Zealot, Crusader
Shield the Innocent III Shield the Innocent II 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. You regain all expended uses when you Take a Rest.
Zealot, Crusader
Shield the Innocent IV Shield the Innocent III Creatures that you hit with Purge the Unholy also take 1d8 radiant damage on a hit. Zealot, Crusader
Crusader Postulant 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. Zealot, Crusader
Sword of Justice V Sword for Justice IV, Crusader Postulant Cleanse now deals 2d6 damage and removes all three conditions. Zealot, Crusader
Sword of Justice VI Sword for Justice V Cleanse costs 1 fewer AP (min 1) and is 1⁄2 AWR/Rest. Zealot, Crusader
Sword of Justice VII Sword for Justice VI 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.
Zealot, Crusader
Sword of Justice VIII Sword for Justice VII 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. You regain all expended uses when you Take a Rest.
Zealot, Crusader
Shield the Innocent V 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. Zealot, Crusader
Shield the Innocent VI Shield the Innocent V Gain Second Wind.
  • Second Wind: (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.
Zealot, Crusader
Shield the Innocent VII Shield the Innocent VI Choose another creature type from Shield the Innocent II. Purge Unholy works on all three creature types. Purge Unholy also costs 1 fewer AP (min 1). Zealot, Crusader
Shield the Innocent VIII Shield the Innocent VII 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. You regain all expended uses when you Take a Rest.
Zealot, Crusader
Crusader Ordinant 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. Zealot, Crusader
Sword of Justice IX Sword for Justice VIII, Crusader Ordinant Choose two more creature types that Divine Infusion does more damage on. Zealot, Crusader
Sword of Justice X Sword for Justice IX Cleanse does 3d6 damage and is AWR/Rest. Zealot, Crusader
Sword of Justice XI 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. Zealot, Crusader
Sword of Justice XII Sword for Justice XI Cleanse does 1⁄2 damage on a miss, and you can use Cleansing Fire any time you Cleanse. Zealot, Crusader
Shield the Innocent IX Shield the Innocent VIII, Crusader Ordinant Purge Unholy does +1d8 radiant damage. Pick 1 more creature tag for Purge Unholy to work against. Zealot, Crusader
Shield the Innocent X Shield the Innocent IX Reduce damage you take from Intercede by 1d6+AWR. Intercede becomes AWR/Rest. Zealot, Crusader
Shield the Innocent XI 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. Zealot, Crusader
Shield the Innocent XII Shield the Innocent XI Second Wind becomes 1d8. Second Wind is AWR/Rest. Zealot, Crusader
Crusader Templar Crusader Ordinant, Crusader 14 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.

  • 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

Holy Cause Track

Holy Cause Track Progression
Talent PreReq Description Tags
Holy Cause II Zealot Entry Holy Cause also works on Shaken (choose one condition each time). Zealot, Holy Cause
Inspirational Holy Cause II You gain the Inspirational ability.
  • Inspirational: (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
Lay on Hands Inspirational You 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. You regain all expended uses when you Take a Rest.
Zealot, Holy Cause
Inspire Fear Lay on Hands You gain the Inspire Fear ability.
  • Inspire Fear: (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
Lay on Hands II Inspire Fear Lay on Hands becomes 3/Rest. Zealot, Holy Cause
Holy Cause III Lay on Hands II

Incompatible: Piety

Holy Cause also works on Enthralled. Choose which condition to affect each time. Zealot, Holy Cause
Piety Lay on Hands II

Incompatible: Holy Cause III

(1/Week) You may touch a creature suffering from a common poison and instantaneously cure it. Zealot, Holy Cause
Fervent Leader Holy Cause 6 You 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. You regain all expended uses when you Take a Rest.
Zealot, Holy Cause
Ever Holy Fervent Leader, Holy Cause Holy Cause recharges 1⁄2 AWR/Rest (min 2). Zealot, Holy Cause
Piety II Fervent Leader, Piety Piety can also cure common Diseases. Zealot, Holy Cause
Lay on Hands III Holy Cause 8 Lay on Hands becomes 1⁄2 AWR/Rest. Zealot, Holy Cause
Ever Holy II Lay on Hands III, Ever Holy Holy Cause recharges AWR/Rest (min 2). Zealot, Holy Cause
Piety III Lay on Hands III, Piety II Piety becomes 2/Week. Zealot, Holy Cause
Stalwart Leader Holy Cause 10 Gain +6 Skill points that you can assign to any skill with the Athleticism, Stamina, Influence, and/or Observation tags. Zealot, Holy Cause
Ever Holy III Stalwart Leader, Ever Holy II Regain 1 use of Holy Cause when Recouping. Zealot, Holy Cause
Piety IV Stalwart Leader, Piety III Piety can cure uncommon poisons and diseases. Zealot, Holy Cause
Fervent Leader II Holy Cause 12 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. Zealot, Holy Cause
Lay on Hands IV Fervent Leader II Lay on Hands becomes AWR/Rest. Zealot, Holy Cause
Shining Beacon 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 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

Reputation Track

Reputation Track Progression

Good Reputation

Talent PreReq Description Tags
Good Reputation Zealot Entry

Incompatible: 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.
Zealot, Good Reputation
Good Reputation II Good Reputation Good Reputation also grants you a 10% discount on goods/ services. Zealot, Good Reputation
Good Reputation III Good Reputation II Gain Upstanding Citizen.
  • Upstanding Citizen: (1/Month) Gain +1 Goodwill in a settled area.
Zealot, Good Reputation
Good Reputation IV Good Reputation III Your Room/Board discount increases to 15%. Zealot, Good Reputation
Good Reputation V Good Reputation IV Your Goods/Services discount increases to 15%. Zealot, Good Reputation
Good Reputation VI Good Reputation V Gain Citizen’s Favor. Zealot, Good Reputation
Good Reputation VII Good Reputation VI Your Room/Board discount increases to 20%. Zealot, Good Reputation
Good Reputation VIII Good Reputation VII Your Goods/Services discount increases to 20%. Zealot, Good Reputation
Good Reputation IX Good Reputation VIII Upstanding Citizen becomes 1/Week. Zealot, Good Reputation
Good Reputation X Good Reputation IX Citizen’s Favor becomes 1/Week. Zealot, Good Reputation

Bad Reputation

Talent PreReq Description Tags
Bad Reputation Zealot Entry

Incompatible: 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.
Zealot, Bad Reputation
Bad Reputation II Bad Reputation Bad Reputation also grants you +2 to Initiative as people are intimidated by your threatening presence. Zealot, Bad Reputation
Bad Reputation III Bad Reputation II Bad Reputation also grants you a 10% discount on room/ board as people are afraid of giving you normal rates. Zealot, Bad Reputation
Bad Reputation IV Bad Reputation III Bad Reputation also grants you a 10% discount on goods and services as people are afraid of giving you normal rates. Zealot, Bad Reputation
Bad Reputation V Bad Reputation IV Gain Bribe.
  • Bribe: (1/Month) Call in a minor favor from a merchant, city guard, clergy, politician, or noble.
Zealot, Bad Reputation
Bad Reputation VI Bad Reputation V Your Room/Board discount increases to 15%. Zealot, Bad Reputation
Bad Reputation VII Bad Reputation VI Your Goods/Services discount increases to 15%. Zealot, Bad Reputation
Bad Reputation VIII Bad Reputation VII Your Intimidating and Menacing bonus gains another +3. Zealot, Bad Reputation
Bad Reputation IX Bad Reputation VIII Your Initiative bonus gains another +3. Zealot, Bad Reputation
Bad Reputation X Bad Reputation IX Bribe becomes 1/Week. Zealot, Bad Reputation