Zealot

"No matter the adversity, I hold to my convictions. I will bring light to the shadow, food to the hungry, and comfort to the afflicted. I will stand as a shield for those who cannot defend themselves, and a sentinel for the weary. For I am a good boy." - Chauncey
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. Gain powerful auras that bolster yourself and your allies against the encroaching darkness.
Aura Enhancements. By attuning yourself with your divine cause, improve the ways that you can use your auras.
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.
Hellbound. Harker's Guide to Vampire Hunting. Having descended into Hell and emerged with an otherworldly command of fire, fuel your weapon’s strikes with wrathful brimstone.
Oath of the Saints. Harker's Guide to Vampire Hunting. A path walked by zealots who seek not to merely venerate the saints and martyrs who came before them, but to embody them,
Core Subclass Tracks
Zealot Entry Talent
After gaining the Zealot Entry talent, you can take talents from any of the Zealot subclass tracks.
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Zealot Entry | Character Level 2 | When you take this entry talent, you gain the following benefits.
Just Defender. Gain one talent from the Defense stack. Holy Cause. Gain the Holy Cause ability.
Aura. Gain one Aura talent of your choice and gain the Aura ability.
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 Track

| 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 Power 7 | You and all creatures of your choice within your Aura of Aggression now deal +5 damage whenever they hit a creature with an attack. | Zealot, Aura |
| Aura of Aggression III | Aura of Aggression II, Divine Power 12 | You and all creatures of your choice within your Aura of Aggression now 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. | Zealot, Aura |
| Bodily Protection | Aura of Protection | Your Aura of Protection applies to creatures’ physical defenses as well. | Zealot, Aura |
| Bodily Protection II | Bodily Protection, Divine Power 7 | Your Aura of Protection applies to creatures’ AR as well. | Zealot, Aura |
| Bulwark | Aura of Protection | Your Aura of Protection increases creatures’ defenses by +1. | Zealot, Aura |
| Bulwark II | Bulwark | Your Aura of Protection now increases creatures’ defenses by +2. | Zealot, Aura |
| Bulwark III | Bulwark II | Your Aura of Protection now increases creatures’ defenses by +3. | Zealot, Aura |
| Aura of Reduction | Zealot Entry | You and all creatures of your choice within your Aura’s radius gain DR 1/Magic. | Zealot, Aura |
| Aura of Reduction II | Aura of Reduction, Divine Power 7 | Aura of Reduction grants targets DR 2/Magic. | Zealot, Aura |
| Aura of Reduction III | Aura of Reduction II, Divine Power 12 | Aura of Reduction grants targets DR 3/Magic. | Zealot, Aura |
| Aura of Vitality | Zealot Entry | You and all creatures of your choice within your Aura’s radius gain 1d6 Shield HP at the end of their turn. | Zealot, Aura |
| Aura of Vitality II | Aura of Vitality, Divine Power 12 | You and all creatures of your choice within your Aura do not gain Death Points at the end of their turn if they end their turn with 0 HP. | Zealot, Aura |
Aura Enhancement Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Combined Aura | Zealot Entry | By spending two uses of your Aura, you may use your Aura ability to activate two different Auras simultaneously. | Zealot, Aura Enhancement |
| Combined Aura II | Combined Aura | By spending three uses of your Aura, you may use your Aura ability to activate three different Auras simultaneously. | Zealot, Aura Enhancement |
| Combined Aura III | Combined Aura II | By spending four uses of your Aura, you may use your Aura ability to activate four different Auras simultaneously. | 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 | Aura becomes AWR/Recoup. | Zealot, Aura Enhancement |
| Frequent Aura II | Frequent Aura, Zealot 7 | Aura becomes AWR/Catch 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

| 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 is just off foraging for food on its own). Your mount always finds its own sustenance, either magically or through mundane means (at your discretion).
Your mount’s max HP is always equal to your number of Zealot talents x5. |
Zealot, Cavalier |
| Cavalier | Holy Mount | Gain +2 Skill Points in Animal Handling and +2 in any 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 list. |
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 any one skill of your choice with the survival tag.
Gain a second Cavalier ability. |
Zealot, Cavalier |
| Holy Mount IV | Cavalier III | Your mount can use the stats of a War Horse or Elk (your MC might choose to allow additional options). Your mount’s defenses increase by +1. 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 any one skill of your choice with the survival tag.
Gain a third Cavalier ability. |
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 defenses increase by +1. | Zealot, Cavalier |
| Cavalier V | Holy Mount V | You gain +1 MCAP while riding your holy mount. Choose one of your Cavalier Abilities to become Enhanced. | Zealot, Cavalier |
Cavalier Abilities Table
| Cavalier Ability | Ability | Enhanced |
|---|---|---|
| Invigorate | Spend 1 MCAP to roll 1d6 + CHA; you and your mount each gain that much HP. (1/ Recoup) | Spend 1 MCAP to roll 1d10 + CHA; you and your mount each gain that much HP. (3/Recoup) |
| Lead the Charge | When you move, you may spend 1 MCAP to allow a number of allies equal to your CHA to immediately move up to 1⁄2 their speed for 0 AP. (1/Recoup) | When you move, you may spend 1 MCAP to allow a number of allies equal to your CHA to immediately move up to their speed for 0 AP. (3/Recoup) |
| Cavalier’s Charge | When you use MCAP to move, you can spend +1 MCAP to make a weapon attack against a creature that you moved within melee reach of during movement. (1/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. (3/Recoup) |
| Stampede | Spend 2 MCAP to move and make a trample attack against up to 3 creatures that you moved next to. This does not provoke reactive attacks. (1/Recoup) | Spend 2 MCAP to move and make a trample attack against any creatures that you moved next to. This does not provoke reactive attacks. (3/Recoup) |
| Together We Fall | 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. (1/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. (3/Recoup) |
Consecrated Blade Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Holy Weapon | Zealot Entry | Learn the Holy Weapon divine ritual, ignoring its Divine Power 7 prerequisite. If you already knew it, learn one divine ritual of your choice if you meet its prerequisites.
A weapon you have blessed with the Holy Weapon ritual is your holy weapon while the ritual persists. |
Zealot, Consecrated Blade |
| Unwavering | Holy Weapon | Gain +4 Skill Points that you can spend on any skills with the athleticism or stamina tag.
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 |
| Zealot's Resolve | Blessed Blade | While wielding your holy weapon, gain +1 to mental defenses. | Zealot, Consecrated Blade |
| Holy Arsenal | Zealot’s Resolve
Incompatible: Versatile Weapon |
Gain the Holy Arsenal ability.
|
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 | Gain the Consecrate Weapon ability.
|
Zealot, Consecrated Blade |
| Zealot's Resolve II | Consecrated Weapon | Zealot’s Resolve becomes +1 to physical and mental defenses. | Zealot, Consecrated Blade |
| Recall | Zealot’s Resolve II | Gain the Recall ability.
|
Zealot, Consecrated Blade |
| Holy Lance | Recall | Your Consecrated Weapon gains a 40 ft thrown range if it did not already have the thrown property. | Zealot, Consecrated Blade |
| Ethereal Recall | Recall
Incompatible: Bloody Recall |
When you use Recall, by spending +1 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 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 | Holy Arsenal becomes 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 of the tags that you chose. | Zealot, Consecrated Blade |
| Reward | Holy Arsenal II or Versatile Weapon II
Incompatible: Punishment |
A holy weapon made by your Holy Weapon ritual has 1 charge. A creature can cast Healing Touch for 0 SP using this charge. | Zealot, Consecrated Blade |
| Punishment | Holy Arsenal II or Versatile Weapon II
Incompatible: Reward |
A holy weapon made by your Holy Weapon ritual has 1 charge. A creature can cast Shining Bolt for 0 SP using this charge. If a creature other than you is wielding this weapon, they use their magic attribute, or their CHA if they do not have a magic attribute. | Zealot, Consecrated Blade |
| Consecrated Weapon II | Reward or Punishment | Your Consecrated Weapon bonus becomes +3 to attack and damage rolls. | Zealot, Consecrated Blade |
| Zealot's Resolve III | Consecrated Weapon II | Zealot’s Resolve becomes +2 to physical and mental defenses and +1 to 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 becomes +4 to attack and damage rolls. Reward/Punishment with Consecrated Weapons have 3 charges.
|
Zealot, Consecrated Blade, Capstone |
Crusader Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Crusader Aspirant | Zealot Entry | 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 |
| Sword for Justice | Crusader Aspirant | Gain the Divine Infusion ability.
|
Zealot, Crusader |
| Sword for 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 has that tag or the undead tag, deal +1d10 radiant damage. | Zealot, Crusader |
| Sword for Justice III | Sword for Justice II | Gain the Cleanse ability.
|
Zealot, Crusader |
| Sword for Justice IV | Sword for Justice III | When you use Divine Infusion, heal +1d10 HP if used on an ally. | Zealot, Crusader |
| Shield the Innocent | Crusader Aspirant | Gain the Purge Unholy ability.
|
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 creatures with the undead tag and that choice. | Zealot, Crusader |
| Shield the Innocent III | Shield the Innocent II | Gain the Intercede ability.
|
Zealot, Crusader |
| Shield the Innocent IV | Shield the Innocent III | Creatures that you hit with Purge Unholy also take 1d8 radiant damage on a hit. | Zealot, Crusader |
| Crusader Postulant | Crusader 5 | 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 |
| Sword for Justice V | Sword for Justice IV, Crusader Postulant | Cleanse now deals 2d6 damage and removes all three conditions. | Zealot, Crusader |
| Sword for Justice VI | Sword for Justice V | Cleanse costs 1 fewer AP (min 1) and becomes 1⁄2 AWR/Rest. | Zealot, Crusader |
| Sword for Justice VII | Sword for Justice VI | Gain the Holy Sword Ability.
|
Zealot, Crusader |
| Sword for Justice VIII | Sword for Justice VII | Gain the Cleansing Fire ability.
|
Zealot, Crusader |
| Shield the Innocent V | Shield the Innocent IV, Crusader Postulant | When you use Intercede, you may also suffer any conditions or effects instead of your ally. Intercede becomes 1⁄2 AWR/Rest. | Zealot, Crusader |
| Shield the Innocent VI | Shield the Innocent V | Gain the Second Wind ability.
|
Zealot, Crusader |
| Shield the Innocent VII | Shield the Innocent VI | Choose another creature tag from Shield the Innocent II. Purge Unholy works on all three creature tags. Purge Unholy also costs 1 fewer AP (min 1). | Zealot, Crusader |
| Shield the Innocent VIII | Shield the Innocent VII | Gain the Holy Shield ability.
|
Zealot, Crusader |
| Crusader Ordinant | Crusader Postulant, Crusader 10 | 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 |
| Sword for Justice IX | Sword for Justice VIII, Crusader Ordinant | Choose two more creature tags from Sword for Justice II. Divine Infusion damage applies to all three creature tags. | Zealot, Crusader |
| Sword for Justice X | Sword for Justice IX | Cleanse now deals 3d6 damage and becomes AWR/Rest. | Zealot, Crusader |
| Sword for Justice XI | Sword for Justice X | Regain one use of Divine Infusion when you Recoup. Divine Infusion becomes 1⁄2 AWR/Rest.
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 |
| Sword for 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 one more creature tag from Shield the Innocent II. Purge Unholy works against that tag as well. | Zealot, Crusader |
| Shield the Innocent X | Shield the Innocent IX | When you use Intercede, reduce the damage you take 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 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 |
| Shield the Innocent XII | Shield the Innocent XI | Second Wind now heals 1d8+AWR and becomes 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 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.
|
Zealot, Crusader, Capstone |
Holy Cause Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Holy Cause II | Zealot Entry | You may use Holy Cause to cancel the Shaken condition. | Zealot, Holy Cause |
| Inspirational | Holy Cause II | Gain the Inspirational ability.
|
Zealot, Holy Cause |
| Lay on Hands | Inspirational | Gain the Lay on Hands ability.
|
Zealot, Holy Cause |
| Inspire Fear | Lay on Hands | Gain the Inspire Fear ability.
|
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: Pious |
You may use Holy Cause to cancel the Enthralled condition. | Zealot, Holy Cause |
| Pious | Lay on Hands II
Incompatible: Holy Cause III |
Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.
Gain the Pious ability.
|
Zealot, Holy Cause |
| Fervent Leader | Holy Cause 6 | Gain the Fervent Leader ability.
|
Zealot, Holy Cause |
| Ever Holy | Fervent Leader, Holy Cause | Holy Cause becomes 1⁄2 AWR/Rest. | Zealot, Holy Cause |
| Pious II | Fervent Leader, Pious | Pious 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. | Zealot, Holy Cause |
| Pious III | Lay on Hands III, Pious II | Gain +4 Skill Points that you can spend on any skills with the influence or knowledge tag.
Pious becomes 2/Week. |
Zealot, Holy Cause |
| Stalwart Leader | Holy Cause 10 | Gain +6 Skill Points that you can spend on any skill with the athleticism, stamina, influence, or observation tag. | Zealot, Holy Cause |
| Ever Holy III | Stalwart Leader, Ever Holy II | Regain 1 use of Holy Cause when Recouping. | Zealot, Holy Cause |
| Pious IV | Stalwart Leader, Pious III | Pious 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.
When you roll Initiative, you may choose to activate your Shining Beacon ability.
|
Zealot, Holy Cause, Capstone |
Reputation Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Good Reputation | Zealot Entry
Incompatible: Bad Reputation |
When in a settled area where you have 0 or more Goodwill, you get a 10% discount on room/board. | Zealot, Good Reputation |
| Good Reputation II | Good Reputation | When in a settled area where you have 0 or more Goodwill, you also get a 10% discount on goods/services. | Zealot, Good Reputation |
| Good Reputation III | Good Reputation II | Gain the Upstanding Citizen ability.
|
Zealot, Good Reputation |
| Good Reputation IV | Good Reputation III | Your room/board discount becomes 15%. | Zealot, Good Reputation |
| Good Reputation V | Good Reputation IV | Your goods/services discount becomes 15%. | Zealot, Good Reputation |
| Good Reputation VI | Good Reputation V | Gain the Citizen’s Favor ability.
|
Zealot, Good Reputation |
| Good Reputation VII | Good Reputation VI | Your room/board discount becomes 20%. | Zealot, Good Reputation |
| Good Reputation VIII | Good Reputation VII | Your goods/services discount becomes 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 |
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Bad Reputation | Zealot Entry
Incompatible: Good Reputation |
While in a settlement where you have 0 or fewer Goodwill, 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 | 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 |
| Bad Reputation IV | Bad Reputation III | 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 |
| Bad Reputation V | Bad Reputation IV | Gain the Bribe ability.
|
Zealot, Bad Reputation |
| Bad Reputation VI | Bad Reputation V | Your room/board discount becomes 15%. | Zealot, Bad Reputation |
| Bad Reputation VII | Bad Reputation VI | Your goods/services discount becomes 15%. | Zealot, Bad Reputation |
| Bad Reputation VIII | Bad Reputation VII | Your Intimidating and Menacing bonus becomes +5. | Zealot, Bad Reputation |
| Bad Reputation IX | Bad Reputation VIII | Your Initiative bonus becomes +5. | Zealot, Bad Reputation |
| Bad Reputation X | Bad Reputation IX | Bribe becomes 1/Week. | Zealot, Bad Reputation |
*Updated to v1.2
Additional Subclass Tracks

Hellbound Track
Source: Harker's Guide to Vampire Hunting
Note: This is a shared subclass track with the hellcrafter class
Having clawed their way from the very pits of the inferno, the Hellbound walks a thin line between zeal and sacrilege; empowered to act by the brand of Hell upon their soul. Through sheer will and command of darker forces these warriors supplant the divine with the profane, yet they seek ever to redeem themselves from the misdeeds of their past lives, freed now from the grip of damnation, and determined to break that hold upon not only their own whims but of others cursed by the denizens of Hell.
Many Hellbound strive to cleanse their diabolical powers and channel their fiery wrath for good, while others embrace their insurmountable link with damnation and give in to its overwhelming power.
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Infernal Bond | Zealot Entry or Hellcrafter Entry | Gain the Infernal Bond ability.
If you have Zealot Entry, this talent and all other Hellbound talents have the zealot tag. If you have Hellcrafter Entry, this talent and all other Hellbound talents have the hellcrafter tag. If you have both the Hellcrafter Entry and Zealot Entry talents, choose whether this track is considered a Zealot or Hellcrafter track for you. |
Hellbound |
| Fire Scion | Infernal Bond | You gain Resist Fire +3.
Gain the Fire Scion ability.
This talent and any Hellbound talent you take with the fire tag grants you +5 SP. When you cast any occult or divine spell, prayer, or chant that deals damage, you may choose to deal fire damage instead of its normal damage. |
Hellbound, Fire |
| Disciple of Flame | Fire Scion | Learn 2 arcane spells from the following list. They count as divine spells for you if this talent has the zealot tag, and as occult spells if this talent has the hellcrafter tag. If you did not have a magic attribute already, then it is CHA.
Arcane spells: Fan the Flames, Fireball, Fire Shield, Nova, Wall of Fire, Wave of Fire |
Hellbound, Fire, Repeatable |
| Flameblade | Fire Scion | Gain the Flameblade ability.
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Hellbound, Fire |
| Burning Resurgence | Flameblade | Flameblade becomes 1⁄2 CHA/Rest. Once you have taken 10 talents with the hellbound tag, you regain +1 use of Flameblade whenever you Recoup. | Hellbound, Fire |
| Flame Strike | Disciple of Flame, Flameblade | Whenever you hit a creature with your Flameblade while ablaze, they gain Burning 1d4 for 1 minute. | Hellbound, Fire |
| Swirling Vortex | Disciple of Flame, Flameblade | When you hit a creature with your Flameblade while it is ablaze, you may spend 1 Reactive AP to deal your CHA in fire damage to any creature within 5 ft of that creature, including yourself. This damage activates your Fire Scion feature for no additional Reactive AP cost if you are subjected to this damage. | Hellbound, Fire |
| Flameblade II | Flameblade | You may choose to ignore any Resist Fire with your Flameblade. Additionally, you gain +1 TA on attacks against a creature afflicted with the Burning condition. | Hellbound, Fire |
| Flameblade III | Flameblade II, Flame Strike, Hellbound 6 | While your Flameblade is ablaze you ignore Immune Fire, treating a creature with such as if they only possessed Affinity. You additionally gain +1 crit range against a creature that is on fire, and hitting such a creature extends their Burning duration by 1 round. | Hellbound, Fire |
| Hellfire | Flameblade III, Hellbound 12 | While your Flameblade is ablaze, you deal +1d4 fire damage with your Flameblade. Additionally, when you apply the Burning condition it is increases by 1 die size (e.g. 1d4 becomes 1d6). | Hellbound, Fire |
| Focused Resolve | Fire Scion, Hellbound 4 | Whenever an attack against your mental defenses misses, you gain +1 TA on your next attribute check or attack against the originating creature or any of its allies. | Hellbound |
| Fiendish Fervor | Focused Resolve, Hellbound 8 | Gain the Fiendish Fervor ability.
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Hellbound |
| Burning Fervor | Fiendish Fervor, Flameblade | You may now use your Fiendish Fervor talent on any creature afflicted with Burning. | Hellbound |
| Fiendish Fervor II | Fiendish Fervor | Choose 2 creature tags. Fiendish Fervor can also be used on those creatures. You now regain +1 use of your Friendish Fervor whenever you Recoup. | Hellbound, Repeatable |
| Crushing Fervor | Fiendish Fervor | Gain the Crushing Fervor ability.
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Hellbound |
| No Retreat | Crushing Fervor | You may spend 1 AP to give a creature that is Shaken or Frightened within 5 ft of you the Engaged condition. | Hellbound |
| Crushing Fervor II | Crushing Fervor | Gain the Breaking Fervor ability.
|
Hellbound |
| Crushing Fervor III | Crushing Fervor II | Gain the Terrifying Fervor ability.
|
Hellbound |
| Focused Resolve II | Focused Resolve | You gain the Resolute Bastion ability.
|
Hellbound |
| Focused Resolve III | Focused Resolve II | You may now use your Infernal Bond talent CHA/Rest. Additionally, you gain +1 TA when Focused Resolve triggers from Burning creatures. | Hellbound |
| Inspired Resolve | Focused Resolve III | Gain the Inspired Resolve ability.
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Hellbound, Fire |
| Focused Resolve IV | Focused Resolve III | You may now use Resolute Bastion CHA/Rest, and you grant you or your ally a +1d6 instead of +1d4. | Hellbound |
| Focused Resolve V | Focused Resolve IV | While benefiting from TA drawn from your Focused Resolve, you increase your crit range on a creature you attack by +1 per the following condition it is afflicted with: Shaken, Frightened, Broken, and Burning. | Hellbound |
| Focused Resolve VI | Focused Resolve V, Hellbound 12 |
|
Hellbound |
| Hellish Transformation | Infernal Bond | You develop a trait influenced by your time spent in Hell. You may choose from the following fiendblood features: Ancestral Communion, Claws, Fiendish Endurance, Infernal Influence, or Occult Affinity. | Hellbound |
| Hellish Transformation II | Hellish Transformation or Blood Transformation, Character Level 5 | You gain the fiendblood Blood Transformation ability, choosing one of the available sublineages. If you already are a fiendblood, you gain +1 use of your Blood Transformation. | Hellbound |
| Hellish Transformation III | Hellish Transformation II, Character Level 15 | You gain +1 use of your Blood Transformation ability. | Hellbound |
| Redemption | Fiendish Fervor, Hellbound 14, Zealot Entry | You’ve broken the bonds of hell upon your soul, freeing you from its influence, now able to seek your own path forward.
Flameblade becomes CHA/Rest and the extra damage dealt by Hellfire becomes +1d8. You may choose to lose any Hellish Transformation talents you have and instead gain +1 Attribute Point for each lost, but still cannot exceed any attribute limits, and you gain the Redemptive Strike ability.
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Hellbound, Capstone |
| Descent | Fiendish Fervor, Hellbound 14, Hellcrafter Entry | You have accepted the permanence of your connection to Hell, searing its power into your soul.
Flameblade becomes CHA/Rest and the extra damage dealt by Hellfire is also dealt by your summoned Hellspawn Champion. You may choose to lose up to 3 Attribute Points to increase your uses of Blood Transformation at a rate of +1 use per Attribute Point lost. Also, you and your summoned Hellspawn deal +1d6 psychic damage against all creatures that were Frightened or Broken by you within the past hour. Gain the Destroyer’s Strike ability.
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Hellbound, Capstone |

Oath of the Saints Track
Source: Harker's Guide to Vampire Hunting
The Oath of the Saints is a path walked by zealots who seek not to merely venerate the saints and martyrs who came before them, but to embody them, to call upon their divinity that the saints might once again walk the world— if only for a moment. After all, saints are proven vessels through which miracles have been wrought, and the zealot is just a poor sinner by comparison. If they can bring back such potent souls, if even for a few seconds, then no price of the flesh is too great.
They menace with jangling chainmail layered under hulking plate covered in engravings depicting scenes from the deaths and passions of martyrs. They are adorned with precious holy relics like saintly finger bones and teeth bound in gold wire, worn against the skin and hidden beneath their massive armor. Keepers of the Oath of Saints are seen by some as bringers of hope and deliverance, by others as wild-eyed, sinister juggernauts of destruction bearing an unhealthy obsession with the dead.
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Novitiate of the Saintly Mysteries | Zealot Entry | Gain the first rank in the Inquisitor profession. If you already have it, you do not gain additional Skill Points, but you can use your rank 1 feature after five days’ time instead of a full week. When you use the Inquisitor profession feature to root out a forbidden cult, dark ritual, or forbidden magic user in a settlement where your religion has a presence, you gain +1 Goodwill. (1/settlement) | Zealot, Oath of the Saints |
| Armor of Sacrifice | Novitiate of the Saintly Mysteries
Incompatible: Armor of Expiation |
Gain the Sanction of the Martyr ability. You can only use this ability while wearing medium or heavy armor, as this ability comes from a consecrated blessing you bestow upon your armor.
|
Zealot, Oath of the Saints |
| Armor of Sacrifice II | Armor of Sacrifice | Gain the Sacrificial Lamb ability. You can only use this ability while wearing medium or heavy armor, as this ability comes from an increasingly complex consecrated blessing you bestow upon your armor.
|
Zealot, Oath of the Saints |
| Armor of Expiation | Novitiate of the Saintly Mysteries
Incompatible: Armor of Sacrifice |
Gain the Blessing of the Confessor ability. You can only use this ability while wearing medium or heavy armor, as this ability comes from a consecrated blessing you bestow upon your armor.
|
Zealot, Oath of the Saints |
| Armor of Expiation II | Armor of Expiation | Gain the Ire of the Confessor ability. You can only use this ability while wearing medium or heavy armor, as this ability comes from an increasingly complex consecrated blessing you bestow upon your armor.
|
Zealot, Oath of the Saints |
| Implement of Benediction | Novitiate of the Saintly Mysteries
Incompatible: Implement of Censure |
Gain the Disciple of the Divine talent from the Divine Magic stack if you did not already have it. If you already have it, gain +5 SP instead. You do not gain the bonus Divine Power normally granted by that talent. Your magic attribute for divine magic gained through talents in the Oath of the Saints track is AWR. You may only cast spells gained from talents in the Oath of the Saints track when you are wielding a melee weapon, as these spells are channeled through a consecrated blessing you bestow upon your weapons. | Zealot, Oath of the Saints |
| Implement of Benediction II | Implement of Benediction | Gain +5 SP. Learn either the Light Burst or Sacred Flare divine prayer. Whichever you choose is supercharged by your connection to the divine magic of the saints. Your Divine Power counts as being +4 higher than normal for purposes of determining the strengthened effects of the chosen prayer. | Zealot, Oath of the Saints |
| Implement of Censure | Novitiate of the Saintly Mysteries
Incompatible: Implement of Benediction |
Gain the Inquisitor’s Censure ability. You can only use this ability while wielding a melee weapon, as this ability is channeled through a consecrated blessing you bestow upon your weapons.
|
Zealot, Oath of the Saints |
| Implement of Censure II | Implement of Censure | Inquisitor’s Censure becomes 2 AP. If you are targeted by an offensive spell while in reach of the casting creature, you may spend 1 Reactive AP to use Inquisitor’s Censure to attack that creature. | Zealot, Oath of the Saints |
| Hagiolator | Novitiate of Saintly Mysteries | Gain +4 Skill Points that you can spend on any skills with the knowledge or observation tag. When rolling Religion checks, you may add your AWR instead of your INT to that roll. | Zealot, Oath of the Saints |
| Reliquarian | Hagiolator | You possess a collection of both true and false relics of the saints that you revere and study. From studying and praying upon these relics, you learn one prayer and one divine spell, choosing from the following lists. You may cast the spell you selected without expending SP 1/Rest. When cast in this way, you may not spend SP to upcharge the spell.
Prayers: Amplify, Candle of Faith, Celestial Grace, Gentle Whisper, Graceful Poise, Guide, Stabilizing Touch, Twinkling Lights Divine Spells: Brooding Darkness, Censure, Commandment, Curative Word, Divine Challenge, Heroism, Keep Standing, Light and Shadow, Minor Blessing, Refocus, Revitalize, Sympathy |
Zealot, Oath of the Saints |
| Hagiographer | Reliquarian, Oath of the Saints 5 | Gain rank 2 of the Inquisitor profession. If you already have it, you do not gain additional Skill Points, but the amount of money you earn by using the second rank Inquisitor profession feature increases by +10 sc. You gain +2 on all skill checks with skills that have the observation tag when trying to determine if a person is a forbidden magic user or is involved with or knows about a forbidden cult or dark ritual. | Zealot, Oath of the Saints |
| Armor of Sacrifice III | Hagiographer, Armor of Sacrifice II | The amount of damage you suffer in the stead of your allies with Sacrificial Lamb becomes 8. The amount of Shield HP gained when you use Sanction of the Martyr becomes 1⁄2 AWR+1. | Zealot, Oath of the Saints |
| Armor of Sacrifice IV | Armor of Sacrifice III | Creatures Taunted by your Sanction of the Martyr remain Taunted for up to 1 minute. The amount of Shield HP gained when you use Sanction of the Martyr becomes 1⁄2 AWR+2. | Zealot, Oath of the Saints |
| Armor of Expiation III | Hagiographer, Armor of Expiation II | The amount of Shield HP gained by allies marked by Blessing of the Confessor becomes 1⁄2 AWR+1. Allies marked by the Blessing of the Confessor are healed HP equal to 1⁄2 your AWR (min 1) every time you gain a Death Point. | Zealot, Oath of the Saints |
| Armor of Expiation IV | Armor of Expiation III | The amount of Shield HP gained by allies marked by Blessing of the Confessor becomes 1⁄2 AWR+2.
You gain the Forgiveness of the Confessor ability. You can only use this ability while wearing medium or heavy armor, as this ability comes from an increasingly complex consecrated blessing you bestow upon your armor.
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Zealot, Oath of the Saints |
| Implement of Benediction III | Hagiographer, Implement of Benediction II | Gain +5 SP. Learn one divine prayer and one divine spell. | Zealot, Oath of the Saints |
| Implement of Benediction IV | Implement of Benediction III | Gain +5 SP. When you cast a divine spell learned from talents in the Order of the Saints track, you can choose to lose 5 HP and reduce the spell’s APC by 1 (min 1). You may only use this effect once per spell cast. | Zealot, Oath of the Saints |
| Implement of Censure III | Hagiographer, Implement of Censure II | Gain +1 use per Recoup of the Inquisitor’s Censure ability and the bonus damage becomes +1d6. | Zealot, Oath of the Saints |
| Implement of Censure IV | Implement of Censure III | Gain the Judgment of the Saints ability. You can only use this ability while wielding a melee weapon, as this ability is channeled through a consecrated blessing you bestow upon your weapons.
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Zealot, Oath of the Saints |
| Speaker for the Saints | Hagiographer | Gain +4 Skill Points that you can spend on any skills with the influence tag. You also learn the Exorcism ritual. When you use the Exorcism ritual, you can invoke the names and deeds of exorcist-saints to accept the upcharge benefits and consequences while only rolling three times on the Exorcism Side Effect table instead of four times. | Zealot, Oath of the Saints |
| Hagiomancer | Speaker for the Saints, Oath of the Saints 10 | Your collection of true and false relics of the saints grows, and with it your connection to those saints, their spirits, and their stories. You gain +1 use per rest of all Oath of the Saints abilities that have uses limited by X/Rest. | Zealot, Oath of the Saints |
| Sacrificial Protector | Hagiomancer, Armor of Sacrifice IV | The amount of damage you suffer in the stead of your allies with Sacrificial Lamb becomes 10. While Bloodied, you gain an amount of Shield HP equal to 1⁄2 of your AWR (min 1) at the start of each of your turns. | Zealot, Oath of the Saints |
| Armor of Expiation V | Hagiomancer, Armor of Expiation IV | While you have allies marked by Blessing of the Confessor, you and all marked allies regain additional HP equal to 1⁄2 of your AWR (min 1) whenever you would regain HP by magical means (such as from a spell or healing potion). While wearing medium or heavy armor, the number of Death Points required to kill you increases by +1. | Zealot, Oath of the Saints |
| Implement of Benediction V | Hagiomancer, Implement of Benediction IV | Gain +5 SP. Increase the amount of damage you inflict or heal with divine spells or rituals by your AWR. Increase the amount of damage you inflict with divine prayers by 1⁄2 of your AWR (min 1). | Zealot, Oath of the Saints |
| Implement of Censure V | Hagiomancer, Implement of Censure IV | Gain +1 use per Recoup of the Inquisitor’s Censure ability. You may perform a 1 minute ritual of prayer over a melee weapon, which must be done as part of a Rest or Recoup, in order to imbue it with the divine odium of the saints. All damage inflicted by the blessed weapon counts as radiant damage and you may add 1⁄2 of your AWR (min 1) as a bonus to damage rolls with this weapon. This blessing lasts for the next 8 hours and only functions while the weapon is in your hands— other creatures that wield the weapon gain no benefit from this effect. | Zealot, Oath of the Saints |
| Arch-Reliquarian | Hagiomancer, Oath of the Saints 14 | You are known far and wide as a holy warrior and learned scholar of the lives of the saints, a wise and powerful student of bloody virtue and divine suffering. The more you bleed, the more holy power weeps forth from your wounds, turning to divine fire to wash over the battlefield, searing your foes and granting succor to your allies.
Gain the following abilities.
Only one of the above abilities can be triggered by any single source of damage. If you would be in a position for more than one ability to trigger, you may choose which to trigger.
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Zealot, Oath of the Saints, Capstone |