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.
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 tracks.
Talent | PreReq | Description | Tags |
---|---|---|---|
Zealot Entry | Character Level 2 | When you take this entry you gain the following abilities.
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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 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 increases creatures’ defenses by +1. | Zealot, Aura |
Bulwark II | Bulwark | Your Aura of Protection increases creatures’ defenses by 1 more than it did previously. | Zealot, Aura |
Bulwark III | Bulwark II | Your Aura of Protection increases 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 Enhancements
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 of 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
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). | 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 war horse or 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. |
Lead the Charge | (1/Recoup) When you move, you may spend 1 MCAP to allow (CHA) number of allies to move up to ½ 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. |
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. |
Stampede | (1/Recoup) 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. | (3/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. |
Together We Fall | (1/Recoup) When you or your mount takes damage, you can reduce the damage by ½ 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. |
Consecrated Blade Track
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 any skills with the athleticism or END 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 bonus becomes +3. | 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.
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Zealot, Consecrated Blade, Capstone |
Crusader Track
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.
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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.
|
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.
|
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.
|
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 ½ AWR/Rest. | Zealot, Crusader |
Sword of Justice VII | Sword for Justice VI | Gain the Holy Sword Ability.
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Zealot, Crusader |
Sword of 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/effect instead of your ally. Intercede becomes ½ 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 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 tags 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 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 |
Sword of Justice XII | Sword for Justice XI | Cleanse does ½ 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 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 |
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 ML 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.
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Zealot, Crusader, Capstone |
Holy Cause Track
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 | 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: 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 | Gain the Fervent Leader ability.
|
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 ½ 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, 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 |
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
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Zealot, Holy Cause, Capstone |
Reputation Track
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 the Good Reputation ability.
|
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 the Upstanding Citizen ability.
|
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 the Citizen’s Favor ability.
|
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 the Bad Reputation ability.
|
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/ services as people are afraid of giving you normal rates. | Zealot, Bad Reputation |
Bad Reputation V | Bad Reputation IV | Gain the Bribe ability.
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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 increases by +3. | Zealot, Bad Reputation |
Bad Reputation IX | Bad Reputation VIII | Your Initiative bonus increases by +3. | Zealot, Bad Reputation |
Bad Reputation X | Bad Reputation IX | Bribe becomes 1/Week. | Zealot, Bad Reputation |