Zealot

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Chauncey

"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.

  • 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 currently able to cancel the Charmed condition with this ability.

Aura. Gain one Aura talent of your choice and gain the Aura ability.

  • Aura (AWR/Rest). Spend 3 AP to activate your Aura. The Aura lasts for 1 minute or until you choose to end it early (costing 0 AP) or activate another Aura. Your Aura’s radius is 10 ft.

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 Enhancement Track Progression
Aura Enhancement Track Progression
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

Cavalier Track Progression
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 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

Consecrated Blade Track Progression
Consecrated Blade Track Progression
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.
  • Holy Arsenal (1/Week). When you cast Holy Weapon, you can bless two weapons, choosing the same or different creature tags 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 Gain the Consecrate Weapon ability.
  • Consecrate Weapon. When you cast Holy Weapon ritual, you may choose one weapon to be a Consecrated Weapon for the duration. It now has a +2 bonus to attack and damage rolls instead of +1.
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.
  • Recall. When within 200 ft of your holy weapon and you can draw an unobstructed line between your holy weapon and yourself, 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 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.

  • Level 30: Cast Holy Weapon one final time on your Consecrated Weapon, making its effects permanent. Lose the Consecrate Weapon ability permanently, but Reward/Punishment with this weapon has 5 charges. This weapon costs no Essence for you, but its benefits remain after you die, and it takes 40 Essence for another creature to bond with this item.
Zealot, Consecrated Blade, Capstone

Crusader Track

Crusader Track Progression
Crusader Track Progression
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.
  • Divine Infusion (2/Rest). Spend 1 AP when you touch an allied creature or when you hit with a weapon attack. The ally regains 1d10 HP, or the enemy you hit with the weapon takes +1d10 radiant damage.
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.
  • Cleanse (2/Rest). Spend 3 AP to make a magical AWR attack against a creature’s WILL. On a hit, the creature takes 1d6 psychic damage and you can remove a condition from that creature: Focused, Protected, or Rallied. On a miss, you do not expend a use of this 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.
  • 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 creature with the undead tag within 30 ft of you. On a hit, a creature is Broken for 1 minute or until they take damage. On a miss, a creature is Broken until the end of their next turn or until they take damage.
Zealot, Crusader
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.
  • Intercede (2/Rest). When an ally within 30 ft of you takes damage, you take all the damage instead. The ally still suffers any other effects.
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.
  • Holy Sword. 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 for Justice VIII Sword for Justice VII Gain the Cleansing Fire ability.
  • Cleansing Fire (2/Rest). When you use Cleanse, you may also remove any passive spells or magical effects that are improving the creature’s stats, such as Minor Augmentation.
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.
  • Second Wind (1⁄2 AWR/Rest). If you are Bloodied, spend 1 AP to regain HP equal to 1d6+AWR.
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.
  • Holy Shield (AWR/Rest). Spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged for 1 minute.
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.

  • 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
Holy Cause Track Progression
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.
  • Inspirational (CHA/Rest). While you have an Aura active, you may choose for affected creatures in the Aura to gain +1 TA while in the Aura.
Zealot, Holy Cause
Lay on Hands Inspirational Gain the Lay on Hands ability.
  • Lay on Hands (2/Rest). You may touch a creature and spend 2 AP to restore 3 HP to that creature.
Zealot, Holy Cause
Inspire Fear Lay on Hands Gain the Inspire Fear ability.
  • Inspire Fear (CHA/Rest). While you have an Aura active, you may spend 2 AP to impose 1 TD on all hostile creatures in the Aura while they remain in the Aura.
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.

  • Pious (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.
  • 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.
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.

  • Shining Beacon (1/Week). For the duration of the battle, you and all allies that can see or hear you gain +1 TA. All hostile creatures that can see or hear you suffer 1 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
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, 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.
  • Upstanding Citizen (1/Month). Gain +1 Goodwill in a settled area.
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.
  • Citizen’s Favor (1/Month). Call in a minor favor from a merchant, city guard, clergy, politician, or noble.
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
Bad 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.
  • 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 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.
  • Infernal Bond (2/Rest). Whenever you fail a CHA check, or a creature makes a successful attack against your WILL, you may reroll that check or force that creature to reroll their attack, taking the new result.

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.

  • Fire Scion (½ CHA/Rest). When you take any fire damage, you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took) for 1 minute. The first time you deal any damage after using this ability, you deal +1d6 fire damage.

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.
  • Flameblade (2/Rest). For 2 AP you set a melee weapon in your hands ablaze for 1 minute, converting all of your damage done with that weapon to fire. While active, this is considered your Flameblade and you may choose to attack a creature’s REF instead of their AR, and you may choose to use your CHA for attacks and damage with your Flameblade.
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.
  • Fiendish Fervor (2/Rest). When you hit a creature with the fiend tag you may spend 1 AP to unnerve that creature. Make a magic attack against the WILL of the struck creature. On a hit, that creature is Shaken until the end of your next turn. On your subsequent turns, if you hit the same Shaken creature again, you may spend 1 AP to continue the Shaken duration.
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.
  • Crushing Fervor. When you hit a creature that is currently Shaken you may spend 1 AP to terrify them. Make a magic attack against the WILL of the Shaken creature. On a hit, that creature becomes Frightened of you until the end of your next turn. On your subsequent turns, if you hit the same Frightened creature again, you may spend +1 AP to continue the Frightened duration. This also continues the duration of Shaken from Fiendish Fervor.
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.
  • Breaking Fervor. When you hit a creature that is both Shaken and Frightened you may spend 1 AP to break them. Make a magic attack against the WILL of the afflicted creature. On a hit, that creature becomes Broken until the end of your next turn.
Hellbound
Crushing Fervor III Crushing Fervor II Gain the Terrifying Fervor ability.
  • Terrifying Fervor (½ CHA/Rest). When you reduce a creature afflicted with the Broken condition to 0 HP you may spend 2 Reactive AP to terrify their allies. Make a magic attack against the WILL of each hostile creature of an equal or lower ML of the creature you have slain. On a hit, the creature is Broken for 1 minute or until they take damage. On a miss, the creature is Broken until the end of their next turn or until they take damage.
Hellbound
Focused Resolve II Focused Resolve You gain the Resolute Bastion ability.
  • Resolute Bastion (2/Rest). When a creature makes an attack against you or one of your ally’s mental defenses you can add +1d4 to that defense. If that attack misses, you activate your Focused Resolve talent on that creature.
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.
  • Inspired Resolve (½ CHA/Rest). You may spend 2 AP to activate Focused Resolve against a single creature. If that creature is afflicted with the Engaged or Broken condition then this only costs you 1 AP.
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
  • (2/Recoup) Should you reduce a creature to 0 HP from a crit while benefiting from Focused Resolve you regain HP equal to 1d10+CHA. (2/Recoup)
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.

  • Redemptive Strike (2/Rest). If you have TA against a creature subject to Fiendish Fervor, you may automatically crit that creature 2/Rest. If that TA resulted from Focused Resolve, and your crit reduces the creature to 0 HP, you regain +1 use of Redemptive Strike.
  • Level 30: The final cap for your CHA increases from 12 to 14 and you may now use Redemptive Strike 2/Recoup.
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.

  • Destroyer's Strike (2/Rest). If you hit a target that is Frightened of you, you may cause the creature to become Broken.
  • Level 30: Your Hellfire fire damage and Destroyer’s Strike psychic damage both increase to 1d10.
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.
  • Sanction of the Martyr (2/Rest). Spend 3 AP to utter a plea to the sacrificial saints, blasting the area around you with divine energy. Make a magic AWR attack against the WILL of each hostile creature within 30 ft of you. On a hit, the creature is Taunted by you until the end of your next turn. You gain an amount of Shield HP equal to 1⁄2 your AWR (min 1) for each creature Taunted by this attack. Creatures with the eldritch, fiend, or undead tag have -1 to their WILL against this attack.
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.
  • Sacrificial Lamb (AWR/Recoup). You may spend 1 Reactive AP when an ally within 10 ft of you takes damage to take 5 points of that damage in their stead. If they would suffer fewer than 5 points of damage, you only lose however much they would have suffered. The damage you receive from this reaction cannot be reduced or ignored by any means.
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.
  • Blessing of the Confessor (2/Recoup). Spend 3 AP to utter a prayer to the saints of forgiveness, washing over the area around you with divine protection. Each ally within 30 ft of you is considered marked by this ability. All marked allies gain Shield HP equal to 1⁄2 your AWR (min 1) the first time in a round that you suffer damage. Allies are marked by this ability for up to 1 minute.
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.
  • Ire of the Confessor (2/Rest). While you have allies marked by Blessing of the Confessor, you may spend 1 Reactive AP whenever you suffer damage to Taunt the source of that damage (if it is a creature) until the end of its next turn. While Taunted, the creature has a −1 penalty to its WILL.
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.
  • Inquisitor’s Censure (3/Recoup). Spend 3 AP to perform a melee attack against a creature within your reach. If the creature has SP or the ability to cast spells, they suffer additional radiant damage equal to +1d4 + their magic attribute. If no magic attribute is listed for the creature, increase this damage by your AWR instead.
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.

  • Forgiveness of the Confessor (1/Rest). When an ally with Shield HP from Blessing of the Confessor misses with an attack against a single target you may spend 1 Reactive AP to encourage them. They can remove all of their Shield HP (min 1) to reroll the missed attack.
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.
  • Judgment of the Saints (1/Recoup). Spend 2 AP to cause a wave of devastating divine castigation to radiate from your weapon. Make a magic attack against the WILL of each hostile creature within 30 ft of you. On a hit, the creature is Demoralized until the end of your next turn. Creatures hit by this attack also gain Vulnerable Radiant 1 while Demoralized. If the target has Resist Radiant, instead reduce the Resist value by 1 for the duration. If they have Immune Radiant, they ignore this effect.
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.

  • Armor of the Saints (1/Week). When you become Bloodied or suffer a crit, you and all allies that can see you become Protected for 1 minute.
  • Blood of the Martyrs (1/Week). When you are damaged while Bloodied, you and all allies that can see you heal for 2d6 HP.
  • Valiant Stand (1/Week). When you suffer a Death Point, you and all allies that can see you gain 3d6 Shield HP.
  • Final Sacrifice (1/Week). When you die, all enemies that can see you automatically suffer 3d6 radiant damage.

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.

  • Level 30: Each of the effects of this talent may trigger 1/ Rest, instead of 1/Week. The amount healed by Blood of the Martyrs becomes 4d6, the amount of Shield HP gained from Valiant Stand and damage inflicted by Final Sacrifice both become 6d6.
Zealot, Oath of the Saints, Capstone