Zealot: Difference between revisions

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(Formatted Zealot)
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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.
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.


==='''ZEALOTS STACKS'''===
==='''Zealot Stacks'''===


'''Aura''' Gain powerful auras that bolster yourself and your allies against the encroaching darkness.
'''Aura''' Gain powerful auras that bolster yourself and your allies against the encroaching darkness.
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After gaining the Zealot Entry talent, you can take talents from any of the zealot stacks.
After gaining the Zealot Entry talent, you can take talents from any of the zealot stacks.
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!PreReq
!PreReq
!Description
!Description
|-
|-
|Zealot Entry
|'''Zealot Entry'''
|Character Level 2
|Character Level 2
|When you take this entry you gain the Fallowing abilities
|When you take this entry you gain the Fallowing abilities
|-
 
|Just Defender  
* <u>Just Defender</u> Gain one Talent from the [[Combat]] Specialization Stack. This talent must be from the Defenses Stack.
|
 
|Gain one Talent from the Combat Specialization Stack. This talent must be from the Defenses Stack.
* You gain the Holy Cause ability.
You gain the Holy Cause ability.
** <u>Holy Cause</u> (AWR/Rest) You may spend 1 Reactive AP to cancel one condition when an ally within 10 ft of you suffers from that condition. You are only able to cancel the Charmed condition with this ability.  
|-
 
|Holy Cause.
* <u>Aura</u> (AWR/Rest) Gain one Aura Talent of your choice. You may activate an Aura by spending 3 AP on your turn. The Aura lasts for 10 minutes or until you choose to end it early (costing 0 AP) or cast another Aura. Your Aura’s radius is 10ft.  
|
 
|You may spend 1 Reactive AP to cancel one condition when an ally within 10 ft of you suffers from that condition. You are only able to cancel the Charmed condition with this ability. (AWR/Rest)
* <u>[[Divine]]</u> 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.
|-
|Aura
|
|Gain one Aura Talent of your choice. You may activate an Aura by spending 3 AP on your turn. The Aura lasts for 10 minutes or until you choose to end it early (costing 0 AP) or cast another Aura. Your Aura’s radius is 10
ft. (AWR/Rest)
|-
|Divine
|
|You gain +1 Divine Power from this talent and from every talent you take in the Zealot stack. You do not gain additional SP unless noted in an individual talent.
|}
|}


==='''AURA ENHANCEMENTS'''===
==='''Aura Enhancements''' ===
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!Tags
!PreReq
!PreReq
!Discreption
!Discreption
!Tags
|-
|-
|AURA
|'''Aura'''
|Zealot, Aura Enhancement, Repeatable
|Zealot Entry
|Zealot Entry
|Gain one additional Aura of your choice. When you activate your Aura, choose which Aura you use out of the ones that you know.
|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
|'''Combined Aura'''
|Zealot, Aura Enhancement
|Zealot Entry
|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.
|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 II'''
|Zealot, Aura Enhancement
|Combined Aura
|Combined Aura
|By spending three uses of your Aura, you may activate three different Auras simultaneously, spending the normal number o0f AP that it costs you to cast one Aura.
|By spending three uses of your Aura, you may activate three different Auras simultaneously, spending the normal number o0f AP that it costs you to cast one Aura.
|''Zealot, Aura Enhancement''
|-
|-
|COMBINED AURA III
|'''Combined Aura III'''
|Zealot, Aura Enhancement
|Combined Aura II
|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.
|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
|'''Extended Aura'''
|Zealot, Aura Enhancement
|Zealot Entry
|Zealot Entry
|Your aura’s radius extends by +5 ft.
|Your aura’s radius extends by +5 ft.
|''Zealot, Aura Enhancement''
|-
|-
|EXTENDED AURA II
|'''Extended Aura II'''
|Zealot, Aura Enhancement
|Extended Aura
|Extended Aura
|Your aura’s radius extends by +5 ft.
|Your aura’s radius extends by +5 ft.
|''Zealot, Aura Enhancement''
|-
|-
|EXTENDED AURA III
|'''Extended Aura III'''
|Zealot, Aura Enhancement
|Extended Aura II
|Extended Aura II
|Your aura’s radius extends by +10 ft.
|Your aura’s radius extends by +10 ft.
|''Zealot, Aura Enhancement''
|-
|-
|EXTENDED AURA IV
|'''Extended Aura IV'''
|Zealot, Aura Enhancement
|Extended Aura III
|Extended Aura III
|Your aura’s radius extends by +10 ft.
|Your aura’s radius extends by +10 ft.
|''Zealot, Aura Enhancement''
|-
|-
|EXTENDED AURA V
|'''Extended Aura V'''
|Zealot, Aura Enhancement
|Extended Aura IV
|Extended Aura IV
|Your aura’s radius extends by +10 ft.
|Your aura’s radius extends by +10 ft.
|''Zealot, Aura Enhancement''
|-
|-
|EXTENDED AURA VI
|'''Extended Aura VI'''
|Zealot, Aura Enhancement
|Extended Aura V
|Extended Aura V
|Your aura’s radius extends by +20 ft.
|Your aura’s radius extends by +20 ft.
|''Zealot, Aura Enhancement''
|-
|-
|FREQUENT AURA
|'''Frequent Aura'''
|Zealot, Aura Enhancement
|Zealot Entry
|Zealot Entry
|You regain expended uses of your Aura after Recouping.
|You regain expended uses of your Aura after Recouping.
|''Zealot, Aura Enhancement''


|-
|-
|FREQUENT AURA II
|'''Frequent Aura II'''
|Zealot, Aura Enhancement
|Frequent Aura, Zealot 7
|Frequent Aura, Zealot 7
|You regain expended uses of your Aura after Catching Breath.
|You regain expended uses of your Aura after Catching Breath.
|''Zealot, Aura Enhancement''
|-
|-
|FREQUENT AURA III
|'''Frequent Aura III'''
|Zealot, Aura Enhancement
|Frequent Aura II, Divine 24
|Frequent Aura II, Divine 24
|You have unlimited uses of your Aura.
|You have unlimited uses of your Aura.
|''Zealot, Aura Enhancement''
|-
|-
|QUICKENED AURA
|'''Quickened Aura'''
|Zealot, Aura Enhancement
|Zealot Entry
|Zealot Entry
|Your Aura costs 1 fewer AP to cast (min 1).
|Your Aura costs 1 fewer AP to cast (min 1).
|''Zealot, Aura Enhancement''
|-
|-
|QUICKENED AURA II
|'''Quickened Aura II'''
|Zealot, Aura Enhancement
|Quickened Aura
|Quickened Aura
|Your Aura costs 1 fewer AP to cast (min 1).
|Your Aura costs 1 fewer AP to cast (min 1).
|''Zealot, Aura Enhancement''


|-
|-
|REACTIVE AURA
|'''Reactive Aura'''
|Zealot, Aura Enhancement
|Zealot Entry
|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.
|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''
|}
|}


==='''AURAS'''===
==='''Auras'''===
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!Tags
!PreReq
!PreReq
!Discreption
!Discreption
!Tags
|-
|-
|AURA OF AGGRESSION
|'''Aura of Aggression'''
|Zealot, Aura
|Zealot Entry
|Zealot Entry
|You and all creatures of your choice within your aura’s radius deal +2 damage whenever they hit a creature with
|You and all creatures of your choice within your aura’s radius deal +2 [[damage]] whenever they hit a creature with
an attack.
an attack.
|''Zealot, Aura''
|-
|-
|AURA OF AGGRESSION II
|'''Aura of Aggression II'''
|Zealot, Aura
|Aura of Aggression, Divine 7
|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.
|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 III'''
|Zealot, Aura
|Aura of Aggression II, Divine 12
|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.
|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
|'''Aura of protection'''
|Zealot, Aura
|Zealot Entry
|Zealot Entry
|You and all creatures of your choice within your aura’s radius gain +1 to their Mental Defenses (ANT, LOG, and WILL).
|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
|'''Bodily Protection'''
|Zealot, Aura
|Aura of Protection
|Aura of Protection
|Your Aura of Protection applies to creatures’ Physical defenses as well (REF and FORT).
|Your Aura of Protection applies to creatures’ Physical defenses as well (REF and FORT).
|''Zealot, Aura''
|-
|-
|BODILY PROTECTION II
|'''Bodily Protection II'''
|Zealot, Aura
|Bodily Protection, Divine 7
|Bodily Protection, Divine 7
|Your Aura of Protection applies to creatures’ AR as well.
|Your Aura of Protection applies to creatures’ AR as well.
|''Zealot, Aura''
|-
|-
|BULWARK
|'''Bulwark'''
|Zealot, Aura
|Aura of Protection
|Aura of Protection
|Your Aura of Protection enhances creatures’ defenses by +1.
|Your Aura of Protection enhances creatures’ defenses by +1.
|''Zealot, Aura''
|-
|-
|BULWARK II
|'''Bulwark II'''
|Zealot, Aura
|Bulwark
|Bulwark
|Your Aura of Protection enhances creatures’ defenses by 1 more than it did previously.
|Your Aura of Protection enhances creatures’ defenses by 1 more than it did previously.
|''Zealot, Aura''
|-
|-
|BULWARK III
|'''Bulwark III'''
|Zealot, Aura
|Bulwark II
|Bulwark II
|Your Aura of Protection enhances creatures’ defenses by 1 more than it did previously.
|Your Aura of Protection enhances creatures’ defenses by 1 more than it did previously.
|''Zealot, Aura''
|-
|-
|AURA OF REDUCTION
|'''Aura of Reduction'''
|Zealot, Aura
|Zealot Entry
|Zealot Entry
|You and all creatures of your choice within your aura’s radius gain DR 2/Magic.
|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 II'''
|Zealot, Aura
|Aura of Reduction, Zealot 7
|Aura of Reduction, Zealot 7
|Aura of Reduction grants targets DR 3/Magic.
|Aura of Reduction grants targets DR 3/Magic.
|''Zealot, Aura''
|-
|-
|AURA OF REDUCTION III
|'''Aura of Reduction III'''
|Zealot, Aura
|Aura of Reduction II, Zealot 12
|Aura of Reduction II, Zealot 12
|Aura of Reduction grants targets DR 5 / Magic.
|Aura of Reduction grants targets DR 5 / Magic.
|''Zealot, Aura''
|-
|-
|AURA OF VITALITY
|'''Aura of Vitality'''
|Zealot, Aura
|Zealot Entry
|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
|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.
turn.
|''Zealot, Aura''
|-
|-
|AURA OF VITALITY II
|'''Aura of Vitality II'''
|Zealot, Aura
|Aura of Vitality, Zealot 12
|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.
|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''
|}
|}


==='''CAVA L I E R T R AC K'''===
==='''Cavalier Track''' ===


{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!Tags
!PreReq
!PreReq
!Discreption
!Discreption
!Tags
|-
|-
|HOLY MOUNT
|'''Holy Mount'''
|Zealot, Cavalier
|Zealot Entry
|Zealot Entry
|You gain a companion mount that is unusually intelligent and can communicate basic thoughts, feelings, and ideas to you telepathically. It has the stats of a Draft Horse (although your MC may allow you other options for your mount) and your mount has -1 INT instead of -3. You can choose your mount’s appearance and your mount has the Divine tag. Each time you complete a rest, you must spend 15 minutes tending to your mount. If you do not, then it ignores you for the day (perhaps it is dispelled or on another plane, or maybe it’s just off foraging for food on its own). Your mount always finds its own sustenance, either magically or through mundane means (at your discretion).
|You gain a companion mount that is unusually intelligent and can communicate basic thoughts, feelings, and ideas to you telepathically. It has the stats of a Draft Horse (although your MC may allow you other options for your mount) and your mount has -1 INT instead of -3. You can choose your mount’s appearance and your mount has the Divine tag. Each time you complete a rest, you must spend 15 minutes tending to your mount. If you do not, then it ignores you for the day (perhaps it is dispelled or on another plane, or maybe it’s just off foraging for food on its own). Your mount always finds its own sustenance, either magically or through mundane means (at your discretion).
|''Zealot, Cavalier''
|-
|-
|CAVA L I E R
|'''Cavalier'''
|Zealot, Cavalier
|Holy Mount
|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.
|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
|'''Holy Mount II'''
|Zealot, Cavalier
|Cavalier
|Cavalier
|Your holy mount’s stats improve. Add your Divine Power to its max HP, and all of its defenses increase by 1.
|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
|'''Cavalier II'''
|Zealot, Cavalier
|Holy Mount II
|Holy Mount II
|You gain +1 MCAP while riding your holy mount. Gain one Cavalier ability from the Cavalier Abilities list.
|You gain +1 MCAP while riding your holy mount. Gain one Cavalier ability from the Cavalier Abilities list.
|''Zealot, Cavalier''
|-
|-
|HOLY MOUNT III
|'''Holy Mount III'''
|Zealot, Cavalier
|Cavalier II
|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.
|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
|'''Cavalier III'''
|Zealot, Cavalier
|Holy Mount 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.
|Gain +2 Skill Points in Animal Handling and +2 in one skill of your choice with the Survival tag. Gain a second Cavalier ability.
|''Zealot, Cavalier''
|-
|-
|HOLYMOUNT IV
|'''Holy Mount IV'''
|Zealot, Cavalier
|Cavalier III
|Cavalier III
|Your mount can use the stats of a warhorse or giant elk (your MC might choose to allow additional options). Your mount’s defense bonus increases to +2. You can spend 2 MCAP on your turn to allow your mount to make one of their special attacks, if they have one.
|Your mount can use the stats of a warhorse or giant elk (your MC might choose to allow additional options). Your mount’s defense bonus increases to +2. You can spend 2 MCAP on your turn to allow your mount to make one of their special attacks, if they have one.
|''Zealot, Cavalier''
|-
|-
|CAVALIER IV
|'''Cavalier IV'''
|Zealot, Cavalier
|Holy Mount 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.
|Gain +2 Skill Points in Animal Handling and +2 in one skill of your choice with the Survival tag. Gain a third Cavalier ability.
|''Zealot, Cavalier''
|-
|-
|HOLY MOUNT V
|'''Holy Mount V'''
|Zealot, Cavalier
|Cavalier IV
|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.
|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
|'''Cavalier V'''
|Zealot, Cavalier
|Holy Mount V
|Holy Mount V
|You gain another +1 MCAP while riding your holy mount. One of your three Cavalier choices becomes Enhanced.
|You gain another +1 MCAP while riding your holy mount. One of your three Cavalier choices becomes Enhanced.
|''Zealot, Cavalier''
|}
|}


'''CAVA L I E R A B I L I T I E S L I ST'''
'''Cavalier Abilities List'''
{| class="wikitable"
{| class="wikitable"
|+
!Cavalier Abilities
!Ability
!Ability
!Description
!Enhanced
!Enhanced
|-
|-
|Invigorate Spend  
|'''Invigorate Spend'''
|1 MCAP to roll 1d6 + CHA; you and your mount each gain that much HP. (1/Recoup)
|(1/Recoup) 1 MCAP to roll 1d6 + CHA; you and your mount each gain that much HP.  
|Spend 1 MCAP to roll 1d10 + CHA; you and your mount each gain that much HP. (3/Recoup)
|(3/Recoup) Spend 1 MCAP to roll 1d10 + CHA; you and your mount each gain that much HP.
|-
|-
|Lead the Charge  
|'''Lead the Charge'''
|When you move, you may spend 1 MCAP to allow (CHA) number of allies to move up to 1⁄2 their speed for free. (1/Recoup)
|(1/Recoup) When you move, you may spend 1 MCAP to allow (CHA) number of allies to move up to 1⁄2 their speed for free.
|When you move, you may spend 1 MCAP to allow (CHA) number of allies to move up to their speed for free. (3/Recoup)
|(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  
|'''Cavalier’s Charge'''
|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. (1/Recoup)
|(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.
|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)
|(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 Spend  
|'''Stampede Spend'''
|2 MCAP to move and make a Trample attack against up to 3 creatures that you moved next to. This doesn't provoke reactive attacks. (1/Recoup)
|(1/Recoup) 2 MCAP to move and make a Trample attack against up to 3 creatures that you moved next to. This doesn't provoke reactive attacks.  
|Spend 2 MCAP to move and make a Trample attack against any creatures that you moved next to. This doesn't provoke reactive attacks.(3/Recoup)
|(3/Recoup) Spend 2 MCAP to move and make a Trample attack against any creatures that you moved next to. This doesn't provoke reactive attacks.
|-
|-
|Together We Fall  
|'''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)
|(1/Recoup) When you or your mount takes damage, you can reduce the damage by 1⁄2 CHA then split the remainder evenly between the two of you.  
|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)
|(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'''===
==='''Consecrated Blade Track'''===
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!Tags
!PreReq
!PreReq
!Discreption
!Discreption
!Tags
|-
|-
|Holy Weapon
|'''Holy Weapon'''
|Zealot, Consecrated Blade
|Zealot Entry
|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.
|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
|'''Unwavering'''
|Zealot, Consecrated Blade
|Holy Weapon
|Holy Weapon
|Gain +4 Skill Points that you may spend on skills with the Athleticism or Endurance tags. While wielding your holy weapon, you cannot be disarmed.
|Gain +4 Skill Points that you may spend on [[skills]] with the Athleticism or Endurance tags. While wielding your holy weapon, you cannot be disarmed.
|''Zealot, Consecrated Blade''
|-
|-
|ARDENT WEAPON
|'''Ardent Weapon'''
|Zealot, Consecrated Blade
|Unwavering
|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.
|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
|'''Blessed Blade'''
|Zealot, Consecrated Blade
|Ardent Weapon
|Ardent Weapon
|Any creature that can see you may use your Holy Weapon and gain its full benefits.
|Any creature that can see you may use your Holy Weapon and gain its full benefits.
|''Zealot, Consecrated Blade''
|-
|-
|ZEALOT’S RESOLVE
|'''Zealots Resolve'''
|Zealot, Consecrated Blade
|Blessed Blade
|Blessed Blade
|Your +1 bonus from the Holy Weapon also applies to Mental defenses.
|Your +1 bonus from the Holy Weapon also applies to Mental defenses.
|''Zealot, Consecrated Blade''
|-
|-
|HOLY ARSENAL
|'''Holy Arsenal'''
|Zealot, Consecrated Blade
|Zealot’s Resolve
|Zealot’s Resolve
Incompatible: Versatile Weapon
Incompatible: Versatile Weapon
|When you use Holy Weapon, you can bless two weapons, choosing the same or different creatures for each weapon. (1/Week)
|(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
|'''Blessed Blade II'''
|Zealot, Consecrated Blade
|Holy Arsenal
|Holy Arsenal
Any creature can use your Holy Weapon, even without seeing you.
Any creature can use your Holy Weapon, even without seeing you.
|-
|-
|VERSATILE WEAPON
|'''Versatile Weapon'''
|Zealot, Consecrated Blade
|Zealot’s Resolve
|Zealot’s Resolve
Incompatible: Holy Arsenal
Incompatible: Holy Arsenal
|Choose an extra creature tag when you cast Holy Weapon. Your Holy Weapon gains its benefits against creatures with either tag.
|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
|'''Ardent Weapon II'''
|Zealot, Consecrated Blade
|Versatile Weapon
|Versatile Weapon
|Your holy weapon also has a +1 crit range against any creature tag that you chose.
|Your holy weapon also has a +1 crit range against any creature tag that you chose.
|''Zealot, Consecrated Blade''
|-
|-
|CONSECRATED WEAPON
|'''Consecrated Weapon'''
|Zealot, Consecrated Blade
|Consecrated Blade 7
|Consecrated Blade 7
|One weapon that you bless as a Holy Weapon is your Consecrated Weapon. It has a +2 bonus instead of +1.
|One weapon that you bless as a Holy Weapon is your Consecrated Weapon. It has a +2 bonus instead of +1.
|''Zealot, Consecrated Blade''
|-
|-
|ZEALOT’S RESOLVE II
|'''Zealots Resolve II'''
|Zealot, Consecrated Blade
|Consecrated Weapon
|Consecrated Weapon
|Holy Weapon bonus also applies to Physical defenses.
|Holy Weapon bonus also applies to Physical defenses.
|''Zealot, Consecrated Blade''
|-
|-
|RECALL
|'''Recall'''
|Zealot, Consecrated Blade
|Zealot’s Resolve II
|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
|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.
holding it, make an END attack against that creature’s FORT. If you succeed, your weapon returns to you.
|''Zealot, Consecrated Blade''
|-
|-
|HOLY LANCE
|'''Holy Lance'''
|Zealot, Consecrated Blade
|Recall
|Recall
|Your Consecrated Weapon gains the Thrown 40 ft property if it didn’t have the thrown property.
|Your Consecrated Weapon gains the Thrown 40 ft property if it didn’t have the thrown property.
|''Zealot, Consecrated Blade''
|-
|-
|ETHEREAL RECALL
|'''Ethereal Recall'''
|Zealot, Consecrated Blade
|Recall
|Recall
Incompatible: Bloody 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.
|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
|'''Bloody Recall'''
|Zealot, Consecrated Blade
|Recall
|Recall
Incompatible: Ethereal 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.
|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
|'''Holy Arsenal II'''
|Zealot, Consecrated Blade
|Recall, Blessed Blade II
|Recall, Blessed Blade II
|When you use Holy Weapon, you can bless three weapons. (1/Week)
|(1/Week) When you use Holy Weapon, you can bless three weapons.  
|''Zealot, Consecrated Blade''
|-
|-
|VERSATILE WEAPON II
|'''Versatile Weapon II'''
|Zealot, Consecrated Blade
|Recall, Ardent 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.
|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
|'''Reward'''
|Zealot, Consecrated Blade
|Consecrated Blade 11
|Consecrated Blade 11
Incompatible: Punishment
Incompatible: Punishment
|A Holy Weapon made by your ritual has 1 charge. A creature can cast Healing Touch using this charge.
|A Holy Weapon made by your ritual has 1 charge. A creature can cast Healing Touch using this charge.
|''Zealot, Consecrated Blade''
|-
|-
|PUNISHMENT
|'''Punishment'''
|Zealot, Consecrated Blade
|Consecrated Blade 11
|Consecrated Blade 11
Incompatible: Reward
Incompatible: Reward
|A Holy Weapon made by your ritual has 1 charge. A creature can cast Shining Bolt using this charge.
|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 Weapon II'''
|Zealot, Consecrated Blade
|Consecrated Blade 12
|Consecrated Blade 12
|Your Consecrated Weapon has a +3 bonus instead of +2.
|Your Consecrated Weapon has a +3 bonus instead of +2.
|''Zealot, Consecrated Blade''
|-
|-
|ZEALOT’S RESOLVE III
|'''Zealots Resolve III'''
|Zealot, Consecrated Blade
|Consecrated Weapon II
|Consecrated Weapon II
|Holy Weapon damage bonus applies to damage, attacks, Mental, Physical, and AR defenses.
|Holy Weapon damage bonus applies to damage, attacks, Mental, Physical, and AR defenses.
|''Zealot, Consecrated Blade''
|-
|-
|WEAPON OF LEGEND
|'''Weapon of Legend'''
|Zealot, Consecrated Blade, Capstone
|Prerequisites: Zealot’s Resolve III
|Prerequisites: 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 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.
Your consecrated weapon bonus is +4. Reward/Punish with Consecrated weapons can be done 3/day.
Level 30: All of your benefits from Weapon of Legend become permanent. You lose the Consecrate weapon ability permanently, but your consecrated weapon bonus increases to +4 and the Reward/Punish bonus is 5/day. This weapon costs no Essence for you, but its benefits remain after you die, and it takes 40 Essence for for another creature to bond with this item.
Level 30: All of your benefits from Weapon of Legend become permanent. You lose the Consecrate weapon ability permanently, but your consecrated weapon bonus increases to +4 and the Reward/Punish bonus is 5/day. This weapon costs no Essence for you, but its benefits remain after you die, and it takes 40 Essence for for another creature to bond with this item.
|''Zealot, Consecrated Blade, Capstone''
|}
|}


==='''CRUSADER TRACK'''===
==='''Crusader Track'''===
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!Tags
!PreReq
!PreReq
!Discreption
!Discreption
!Tags
|-
|-
|CRUSADER ASPIRANT
|'''Crusader Aspirant'''
|Zealot, Crusader
|Zealot Entry
|Zealot Entry
|Gain the first rank of the Knight profession. If you already have it, you do not gain additional Skill Points, but you can use your rank 1 feature one additional time per day.
|Gain the first rank of the [[Knight]] profession. If you already have it, you do not gain additional Skill Points, but you can use your rank 1 feature one additional time per day.
|''Zealot, Crusader''
|-
|-
|SWORD FOR JUSTICE
|'''Sword of Justice'''
|Zealot, Crusader
|Crusader Aspirant
|Crusader Aspirant
|Gain the Divine Infusion ability.
|Gain the Divine Infusion ability.
'''Divine Infusion''' Spend 1 AP when you touch an allied creature or when you hit with a weapon attack. Choose an ally and heal 1d10 HP, or hit an enemy with the weapon and deal +1d10 radiant. (2/Rest)
 
* <u>Divine Infusion</u> (2/Rest) Spend 1 AP when you touch an allied creature or when you hit with a weapon attack. Choose an ally and heal 1d10 HP, or hit an enemy with the weapon and deal +1d10 radiant.  
|''Zealot, Crusader''
|-
|-
|SWORD FOR JUSTICE II
|'''Sword of Justice II'''
|Zealot, Crusader
|Sword for Justice
|Sword for Justice
|Choose a planar or magical creature tag: arcane, avadri, celestial, divine, eldritch, fae, fiend, occult, primal, or psionic. When you use Divine Infusion, if the target is that type of creature or Undead, deal +1d10 damage.
|Choose a planar or magical creature tag: [[arcane]], avadri, celestial, divine, eldritch, fae, fiend, [[occult]], [[primal]], or [[psionic]]. When you use Divine Infusion, if the target is that type of creature or [[Undead]], deal +1d10 damage.
|''Zealot, Crusader''
|-
|-
|SWORD FOR JUSTICE III
|'''Sword of Justice III'''
|Zealot, Crusader
|Sword for Justice II
|Sword for Justice II
|Gain the Cleanse ability.
|Gain the Cleanse ability.
'''Cleanse''' Spend 3 AP to make a magical AWR attack against a creature’s WILL. If you hit, the creature takes 1d6 Psychic and you can remove a condition from that creature: Focused, Protected, or Rallied. If you miss, you do not expend a use of this ability. (2/Rest)
 
* <u>Cleanse</u> (2/Rest) Spend 3 AP to make a magical AWR attack against a creature’s WILL. If you hit, the creature takes 1d6 Psychic and you can remove a condition from that creature: Focused, Protected, or Rallied. If you miss, you do not expend a use of this ability.  
|''Zealot, Crusader''
|-
|-
|SWORD FOR JUSTICE IV
|'''Sword of Justice IV'''
|Zealot, Crusader
|Sword for Justice III
|Sword for Justice III
|When you use Divine Infusion, roll +1d10 if used for healing an ally.
|When you use Divine Infusion, roll +1d10 if used for healing an ally.
|''Zealot, Crusader''
|-
|-
|SHIELD THE INNOCENT
|'''Shield the Innocent'''
|Zealot, Crusader
|Crusader Aspirant
|Crusader Aspirant
|Gain the Purge Unholy ability.
|Gain the Purge Unholy ability.
'''Purge Unholy''' Spend 4 AP to speak a holy word censuring the unholy. Make a magical AWR attack against the WILL of each hostile Undead within 30 ft of you. On a hit, a creature is Broken for 1 minute or until they take damage. On a miss, a creature is Broken until the end of their next turn or until they take damage. (2/Rest)
<u>Purge Unholy</u> (2/Rest) Spend 4 AP to speak a holy word censuring the unholy. Make a magical AWR attack against the WILL of each hostile Undead within 30 ft of you. On a hit, a creature is Broken for 1 minute or until they take damage. On a miss, a creature is Broken until the end of their next turn or until they take damage.  
|''Zealot, Crusader''
|-
|-
|SHIELD THE INNOCENT II
|'''Shield the Innocent II'''
|Zealot, Crusader
|Shield the Innocent
|Shield the Innocent
|Choose one planar or magical creature tag: arcane, avadri, celestial, divine, eldritch, fae, fiend, occult, primal, or psionic. When you use Purge Unholy, it targets both Undead and that choice.
|Choose one planar or magical creature tag: arcane, avadri, celestial, divine, eldritch, fae, fiend, occult, primal, or psionic. When you use Purge Unholy, it targets both Undead and that choice.
|''Zealot, Crusader''
|-
|-
|SHIELD THE INNOCENT III
|'''Shield the Innocent III'''
|Zealot, Crusader
|Shield the Innocent II
|Shield the Innocent II
|Gain the Intercede ability.
|Gain the Intercede ability.
'''Intercede''' When an ally within 30 ft takes damage, you take all the damage instead. The ally still suffers other effects. (2/Rest)
 
* <u>Intercede</u> (2/Rest) When an ally within 30 ft takes damage, you take all the damage instead. The ally still suffers other effects.  
|''Zealot, Crusader''
|-
|-
|SHIELD THE INNOCENT IV
|'''Shield the Innocent IV'''
|Zealot, Crusader
|Shield the Innocent III
|Shield the Innocent III
|Creatures that you hit with Purge the Unholy also take 1d8 radiant damage on a hit.
|Creatures that you hit with Purge the Unholy also take 1d8 radiant damage on a hit.
|''Zealot, Crusader''
|-
|-
|CRUSADER POSTULANT
|'''Crusader Postulant'''
|Zealot, Crusader
|Crusader 5
|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.
|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 FOR JUSTICE V
|'''Sword of Justice V'''
|Zealot, Crusader
|Sword for Justice IV, Crusader Postulant
|Sword for Justice IV, Crusader Postulant
|Cleanse now deals 2d6 damage and removes all three conditions.
|Cleanse now deals 2d6 damage and removes all three [[conditions]].
|''Zealot, Crusader''
|-
|-
|SWORD FOR JUSTICE VI
|'''Sword of Justice VI'''
|Zealot, Crusader
|Sword for Justice V
|Sword for Justice V
|Cleanse costs 1 fewer AP (min 1) and is 1⁄2 AWR/Rest.
|Cleanse costs 1 fewer AP (min 1) and is 1⁄2 AWR/Rest.
|''Zealot, Crusader''
|-
|-
|SWORD FOR JUSTICE VII
|'''Sword of Justice VII'''
|Zealot, Crusader
|Sword for Justice VI
|Sword for Justice VI
|Gain the Holy Sword Ability.
|Gain the Holy Sword Ability.
'''Holy Sword''' You may spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged until the start of your next turn. You deal +1d6 radiant damage if you make a reactive attack against a creature Engaged in this way.
 
* <u>Holy Sword</u> You may spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged until the start of your next turn. You deal +1d6 radiant damage if you make a reactive attack against a creature Engaged in this way.
|''Zealot, Crusader''
|-
|-
|SWORD FOR JUSTICE VIII
|'''Sword of Justice VIII'''
|Zealot, Crusader
|Sword for Justice VII
|Sword for Justice VII
|Gain the Cleansing Fire ability.
|Gain the Cleansing Fire ability.
'''Cleansing Fire''' When you use Cleanse, you may also use Cleansing Fire. This removes any passive spells or magical effects that are improving the creature’s stats, such as Minor Augmentation. (2/Rest)
 
* <u>Cleansing Fire</u> (2/Rest) When you use Cleanse, you may also use Cleansing Fire. This removes any passive spells or magical effects that are improving the creature’s stats, such as Minor Augmentation.  
|''Zealot, Crusader''
|-
|-
|SHIELD THE INNOCENT V
|'''Shield the Innocent V'''
|Zealot, Crusader
|Shield the Innocent IV, Crusader Postulant
|Shield the Innocent IV, Crusader Postulant
|When you use Intercede, you may also suffer any conditions/effect instead of your ally. Intercede becomes 1⁄2 AWR/Rest.
|When you use Intercede, you may also suffer any conditions/effect instead of your ally. Intercede becomes 1⁄2 AWR/Rest.
|''Zealot, Crusader''
|-
|-
|SHIELD THE INNOCENT VI
|'''Shield the Innocent VI'''
|Zealot, Crusader
|Shield the Innocent V
|Shield the Innocent V
|Gain Second Wind.
|Gain Second Wind.
'''Second Wind.''' If you are Bloodied, spend 1 AP to regain HP equal to 1d6+AWR. (1⁄2 AWR/Rest)
 
* <u>Second Wind.</u> (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 VII'''
|Zealot, Crusader
|Shield the Innocent VI
|Shield the Innocent VI
|Choose another creature type from Shield the Innocent II. Purge Unholy works on all three creature types. Purge Unholy also costs 1 fewer AP (min 1).
|Choose another creature type from Shield the Innocent II. Purge Unholy works on all three creature types. Purge Unholy also costs 1 fewer AP (min 1).
|''Zealot, Crusader''
|-
|-
|SHIELD THE INNOCENT VIII
|'''Shield the Innocent VIII'''
|Zealot, Crusader
|Shield the Innocent VII
|Shield the Innocent VII
|Gain the Holy Shield ability.
|Gain the Holy Shield ability.
'''Holy Shield''' You may spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged for 1 minute. (AWR/Rest)
 
* <u>Holy Shield</u> (AWR/Rest) You may spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged for 1 minute.  
|''Zealot, Crusader''
|-
|-
|CRUSADER ORDINANT
|'''Crusader Ordinant'''
|Zealot, Crusader
|Crusader Postulant, Crusader 10
|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.
|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 FOR JUSTICE IX
|'''Sword of Justice IX'''
|Zealot, Crusader
|Sword for Justice VIII, Crusader Ordinant
|Sword for Justice VIII, Crusader Ordinant
|Choose two more creature types that Divine Infusion does more damage on.
|Choose two more creature types that Divine Infusion does more damage on.
|''Zealot, Crusader''
|-
|-
|SWORD FOR JUSTICE X
|'''Sword of Justice X'''
|Zealot, Crusader
|Sword for Justice IX
|Sword for Justice IX
|Cleanse does 3d6 damage and is AWR/Rest.
|Cleanse does 3d6 damage and is AWR/Rest.
|''Zealot, Crusader''
|-
|-
|SWORD FOR JUSTICE XI
|'''Sword of Justice XI'''
|Zealot, Crusader
|Sword for Justice X
|Sword for Justice X
|Regain one use of Divine Infusion when you Recoup. You can use Divine Infusion 1⁄2 AWR/Rest. When you roll the highest number on a Divine Infusion die that would heal HP or deal damage, set that die aside and roll another die of the same size. Repeat this process until you have no new maximum rolls, then add all of those numbers together for your total healing or damage.
|Regain one use of Divine Infusion when you Recoup. You can use Divine Infusion 1⁄2 AWR/Rest. When you roll the highest number on a Divine Infusion die that would heal HP or deal damage, set that die aside and roll another die of the same size. Repeat this process until you have no new maximum rolls, then add all of those numbers together for your total healing or damage.
|''Zealot, Crusader''
|-
|-
|SWORD FOR JUSTICE XII
|'''Sword of Justice XII'''
|Zealot, Crusader
|Sword for Justice XI
|Sword for Justice XI
|Cleanse does 1⁄2 damage on a miss, and you can use Cleansing Fire any time you Cleanse.
|Cleanse does 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 IX'''
|Zealot, Crusader
|Shield the Innocent VIII, Crusader Ordinant
|Shield the Innocent VIII, Crusader Ordinant
|Purge Unholy does +1d8 radiant damage. Pick 1 more creature tag for Purge Unholy to work against.
|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 X'''
|Zealot, Crusader
|Shield the Innocent IX
|Shield the Innocent IX
|Reduce damage you take from Intercede by 1d6+AWR. Intercede becomes AWR/Rest.
|Reduce damage you take from Intercede by 1d6+AWR. Intercede becomes AWR/Rest.
|''Zealot, Crusader''
|-
|-
|SHIELD THE INNOCENT XI
|'''Shield the Innocent XI'''
|Zealot, Crusader
|Shield the Innocent X
|Shield the Innocent X
|Regain one use of Purge Unholy when you Recoup. Purge Unholy becomes 1⁄2 AWR/Rest. When you roll the highest number on a Purge Unholy die that would deal damage, set that die aside and roll another die of the same size. Repeat this process until you have no new maximum rolls, then add all of those numbers together for your total healing or damage.
|Regain one use of Purge Unholy when you Recoup. Purge Unholy becomes 1⁄2 AWR/Rest. When you roll the highest number on a Purge Unholy die that would deal damage, set that die aside and roll another die of the same size. Repeat this process until you have no new maximum rolls, then add all of those numbers together for your total healing or damage.
|''Zealot, Crusader''
|-
|-
|SHIELD THE INNOCENT XII
|'''Shield the Innocent XII'''
|Zealot, Crusader
|Shield the Innocent XI
|Shield the Innocent XI
|Second Wind becomes 1d8. Second Wind is AWR/Rest.
|Second Wind becomes 1d8. Second Wind is AWR/Rest.
|''Zealot, Crusader''
|-
|-
|CRUSADER TEMPLAR
|'''Crusader Templar'''
|Zealot, Crusader, Capstone
|Crusader Ordinant, Crusader 14
|Crusader Ordinant, Crusader 14
|You are known far and wide as a defender of the weak and a devoted soldier to your ideals. Whenever you are within 30 miles of a settlement and you have at least 3 Goodwill in that settlement, you can intimidate potential foes when you roll initiative. Any creature that has a level equal to or lower level than your level, or Monster Level equal to or lower than half your level, must roll a CHA check upon entering combat with you if they can see you, or if they’ve heard tale/seen evidence of your presence (But you must actually be there), and if they do not beat 10+Your CHA, they are Shaken until the end of their next rest whenever you are within 30 ft of them. If they beat the DC or you become bloodied, they are immune to this ability until the end of their next rest.
|You are known far and wide as a defender of the weak and a devoted [[soldier]] to your ideals. Whenever you are within 30 miles of a settlement and you have at least 3 [[Goodwill]] in that settlement, you can intimidate potential foes when you roll [[initiative]]. Any creature that has a level equal to or lower level than your level, or Monster Level equal to or lower than half your level, must roll a CHA check upon entering combat with you if they can see you, or if they’ve heard tale/seen evidence of your presence (But you must actually be there), and if they do not beat 10+Your CHA, they are Shaken until the end of their next rest whenever you are within 30 ft of them. If they beat the DC or you become bloodied, they are immune to this ability until the end of their next rest.
Level 30: Creatures who fail their CHA check will make a reasonable effort to avoid combat with you, potentially by retreating or negotiating. If they are being actively led by a creature that is equal to or greater ML than your Character Level, half of them will flee.
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'''===
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!Tags
!PreReq
!PreReq
!Discreption
!Discreption
!Tags
|-
|-
|HOLY CAUSE II
|'''Holy Cause II'''
|Zealot, Holy Cause
|Zealot Entry
|Zealot Entry
|Holy Cause also works on Shaken (choose one condition each time).
|Holy Cause also works on Shaken (choose one condition each time).
|''Zealot, Holy Cause''
|-
|-
|INSPIRATIONAL
|'''Inspirational'''
|Zealot, Holy Cause
|Holy Cause II
|Holy Cause II
|You gain the Inspirational ability.
|You gain the Inspirational ability.
'''Inspirational''' While you have an Aura active, you may choose for affected creatures in the aura to gain tactical advantage for 5 minutes while in the Aura. (CHA/Rest)
 
* <u>Inspirational</u> (CHA/Rest) While you have an Aura active, you may choose for affected creatures in the aura to gain tactical advantage for 5 minutes while in the Aura.  
|''Zealot, Holy Cause''
|-
|-
|LAY ON HANDS
|'''Lay on Hands'''
|Zealot, Holy Cause
|Inspirational
|Inspirational
|You gain the Lay on Hands ability.
|You gain the Lay on Hands ability.
'''Lay on Hands''' You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. (2/Rest)
 
* <u>Lay on Hands</u> (2/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature.  
|''Zealot, Holy Cause''
|-
|-
|INSPIRE FEAR
|'''Inspire Fear'''
|Zealot, Holy Cause
|Lay on Hands
|Lay on Hands
|You gain the Inspire Fear ability.
|You gain the Inspire Fear ability.
'''Inspire Fear''' While you have an Aura active, you may spend 2 AP to impose Tactical Disadvantage on all hostile creatures in the aura for 5 minutes while in the aura. (CHA/Rest)
 
* <u>Inspire Fear</u> (CHA/Rest) While you have an Aura active, you may spend 2 AP to impose Tactical Disadvantage on all hostile creatures in the aura for 5 minutes while in the aura.  
|''Zealot, Holy Cause''
|-
|-
|LAY ON HANDS II
|'''Lay on Hands II'''
|Zealot, Holy Cause
|Inspire Fear
|Inspire Fear
|Lay on Hands becomes 3/Rest.
|Lay on Hands becomes 3/Rest.
|''Zealot, Holy Cause''
|-
|-
|HOLY CAUSE III
|'''Holy Cause III'''
|Zealot, Holy Cause
|Lay on Hands II
|Lay on Hands II
Incompatible: Piety
Incompatible: Piety
|Holy Cause also works on Enthralled. Choose which condition to affect each time.
|Holy Cause also works on Enthralled. Choose which condition to affect each time.
|''Zealot, Holy Cause''
|-
|-
|PIETY
|'''Piety'''
|Zealot, Holy Cause
|Lay on Hands II
|Lay on Hands II
Incompatible: Holy Cause III
Incompatible: Holy Cause III
|You may touch a creature suffering from a common poison and instantaneously cure it. (1/Week)
|You may touch a creature suffering from a common poison and instantaneously cure it. (1/Week)
|''Zealot, Holy Cause''
|-
|-
|FERVENT LEADER
|'''Fervent Leader'''
|Zealot, Holy Cause
|Holy Cause 6
|Holy Cause 6
|You gain the Fervent Leader ability.
|You gain the Fervent Leader ability.
'''Fervent Leader''' 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. (CHA/Rest)
 
* <u>Fervent Leader</u> (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
|'''Ever Holy'''
|Zealot, Holy Cause
|Fervent Leader, Holy Cause
|Fervent Leader, Holy Cause
|Holy Cause recharges 1⁄2 AWR/Rest.
|Holy Cause recharges 1⁄2 AWR/Rest.
|''Zealot, Holy Cause''
|-
|-
|PIETY II
|'''Piety II'''
|Zealot, Holy Cause
|Fervent Leader, Piety
|Fervent Leader, Piety
|Piety can also cure common Diseases.
|Piety can also cure common Diseases.
|''Zealot, Holy Cause''
|-
|-
|LAY ON HANDS III
|'''Lay on Hands III'''
|Zealot, Holy Cause
|Holy Cause 8
|Holy Cause 8
|Lay on Hands becomes 1⁄2 AWR/Rest.
|Lay on Hands becomes 1⁄2 AWR/Rest.
|''Zealot, Holy Cause''
|-
|-
|EVER HOLY II
|'''Ever Holy II'''
|Zealot, Holy Cause
|Lay on Hands III, Ever Holy
|Lay on Hands III, Ever Holy
|Holy Cause recharges AWR/Rest.
|Holy Cause recharges AWR/Rest.
|''Zealot, Holy Cause''
|-
|-
|PIETY III
|'''Piety III'''
|Zealot, Holy Cause
|Lay on Hands III, Piety II
|Lay on Hands III, Piety II
|Piety becomes 2/Week.
|Piety becomes 2/Week.
|''Zealot, Holy Cause''
|-
|-
|STALWART LEADER
|'''Stalwart Leader'''
|Zealot, Holy Cause
|Holy Cause 10
|Holy Cause 10
|Gain +6 Skill points that you can assign to any skill with the Athleticism, Stamina, Influence, and/or Observation tags.
|Gain +6 Skill points that you can assign to any skill with the Athleticism, Stamina, Influence, and/or Observation tags.
|''Zealot, Holy Cause''
|-
|-
|EVER HOLY III
|'''Ever Holy III'''
|Zealot, Holy Cause
|Stalwart Leader, Ever Holy II
|Stalwart Leader, Ever Holy II
|Regain 1 use of Holy Cause when Recouping.
|Regain 1 use of Holy Cause when Recouping.
|''Zealot, Holy Cause''
|-
|-
|PIETY IV
|'''Piety IV'''
|Zealot, Holy Cause
|Stalwart Leader, Piety III
|Stalwart Leader, Piety III
|Piety can cure uncommon poisons and diseases.
|Piety can cure uncommon poisons and diseases.
|''Zealot, Holy Cause''
|-
|-
|FERVENT LEADER II
|'''Fervent Leader II'''
|Zealot, Holy Cause
|Holy Cause 12
|Holy Cause 12
|When you use your Fervent Leader ability, you can ignore the Frightened and Shaken conditions if you would gain
|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.
them as a result of being hit.
|''Zealot, Holy Cause''
|-
|-
|LAY ON HANDS IV
|'''Lay on Hands IV'''
|Zealot, Holy Cause
|Fervent Leader II
|Fervent Leader II
|Lay on Hands becomes AWR/Rest.
|Lay on Hands becomes AWR/Rest.
|''Zealot, Holy Cause''
|-
|-
|SHINING BEACON
|'''Shining Beacon'''
|Zealot, Holy Cause, Capstone
|Lay on Hands IV
|Lay on Hands IV
|You are renowned far and wide as an inspirational figure. Kings and generals vie for your attention and would pay great prices to get you to lead their armies, but all know that you only raise a blade or lead a battle when you believe that the cause is just. Once per week when you roll initiative, you may choose to activate your Shining Beacon ability. Shining Beacon. For the duration of the battle, you and all allies that can see or hear you gain TA. All hostile creatures that can see or hear you gain TD. At the start of each minute, you and a number of creatures up to your CHA gain Shield HP equal to your AWR. You and all alliesthat can see or hear you cannot be Frightened, Shaken, or Broken.
|You are renowned far and wide as an inspirational figure. Kings and generals vie for your attention and would pay great prices to get you to lead their armies, but all know that you only raise a blade or lead a battle when you believe that the cause is just. Once per week when you roll initiative, you may choose to activate your Shining Beacon ability. Shining Beacon. For the duration of the battle, you and all allies that can see or hear you gain TA. All hostile creatures that can see or hear you gain TD. At the start of each minute, you and a number of creatures up to your CHA gain Shield HP equal to your AWR. You and all alliesthat can see or hear you cannot be Frightened, Shaken, or Broken.
Level 30: The final cap for your AWR increases from 12 to 14.
Level 30: The final cap for your AWR increases from 12 to 14.
|''Zealot, Holy Cause, Capstone''
|}
|}


==='''R E P U TAT I O N T R AC K G O O D R E P U TAT I O N'''===
==='''Reputation Track'''===
 
==='''Good Reputation'''===
 
{| class="wikitable"
{| class="wikitable"
|+
!
!Feature
!Tags
!PreReq
!PreReq
!Discreption
!Discreption
!Tags
|-
|-
|GOOD REPUTATION
|'''Good Reputation'''
|Zealot, Good Reputation
|Zealot Entry
|Zealot Entry
Incompatible: Bad Reputation
Incompatible: Bad Reputation
|When in a settled area where you have 0 or more Goodwill, gain Good Reputation. Good Reputation. You get a 10% discount on room/ board.
|When in a settled area where you have 0 or more Goodwill, gain Good Reputation. Good Reputation. You get a 10% discount on room/ board.
|''Zealot, Good Reputation''
|-
|-
|GOOD REPUTATION II
|'''Good Reputation II'''
|Zealot, Good Reputation
|Good Reputation
|Good Reputation
|Good Reputation also grants you a 10% discount on goods/ services.
|Good Reputation also grants you a 10% discount on goods/ services.
|''Zealot, Good Reputation''
|-
|-
|GOOD REPUTATION III
|'''Good Reputation III'''
|Zealot, Good Reputation
|Good Reputation II
|Good Reputation II
|Gain Upstanding Citizen.
|Gain Upstanding Citizen.
'''Upstanding Citizen''' Gain +1 Goodwill in a settled area. (1/Month)
 
* <u>Upstanding Citizen</u> (1/Month) Gain +1 Goodwill in a settled area.  
|''Zealot, Good Reputation''
|-
|-
|GOOD REPUTATION IV
|'''Good Reputation IV'''
|Zealot, Good Reputation
|Good Reputation III
|Good Reputation III
|Your Room/Board discount increases to 15%.
|Your Room/Board discount increases to 15%.
|''Zealot, Good Reputation''
|-
|-
|GOOD REPUTATION V
|'''Good Reputation V'''
|Zealot, Good Reputation
|Good Reputation IV
|Good Reputation IV
|Your Goods/Services discount increases to 15%.
|Your Goods/Services discount increases to 15%.
|''Zealot, Good Reputation''
|-
|-
|GOOD REPUTATION VI
|'''Good Reputation VI'''
|Zealot, Good Reputation
|good Reputation V
|good Reputation V
|Gain Citizen’s Favor.
|Gain Citizen’s Favor.
'''Citizen’s Favor'' Call in a minor favor from a merchant, city guard, clergy, politician, or noble. (1/month)
 
* <u>Citizen’s Favor</u> (1/month) Call in a minor favor from a [[merchant]], city [[guard]], [[clergy]], politician, or [[noble]].  
|''Zealot, Good Reputation''
|-
|-
|GOOD REPUTATION VII
|'''Good Reputation VII'''
|Zealot, Good Reputation
|Good Reputation VI
|Good Reputation VI
|Your Room/Board discount increases to 20%.
|Your Room/Board discount increases to 20%.
|''Zealot, Good Reputation''


|-
|-
|GOOD REPUTATION VIII
|'''Good Reputation VIII'''
|Zealot, Good Reputation
|Good Reputation VII
|Good Reputation VII
|Your Goods/Services discount increases to 20%.
|Your Goods/Services discount increases to 20%.
|''Zealot, Good Reputation''
|-
|-
|GOOD REPUTATION IX
|'''Good Reputation IX'''
|Zealot, Good Reputation
|Good Reputation VIII
|Good Reputation VIII
|Upstanding Citizen becomes 1/Week.
|Upstanding Citizen becomes 1/Week.
|''Zealot, Good Reputation''
|-
|-
|GOOD REPUTATION X
|'''Good Reputation X'''
|Zealot, Good Reputation
|Good Reputation IX
|Good Reputation IX
|Citizen’s Favor becomes 1/Week.
|Citizen’s Favor becomes 1/Week.
|''Zealot, Good Reputation''
|}
|}


Line 776: Line 769:
|+
|+
!Feature
!Feature
!Tags
!PreReq
!PreReq
!Discreption
!Discreption
!Tags
|-
|-
|BAD REPUTATION
|'''Bad Reputation'''
|Zealot, Bad Reputation
|Zealot Entry
|Zealot Entry
Incompatible: Good Reputation
Incompatible: Good Reputation
|While in a settlement where you have 0 or fewer Goodwill, gain Bad Reputation. Bad Reputation. You gain +2 to Menacing and Intimidating.
|While in a settlement where you have 0 or fewer Goodwill, gain Bad Reputation. Bad Reputation. You gain +2 to Menacing and Intimidating.
|''Zealot, Bad Reputation''
|-
|-
|BAD REPUTATION II
|'''Bad Reputation II'''
|Zealot, Bad Reputation
|Bad Reputation
|Bad Reputation
|Bad Reputation also grants you +2 to Initiative as people are intimidated by your threatening presence.
|Bad Reputation also grants you +2 to Initiative as people are intimidated by your threatening presence.
|''Zealot, Bad Reputation''
|-
|-
|BAD REPUTATION III
|'''Bad Reputation III'''
|Zealot, Bad Reputation
|Bad Reputation II
|Bad Reputation II
|Bad Reputation also grants you a 10% discount on room/ board as people are afraid of giving you normal rates.
|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 IV'''
|Zealot, Bad Reputation
|Prerequisites: Bad Reputation III
|Prerequisites: Bad Reputation III
|Bad Reputation also grants you a 10% discount on goods and services as people are afraid of giving you normal rates.
|Bad Reputation also grants you a 10% discount on goods and services as people are afraid of giving you normal rates.
|''Zealot, Bad Reputation''
|-
|-
|BAD REPUTATION V
|'''Bad Reputation V'''
|Zealot, Bad Reputation
|Bad Reputation IV
|Bad Reputation IV
|Gain Bribe.
|Gain Bribe.
'''Bribe''' Call in a minor favor from a merchant, city guard, clergy, politician, or noble. (1/Month)
 
* <u>Bribe</u> (1/Month) Call in a minor favor from a merchant, city guard, clergy, politician, or noble.  
|''Zealot, Bad Reputation''
|-
|-
|BAD REPUTATION VI
|'''Bad Reputation VI'''
|Zealot, Bad Reputation
|Bad Reputation V
|Bad Reputation V
|Your Room/Board discount increases to 15%.
|Your Room/Board discount increases to 15%.
|''Zealot, Bad Reputation''
|-
|-
|BAD REPUTATION VII
|'''Bad Reputation VII'''
|Zealot, Bad Reputation
|Bad Reputation VI
|Bad Reputation VI
|Your Goods/Services discount increases to 15%.
|Your Goods/Services discount increases to 15%.
|''Zealot, Bad Reputation''
|-
|-
|BAD REPUTATION VIII
|'''Bad Reputation VIII'''
|Zealot, Bad Reputation
|Bad Reputation VII
|Bad Reputation VII
|Your Intimidating and Menacing bonus gains another +3.
|Your Intimidating and Menacing bonus gains another +3.
|''Zealot, Bad Reputation''
|-
|-
|BAD REPUTATION IX
|'''Bad Reputation IX'''
|Zealot, Bad Reputation
|Bad Reputation VIII
|Bad Reputation VIII
|Your Initiative bonus gains another +3.
|Your Initiative bonus gains another +3.
|''Zealot, Bad Reputation''
|-
|-
|BAD REPUTATION X
|'''Bad Reputation X'''
|Zealot, Bad Reputation
|Bad Reputation IX
|Bad Reputation IX
|Bribe becomes 1/Week.
|Bribe becomes 1/Week.
|''Zealot, Bad Reputation''
|}

Revision as of 01:30, 24 November 2023

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 Stacks

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 Tallents

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

Feature PreReq Description
Zealot Entry Character Level 2 When you take this entry you gain the Fallowing abilities
  • Just Defender Gain one Talent from the Combat Specialization Stack. This talent must be from the Defenses Stack.
  • You gain the Holy Cause ability.
    • Holy Cause (AWR/Rest) You may spend 1 Reactive AP to cancel one condition when an ally within 10 ft of you suffers from that condition. You are only able to cancel the Charmed condition with this ability.
  • Aura (AWR/Rest) Gain one Aura Talent of your choice. You may activate an Aura by spending 3 AP on your turn. The Aura lasts for 10 minutes or until you choose to end it early (costing 0 AP) or cast another Aura. Your Aura’s radius is 10ft.
  • 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.

Aura Enhancements

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

Auras

Feature PreReq Discreption Tags
Aura of Aggression Zealot Entry You and all creatures of your choice within your aura’s radius deal +2 damage whenever they hit a creature with

an attack.

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

turn.

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

Cavalier Track

Feature PreReq Discreption Tags
Holy Mount Zealot Entry You gain a companion mount that is unusually intelligent and can communicate basic thoughts, feelings, and ideas to you telepathically. It has the stats of a Draft Horse (although your MC may allow you other options for your mount) and your mount has -1 INT instead of -3. You can choose your mount’s appearance and your mount has the Divine tag. Each time you complete a rest, you must spend 15 minutes tending to your mount. If you do not, then it ignores you for the day (perhaps it is dispelled or on another plane, or maybe it’s just off foraging for food on its own). Your mount always finds its own sustenance, either magically or through mundane means (at your discretion). Zealot, Cavalier
Cavalier Holy Mount Gain +2 Skill Points in Animal Handling and +2 in one skill of your choice with the Survival tag. You can mount and dismount your holy mount with 5 ft of movement instead of spending an AP to mount or dismount. Zealot, Cavalier
Holy Mount II Cavalier Your holy mount’s stats improve. Add your Divine Power to its max HP, and all of its defenses increase by 1. Zealot, Cavalier
Cavalier II Holy Mount II You gain +1 MCAP while riding your holy mount. Gain one Cavalier ability from the Cavalier Abilities 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 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 warhorse or giant elk (your MC might choose to allow additional options). Your mount’s defense bonus increases to +2. You can spend 2 MCAP on your turn to allow your mount to make one of their special attacks, if they have one. Zealot, Cavalier
Cavalier IV Holy Mount IV Gain +2 Skill Points in Animal Handling and +2 in one skill of your choice with the Survival tag. Gain a third Cavalier ability. 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 List

Ability Description Enhanced
Invigorate Spend (1/Recoup) 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 1⁄2 their speed for free. (3/Recoup) When you move, you may spend 1 MCAP to allow (CHA) number of allies to move up to their speed for free.
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 Spend (1/Recoup) 2 MCAP to move and make a Trample attack against up to 3 creatures that you moved next to. This doesn't provoke reactive attacks. (3/Recoup) Spend 2 MCAP to move and make a Trample attack against any creatures that you moved next to. This doesn't provoke reactive attacks.
Together We Fall (1/Recoup) When you or your mount takes damage, you can reduce the damage by 1⁄2 CHA then split the remainder evenly between the two of you. (3/Recoup) When you or your mount takes damage, you can reduce the damage by CHA then split the remainder evenly between the two of you.

Consecrated Blade Track

Feature PreReq Discreption Tags
Holy Weapon Zealot Entry Learn the Holy Weapon ritual, ignoring its Divine 7 Prerequisite. If you already knew it, learn one ritual of your choice if you meet its prerequisites. Zealot, Consecrated Blade
Unwavering Holy Weapon Gain +4 Skill Points that you may spend on skills with the Athleticism or Endurance tags. While wielding your holy weapon, you cannot be disarmed. Zealot, Consecrated Blade
Ardent Weapon Unwavering Your holy weapon also deals +1d6 damage against the creature tag that you chose when you cast the ritual. When you cast the ritual choose whether the damage is physical, fire, radiant, or necrotic. Zealot, Consecrated Blade
Blessed Blade Ardent Weapon Any creature that can see you may use your Holy Weapon and gain its full benefits. Zealot, Consecrated Blade
Zealots Resolve Blessed Blade Your +1 bonus from the Holy Weapon also applies to Mental defenses. Zealot, Consecrated Blade
Holy Arsenal Zealot’s Resolve

Incompatible: Versatile Weapon

(1/Week) When you use Holy Weapon, you can bless two weapons, choosing the same or different creatures for each weapon. Zealot, Consecrated Blade
Blessed Blade II Holy Arsenal

Any creature can use your Holy Weapon, even without seeing you.

Versatile Weapon Zealot’s Resolve

Incompatible: Holy Arsenal

Choose an extra creature tag when you cast Holy Weapon. Your Holy Weapon gains its benefits against creatures with either tag. Zealot, Consecrated Blade
Ardent Weapon II Versatile Weapon Your holy weapon also has a +1 crit range against any creature tag that you chose. Zealot, Consecrated Blade
Consecrated Weapon Consecrated Blade 7 One weapon that you bless as a Holy Weapon is your Consecrated Weapon. It has a +2 bonus instead of +1. Zealot, Consecrated Blade
Zealots Resolve II Consecrated Weapon Holy Weapon bonus also applies to Physical defenses. Zealot, Consecrated Blade
Recall Zealot’s Resolve II When within 200 ft of your weapon, you can call your weapon back to your hand for 1 AP. If another creature is

holding it, make an END attack against that creature’s FORT. If you succeed, your weapon returns to you.

Zealot, Consecrated Blade
Holy Lance Recall Your Consecrated Weapon gains the Thrown 40 ft property if it didn’t have the thrown property. Zealot, Consecrated Blade
Ethereal Recall Recall

Incompatible: Bloody Recall

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

Incompatible: Ethereal Recall

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

Incompatible: Punishment

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

Incompatible: Reward

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

Your consecrated weapon bonus is +4. Reward/Punish with Consecrated weapons can be done 3/day. Level 30: All of your benefits from Weapon of Legend become permanent. You lose the Consecrate weapon ability permanently, but your consecrated weapon bonus increases to +4 and the Reward/Punish bonus is 5/day. This weapon costs no Essence for you, but its benefits remain after you die, and it takes 40 Essence for for another creature to bond with this item.

Zealot, Consecrated Blade, Capstone

Crusader Track

Feature PreReq Discreption Tags
Crusader Aspirant Zealot Entry Gain the first rank of the Knight profession. If you already have it, you do not gain additional Skill Points, but you can use your rank 1 feature one additional time per day. Zealot, Crusader
Sword of Justice Crusader Aspirant Gain the Divine Infusion ability.
  • Divine Infusion (2/Rest) Spend 1 AP when you touch an allied creature or when you hit with a weapon attack. Choose an ally and heal 1d10 HP, or hit an enemy with the weapon and deal +1d10 radiant.
Zealot, Crusader
Sword of Justice II Sword for Justice Choose a planar or magical creature tag: arcane, avadri, celestial, divine, eldritch, fae, fiend, occult, primal, or psionic. When you use Divine Infusion, if the target is that type of creature or Undead, deal +1d10 damage. Zealot, Crusader
Sword of Justice III Sword for Justice II Gain the Cleanse ability.
  • Cleanse (2/Rest) Spend 3 AP to make a magical AWR attack against a creature’s WILL. If you hit, the creature takes 1d6 Psychic and you can remove a condition from that creature: Focused, Protected, or Rallied. If you miss, you do not expend a use of this ability.
Zealot, Crusader
Sword of Justice IV Sword for Justice III When you use Divine Infusion, roll +1d10 if used for healing an ally. Zealot, Crusader
Shield the Innocent Crusader Aspirant Gain the Purge Unholy ability.

Purge Unholy (2/Rest) Spend 4 AP to speak a holy word censuring the unholy. Make a magical AWR attack against the WILL of each hostile Undead within 30 ft of you. On a hit, a creature is Broken for 1 minute or until they take damage. On a miss, a creature is Broken until the end of their next turn or until they take damage.

Zealot, Crusader
Shield the Innocent II Shield the Innocent Choose one planar or magical creature tag: arcane, avadri, celestial, divine, eldritch, fae, fiend, occult, primal, or psionic. When you use Purge Unholy, it targets both Undead and that choice. Zealot, Crusader
Shield the Innocent III Shield the Innocent II Gain the Intercede ability.
  • Intercede (2/Rest) When an ally within 30 ft takes damage, you take all the damage instead. The ally still suffers other effects.
Zealot, Crusader
Shield the Innocent IV Shield the Innocent III Creatures that you hit with Purge the Unholy also take 1d8 radiant damage on a hit. Zealot, Crusader
Crusader Postulant Crusader 5 Gain the second rank of the Knight profession. If you already have it, you do not gain additional Skill Points, but you gain one additional Page in your employ. Zealot, Crusader
Sword of Justice V Sword for Justice IV, Crusader Postulant Cleanse now deals 2d6 damage and removes all three conditions. Zealot, Crusader
Sword of Justice VI Sword for Justice V Cleanse costs 1 fewer AP (min 1) and is 1⁄2 AWR/Rest. Zealot, Crusader
Sword of Justice VII Sword for Justice VI Gain the Holy Sword Ability.
  • Holy Sword You may spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged until the start of your next turn. You deal +1d6 radiant damage if you make a reactive attack against a creature Engaged in this way.
Zealot, Crusader
Sword of Justice VIII Sword for Justice VII Gain the Cleansing Fire ability.
  • Cleansing Fire (2/Rest) When you use Cleanse, you may also use Cleansing Fire. This removes any passive spells or magical effects that are improving the creature’s stats, such as Minor Augmentation.
Zealot, Crusader
Shield the Innocent V Shield the Innocent IV, Crusader Postulant When you use Intercede, you may also suffer any conditions/effect instead of your ally. Intercede becomes 1⁄2 AWR/Rest. Zealot, Crusader
Shield the Innocent VI Shield the Innocent V Gain Second Wind.
  • Second Wind. (1⁄2 AWR/Rest) If you are Bloodied, spend 1 AP to regain HP equal to 1d6+AWR.
Zealot, Crusader
Shield the Innocent VII Shield the Innocent VI Choose another creature type from Shield the Innocent II. Purge Unholy works on all three creature types. Purge Unholy also costs 1 fewer AP (min 1). Zealot, Crusader
Shield the Innocent VIII Shield the Innocent VII Gain the Holy Shield ability.
  • Holy Shield (AWR/Rest) You may spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged for 1 minute.
Zealot, Crusader
Crusader Ordinant Crusader Postulant, Crusader 10 Gain the third rank of the Knight profession. If you already have it, you do not gain additional Skill Points, but you gain one additional Squire in your employ. Zealot, Crusader
Sword of Justice IX Sword for Justice VIII, Crusader Ordinant Choose two more creature types that Divine Infusion does more damage on. Zealot, Crusader
Sword of Justice X Sword for Justice IX Cleanse does 3d6 damage and is AWR/Rest. Zealot, Crusader
Sword of Justice XI Sword for Justice X Regain one use of Divine Infusion when you Recoup. You can use Divine Infusion 1⁄2 AWR/Rest. When you roll the highest number on a Divine Infusion die that would heal HP or deal damage, set that die aside and roll another die of the same size. Repeat this process until you have no new maximum rolls, then add all of those numbers together for your total healing or damage. Zealot, Crusader
Sword of Justice XII Sword for Justice XI Cleanse does 1⁄2 damage on a miss, and you can use Cleansing Fire any time you Cleanse. Zealot, Crusader
Shield the Innocent IX Shield the Innocent VIII, Crusader Ordinant Purge Unholy does +1d8 radiant damage. Pick 1 more creature tag for Purge Unholy to work against. Zealot, Crusader
Shield the Innocent X Shield the Innocent IX Reduce damage you take from Intercede by 1d6+AWR. Intercede becomes AWR/Rest. Zealot, Crusader
Shield the Innocent XI Shield the Innocent X Regain one use of Purge Unholy when you Recoup. Purge Unholy becomes 1⁄2 AWR/Rest. When you roll the highest number on a Purge Unholy die that would deal damage, set that die aside and roll another die of the same size. Repeat this process until you have no new maximum rolls, then add all of those numbers together for your total healing or damage. Zealot, Crusader
Shield the Innocent XII Shield the Innocent XI Second Wind becomes 1d8. Second Wind is AWR/Rest. Zealot, Crusader
Crusader Templar Crusader Ordinant, Crusader 14 You are known far and wide as a defender of the weak and a devoted soldier to your ideals. Whenever you are within 30 miles of a settlement and you have at least 3 Goodwill in that settlement, you can intimidate potential foes when you roll initiative. Any creature that has a level equal to or lower level than your level, or Monster Level equal to or lower than half your level, must roll a CHA check upon entering combat with you if they can see you, or if they’ve heard tale/seen evidence of your presence (But you must actually be there), and if they do not beat 10+Your CHA, they are Shaken until the end of their next rest whenever you are within 30 ft of them. If they beat the DC or you become bloodied, they are immune to this ability until the end of their next rest.

Level 30: Creatures who fail their CHA check will make a reasonable effort to avoid combat with you, potentially by retreating or negotiating. If they are being actively led by a creature that is equal to or greater ML than your Character Level, half of them will flee.

Zealot, Crusader, Capstone

Holy Cause Track

Feature PreReq Discreption Tags
Holy Cause II Zealot Entry Holy Cause also works on Shaken (choose one condition each time). Zealot, Holy Cause
Inspirational Holy Cause II You gain the Inspirational ability.
  • Inspirational (CHA/Rest) While you have an Aura active, you may choose for affected creatures in the aura to gain tactical advantage for 5 minutes while in the Aura.
Zealot, Holy Cause
Lay on Hands Inspirational You gain the Lay on Hands ability.
  • Lay on Hands (2/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature.
Zealot, Holy Cause
Inspire Fear Lay on Hands You gain the Inspire Fear ability.
  • Inspire Fear (CHA/Rest) While you have an Aura active, you may spend 2 AP to impose Tactical Disadvantage on all hostile creatures in the aura for 5 minutes while in the aura.
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

You may touch a creature suffering from a common poison and instantaneously cure it. (1/Week) Zealot, Holy Cause
Fervent Leader Holy Cause 6 You gain the Fervent Leader ability.
  • Fervent Leader (CHA/Rest) When an allied creature within range of your active aura is hit by an attack that targets their ANT, LOG, or WILL, you may choose for it to hit you instead.
Zealot, Holy Cause
Ever Holy Fervent Leader, Holy Cause Holy Cause recharges 1⁄2 AWR/Rest. Zealot, Holy Cause
Piety II Fervent Leader, Piety Piety can also cure common Diseases. Zealot, Holy Cause
Lay on Hands III Holy Cause 8 Lay on Hands becomes 1⁄2 AWR/Rest. Zealot, Holy Cause
Ever Holy II Lay on Hands III, Ever Holy Holy Cause recharges AWR/Rest. Zealot, Holy Cause
Piety III Lay on Hands III, Piety II Piety becomes 2/Week. Zealot, Holy Cause
Stalwart Leader Holy Cause 10 Gain +6 Skill points that you can assign to any skill with the Athleticism, Stamina, Influence, and/or Observation tags. Zealot, Holy Cause
Ever Holy III Stalwart Leader, Ever Holy II Regain 1 use of Holy Cause when Recouping. Zealot, Holy Cause
Piety IV Stalwart Leader, Piety III Piety can cure uncommon poisons and diseases. Zealot, Holy Cause
Fervent Leader II Holy Cause 12 When you use your Fervent Leader ability, you can ignore the Frightened and Shaken conditions if you would gain

them as a result of being hit.

Zealot, Holy Cause
Lay on Hands IV Fervent Leader II Lay on Hands becomes AWR/Rest. Zealot, Holy Cause
Shining Beacon Lay on Hands IV You are renowned far and wide as an inspirational figure. Kings and generals vie for your attention and would pay great prices to get you to lead their armies, but all know that you only raise a blade or lead a battle when you believe that the cause is just. Once per week when you roll initiative, you may choose to activate your Shining Beacon ability. Shining Beacon. For the duration of the battle, you and all allies that can see or hear you gain TA. All hostile creatures that can see or hear you gain TD. At the start of each minute, you and a number of creatures up to your CHA gain Shield HP equal to your AWR. You and all alliesthat 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

Good Reputation

PreReq Discreption Tags
Good Reputation Zealot Entry

Incompatible: Bad Reputation

When in a settled area where you have 0 or more Goodwill, gain Good Reputation. Good Reputation. You get a 10% discount on room/ board. Zealot, Good Reputation
Good Reputation II Good Reputation Good Reputation also grants you a 10% discount on goods/ services. Zealot, Good Reputation
Good Reputation III Good Reputation II Gain Upstanding Citizen.
  • Upstanding Citizen (1/Month) Gain +1 Goodwill in a settled area.
Zealot, Good Reputation
Good Reputation IV Good Reputation III Your Room/Board discount increases to 15%. Zealot, Good Reputation
Good Reputation V Good Reputation IV Your Goods/Services discount increases to 15%. Zealot, Good Reputation
Good Reputation VI good Reputation V Gain Citizen’s Favor. Zealot, Good Reputation
Good Reputation VII Good Reputation VI Your Room/Board discount increases to 20%. Zealot, Good Reputation
Good Reputation VIII Good Reputation VII Your Goods/Services discount increases to 20%. Zealot, Good Reputation
Good Reputation IX Good Reputation VIII Upstanding Citizen becomes 1/Week. Zealot, Good Reputation
Good Reputation X Good Reputation IX Citizen’s Favor becomes 1/Week. Zealot, Good Reputation

BAD REPUTATION

Feature PreReq Discreption Tags
Bad Reputation Zealot Entry

Incompatible: Good Reputation

While in a settlement where you have 0 or fewer Goodwill, gain Bad Reputation. Bad Reputation. You gain +2 to Menacing and Intimidating. Zealot, Bad Reputation
Bad Reputation II Bad Reputation Bad Reputation also grants you +2 to Initiative as people are intimidated by your threatening presence. Zealot, Bad Reputation
Bad Reputation III Bad Reputation II Bad Reputation also grants you a 10% discount on room/ board as people are afraid of giving you normal rates. Zealot, Bad Reputation
Bad Reputation IV Prerequisites: Bad Reputation III Bad Reputation also grants you a 10% discount on goods and services as people are afraid of giving you normal rates. Zealot, Bad Reputation
Bad Reputation V Bad Reputation IV Gain Bribe.
  • Bribe (1/Month) Call in a minor favor from a merchant, city guard, clergy, politician, or noble.
Zealot, Bad Reputation
Bad Reputation VI Bad Reputation V Your Room/Board discount increases to 15%. Zealot, Bad Reputation
Bad Reputation VII Bad Reputation VI Your Goods/Services discount increases to 15%. Zealot, Bad Reputation
Bad Reputation VIII Bad Reputation VII Your Intimidating and Menacing bonus gains another +3. Zealot, Bad Reputation
Bad Reputation IX Bad Reputation VIII Your Initiative bonus gains another +3. Zealot, Bad Reputation
Bad Reputation X Bad Reputation IX Bribe becomes 1/Week. Zealot, Bad Reputation