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'''<big><u>Zealot Tracks</u></big>''' | '''<big><u>Zealot Tracks</u></big>''' | ||
'''Aura.''' Gain powerful auras that bolster yourself and your allies against the encroaching darkness. | '''[[Zealot#Aura Track|Aura.]]''' Gain powerful auras that bolster yourself and your allies against the encroaching darkness. | ||
''' | [[Zealot#Aura Enhancements|'''Aura Enhancements.''']] By attuning yourself with your divine cause, improve the ways that you can use your auras. | ||
''' | [[Zealot#Cavalier Track|'''Cavalier'''.]] Bond with a mystic steed, on whom you can ride into battle. | ||
''' | '''[[Zealot#Consecrated Blade Track|Consecrated Blade.]]''' You can enchant a weapon, turning it into a powerful artifact capable of smiting evil wherever it might lurk. | ||
''' | '''[[Zealot#Crusader Track|Crusader.]]''' As a sword for the just and a shield for the innocent, you lead a crusade against the forces of evil. | ||
'''Reputation'''. Your reputation precedes you, for good or ill, and you are never treated as simply an innocuous traveler. | '''[[Zealot#Holy Cause Track|Holy Cause.]]''' Your very presence is enough to help other creatures remain true to their convictions, even against strong temptations. | ||
[[Zealot#Reputation Track|'''Reputation'''.]] Your reputation precedes you, for good or ill, and you are never treated as simply an innocuous traveler. | |||
'''[[Zealot#Hellbound Track|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. | |||
'''[[Zealot#Oath of the Saints Track|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 == | == Core Subclass Tracks == | ||
=== Zealot Entry Talent === | === Zealot Entry Talent === | ||
After gaining the Zealot Entry talent, you can take talents from any of the Zealot tracks. | After gaining the Zealot Entry talent, you can take talents from any of the Zealot subclass tracks. | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 33: | Line 39: | ||
|'''Zealot Entry''' | |'''Zealot Entry''' | ||
|Character Level 2 | |Character Level 2 | ||
|When you take this entry you gain the following | |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. | ||
* '''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'''. 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'' | |''Zealot, Class Entry'' | ||
|} | |} | ||
=== Aura Track === | === Aura Track === | ||
[[File: | [[File:AuraTrack.png|center|frameless|703x703px|Aura Enhancement Track Progression]] | ||
{| class="wikitable" | {| class="wikitable" | ||
!Aura | !Aura | ||
| Line 58: | Line 69: | ||
|- | |- | ||
|'''Aura of Aggression II''' | |'''Aura of Aggression II''' | ||
|Aura of Aggression, Divine 7 | |Aura of Aggression, Divine Power 7 | ||
|You and all creatures of your choice within your | |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'' | |''Zealot, Aura'' | ||
|- | |- | ||
|'''Aura of Aggression III''' | |'''Aura of Aggression III''' | ||
|Aura of Aggression II, Divine 12 | |Aura of Aggression II, Divine Power 12 | ||
|You and all creatures of your choice within your | |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'' | |''Zealot, Aura'' | ||
|- | |- | ||
|'''Aura of Protection''' | |'''Aura of Protection''' | ||
|Zealot Entry | |Zealot Entry | ||
|You and all creatures of your choice within your Aura’s radius gain +1 to their mental defenses | |You and all creatures of your choice within your Aura’s radius gain +1 to their mental defenses. | ||
|''Zealot, Aura'' | |''Zealot, Aura'' | ||
|- | |- | ||
|'''Bodily Protection''' | |'''Bodily Protection''' | ||
|Aura of Protection | |Aura of Protection | ||
|Your Aura of Protection applies to creatures’ physical defenses as well | |Your Aura of Protection applies to creatures’ physical defenses as well. | ||
|''Zealot, Aura'' | |''Zealot, Aura'' | ||
|- | |- | ||
|'''Bodily Protection II''' | |'''Bodily Protection II''' | ||
|Bodily Protection, Divine 7 | |Bodily Protection, Divine Power 7 | ||
|Your Aura of Protection applies to creatures’ AR as well. | |Your Aura of Protection applies to creatures’ AR as well. | ||
|''Zealot, Aura'' | |''Zealot, Aura'' | ||
| Line 89: | Line 100: | ||
|'''Bulwark II''' | |'''Bulwark II''' | ||
|Bulwark | |Bulwark | ||
|Your Aura of Protection increases creatures’ defenses by | |Your Aura of Protection now increases creatures’ defenses by +2. | ||
|''Zealot, Aura'' | |''Zealot, Aura'' | ||
|- | |- | ||
|'''Bulwark III''' | |'''Bulwark III''' | ||
|Bulwark II | |Bulwark II | ||
|Your Aura of Protection increases creatures’ defenses by | |Your Aura of Protection now increases creatures’ defenses by +3. | ||
|''Zealot, Aura'' | |''Zealot, Aura'' | ||
|- | |- | ||
| Line 103: | Line 114: | ||
|- | |- | ||
|'''Aura of Reduction II''' | |'''Aura of Reduction II''' | ||
|Aura of Reduction, | |Aura of Reduction, Divine Power 7 | ||
|Aura of Reduction grants targets DR 2/Magic. | |Aura of Reduction grants targets DR 2/Magic. | ||
|''Zealot, Aura'' | |''Zealot, Aura'' | ||
|- | |- | ||
|'''Aura of Reduction III''' | |'''Aura of Reduction III''' | ||
|Aura of Reduction II, | |Aura of Reduction II, Divine Power 12 | ||
|Aura of Reduction grants targets DR 3/Magic. | |Aura of Reduction grants targets DR 3/Magic. | ||
|''Zealot, Aura'' | |''Zealot, Aura'' | ||
| Line 114: | Line 125: | ||
|'''Aura of Vitality''' | |'''Aura of Vitality''' | ||
|Zealot Entry | |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'' | |''Zealot, Aura'' | ||
|- | |- | ||
|'''Aura of Vitality II''' | |'''Aura of Vitality II''' | ||
|Aura of Vitality, | |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'' | |''Zealot, Aura'' | ||
|} | |} | ||
=== Aura Enhancement Track === | |||
[[File:AuraEnhancementsTrack.png|center|frameless|560x560px]] | |||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 129: | Line 141: | ||
!Description | !Description | ||
!Tags | !Tags | ||
|- | |- | ||
|'''Combined Aura''' | |'''Combined Aura''' | ||
|Zealot Entry | |Zealot Entry | ||
|By spending two uses of your Aura, you may activate two different Auras simultaneously | |By spending two uses of your Aura, you may use your Aura ability to activate two different Auras simultaneously. | ||
|''Zealot, Aura Enhancement'' | |''Zealot, Aura Enhancement'' | ||
|- | |- | ||
|'''Combined Aura II''' | |'''Combined Aura II''' | ||
|Combined Aura | |Combined Aura | ||
|By spending three uses of your Aura, you may activate three different Auras simultaneously | |By spending three uses of your Aura, you may use your Aura ability to activate three different Auras simultaneously. | ||
|''Zealot, Aura Enhancement'' | |''Zealot, Aura Enhancement'' | ||
|- | |- | ||
|'''Combined Aura III''' | |'''Combined Aura III''' | ||
|Combined Aura II | |Combined Aura II | ||
|By spending four uses of your Aura, you may activate four different Auras simultaneously | |By spending four uses of your Aura, you may use your Aura ability to activate four different Auras simultaneously. | ||
|''Zealot, Aura Enhancement'' | |''Zealot, Aura Enhancement'' | ||
|- | |- | ||
| Line 182: | Line 189: | ||
|'''Frequent Aura''' | |'''Frequent Aura''' | ||
|Zealot Entry | |Zealot Entry | ||
| | |Aura becomes AWR/Recoup. | ||
|''Zealot, Aura Enhancement'' | |''Zealot, Aura Enhancement'' | ||
| Line 188: | Line 195: | ||
|'''Frequent Aura II''' | |'''Frequent Aura II''' | ||
|Frequent Aura, Zealot 7 | |Frequent Aura, Zealot 7 | ||
| | |Aura becomes AWR/Catch Breath. | ||
|''Zealot, Aura Enhancement'' | |''Zealot, Aura Enhancement'' | ||
|- | |- | ||
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=== Cavalier Track === | === Cavalier Track === | ||
[[File: | [[File:CavalierTrack.png|center|frameless|400x400px|Cavalier Track Progression]] | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 223: | Line 230: | ||
|'''Holy Mount''' | |'''Holy Mount''' | ||
|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 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'' | |''Zealot, Cavalier'' | ||
|- | |- | ||
|'''Cavalier''' | |'''Cavalier''' | ||
|Holy Mount | |Holy Mount | ||
|Gain +2 Skill Points in Animal Handling and +2 in one skill of your choice with the survival tag. | |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. | You can mount and dismount your holy mount with 5 ft of movement instead of spending an AP to mount or dismount. | ||
|''Zealot, Cavalier'' | |''Zealot, Cavalier'' | ||
| Line 234: | Line 244: | ||
|'''Holy Mount II''' | |'''Holy Mount II''' | ||
|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'' | |''Zealot, Cavalier'' | ||
|- | |- | ||
|'''Cavalier II''' | |'''Cavalier II''' | ||
|Holy Mount II | |Holy Mount II | ||
|You gain +1 MCAP while riding your holy mount. | |You gain +1 MCAP while riding your holy mount. | ||
Gain one Cavalier ability from the | |||
Gain one Cavalier ability from the Cavalier Abilities list. | |||
|''Zealot, Cavalier'' | |''Zealot, Cavalier'' | ||
|- | |- | ||
|'''Holy Mount III''' | |'''Holy Mount III''' | ||
|Cavalier II | |Cavalier II | ||
|Your mount can use the stats of a [[Riding Horse | |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'' | |''Zealot, Cavalier'' | ||
|- | |- | ||
|'''Cavalier III''' | |'''Cavalier III''' | ||
|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 +2 Skill Points in Animal Handling and +2 in any one skill of your choice with the survival tag. | ||
Gain a second Cavalier ability | |||
Gain a second Cavalier ability. | |||
|''Zealot, Cavalier'' | |''Zealot, Cavalier'' | ||
|- | |- | ||
|'''Holy Mount IV''' | |'''Holy Mount IV''' | ||
|Cavalier III | |Cavalier III | ||
|Your mount can use the stats of a [[war horse]] or [[ | |Your mount can use the stats of a [[war horse|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'' | |''Zealot, Cavalier'' | ||
|- | |- | ||
|'''Cavalier IV''' | |'''Cavalier IV''' | ||
|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 +2 Skill Points in Animal Handling and +2 in any one skill of your choice with the survival tag. | ||
Gain a third Cavalier ability | |||
Gain a third Cavalier ability. | |||
|''Zealot, Cavalier'' | |''Zealot, Cavalier'' | ||
|- | |- | ||
|'''Holy Mount V''' | |'''Holy Mount V''' | ||
|Cavalier IV | |Cavalier IV | ||
|Your mount can use the stats of a [[ | |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'' | |''Zealot, Cavalier'' | ||
|- | |- | ||
|'''Cavalier V''' | |'''Cavalier V''' | ||
|Holy Mount V | |Holy Mount V | ||
|You gain | |You gain +1 MCAP while riding your holy mount. Choose one of your Cavalier Abilities to become Enhanced. | ||
|''Zealot, Cavalier'' | |''Zealot, Cavalier'' | ||
|} | |} | ||
| Line 279: | Line 292: | ||
{| class="wikitable" | {| class="wikitable" | ||
!Cavalier Ability | !Cavalier Ability | ||
! | !Ability | ||
!Enhanced | !Enhanced | ||
|- | |- | ||
|'''Invigorate''' | |'''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''' | |'''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''' | |'''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''' | |'''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''' | |'''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 === | ||
[[File: | [[File:ConsecratedBladeTrack.png|center|frameless|461x461px|Consecrated Blade Track Progression]] | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 313: | Line 326: | ||
|'''Holy Weapon''' | |'''Holy Weapon''' | ||
|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]] 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'' | |''Zealot, Consecrated Blade'' | ||
|- | |- | ||
|'''Unwavering''' | |'''Unwavering''' | ||
|Holy Weapon | |Holy Weapon | ||
|Gain +4 Skill Points that you | |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. | While wielding your holy weapon, you cannot be disarmed. | ||
|''Zealot, Consecrated Blade'' | |''Zealot, Consecrated Blade'' | ||
| Line 332: | Line 348: | ||
|''Zealot, Consecrated Blade'' | |''Zealot, Consecrated Blade'' | ||
|- | |- | ||
|''' | |'''Zealot's Resolve''' | ||
|Blessed Blade | |Blessed Blade | ||
| | |While wielding your holy weapon, gain +1 to mental defenses. | ||
|''Zealot, Consecrated Blade'' | |''Zealot, Consecrated Blade'' | ||
|- | |- | ||
| Line 340: | Line 356: | ||
|Zealot’s Resolve | |Zealot’s Resolve | ||
<u>Incompatible</u>: Versatile Weapon | <u>Incompatible</u>: Versatile Weapon | ||
|(1/Week) When you | |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'' | |''Zealot, Consecrated Blade'' | ||
|- | |- | ||
| Line 361: | Line 379: | ||
|'''Consecrated Weapon''' | |'''Consecrated Weapon''' | ||
|Consecrated Blade 7 | |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, Consecrated Blade'' | ||
|- | |- | ||
|''' | |'''Zealot's Resolve II''' | ||
|Consecrated Weapon | |Consecrated Weapon | ||
| | |Zealot’s Resolve becomes +1 to physical and mental defenses. | ||
|''Zealot, Consecrated Blade'' | |''Zealot, Consecrated Blade'' | ||
|- | |- | ||
|'''Recall''' | |'''Recall''' | ||
|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 holding it, make an END attack against that creature’s FORT. If you succeed, your weapon returns to you. | |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'' | |''Zealot, Consecrated Blade'' | ||
|- | |- | ||
|'''Holy Lance''' | |'''Holy Lance''' | ||
|Recall | |Recall | ||
|Your Consecrated Weapon gains | |Your Consecrated Weapon gains a 40 ft thrown range if it did not already have the thrown property. | ||
|''Zealot, Consecrated Blade'' | |''Zealot, Consecrated Blade'' | ||
|- | |- | ||
| Line 382: | Line 404: | ||
|Recall | |Recall | ||
<u>Incompatible</u>: Bloody Recall | <u>Incompatible</u>: Bloody Recall | ||
|When you use Recall, by spending 1 | |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'' | |''Zealot, Consecrated Blade'' | ||
|- | |- | ||
| Line 388: | Line 410: | ||
|Recall | |Recall | ||
<u>Incompatible</u>: Ethereal Recall | <u>Incompatible</u>: Ethereal Recall | ||
|When you use Recall, you may spend 3 | |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'' | |''Zealot, Consecrated Blade'' | ||
|- | |- | ||
|'''Holy Arsenal II''' | |'''Holy Arsenal II''' | ||
|Recall, Blessed Blade II | |Recall, Blessed Blade II | ||
| | |Holy Arsenal becomes three weapons. | ||
|''Zealot, Consecrated Blade'' | |''Zealot, Consecrated Blade'' | ||
|- | |- | ||
|'''Versatile Weapon II''' | |'''Versatile Weapon II''' | ||
|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 | |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'' | |''Zealot, Consecrated Blade'' | ||
|- | |- | ||
|'''Reward''' | |'''Reward''' | ||
| | |Holy Arsenal II or Versatile Weapon II | ||
<u>Incompatible</u>: Punishment | <u>Incompatible</u>: Punishment | ||
|A | |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'' | |''Zealot, Consecrated Blade'' | ||
|- | |- | ||
|'''Punishment''' | |'''Punishment''' | ||
| | |Holy Arsenal II or Versatile Weapon II | ||
<u>Incompatible</u>: Reward | <u>Incompatible</u>: Reward | ||
|A | |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'' | |''Zealot, Consecrated Blade'' | ||
|- | |- | ||
|'''Consecrated Weapon II''' | |'''Consecrated Weapon II''' | ||
| | |Reward or Punishment | ||
|Your Consecrated Weapon bonus becomes +3. | |Your Consecrated Weapon bonus becomes +3 to attack and damage rolls. | ||
|''Zealot, Consecrated Blade'' | |''Zealot, Consecrated Blade'' | ||
|- | |- | ||
|''' | |'''Zealot's Resolve III''' | ||
|Consecrated Weapon II | |Consecrated Weapon II | ||
| | |Zealot’s Resolve becomes +2 to physical and mental defenses and +1 to AR. | ||
|''Zealot, Consecrated Blade'' | |''Zealot, Consecrated Blade'' | ||
|- | |- | ||
|'''Weapon of Legend''' | |'''Weapon of Legend''' | ||
|Zealot’s Resolve III | |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 | |||
* '''Level 30 | 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''''' | |''Zealot, Consecrated Blade, '''Capstone''''' | ||
|} | |} | ||
=== Crusader Track === | === Crusader Track === | ||
[[File: | [[File:CrusaderTrack.png|center|frameless|539x539px|Crusader Track Progression]] | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 441: | Line 467: | ||
|'''Crusader Aspirant''' | |'''Crusader Aspirant''' | ||
|Zealot Entry | |Zealot Entry | ||
|Gain | |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'' | |''Zealot, Crusader'' | ||
|- | |- | ||
|'''Sword | |'''Sword for Justice''' | ||
|Crusader Aspirant | |Crusader Aspirant | ||
|Gain the Divine Infusion ability. | |Gain the Divine Infusion ability. | ||
* '''Divine Infusion | * '''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'' | |''Zealot, Crusader'' | ||
|- | |- | ||
|'''Sword | |'''Sword for Justice II''' | ||
|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 | |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'' | |''Zealot, Crusader'' | ||
|- | |- | ||
|'''Sword | |'''Sword for Justice III''' | ||
|Sword for Justice II | |Sword for Justice II | ||
|Gain the Cleanse ability. | |Gain the Cleanse ability. | ||
* '''Cleanse | * '''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'' | |''Zealot, Crusader'' | ||
|- | |- | ||
|'''Sword | |'''Sword for Justice IV''' | ||
|Sword for Justice III | |Sword for Justice III | ||
|When you use Divine Infusion, | |When you use Divine Infusion, heal +1d10 HP if used on an ally. | ||
|''Zealot, Crusader'' | |''Zealot, Crusader'' | ||
|- | |- | ||
| Line 472: | Line 498: | ||
|Gain the Purge Unholy ability. | |Gain the Purge Unholy ability. | ||
* '''Purge Unholy | * '''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'' | |''Zealot, Crusader'' | ||
|- | |- | ||
|'''Shield the Innocent II''' | |'''Shield the Innocent II''' | ||
|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 creatures with the undead tag and that choice. | ||
|''Zealot, Crusader'' | |''Zealot, Crusader'' | ||
|- | |- | ||
| Line 484: | Line 510: | ||
|Gain the Intercede ability. | |Gain the Intercede ability. | ||
* '''Intercede | * '''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'' | |''Zealot, Crusader'' | ||
|- | |- | ||
|'''Shield the Innocent IV''' | |'''Shield the Innocent IV''' | ||
|Shield the Innocent III | |Shield the Innocent III | ||
|Creatures that you hit with Purge | |Creatures that you hit with Purge Unholy also take 1d8 radiant damage on a hit. | ||
|''Zealot, Crusader'' | |''Zealot, Crusader'' | ||
|- | |- | ||
|'''Crusader Postulant''' | |'''Crusader Postulant''' | ||
|Crusader 5 | |Crusader 5 | ||
|Gain the | |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'' | |''Zealot, Crusader'' | ||
|- | |- | ||
|'''Sword | |'''Sword for Justice V''' | ||
|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'' | |''Zealot, Crusader'' | ||
|- | |- | ||
|'''Sword | |'''Sword for Justice VI''' | ||
|Sword for Justice V | |Sword for Justice V | ||
|Cleanse costs 1 fewer AP (min 1) and | |Cleanse costs 1 fewer AP (min 1) and becomes 1⁄2 AWR/Rest. | ||
|''Zealot, Crusader'' | |''Zealot, Crusader'' | ||
|- | |- | ||
|'''Sword | |'''Sword for Justice VII''' | ||
|Sword for Justice VI | |Sword for Justice VI | ||
|Gain the Holy Sword Ability. | |Gain the Holy Sword Ability. | ||
* '''Holy Sword.''' | * '''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'' | |''Zealot, Crusader'' | ||
|- | |- | ||
|'''Sword | |'''Sword for Justice VIII''' | ||
|Sword for Justice VII | |Sword for Justice VII | ||
|Gain the Cleansing Fire ability. | |Gain the Cleansing Fire ability. | ||
* '''Cleansing Fire | * '''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'' | |''Zealot, Crusader'' | ||
|- | |- | ||
|'''Shield the Innocent V''' | |'''Shield the Innocent V''' | ||
|Shield the Innocent IV, Crusader Postulant | |Shield the Innocent IV, Crusader Postulant | ||
|When you use Intercede, you may also suffer any conditions | |When you use Intercede, you may also suffer any conditions or effects instead of your ally. Intercede becomes 1⁄2 AWR/Rest. | ||
|''Zealot, Crusader'' | |''Zealot, Crusader'' | ||
|- | |- | ||
| Line 530: | Line 556: | ||
|Gain the Second Wind ability. | |Gain the Second Wind ability. | ||
* '''Second Wind | * '''Second Wind (1⁄2 AWR/Rest).''' If you are Bloodied, spend 1 AP to regain HP equal to 1d6+AWR. | ||
|''Zealot, Crusader'' | |''Zealot, Crusader'' | ||
|- | |- | ||
| Line 542: | Line 568: | ||
|Gain the Holy Shield ability. | |Gain the Holy Shield ability. | ||
* '''Holy Shield | * '''Holy Shield (AWR/Rest).''' Spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged for 1 minute. | ||
|''Zealot, Crusader'' | |''Zealot, Crusader'' | ||
|- | |- | ||
|'''Crusader Ordinant''' | |'''Crusader Ordinant''' | ||
|Crusader Postulant, Crusader 10 | |Crusader Postulant, Crusader 10 | ||
|Gain the | |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'' | |''Zealot, Crusader'' | ||
|- | |- | ||
|'''Sword | |'''Sword for Justice IX''' | ||
|Sword for Justice VIII, Crusader Ordinant | |Sword for Justice VIII, Crusader Ordinant | ||
|Choose two more creature tags | |Choose two more creature tags from Sword for Justice II. Divine Infusion damage applies to all three creature tags. | ||
|''Zealot, Crusader'' | |''Zealot, Crusader'' | ||
|- | |- | ||
|'''Sword | |'''Sword for Justice X''' | ||
|Sword for Justice IX | |Sword for Justice IX | ||
|Cleanse | |Cleanse now deals 3d6 damage and becomes AWR/Rest. | ||
|''Zealot, Crusader'' | |''Zealot, Crusader'' | ||
|- | |- | ||
|'''Sword | |'''Sword for Justice XI''' | ||
|Sword for Justice X | |Sword for Justice X | ||
|Regain one use of Divine Infusion when you Recoup. | |Regain one use of Divine Infusion when you Recoup. Divine Infusion becomes 1⁄2 AWR/Rest. | ||
When you roll the | |||
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'' | |''Zealot, Crusader'' | ||
|- | |- | ||
|'''Sword | |'''Sword for Justice XII''' | ||
|Sword for Justice XI | |Sword for Justice XI | ||
|Cleanse does | |Cleanse does 1⁄2 damage on a miss, and you can use Cleansing Fire any time you Cleanse. | ||
|''Zealot, Crusader'' | |''Zealot, Crusader'' | ||
|- | |- | ||
|'''Shield the Innocent IX''' | |'''Shield the Innocent IX''' | ||
|Shield the Innocent VIII, Crusader Ordinant | |Shield the Innocent VIII, Crusader Ordinant | ||
|Purge Unholy does +1d8 radiant damage. Pick | |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'' | |''Zealot, Crusader'' | ||
|- | |- | ||
|'''Shield the Innocent X''' | |'''Shield the Innocent X''' | ||
|Shield the Innocent IX | |Shield the Innocent IX | ||
| | |When you use Intercede, reduce the damage you take by 1d6+AWR. | ||
Intercede becomes AWR/Rest. | |||
|''Zealot, Crusader'' | |''Zealot, Crusader'' | ||
|- | |- | ||
|'''Shield the Innocent XI''' | |'''Shield the Innocent XI''' | ||
|Shield the Innocent X | |Shield the Innocent X | ||
|Regain one use of Purge Unholy when you Recoup. Purge Unholy becomes | |Regain one use of Purge Unholy when you Recoup. Purge Unholy becomes 1⁄2 AWR/Rest. | ||
When you roll the | |||
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'' | |''Zealot, Crusader'' | ||
|- | |- | ||
|'''Shield the Innocent XII''' | |'''Shield the Innocent XII''' | ||
|Shield the Innocent XI | |Shield the Innocent XI | ||
|Second Wind becomes | |Second Wind now heals 1d8+AWR and becomes AWR/Rest. | ||
|''Zealot, Crusader'' | |''Zealot, Crusader'' | ||
|- | |- | ||
| Line 595: | Line 625: | ||
|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. | |You are known far and wide as a defender of the weak and a devoted soldier to your ideals. | ||
* '''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 | 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''''' | |''Zealot, Crusader, '''Capstone''''' | ||
|} | |} | ||
=== Holy Cause Track === | === Holy Cause Track === | ||
[[File: | [[File:HolyCauseTrack.png|center|frameless|538x538px|Holy Cause Track Progression]] | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 611: | Line 642: | ||
|'''Holy Cause II''' | |'''Holy Cause II''' | ||
|Zealot Entry | |Zealot Entry | ||
|Holy Cause | |You may use Holy Cause to cancel the Shaken condition. | ||
|''Zealot, Holy Cause'' | |''Zealot, Holy Cause'' | ||
|- | |- | ||
| Line 618: | Line 649: | ||
|Gain the Inspirational ability. | |Gain the Inspirational ability. | ||
* '''Inspirational | * '''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'' | |''Zealot, Holy Cause'' | ||
|- | |- | ||
| Line 625: | Line 656: | ||
|Gain the Lay on Hands ability. | |Gain the Lay on Hands ability. | ||
* '''Lay on Hands | * '''Lay on Hands (2/Rest).''' You may touch a creature and spend 2 AP to restore 3 HP to that creature. | ||
|''Zealot, Holy Cause'' | |''Zealot, Holy Cause'' | ||
|- | |- | ||
| Line 632: | Line 663: | ||
|Gain the Inspire Fear ability. | |Gain the Inspire Fear ability. | ||
* '''Inspire Fear | * '''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'' | |''Zealot, Holy Cause'' | ||
|- | |- | ||
|'''Lay on Hands II''' | |'''Lay on Hands II''' | ||
|Inspire Fear | |Inspire Fear | ||
|Lay on Hands becomes 3/Rest | |Lay on Hands becomes 3/Rest. | ||
|''Zealot, Holy Cause'' | |''Zealot, Holy Cause'' | ||
|- | |- | ||
|'''Holy Cause III''' | |'''Holy Cause III''' | ||
|Lay on Hands II | |Lay on Hands II | ||
<u>Incompatible</u>: | <u>Incompatible</u>: Pious | ||
|Holy Cause | |You may use Holy Cause to cancel the Enthralled condition. | ||
|''Zealot, Holy Cause'' | |''Zealot, Holy Cause'' | ||
|- | |- | ||
|''' | |'''Pious''' | ||
|Lay on Hands II | |Lay on Hands II | ||
<u>Incompatible</u>: Holy Cause III | <u>Incompatible</u>: Holy Cause III | ||
|(1/Week) You may touch a creature suffering from a common poison and instantaneously cure it. | |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'' | |''Zealot, Holy Cause'' | ||
|- | |- | ||
| Line 656: | Line 691: | ||
|Gain the Fervent Leader ability. | |Gain the Fervent Leader ability. | ||
* '''Fervent Leader | * '''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'' | |''Zealot, Holy Cause'' | ||
|- | |- | ||
|'''Ever Holy''' | |'''Ever Holy''' | ||
|Fervent Leader, Holy Cause | |Fervent Leader, Holy Cause | ||
|Holy Cause | |Holy Cause becomes 1⁄2 AWR/Rest. | ||
|''Zealot, Holy Cause'' | |''Zealot, Holy Cause'' | ||
|- | |- | ||
|''' | |'''Pious II''' | ||
|Fervent Leader, | |Fervent Leader, Pious | ||
| | |Pious can also cure common diseases. | ||
|''Zealot, Holy Cause'' | |''Zealot, Holy Cause'' | ||
|- | |- | ||
|'''Lay on Hands III''' | |'''Lay on Hands III''' | ||
|Holy Cause 8 | |Holy Cause 8 | ||
|Lay on Hands becomes | |Lay on Hands becomes 1⁄2 AWR/Rest. | ||
|''Zealot, Holy Cause'' | |''Zealot, Holy Cause'' | ||
|- | |- | ||
|'''Ever Holy II''' | |'''Ever Holy II''' | ||
|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'' | |''Zealot, Holy Cause'' | ||
|- | |- | ||
|''' | |'''Pious III''' | ||
|Lay on Hands 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'' | |''Zealot, Holy Cause'' | ||
|- | |- | ||
|'''Stalwart Leader''' | |'''Stalwart Leader''' | ||
|Holy Cause 10 | |Holy Cause 10 | ||
|Gain +6 Skill Points that you can | |Gain +6 Skill Points that you can spend on any skill with the athleticism, stamina, influence, or observation tag. | ||
|''Zealot, Holy Cause'' | |''Zealot, Holy Cause'' | ||
|- | |- | ||
| Line 694: | Line 731: | ||
|''Zealot, Holy Cause'' | |''Zealot, Holy Cause'' | ||
|- | |- | ||
|''' | |'''Pious IV''' | ||
|Stalwart Leader, | |Stalwart Leader, Pious III | ||
| | |Pious can cure uncommon poisons and diseases. | ||
|''Zealot, Holy Cause'' | |''Zealot, Holy Cause'' | ||
|- | |- | ||
| Line 712: | Line 749: | ||
|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. | |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. | ||
* '''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 | 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''''' | |''Zealot, Holy Cause, '''Capstone''''' | ||
|} | |} | ||
=== Reputation Track === | === Reputation Track === | ||
[[File: | [[File:ReputationTrack.png|center|frameless|330x330px|Reputation Track Progression]] | ||
{| class="wikitable" | {| class="wikitable" | ||
|+Good Reputation | |+Good Reputation | ||
| Line 731: | Line 770: | ||
|Zealot Entry | |Zealot Entry | ||
<u>Incompatible</u>: Bad Reputation | <u>Incompatible</u>: Bad Reputation | ||
|When in a settled area where you have 0 or more Goodwill, | |When in a settled area where you have 0 or more Goodwill, you get a 10% discount on room/board. | ||
|''Zealot, Good Reputation'' | |''Zealot, Good Reputation'' | ||
|- | |- | ||
|'''Good Reputation II''' | |'''Good Reputation II''' | ||
|Good Reputation | |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'' | |''Zealot, Good Reputation'' | ||
|- | |- | ||
| Line 745: | Line 782: | ||
|Gain the Upstanding Citizen ability. | |Gain the Upstanding Citizen ability. | ||
* '''Upstanding Citizen | * '''Upstanding Citizen (1/Month).''' Gain +1 Goodwill in a settled area. | ||
|''Zealot, Good Reputation'' | |''Zealot, Good Reputation'' | ||
|- | |- | ||
|'''Good Reputation IV''' | |'''Good Reputation IV''' | ||
|Good Reputation III | |Good Reputation III | ||
|Your | |Your room/board discount becomes 15%. | ||
|''Zealot, Good Reputation'' | |''Zealot, Good Reputation'' | ||
|- | |- | ||
|'''Good Reputation V''' | |'''Good Reputation V''' | ||
|Good Reputation IV | |Good Reputation IV | ||
|Your | |Your goods/services discount becomes 15%. | ||
|''Zealot, Good Reputation'' | |''Zealot, Good Reputation'' | ||
|- | |- | ||
| Line 762: | Line 799: | ||
|Gain the Citizen’s Favor ability. | |Gain the Citizen’s Favor ability. | ||
* '''Citizen’s Favor.''' | * '''Citizen’s Favor (1/Month).''' Call in a minor favor from a merchant, city guard, clergy, politician, or noble. | ||
|''Zealot, Good Reputation'' | |''Zealot, Good Reputation'' | ||
|- | |- | ||
|'''Good Reputation VII''' | |'''Good Reputation VII''' | ||
|Good Reputation VI | |Good Reputation VI | ||
|Your | |Your room/board discount becomes 20%. | ||
|''Zealot, Good Reputation'' | |''Zealot, Good Reputation'' | ||
| Line 773: | Line 810: | ||
|'''Good Reputation VIII''' | |'''Good Reputation VIII''' | ||
|Good Reputation VII | |Good Reputation VII | ||
|Your | |Your goods/services discount becomes 20%. | ||
|''Zealot, Good Reputation'' | |''Zealot, Good Reputation'' | ||
|- | |- | ||
| Line 797: | Line 834: | ||
|Zealot Entry | |Zealot Entry | ||
<u>Incompatible</u>: Good Reputation | <u>Incompatible</u>: Good Reputation | ||
|While in a settlement where you have 0 or fewer Goodwill, | |While in a settlement where you have 0 or fewer Goodwill, you gain +2 to Menacing and Intimidating. | ||
|''Zealot, Bad Reputation'' | |''Zealot, Bad Reputation'' | ||
|- | |- | ||
| Line 809: | Line 844: | ||
|'''Bad Reputation III''' | |'''Bad Reputation III''' | ||
|Bad Reputation II | |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'' | |''Zealot, Bad Reputation'' | ||
|- | |- | ||
|'''Bad Reputation IV''' | |'''Bad Reputation IV''' | ||
|Bad Reputation III | |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'' | |''Zealot, Bad Reputation'' | ||
|- | |- | ||
| Line 821: | Line 856: | ||
|Gain the Bribe ability. | |Gain the Bribe ability. | ||
* '''Bribe | * '''Bribe (1/Month).''' Call in a minor favor from a merchant, city guard, clergy, politician, or noble. | ||
|''Zealot, Bad Reputation'' | |''Zealot, Bad Reputation'' | ||
|- | |- | ||
|'''Bad Reputation VI''' | |'''Bad Reputation VI''' | ||
|Bad Reputation V | |Bad Reputation V | ||
|Your | |Your room/board discount becomes 15%. | ||
|''Zealot, Bad Reputation'' | |''Zealot, Bad Reputation'' | ||
|- | |- | ||
|'''Bad Reputation VII''' | |'''Bad Reputation VII''' | ||
|Bad Reputation VI | |Bad Reputation VI | ||
|Your | |Your goods/services discount becomes 15%. | ||
|''Zealot, Bad Reputation'' | |''Zealot, Bad Reputation'' | ||
|- | |- | ||
|'''Bad Reputation VIII''' | |'''Bad Reputation VIII''' | ||
|Bad Reputation VII | |Bad Reputation VII | ||
|Your Intimidating and Menacing bonus | |Your Intimidating and Menacing bonus becomes +5. | ||
|''Zealot, Bad Reputation'' | |''Zealot, Bad Reputation'' | ||
|- | |- | ||
|'''Bad Reputation IX''' | |'''Bad Reputation IX''' | ||
|Bad Reputation VIII | |Bad Reputation VIII | ||
|Your Initiative bonus | |Your Initiative bonus becomes +5. | ||
|''Zealot, Bad Reputation'' | |''Zealot, Bad Reputation'' | ||
|- | |- | ||
| Line 849: | Line 884: | ||
|''Zealot, Bad Reputation'' | |''Zealot, Bad Reputation'' | ||
|} | |} | ||
''*Updated to v1.2'' | |||
== Additional Subclass Tracks == | == Additional Subclass Tracks == | ||
[[File:Hellbound2.png|thumb|250x250px]] | |||
=== Hellbound Track === | === Hellbound Track === | ||
''Source: Harker's Guide to Vampire Hunting''<blockquote>Note: This is a shared subclass track with the | ''Source: Harker's Guide to Vampire Hunting''<blockquote>Note: This is a shared subclass track with the hellcrafter class</blockquote>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. | 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. | ||
| Line 864: | Line 901: | ||
|'''Infernal Bond''' | |'''Infernal Bond''' | ||
|Zealot Entry or Hellcrafter Entry | |Zealot Entry or Hellcrafter Entry | ||
|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. | |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. | 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'' | |''Hellbound'' | ||
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|'''Fire Scion''' | |'''Fire Scion''' | ||
|Infernal Bond | |Infernal Bond | ||
|You gain Resist Fire 3. | |You gain Resist Fire +3. | ||
Gain the Fire Scion ability. | Gain the Fire Scion ability. | ||
'''Fire Scion.''' 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. | * '''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. | 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. | ||
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|Fire Scion | |Fire Scion | ||
|Gain the Flameblade ability. | |Gain the Flameblade ability. | ||
'''Flameblade.''' 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. | |||
* '''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'' | |''Hellbound, Fire'' | ||
|- | |- | ||
|'''Burning Resurgence''' | |'''Burning Resurgence''' | ||
|Flameblade | |Flameblade | ||
|Flameblade becomes | |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'' | |''Hellbound, Fire'' | ||
|- | |- | ||
|'''Flame Strike''' | |'''Flame Strike''' | ||
|Disciple of Flame, Flameblade | |Disciple of Flame, Flameblade | ||
|Whenever you hit a creature with your Flameblade while ablaze, they gain Burning 1d4 for 1 minute. | |Whenever you hit a creature with your Flameblade while ablaze, they gain Burning 1d4 for 1 minute. | ||
|''Hellbound, Fire'' | |''Hellbound, Fire'' | ||
|- | |- | ||
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|'''Hellfire''' | |'''Hellfire''' | ||
|Flameblade III, Hellbound 12 | |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 | |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'' | |''Hellbound, Fire'' | ||
|- | |- | ||
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|Focused Resolve, Hellbound 8 | |Focused Resolve, Hellbound 8 | ||
|Gain the Fiendish Fervor ability. | |Gain the Fiendish Fervor ability. | ||
'''Fiendish Fervor.''' 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. | |||
* '''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'' | |''Hellbound'' | ||
|- | |- | ||
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|Fiendish Fervor | |Fiendish Fervor | ||
|Gain the Crushing Fervor ability. | |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. | |||
* '''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'' | |''Hellbound'' | ||
|- | |- | ||
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|Crushing Fervor | |Crushing Fervor | ||
|Gain the Breaking Fervor ability. | |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. | |||
* '''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'' | |''Hellbound'' | ||
|- | |- | ||
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|Crushing Fervor II | |Crushing Fervor II | ||
|Gain the Terrifying Fervor ability. | |Gain the Terrifying Fervor ability. | ||
'''Terrifying Fervor.''' 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. | |||
* '''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'' | |''Hellbound'' | ||
|- | |- | ||
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|Focused Resolve | |Focused Resolve | ||
|You gain the Resolute Bastion ability. | |You gain the Resolute Bastion ability. | ||
'''Resolute Bastion.''' 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. | |||
* '''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'' | |''Hellbound'' | ||
|- | |- | ||
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|'''Inspired Resolve''' | |'''Inspired Resolve''' | ||
|Focused Resolve III | |Focused Resolve III | ||
|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. | |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'' | |''Hellbound, Fire'' | ||
|- | |- | ||
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|'''Focused Resolve VI''' | |'''Focused Resolve VI''' | ||
|Focused Resolve V, Hellbound 12 | |Focused Resolve V, Hellbound 12 | ||
|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) | | | ||
* '''(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'' | |''Hellbound'' | ||
|- | |- | ||
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|'''Redemption''' | |'''Redemption''' | ||
|Fiendish Fervor, Hellbound 14, Zealot Entry | |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. | |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. | 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.''' If you have TA against a creature subject to Fiendish Fervor, you may automatically crit that creature | * '''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. | * '''''Level 30:''''' The final cap for your CHA increases from 12 to 14 and you may now use Redemptive Strike 2/Recoup. | ||
|''Hellbound, '''Capstone''''' | |''Hellbound, '''Capstone''''' | ||
|- | |- | ||
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Also, you and your summoned Hellspawn deal +1d6 psychic damage against all creatures that were Frightened or Broken by you within the past hour. | 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 | Gain the Destroyer’s Strike ability. | ||
'''Destroyer's Strike.''' If you hit a target that is Frightened of you, you may cause the creature to become Broken. | * '''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 | * '''''Level 30:''''' Your Hellfire fire damage and Destroyer’s Strike psychic damage both increase to 1d10. | ||
|''Hellbound, '''Capstone''''' | |''Hellbound, '''Capstone''''' | ||
|} | |} | ||
[[File:OathoftheSaints.png|thumb|275x275px]] | |||
=== Oath of the Saints Track === | === Oath of the Saints Track === | ||