Zealot: Difference between revisions

56 bytes added ,  21 June 2024
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|'''Shield the Innocent VI'''
|'''Shield the Innocent VI'''
|Shield the Innocent V
|Shield the Innocent V
|Gain Second Wind.
|Gain the Second Wind ability.


* <u>Second Wind</u>: (1⁄2 AWR/Rest) If you are Bloodied, spend 1 AP to regain HP equal to 1d6+AWR. You regain all expended uses when you Take a Rest.  
* <u>Second Wind</u>: (1⁄2 AWR/Rest) If you are Bloodied, spend 1 AP to regain HP equal to 1d6+AWR. You regain all expended uses when you Take a Rest.  
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|'''Inspirational'''  
|'''Inspirational'''  
|Holy Cause II
|Holy Cause II
|You gain the Inspirational ability.
|Gain the Inspirational ability.


* <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. You regain all expended uses when you Take a 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. You regain all expended uses when you Take a Rest.  
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|'''Lay on Hands'''  
|'''Lay on Hands'''  
|Inspirational
|Inspirational
|You gain the Lay on Hands ability.
|Gain the Lay on Hands ability.


* <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. You regain all expended uses when you Take a 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. You regain all expended uses when you Take a Rest.  
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|'''Inspire Fear'''  
|'''Inspire Fear'''  
|Lay on Hands
|Lay on Hands
|You gain the Inspire Fear ability.
|Gain the Inspire Fear ability.


* <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. You regain all expended uses when you Take a 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. You regain all expended uses when you Take a Rest.  
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|'''Fervent Leader'''  
|'''Fervent Leader'''  
|Holy Cause 6
|Holy Cause 6
|You gain the Fervent Leader ability.
|Gain the Fervent Leader ability.


* <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. You regain all expended uses when you Take a 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. You regain all expended uses when you Take a Rest.  
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|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, gain Good Reputation.  
|When in a settled area where you have 0 or more Goodwill, gain the Good Reputation ability.  


* <u>Good Reputation</u>: You get a 10% discount on room/ board.
* <u>Good Reputation</u>: You get a 10% discount on room/ board.
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|'''Good Reputation III'''
|'''Good Reputation III'''
|Good Reputation II
|Good Reputation II
|Gain Upstanding Citizen.
|Gain the Upstanding Citizen ability.


* <u>Upstanding Citizen</u>: (1/Month) Gain +1 Goodwill in a settled area.
* <u>Upstanding Citizen</u>: (1/Month) Gain +1 Goodwill in a settled area.
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|'''Good Reputation VI'''
|'''Good Reputation VI'''
|Good Reputation V
|Good Reputation V
|Gain Citizen’s Favor.
|Gain the Citizen’s Favor ability.


* <u>Citizen’s Favor</u>: (1/month) Call in a minor favor from a [[merchant]], city [[guard]], [[clergy]], politician, or [[noble]].  
* <u>Citizen’s Favor</u>: (1/month) Call in a minor favor from a [[merchant]], city [[guard]], [[clergy]], politician, or [[noble]].  
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|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, gain Bad Reputation.  
|While in a settlement where you have 0 or fewer Goodwill, gain the Bad Reputation ability.  


* <u>Bad Reputation</u>: You gain +2 to Menacing and Intimidating.
* <u>Bad Reputation</u>: You gain +2 to Menacing and Intimidating.
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|'''Bad Reputation V'''
|'''Bad Reputation V'''
|Bad Reputation IV
|Bad Reputation IV
|Gain Bribe.
|Gain the Bribe ability.


* <u>Bribe</u>: (1/Month) Call in a minor favor from a merchant, city guard, clergy, politician, or noble.
* <u>Bribe</u>: (1/Month) Call in a minor favor from a merchant, city guard, clergy, politician, or noble.