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Zealot

Zealot Class Codex Trimmed

The Zealot is an uncompromising fighter whose fury at those who do not share his Faith knows no bounds. They may seem like a simpleminded brute, once given a target they will not rest until that target is either converted or dead. While the Priest is the core of any Faith and the Paladins their defenders, the Zealot would be their militant attack force. Zealots do not typically exist in great numbers, but the devastation a single one can wreak upon their foes is considerable. Without laws, regulations, or any restriction beyond their beliefs, there is little one can do to reason with a Zealot, and even less to persuade them from their goals. One of a few limited options is to simply get out of their way.

As those who would lay waste to (as they see it) entire heretic cities or even countries, they are never to be taken lightly. They can be powerful allies, however can sometimes be a liability. With no law higher than their Faith, they can turn on anyone they see as a threat and will do everything in their power to wipe them out. To this end they are sometimes seen as more of a burden then an asset, but in combat there are few who can match their relentless attacks. A Zealot’s ability to keep themselves and their allies fighting is enhanced by the unwavering resolve of their Faith.

Class Overview


Typical Roles: Healer, Support/utility, Melee Damage, Ranged Damage
Damage Types: Physical, Faith (Holy, Demonic, Psionic, Primal)
Class Mechanics: Fury and Faith

Available Races Initial Gold
Anakim 112.0
Centaur 120.0
Dwarf 140.0
Half-elf 92.0
Half-orc 76.0
Human 120.0
Kayden 84.0
Minotaur 96.0
Orc 80.0
Wild Elf 88.0

Default Stats: During Character Creation you may choose to use the default stat line shown below, before racial modifiers. This can be instead of rolling for stats, or if after rolling ten sets of stats you don’t like the results.

Default Stat Zealot
STRENGTH 12
AGILITY 10
STAMINA 14
INTELLECT 9
WISDOM 12
AVOIDANCE 10
PERCEPTION 10
RESOLVE 10
INITIATIVE 10
CHARM 8

During Character Creation you may choose to use the Default Stat Line, before racial modifiers, instead of rolling for stats, or if after rolling ten sets of stats you don’t like the results

Proficiencies

Natural Armor Proficiency: Cloth
Trainable Armor Proficiency: Leather, Mail
Natural Weapon Proficiency: Knives, Bludgeons and Axes
Trainable Weapon Proficiency: Axes (2-handed), Hand Weapons, Whips, Crossbows, Firearms

See Equipment section for details. When using a weapon that your class is not proficient with, see Combat Penalties. There is no level or title prerequisite to train in a new proficiency, however you must receive the appropriate Training.

Class Skills

Class Passive Skill: Militant Faith
Class Secondary skill: (choose one) Bounty HunterIntimidator, or Extra Sensory Perception

Example of Militant Faith: On his first turn a Zealot casts Heavenly Shield on an ally as an instant (gaining 1 Fury) and then casts Minor Heal on another ally, scoring a critical Heal (gaining 2 Fury). The Zealot therefore ends his turn with 3 Fury total. On his next turn he moves into base contact with a foe, consumes the 3 fury to activate Berserker Strike. Assuming the Zealot successfully rolls to hit and then inflicts damage with the Berserker Strike, on his third turn he will have +1 to any Faith Difficulty rolls he needs to take to cast a Faith power on that turn.

Primary Skills


Fury

For Zealots, their intense Faith is often used as a weapon, feeding the constant fury and turmoil within themselves. In addition to the typical methods of fury gains, the Zealots Militant Faith Class Passive also allows for Fury gains both inflicting and receiving damage from Faith Powers.

However, a Zealots fury can be equally stoked when they find themselves forced to heal or otherwise benefit their allies.  Whether this is out anger that someone would dare attack their allies or out of rage for the missed opportunity to inflict damage themselves, varies depending on the Zealot. Regardless, Zealots also gain +1 Fury for a normal heal or buff of any kid, and +2 Fury for a Crit heal.

Gain +1 Fury for every killing blowDealing Normal DamageDealing Crit DamageTaking Normal DamageTaking Crit Damage
Physical Attack w/ 1 Handed Weapon+1 Fury+2 Fury+1 Fury+2 Fury
Physical Attack w/ 2 Handed Weapon+2 Fury+4 Fury+2 Fury+4 Fury
Faith Power (including healing/benefiting an ally) +1 Fury+2 Fury+1 Fury+2 Fury

While learning new Faith Powers requires study, prayer, meditation or contemplation, learning new Fury Skills is relatively simple, and follows the standard methods of training. Typically Zealots are solitary and self sufficient, honing their Fury skills by using them in battle. To learn new skills they may simply rely upon the experience of a local Combat Trainer or pick up a new skill when they cross paths with a fellow Zealot. Their lifestyle often keeps them on the road and finds them in the wilder places of the world, meaning interactions with Barbarians, Berserkers, Shamans and other such Fury Classes can also be a means to learning new skills. 

New fury skills require training unless they are upgrades (i.e. Berserker Strike -> Improved Berserker Strike), see Learning New Fury Skills for details.

Faith

Sacred Scriptures

Zealots carry the words of their Faith with them wherever they go. This most often includes the accepted mainstream Text of their faith, but also could include scrolls or letters written by fanatical outliers or long dead Inquisitors of old. Some Zealots have even been known to wear pages of scripture on their clothing, a superstitious practice with little practical value other than to make known their presence. Regardless of how a Zealot chooses to carry the teachings of their faith with them, it is an essential repository of knowledge that acts as a source book of sorts for all of the Faith Powers that they would have access to as part of their faith. Depending on the circumstance and character background, a GM might choose to restrict what Powers are recorded within those sacred writings and scriptures, however unless otherwise stated it contains the entirely of what would be available for their choose Faith Path (i.e. if following the Holy Faith, it would contain all Holy Faith powers from all Disciplines)

From this repository, a Zealot can memorize powers for day-to-day use and for use in combat. For additional details see Learning New Faith Powers.

Battle Hymns

In order to actually cast any of their powers, a Zealot, Cleric, or Paladin must speak out a memorized scripture or verse while focusing their mind on the desired outcome. This must be paired with a simple but forceful casting gesture, often made with a symbol, relic, idol, or other such device of their faith (see Methods of Casting).

For Zealots, conflict and violence are common place. As such they have become adept at exercising their Faith in the powers they serve while in the thick of battle. Many choose to recite battle hymns or shout out words of power that can carry across a battlefield. Many also choose to forge the symbols of their faith into their weapons to make it that much easier to switch from casting to melee combat as required.

Level Ups


Zealots use the following chart for levelling up:

HP Dice (Regular): Small Race (1d8), Medium Race (1d10), Large Race (1d12)

Notes:

  1. Re-calculate Fury Max each level
  2. New fury abilities require training unless they are upgrades (i.e. Berserker Strike -> Improved Berserker Strike), see Learning New Fury Abilities for details
  3. Max Faith Powers Known does not include Tier 0 powers (i.e. Prayers/Rituals/Systems/Mantras)
  4. Leveling up only increases the capacity for known Faith Powers, to actually learn new powers see Learning New Faith Powers for details

Specializations


Specializations are recommended for advanced players only, and are accomplished through the Secondary Skill system (see Specialist Skills). Zealots may choose to specialize their skills in one weapon use, one combat style and/or one faith discipline, but can not have more than two specializations in total.

  • Max one Weapon Specialist skill (choose from: Knives, Bludgeons, Axes, Hand Weapons, Whips, Crossbows)
  • Max one Combat Specialist skill (choose from: Freehand, Great Weapon, Paired Weapon, Freestyle, Mounted)
  • Max one Faith Specialist skill (choose from any Discipline associated with your Faith Path)

Title System


Renown Titles

Zealots gain titles based on their deeds and reputation both on and off the battlefield. Their Renown grows as they pursue heretics, witches, and other such deviants. This often leads them to become praised by some, yet hated by others. Zealots are unique in that they must manage their reputation among the common folk but also the Faiths that they either serve or persecute.

The titles awarded by a Zealot’s Renown are as follows: