Zealot¶
Zealots are skillful adventurers driven by their fervent belief in a particular cause. Whether monster slayers, witchfinders, revolutionaries, or holy crusaders: zealots can accomplish remarkable feats through the power of that belief.
Requirements¶
A zealot cannot be of a neutral alignment.
Level Progression¶
Level | XP | HD | ATK | Death | Wands | Paralysis | Breath Weapon | Spells |
---|---|---|---|---|---|---|---|---|
1 | 0 | 1d6 | +0 | 11 | 12 | 14 | 16 | 15 |
2 | 1,500 | 2d6 | +1 | 10 | 11 | 13 | 15 | 14 |
3 | 3,000 | 3d6 | +1 | 10 | 11 | 13 | 15 | 14 |
4 | 6,000 | 4d6 | +2 | 9 | 10 | 12 | 14 | 13 |
5 | 12,000 | 5d6 | +2 | 9 | 10 | 12 | 14 | 13 |
6 | 25,000 | 6d6 | +3 | 8 | 9 | 11 | 13 | 12 |
7 | 50,000 | 7d6 | +3 | 7 | 8 | 10 | 12 | 11 |
8 | 100,000 | 8d6 | +4 | 7 | 8 | 10 | 12 | 11 |
9 | 200,000 | 9d6 | +4 | 6 | 7 | 9 | 11 | 10 |
10 | 300,000 | 9d6+2* | +5 | 5 | 6 | 8 | 10 | 9 |
11 | 400,000 | 9d6+4* | +5 | 5 | 6 | 8 | 10 | 9 |
12 | 500,000 | 9d6+6* | +6 | 4 | 5 | 7 | 9 | 8 |
13 | 600,000 | 9d6+8* | +6 | 4 | 5 | 7 | 9 | 8 |
14 | 700,000 | 9d6+10* | +7 | 3 | 5 | 7 | 8 | 7 |
- *****: Modifiers from CON no longer apply.
Armour¶
A zealot can use leather armour, chainmail, and shields.
Weapons¶
A zealot can use one-handed weapons and crossbows, and deals 1d8 damage with these weapons.
Righteous Weapons¶
In the presence of undead, extraplanar beings, or powerful magic of an opposed alignment, a zealot's weapon glows with righteous light equivalent to a torch. A zealot's weapons can hit monsters that can normally only be harmed by silver.
At 4th level or higher, a zealot's weapons can hit monsters that can normally only be harmed by magic.
Turn Undead¶
Zealots can invoke the power of their faith to repulse undead monsters. Roll 2d6 and consult the table below.
Level | 1 | 2 | 2* | 3 | 4 | 5 | 6 | 7-9 |
---|---|---|---|---|---|---|---|---|
1st | 7 | 9 | 11 | — | — | — | — | — |
2 | T | 7 | 9 | 11 | — | — | — | — |
3 | T | T | 7 | 9 | 11 | — | — | — |
4 | D | T | T | 7 | 9 | 11 | — | — |
5 | D | D | T | T | 7 | 9 | 11 | — |
6 | D | D | D | T | T | 7 | 9 | 11 |
7 | D | D | D | D | T | T | 7 | 9 |
8 | D | D | D | D | D | T | T | 7 |
9 | D | D | D | D | D | D | T | T |
10 | D | D | D | D | D | D | D | T |
11+ | D | D | D | D | D | D | D | D |
If the turning attempt succeeds, the player must roll 2d6 to determine the number of HD affected (turned or destroyed).
Turned undead¶
Flee from the zealot's presence if possible, and will not harm the zealot.
Destroyed undead (result of D)¶
Are utterly destroyed.
Excess¶
Excess rolled Hit Dice that are insufficient to affect another undead have no effect.
Minimum effect¶
A successful turn undead always affects at least one monster.
Mixed groups¶
In mixed groups of undead monsters, those with the lowest HD are affected first.
Turning Table Results¶
—¶
The turning fails.
Number¶
If the 2d6 turning roll is higher or equal, the turning attempt succeeds.
T¶
The turning succeeds.
D¶
The turning succeeds; the monsters are destroyed, not simply caused to flee.
Lay on Hands¶
Once per day, a zealot can heal 2 hit points per level by laying their hands on wounded characters. Additionally, a zealot of 6th level or higher may cure disease once per week by laying on hands.
Tracking¶
Zealots can identify and follow tracks. This skill improves as the character gains levels (see table below).
Level | Tracking |
---|---|
1-2 | 2-in-6 |
3-4 | 3-in-6 |
5-6 | 4-in-6 |
7-9 | 5-in-6 |
10+ | 6-in-6 |
Success may be modified by the following factors:
Soft/hard ground¶
Increased by 1-in-6 or reduced by up to 3-in-6.
Size of group being tracked¶
Increased by 1-in-6 per every three creatures.
Passing through an area where other tracks mingle¶
Decreased by 3-in-6.
Age of tracks¶
Reduced by 1-in-6 for every 24 hours.
Rainfall¶
Reduced by 1-in-6 per hour.
Efforts made to hide tracks¶
Reduced by 2-in-6.