zealot
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revisionNext revisionBoth sides next revision | ||
zealot [2020/02/03 16:46] – [Cleric] andrew | zealot [2020/02/11 19:23] – [Zealot] andrew | ||
---|---|---|---|
Line 6: | Line 6: | ||
^Level^ Proficiency Bonus^ Class Features^ | ^Level^ Proficiency Bonus^ Class Features^ | ||
|1|+2|Starting HP, [[equipment# | |1|+2|Starting HP, [[equipment# | ||
- | |2|+2|1/ | + | |2|+2|1/ |
|3|+2|Gain one feature from your chosen archetype| | |3|+2|Gain one feature from your chosen archetype| | ||
|4|+2|Add +1 to an ability score of your choice; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply | | |4|+2|Add +1 to an ability score of your choice; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply | | ||
|5|+3|Gain one different feature from your chosen archetype; gain Magic Item Creation proficiency| | |5|+3|Gain one different feature from your chosen archetype; gain Magic Item Creation proficiency| | ||
|6|+3|Add +1 to an ability score of your choice; | |6|+3|Add +1 to an ability score of your choice; | ||
- | |7|+3|Gain one different feature from your chosen | + | |7|+3|Gain one different feature from your chosen archetype | |
|8|+3|Add +1 to an ability score of your choice; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply | | |8|+3|Add +1 to an ability score of your choice; Draw 3 cards from the [[special features|special features deck]], choose 1 to apply | | ||
- | |9|+4|Gain one different feature from your chosen archetype; | + | |9|+4|Gain one different feature from your chosen archetype; Pick one known spell up to spell level 3 to be a cantrip for you| |
===== Zealot Basics ===== | ===== Zealot Basics ===== | ||
Line 55: | Line 55: | ||
Sometimes the Holy Spirit moves a man to renounce the world and its goods and delights. | Sometimes the Holy Spirit moves a man to renounce the world and its goods and delights. | ||
- | Hermits are skilled in Herbalism, Survival and Perception. | + | Hermits are skilled in Herbalism, Survival and Perception. |
+ | |||
+ | A hermit will never use any weapons apart from a quarterstaff or club. In place of heavy armor and shield, a hermit begins with a bag containing 20 doses of any combination of common [[herbals|herbal]] concoctions. | ||
=== Hermit Archetype Features (choose 1 at level 3, 5, 7 and 9) === | === Hermit Archetype Features (choose 1 at level 3, 5, 7 and 9) === | ||
Line 80: | Line 82: | ||
Templars gain proficiency with all types of armor and shields as well as all martial weapons and knightly combat. Templars do not create scrolls or potions, but can create permanent holy magic items at higher level like other zealots. They begin play with 1 martial weapon of their choice, in addition to normal zealot gear. They, however, learn/cast spells as if a zealot one level lower than they are, only casting cantrips at first level. | Templars gain proficiency with all types of armor and shields as well as all martial weapons and knightly combat. Templars do not create scrolls or potions, but can create permanent holy magic items at higher level like other zealots. They begin play with 1 martial weapon of their choice, in addition to normal zealot gear. They, however, learn/cast spells as if a zealot one level lower than they are, only casting cantrips at first level. | ||
+ | |||
+ | Templars take a vow of poverty when they gain their ability to create miracles. If they retain too much wealth for themselves (as determined by the GM) they may lose the ability to cast their highest level of spells until they have atoned for themselves. | ||
Templars automatically know at least some Latin. | Templars automatically know at least some Latin. |
zealot.txt · Last modified: 2020/03/06 18:56 by andrew