Zealots wander the lands as itinerant preachers and crusaders of their faith. They lead by example, depriving themselves of all the comforts of civilization in order to become closer to their gods. Often, their zeal manifests as madness, and they exhibit self-destructive behaviors to purify their thoughts.

Level 7 Zealot

Attributes. Increase three by 1
Characteristics. Health +6
Languages and Profession. You can speak another language and add a profession.
Zeal When you get a failure on an attack roll or a challenge roll, you can gain 1d3 Insanity to ignore the failure and repeat the roll. You must use the result of the second roll.
After you use this talent, you cannot become charmed, compelled, or frightened until the end of the round.
Violent Madness Whenever you go mad, you always gain the violence result (see Going Mad in Chapter 2)

Level 10 Zealot

Characteristics Health +6
Divine Might When you use Zeal, you make the second roll with 1 boon. Additionally, if you are rolling for an attack, the attack deals 1d6 extra damage.