Religious fanatics who utilize their extreme faith to hunt down any and all enemies of their religion.
Must have taken Inquisitor at least once, must have alignment 5 with your religion, and alignment 1 with at least two other religions.
Zealots receive the following skills;
+1 Rank to Religion (all religions you already possess), Weapon (single weapon group), Intimidate, and Law.
Zealots receive the following equipment for their job; a flagellant whip (use the Club weapon stats).
Zealots increase their wage by 10 Silver.
Zealots are insane devotees who seek to destroy enemies of their faith - or even just perceived enemies, and it costs 8 TP in order to take it as a Promotion to the Inquisitor.
Zealots also do well when combined with any other Religious and Warrior occupations.
Enemy of the Faith: Choose a single religion (if your own religion is chosen it applies against heresies of your faith). You can detect followers of that faith within 12 squares of you, and against followers of that faith you receive a +5 to attack rolls, damage rolls, skill checks, and all Defenses against them.
Unstoppable Fervor: If you are at half HP or lower, you are immune to mind-affecting effects and the Pain status effect.