Religious fanatics who utilize their extreme faith to hunt down any and all enemies of their religion.
Must have taken Priest at least once, must have at least one Preternaturalism or Spiritualism spell learned
Exorcists receive the following skills;
+1 Rank to Religion (your religion), Language (Read/Write): Native Language, Spellcasting, Ritual, and Symbology.
Exorcists receive the following equipment for their job; three bottles of holy water and rope.
Exorcists increase their wage by 25 Silver.
Exorcists learn the Ritual Expel Spirit. They also learn 2 additional spells which can be either Preternaturalism or Spiritualism.
Expel Spirit
Items Required: 10 Silver worth of incense, and one bottle of holy water
Chant: Per Christi virtutem te hoc corpus excedere cogo (By the power of Christ I compel thee to leave this body)
Ritual Check: 55
MPI: 80
Duration: Instantaneous | Casting Time: 1d4 hours
Description: By shaking or sprinkling holy water onto the subject's body and burning incense nearby, this ritual is able to be performed. Its chant must be recited for the duration of the ritual, and upon completion of the ritual the spirit either exits the body - or a new ritual must be performed.
On a successful Ritual check, the spirit suffers 1d10 points of damage directly to its Hit Points. It can choose to leave after taking damage, or remain put. However, if the damage would kill the spirit, it is forcibly removed from the individual's body and is destroyed (or if unable to be destroyed, is sent back to its home plane, such as the case with demonic possessions).
Regardless of success or failure, you end up suffering 2d8 points of Resolve and 1d4 points of Sanity damage afterward due to the taxing nature of the ritual.
Exorcists are specialized priests able to expel evil or troublesome spirits from people's bodies, and it costs 8 TP in order to take it as a Promotion to the Priest.
Exorcists also do well when combined with any other Religious and Magician occupations.
Smite Spirit: Against incorporeal enemies or undead enemies, Exorcist's spells deal +2d12 damage (its type is based on the spell's damage type), and each time Exorcist is taken past the first increases this damage by 1d12.
Strong Spirit: Exorcists receive a +4 bonus to Mental Defense, and this bonus doubles against attempts at possessing them or controlling them (either through magical manipulation and subversion, or through direct possession).