Deacons and Adepts

An Optional Subclass

A Priest of Light must usually be an ordained deacon for at least one year before being ordained as a full Priest. Within the context of a game, a Cleric is considered a Deacon for the first two levels of experience. In religions other than the True One, the equivalent to “Deacon” may be “Adept”, “Novice”, Prelate”, and the like. It is, however, possible for a lay person to enter the Deaconate as a perpetual Deacon. This process takes one year of training and the initiate must be an initiated believer (see the “Initiate” invocation) and must have a Faith of at least 14. Additionally, the would-be Deacon must sacrifice 3,500 experience points (i.e. time lost during training), and thereafter, in the case of an adventuring Deacon, must serve in church functions at least six weeks a year to maintain the status of a Deacon.

After ordination, the perpetual Deacon gains the following abilities: Invoke first level miracles as if by a first level Priest and rebuke Undead as if by a Priest of equal level. However, a Deacon, unlike a full Priest, can affect only one creature on a successful rebuke. By becoming schooled in the faith, Deacons, upon ordination, gain the following skills: Religion, Read/Write, and Preaching. These skills are at intensity 1, and if these skills were held prior to schooling, then they are increased by 1 intensity each.

A Deacon/Adept must follow the same behavioral guidelines as a Priest of the same religion (i.e. must destroy Undead, spread the faith, uphold the tenants of the patron deity, etc.). However, their weapon and armour restrictions are the same as their main class (i.e. Warrior, Investigator, etc.)

A Deacon must follow the directives of his Priest or Bishop (or similar higher-ranking clergy if using the optional “Clergy of Other Faiths” rules.) If necessary, a Deacon/Adept must be willing to defend the life of his Priest or Bishop. Additionally, a Deacon must always maintain a Good alignment (or an alignment in keeping with the particular faith.)

Those who practice as full-fledge clergy (Priest, Shaman, or Protector) cannot become Deacons (or Adepts).

 

Class-Related Powers

The powers listed below cost nothing to invoke and once invoked, stay in place in force until the Deacon/Adept sleeps or becomes incapacitated.

 

A Deacon/Adept has a 20% immunity to natural, biological diseases. This resistance is, of course, cumulative with disease resistance due to high Constitution. Additionally, the Deacon resists supernatural, or accursed diseases at 10% immunity. Of course, a Deacon/Adept to an evil deity may actually have a 20% chance to spontaneously spread contagion. In this latter case, the Deacon/Adept does not catch the diseases he spreads. An evil Deacon can attempt to spread disease once per day.

 

By concentrating to the exclusion of all else except movement and conversation, a Deacon has a 5% chance, cumulative, per round of determining an individual's alignment. Note that the target must be within 4//, visible, and awake. Moreover, a successful empathic resistance roll by the target is proof versus this power. A critical fumble permits the target to know that the scan took place, and who was making the attempt.

Once activated, it functions throughout the rest of the day, until the Deacon sleeps or becomes incapacitated. By virtue of this power, the Deacon is shielded from the first point of physical damage from all sources. Note that this protection is only proof versus physical harm, not against insanity, charms, and possession.

While a perpetual Deacon accumulates spiritual points according to his or her primary class (i.e.. warrior, for example), there are still benefits to having a high Faith attribute, as displayed in the table below. Under some circumstances, a beginning Priest will be given the title "Deacon" for the first one or two levels of experience. In this case, the transitional Deacon uses the Priestly Faith matrix.

Table: Deacon Faith Matrix

Faith

Notes

14

Minimum Faith for a Deacon.

15

No special notations

16

17

5% resistance to death magic.

18

Rebukes additional Undead creature.

19

+1d4 HP restored on all healing*  invocations.

20

10% death magic resist

21

Faith shield at +2pts.

22

15% death magic resistance.

23+

Achieves sainthood**. Rebuke affects additional Undead creature.
  * Evil Deacons/Adepts may have "harm others" rather than "healing". In this case, their harm spells inflict an additional 1d4 damage.

** Evil Deacons/Adepts gain Eternal Notoriety (i.e. people remember the Deacon's atrocities forever.)