adept

Adept

Adepts are a little more than laymen but a little less than clergymen in the grand scheme of religious hierarchy. While any individual who wishes to worship can be a layman, Adepts have proven their unwavering faith and have been touched by their deity, providing them with a small subset of spells.

Adepts generally are considered the ward of a Cleric within the church who serves as a mentor. Adepts are utilized as groundskeepers, greeters, and messengers. During religious ceremonies, Adepts are commonly found leading opening and closing prayer and service rites. The sick and injured are first tended to by an Adept, who will send those whom they cannot help to one of the Clerics.

An adept needs to choose a deity. The main churches in Sasserine are those of Pelor, St. Cuthbert, Farlanghan, Olidammara (Worgul), Wee Jas, Kord, and the Azure Cathedral which compromises the worship of Osprem, Procan, and Xerbo. Other deities are worshiped but do not have established churches, though many do have small shrines.

The established churches will have up to 10 Adepts at any given time. The unestablished churches with shrines in Sasserine will have only one Adept at any given time.

An adept of one of the established churches starts with the following gear:

  • Adept’s Robes (in the colour and style of the church)
  • Traveler’s Outfit
  • Backpack
  • Spell Component Pouch
  • Wooden Holy Symbol
  • Healer’s Kit
  • Waterskin
  • Morningstar
  • Sling
  • 10 bullets
  • 1 Sunrod
  • 1 Trail Ration

An adept of a deity without an established church starts with the following gear:

  • Traveler’s Outfit
  • Sack
  • Spell Component Pouch
  • Wooden Holy Symbol
  • Waterskin
  • Club or Quarterstaff
  • Sling
  • 10 rocks (1d3/1d2 instead of 1d4/1d3 damage)
  • 1 Torch
  • Flint and Steel
  • Bread and Cheese

adept

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