PRC - Song of Ice & Fire - Drowned God

Mistwell

Crusty Old Meatwad
This Prestige Class is inspired by George R.R. Martin's series, a Song of Ice and Fire, which I know many of you have read. I am playing a cleric who worships the Drowned God, and wanted to move into a prestige class that better reflects that type of character.

Any and all comments are appreciated. If you think it is over or under powered, please say so (and why). If you have ideas to alter it, or add to it, please feel free to comment. No ego here, I just want to come up with a fair, fun, and flavorful prestige class.

Champion of the Drowned God

For thousands of years, raiders from the islands (called Ironmen by those they raided) have been the terror of the seas, known wherever men could smell salt water or hear the crash of waves. Eventually, their island homes became known as the Iron Islands. Life is mean and meager on the islands, which drove the Ironmen to turn to raiding the mainland (called the “green lands” by the Ironborn). The Ironmen pride themselves on their fierceness in battle and their sacred freedoms. Ironmen do not bend their knees often or easily, but are respectful to lords who have earned it. The Ironborn captains are proud and willful and do not go in awe of another man's blood. Reaving songs tend to be loud and stormy, telling of dead heroes and deeds of wild valor.

The Ironborn have a game they call the finger dance, entailing throwing short-hafted axes at one another. The trick is to catch the axe or leap over it just right. The name comes from the fact that the game usually ends with a dancer losing one or more of his fingers.

The Ironborn worship one principal deity, known as the Drowned God (Domains: War, Ocean, Destruction, and Travel). The Drowned God brought flame from the sea, and sailed the world with fire and sword. When an Ironman drowns, it's said that the Drowned God needed a strong oarsman, and the refrain "What's dead may never die" is used. The Drowned God made the Ironborn to reave and rape, to carve out kingdoms and to make their names known in fire and blood and song. It is said, "the Drowned God makes men, but it's men who make crowns".

Champions of the Drowned God wear seawater robes, mottled green and grey and blue. They wear their hair and beards long and braid ropes of dried seaweed through them. Champions of the Drowned God carry a waterskin filled with seawater. The process of a blessing involves the recipient kneeling. Using his skin of seawater, the Champion pours a stream of it upon the recipient's head. As he does this he intones, "Let <recipient>; your servant be born again from the sea, as you were. Bless him with salt, bless him with stone, bless him with steel." Then the kneeling person responds, "What is dead may never die." Finally, the Champion closes with, "What is dead may never die, but rises again, harder and stronger". Champions of the Drowned God also bless new ships, speaking invocations and pouring seawater over prows.

Champions of the Drowned God are typically created when an Ironborn Paladin, Cleric, or Ocean-revering Ranger or Druid survives, or is resurrected from, a near-fatal or fatal drowning, often while in battle. This survival is thanks to the Drowned God, who delayed summoning the warrior to be one of his oarsmen in exchange for the warrior becoming one of his minions on the material plane. Champions adventure to bring the old ways and the worship of the Drowned God to all parts of the Green Lands, though they are typically found near a shoreline.

Included among the old ways is a practice known as “paying the iron price”, wherein an Ironborn warrior wears only the jewelry they take from the corpses of their enemies that they slew themselves. Ritual executions, involving the drowning of victims in salt water, are made in the Drowned God's name if (for example) someone insults the god. The Old Way extends even to comrades, if one ends their life to save them pain or because they've failed in some matter. Ironmen of old were often blood-drunk in battle, so berserk that they felt no pain and feared no enemy.

Champions of the Drowned God surrender the use of most ranged weapons, since “glory can only be gotten by fighting man to man, not by flinging rocks”. Champions of the Drowned God include members of all the common races, since the Drowned God’s need for minions and oarsmen is universal.

Hit Die: d8

Prerequisites
Knowledge (Religion): 6 Ranks
Swim: 9 Ranks
Profession (Sailor): 4 Ranks
Feats: Weapon focus (Trident), Endurance
Spells: Ability to cast Resist Elements (Fire) as a Divine Spell
Special: Must surrender the use of any non-Champion weapons.
Special: Experience of nearly drowning

Class Skills: The Champion of the Drowned God’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (shipmaking) (Int), Intuit Direction (Wis), Heal (Wis), Knowledge (religion) (Int), Profession (boater, fisher, sailor) (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Use Rope (Dex).

Skill points each level: 2+ Int. modifier

Class Features

Weapon and Armor Proficiency: A Champion of the Drowned God is proficient the following weapons: Club, Quarterstaff, Halfspear, Shortspear, Longspear, Throwing Axe, Handaxe, Dagger, Rapier, Scimitar, Falchion, Trident, Whip, Harpoon, and Net. A Champion of the Drowned God surrenders the use of any other weapons. In addition, the Champion of the Drowned God is proficient with light, medium, and heavy armor, and with shields.

Spells Per Day: At each Champion of the Drowned God level, the character gains new spells per day as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, greater damage with the smite evil ability, additional wild shape options, additional favored enemies, or the like). If the character had more than one spellcasting class before becoming a Champion of the Drowned God, the player must decide to which class to add each level for determing spells per day.

Class Features
Lvl / BAB / F / R / W / Special / Spells Per Day
1 / +0 / +2 / +0 / +2 / Blessing of the Tides, Create Seawater / +1 lvl exist. class
2 / +1 / +3 / +0 / +3 / None / +1 lvl exist. class
3 / +2 / +3 / +1 / +3 / Paying the Iron Price / +1 lvl exist. class
4 / +3 / +4 / +1 / +4 / None / +1 lvl exist. class
5 / +3 / +4 / +1 / +4 / Rage of the Storm / +1 lvl exist. class
6 / +4 / +5 / +2 / +5 / None / +1 lvl exist. class
7 / +5 / +5 / +2 / +5 / Fire From the Sea / +1 lvl exist. class
8 / +6 / +6 / +2 / +6 / None / +1 lvl exist. class
9 / +6 / +6 / +3 / +6 / Bite of the Ironman / +1 lvl exist. class
10 / +7 / +7 / +3 / +7 / What's Dead Cannot Die / +1 lvl exist. class

Blessing of the Tides (Sp): By anointing the recipient with seawater, a 1st level Champion of the Drowned God can use the Aid spell as a spell-like ability, at their Champion level, a number of times a day equal to his charisma modifier.

Create Seawater (Su): At 1st level, a Champion of the Drowned God may use the Create Water spell to create seawater instead of drinkable water. This ability does not grant additional uses of the Create Water spell, though it does add Create Water to a Ranger’s spell list as a first level spell.

Paying the Iron Price (Sp): A 3rd level Champion of the Drowned God can use the spell Death Knell, at their Champion level, as a spell-like ability a number of times a day equal to his Charisma modifier.

Rage of the Storm (Sp): A 5th level Champion of the Drowned God can use the spell Rage (DotF), at their Champion level, as a spell-like ability a number of times a day equal to his Charisma modifier.

Fire from the Sea (Su): A 7th level Champion of the Drowned God becomes resistant to fire damage, and gains the permanent effects of a Resist Elements (fire) spell.

Bite of the Ironman (Su): At 9th level, any Trident held by a Champion of the Drowned God can act as if under the effects of a Frost magical effect (DMG Pg 186). The cold does not harm the Champion of the Drowned God. A frost weapon deals +1d6 points of bonus cold damage on a successful hit. Damage done is not rolled again in the event of a critical hit.

What is Dead Cannot Die (Su): At 10th level, the Champion of the Drowned God undergoes a special ceremony. The character immerses himself in seawater until he passes out, and instead of dying, he rises as an Outsider. He is forevermore treated as an outsider rather than as a humanoid. For instance, charm person does not affect him. Additionally, the Champion of the Drowned God gains damage resistance 20/+1. This means that the Champion of the Drowned God ignores (instantly regenerates) the first 20 points of damage from any attack unless a weapon with a +1 or higher enhancement bonus deals the damage, by a spell, or by a form of energy (fire, cold, electricity, and so forth). As an outsider, a 10th-level Champion of the Drowned God is subject to spells that repel enchanted creatures, such as protection from good.

Multiclass Note: A paladin who becomes a Champion of the Drowned God may continue advancing as a paladin.
 
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Looks like a fun, well-balance PrC. It has been a while since I read the books, so I don't recall the specifics, but you seem to have captured the flavor well.

I was hesitant about the Paying the Iron Price (Sp), because I was not sure it fit the idea behind that tradition, but I forgot that Death Knell is a touch spell. With that in mind, I think it is fine.

I noticed no references to alignment. Does your campaign not use alignment? What alignment would you suggest for the Drowned God?

Good thinking posting the link in a SoIaF thread in the other forum, more people will see this thanks to that.
 

JoeBlank said:
Looks like a fun, well-balance PrC. It has been a while since I read the books, so I don't recall the specifics, but you seem to have captured the flavor well.

I was hesitant about the Paying the Iron Price (Sp), because I was not sure it fit the idea behind that tradition, but I forgot that Death Knell is a touch spell. With that in mind, I think it is fine.

I noticed no references to alignment. Does your campaign not use alignment? What alignment would you suggest for the Drowned God?

Good thinking posting the link in a SoIaF thread in the other forum, more people will see this thanks to that.

The alignment issue is a difficult one. I wanted a Paladin to be able to go into this prestige class...though I admit that lawful good is a serious stretch for this god and this class. I think I can see it, but it would be difficult. Anyway, that is why I left alignment off.
 
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Mistwell said:
The alignment issue is a difficult one. I wanted a Paladin to be able to go into this prestige class...though I admit that lawful good is a serious stretch for this god and this class.

It's no stretch for the class -- which is flavorful and well-balanced, by the way -- but it is beyond credibility based on the source material.

The Drowned God? The one that encourages the pillage, rape, and winnowing of the weak that the Ironmen wreak? And you think a prestige class for his priests should be available without consequence to a Lawful Good only class? I seriously disagree.

A case could be made -- thinly, but believably -- for a Lawful Neutral alignment for the Drowned God. There is no way I could ever see justifying him as LG. (It's still a requirement that Paladins exactly match their deities' alignment, right?)
 

wolff96 said:
It's no stretch for the class -- which is flavorful and well-balanced, by the way -- but it is beyond credibility based on the source material.

The Drowned God? The one that encourages the pillage, rape, and winnowing of the weak that the Ironmen wreak? And you think a prestige class for his priests should be available without consequence to a Lawful Good only class? I seriously disagree.

A case could be made -- thinly, but believably -- for a Lawful Neutral alignment for the Drowned God. There is no way I could ever see justifying him as LG. (It's still a requirement that Paladins exactly match their deities' alignment, right?)

For the most part, I agree with you.

My take on the Drowned God is that he is Neutral.

On the Law vs Chaos axis, this God formed the basis of the Kraken Thorne for the Iron Islands, and the justification for the royalty and system of government. In that sense, he is lawful.

On the other hand, he supports The Old Ways, which do involve raping and pillaging and reaving along the Green Land. In that sense, he is chaotic.

So, I call it is push - He's neutral.

So, now the Good vs. Evil axis. Pretty much the same argument - when it comes to the Iron Born, he is a protector. His primary enemy is said to be the Storm God - because the Storm God is what injuries his people on the islands and their ships. He created a harsh religious system primarily to help the Iron Born make it in life - since soft ways would have led to their doom on such sparse islands filled mostly with hard rock and sand. He saves people from drowning, if they believe, which is a significant risk for people on the Islands. In all these ways, he is good.

On the other hands...he backs Paying the Iron Price, which is a particularly cruel form of execution for relatively minor offenses. And, again, he looks the other way, or perhaps even encourages, the raping and pillaging and reaving and conquest of the Green Lands. In all these ways, he is evil.

So it is again a push - he is Neutral.

Neutral kinda makes sense for a god of the ocean, and it isn't unique that a god who is essentially a god of nature comes out as true neutral.

Given all of that, the answer is that a Paladin could probably not properly join this prestige class. Which is too bad, since the class otherwise supports a holy warrior, and has bonuses based on Charisma, which feeds off the Paladin's power focus. I can see someone pulling off the role-playng necessary to both follow the traditions of this God while still staying Lawful Good, but it would be quite the challenge.

I suppose that's why I like Arcana Unearthed so much - alignment is such a subjective thing sometimes, it's just easier to do away with it when it gets in the way of role playing goals. But alas, this prestige class is not really meant for AU, and it must follow the alignment rules.
 

Does anyone have a Prestige Class for any of the other Gods in this series of books, or organizations (like the Black)?
 

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