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Looking for Cleric PrC - Ocean/War Oriented
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<blockquote data-quote="Mistwell" data-source="post: 1909628" data-attributes="member: 2525"><p>I am playing an elven cleric of The Drowned One, a diety taken losely from the Song of Ice and Fire series by George R.R. Martin.</p><p></p><p>He has the Ocean and War domains, and tends to be the melee fighter of the group, speeding into battle headlong with his trident and seaweed-laden plate armor. He uses his spells primarily for attacking and healing fallen comrades. He has dodge, mobility, speed burst (the Arcana Unearthed version of spring attack), and Sacred Healing (from Complete Divine - burn turn attempt to grant fast healing 1+ Chr. Mod for several rounds in radial burst).</p><p></p><p>I am looking for a water-oriented, ocean-oriented, or war-oriented prestige class. I am open to any source as a suggestion (and can look at either 3.0 or 3.5). Any help/advice would be appreciated.</p><p></p><p>A bit about the Drowned One, taken from a description I wrote for a proposed PrC that I ended up not using (though I may return to it if no published PrC feels right):</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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". </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 1909628, member: 2525"] I am playing an elven cleric of The Drowned One, a diety taken losely from the Song of Ice and Fire series by George R.R. Martin. He has the Ocean and War domains, and tends to be the melee fighter of the group, speeding into battle headlong with his trident and seaweed-laden plate armor. He uses his spells primarily for attacking and healing fallen comrades. He has dodge, mobility, speed burst (the Arcana Unearthed version of spring attack), and Sacred Healing (from Complete Divine - burn turn attempt to grant fast healing 1+ Chr. Mod for several rounds in radial burst). I am looking for a water-oriented, ocean-oriented, or war-oriented prestige class. I am open to any source as a suggestion (and can look at either 3.0 or 3.5). Any help/advice would be appreciated. A bit about the Drowned One, taken from a description I wrote for a proposed PrC that I ended up not using (though I may return to it if no published PrC feels right): 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. [/QUOTE]
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