Mistwell
Crusty Old Meatwad
I would appreciate any advice I could get on this new prestige class, based on the priests of the Drowned God found in the Song of Fire & Ice novels by George R.R. Martin.
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 Iroborn Paladin or Cleric survives, or is ressurected 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.
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
Alignment: Any neutral
Knowledge (Religion): 6 Ranks
Swim: 8 ranks
Profession (Sailor): 4 Ranks
Feats: Weapon focus (Trident), Endurance
Spells: Ability to cast 3rd level divine spells
Diety: Must worship the Drowned God
Special: Experience of nearly drowning, or actual drowning and ressurection.
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 all types of armor, and with shields.
Spells: A Champion of the Drowned God casts spells as a cleric (see Table 3-6: The Cleric, page 30 of the Player’s Handbook) and has full access to the general cleric spell list. Champion of the Drowned God levels are added to cleric levels to determine spells per day and spell effects. Like a Cleric, a Champion of the Drowned God may spontaneously cast cure or inflict spells.
Spells Per Day: A Champion of the Drowned God continues advancing in divine spellcasting ability as well as learning the skills of the Champion. Thus, when a new Champion level is gained, the character gains new divine spells per day as if he had gained a level in the cleric 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 ability, and so on). This essentially means that she adds the level of Champion of the Drowned God to the level of whatever other divine spellcasting class the character has, then determines spells per day accordingly. For example, if Alhandra, an 8th-level paladin, gains a level as a Champion of the Drowned God, she gains new spells as if she had risen to 9th level as a paladin, but uses the other Champion of the Drowned God aspects of level progression such as attack bonus and save bonuses. If she next gains a level of paladin, making her a 9th-level paladin/1st-level Champion of the Drowned God, she gains spells as if she had risen to 10th level as a paladin.
Class Features
Lvl BAB F/R/W.............Special............Spells Per Day
1 +1 +2 +0 +2 Blessing of the Tides....+1 lvl exist. class
2 +2 +3 +0 +3 None.........................+1 lvl exist. class
3 +3 +3 +1 +3 Paying the Iron Price....+1 lvl exist. class
4 +4 +4 +1 +4 None.........................+1 lvl exist. class
5 +5 +4 +1 +4 Rage of the Storm.......+1 lvl exist. class
6 +6 +5 +2 +5 None.........................+1 lvl exist. class
7 +7 +5 +2 +5 Fire From the Sea........+1 lvl exist. class
8 +8 +6 +2 +6 None.........................+1 lvl exist. class
9 +9 +6 +3 +6 Bite of the Ironman......+1 lvl exist. class
10 +10 +7 +3 +7 What's Dead Cannot Die +1 lvl exist. class
Blessing of the Tides (Sp): A 1st level Champion of the Drowned God can use the Aid spell as a spell-like ability a number of times a day equal to his charisma modifier.
Paying the Iron Price (Sp): A 3rd level Champion of the Drowned God can use the spell Death Knell 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) 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 becomes icy cold, and acts as if it were under the effect 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 the damage is dealt by a weapon with a +1 or higher enhancement bonus, 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.
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 Iroborn Paladin or Cleric survives, or is ressurected 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.
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
Alignment: Any neutral
Knowledge (Religion): 6 Ranks
Swim: 8 ranks
Profession (Sailor): 4 Ranks
Feats: Weapon focus (Trident), Endurance
Spells: Ability to cast 3rd level divine spells
Diety: Must worship the Drowned God
Special: Experience of nearly drowning, or actual drowning and ressurection.
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 all types of armor, and with shields.
Spells: A Champion of the Drowned God casts spells as a cleric (see Table 3-6: The Cleric, page 30 of the Player’s Handbook) and has full access to the general cleric spell list. Champion of the Drowned God levels are added to cleric levels to determine spells per day and spell effects. Like a Cleric, a Champion of the Drowned God may spontaneously cast cure or inflict spells.
Spells Per Day: A Champion of the Drowned God continues advancing in divine spellcasting ability as well as learning the skills of the Champion. Thus, when a new Champion level is gained, the character gains new divine spells per day as if he had gained a level in the cleric 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 ability, and so on). This essentially means that she adds the level of Champion of the Drowned God to the level of whatever other divine spellcasting class the character has, then determines spells per day accordingly. For example, if Alhandra, an 8th-level paladin, gains a level as a Champion of the Drowned God, she gains new spells as if she had risen to 9th level as a paladin, but uses the other Champion of the Drowned God aspects of level progression such as attack bonus and save bonuses. If she next gains a level of paladin, making her a 9th-level paladin/1st-level Champion of the Drowned God, she gains spells as if she had risen to 10th level as a paladin.
Class Features
Lvl BAB F/R/W.............Special............Spells Per Day
1 +1 +2 +0 +2 Blessing of the Tides....+1 lvl exist. class
2 +2 +3 +0 +3 None.........................+1 lvl exist. class
3 +3 +3 +1 +3 Paying the Iron Price....+1 lvl exist. class
4 +4 +4 +1 +4 None.........................+1 lvl exist. class
5 +5 +4 +1 +4 Rage of the Storm.......+1 lvl exist. class
6 +6 +5 +2 +5 None.........................+1 lvl exist. class
7 +7 +5 +2 +5 Fire From the Sea........+1 lvl exist. class
8 +8 +6 +2 +6 None.........................+1 lvl exist. class
9 +9 +6 +3 +6 Bite of the Ironman......+1 lvl exist. class
10 +10 +7 +3 +7 What's Dead Cannot Die +1 lvl exist. class
Blessing of the Tides (Sp): A 1st level Champion of the Drowned God can use the Aid spell as a spell-like ability a number of times a day equal to his charisma modifier.
Paying the Iron Price (Sp): A 3rd level Champion of the Drowned God can use the spell Death Knell 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) 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 becomes icy cold, and acts as if it were under the effect 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 the damage is dealt by a weapon with a +1 or higher enhancement bonus, 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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