Song of Ice & Fire - Priest of Drowned God PRC

Mistwell

Crusty Old Meatwad
(Also posted to the Rules Board)

I am playing a Cleric of a God found in the George R. R. Martin series called Song of Fire & Ice (SOI&F)(a great series, by the way).

I am interested in developing a new PRC based on this devotion (or adapting an existing PRC, if appropriate). The purpose of the PRC is not power-gaming, but role-playing (though it wouldn't hurt if he could handle himself well). I am looking for powers that would provide good role-playing opportunities for a woshipper of the Drowned God.

Just for the record, Elec is a 4th level cleric of the Drowned God. Also, the Drowned God is out of context in this campaign. For example, the campaign includes many races (and Elec is an elf, with bow proficiency swapped for throwing axe proficiency), not just humans. And the magic system is standard D&D, not SOI&F. The world is also not directly from SOI&F, though I have brought the Iron Islands into it a bit.

Anyway, here is his background so far. Any advice would be appreciated:

Elec Greyjoy

Elec is a stoic, proud man. His few joys in life include battle, meditation, and the ocean. He is an elf, born a member of the Ironmen, and a devout cleric of the Drowned God.

Physical Description

Elec is an elf of aquatic heritage (though not a pure aquatic elf). His skin has a bluish-green tinge to it, and his hair is blue-white, worn long and in braids made from ropes of dried seaweed. His fingers and toes are partially webbed (though not enough to assist him in swimming). He generally wears seawater robes, mottled green and gray and blue. He rarely goes anywhere without his trident (symbol of the Drowned God), several throwing axes (being fond of the Finger Dance), and a waterskin filled with seawater.




The Ironborn

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.

The Iron Islands

The Ironborn are born on one of many in a string of islands called the Iron Islands. There are seven islands: Pyke (Capital, three islands and a dozen stacks of towering rock, containing the Great Keep, Kitchen Keep, Bloody Keep, and Sea Tower, each on its own island. Pyke also includes the villages of Iron Holt and Lordsport), Old Wyk, Great Wyk, Harlaw (a day's sail from Pyke), Saltcliffe, Orkmont, and Blacktyde. Each island had its own rock king and salt king (though it is said that every captain is a king aboard his own vessel, and so the Islands are often called the land of the ten thousand kings). The High King of the Isles is chosen from among their number. The Greyjoys, the current rulers of the Iron Islands, claim descent from the Grey King of the Age of Heroes, who was supposed to have ruled the western isles and the sea itself, taking a mermaid as his wife. The Greyjoys rule from the Seastone Chair, a massive block of oily black stone carved in the shape of a great kraken, which was reputedly found on the shore of the mainland by the First Men when they first came to the Iron Islands thousands of years ago. Though the Iron Islands have great influence over the shores, it is an insignificant backwater when compared to the rest of the mainland kingdoms. Communication between islands, and with the mainland, is often by use of carrier ravens.

Life is mean and meager on the islands. Men spend their nights drinking ale and arguing over who has the worse lot, the fisherfolk who struggle with the sea, the farmers who try to eke out a living from the poor thin soil, or the miners who break their backs underground. Even the feasts of the High King are meager, plain fare of salted fish and fish stews, unspiced goat, and black bread. The mines of the Islands turn out only base metals, and iron ore is the chief commodity of the Iron Islands, along with tin and lead. There are slaves in the Iron Islands, despite the fact that slavery is illegal in most of the mainland (called “the green lands” by the Ironborn). The hovels in which the smallfolk live use sod for the roofs. These difficult conditions are why the Ironmen of old turned to raiding.

Ironmen Personality

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. Ironmen of old were often blood-drunk in battle, so berserk that they felt no pain and feared no enemy. 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 was 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 Drowned God

The Drowned God is the principal god worshipped on the Iron Islands. 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".

Priests of the Drowned God wear seawater robes, mottled green and grey and blue. They wear their hair and bears long and braid ropes of dried seaweed through them. One of the Ironborn might become a priest of the Drowned God after an experience such as nearly drowning.

Priests carry a waterskin filled with seawater. The process of a blessing is that the priest has a person kneel. Using his skin of seawater, he pours a stream of it upon the person's head. As he does this he intones, "Let <person> 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 priest closes with, "What is dead may never die, but rises again, harder and stronger". Priests of the Drowned God bless new ships, speaking invocations and pouring seawater over prows.

Priests of the Drowned God often perform the ritual executions involving the drowning of victims in seawater if (for example) someone insults the god.

The Old Ways

Some Ironborn still follow “The Old Way”, traditions of the Iron Islands, which many have forgotten, or which have been outlawed or looked down upon by the more civilized of society. The old tales are still told around the driftwood fires and the smokey hearths all across the Islands, even in the high stone halls of Pyke. In The Old Ways, the Ironmen used to carry woman away as prizes, and kept them as wives whether they wished it or not. A man would have his true wife (his rock bride who was of the islands as he was), and he would have the salt wives captured in raids. During reaving expeditions, the prettier women were taken as salt wives while the crones and ugly ones were simply raped and killed unless they had useful skills and did not seem likely to be troublesome; those became thralls. In the old days, the Ironborn did not labor at farming, fishing, or mining. That was the labor for the captives they brought from their raids. The true trade of the Ironmen was warfare. The Ironborn reavers used to carry burning brands, razing the places they raided. In the Old Way, only women could decorate themselves with baubles bought with coin. Warriors wore only the jewelry they took from the corpses of enemies that they slew themselves. This practice was called "paying the iron price”. 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. It is not part of the Old Way to lay siege to castles. Glory can only be gotten by fighting man to man, not by flinging rocks.

Names and Bannerhouses of the Iron Islands

House Greyjoy of Pyke (Kings of Salt and Rock, Sons of the Sea Wind, and Lord Reapers of Pyke)
House Harlaw of Harlaw
House Stonehouse of Old Wyk
House Merlyn of Great Wyk
House Sunderly of Saltcliffe
House Tawney of Orkmont
House Wynch of Iron Holt, on Pyke
House Drumm on Old Wyk
House Blacktyde of Blacktyde
House Sparr of Great Wyk
House Saltcliffe of Saltcliffe
House Farwynd of Great Wyk
House Volmark of Harlaw
House Myre of Harlaw
House Stonetree of Harlaw
House Kenning of Harlaw
House Orkwood of Orkmont
House Botley of Lordsport, on Pyke
Houses Goodbrother of Great Wyk and Old Wyk

Ships

The Ironborn use longships, and each major house of the Islands can probably command 100 ships. A longship can travel twice as swiftly as a merchant cog. Thirty longships can carry about 1,000 men. Longships might be painted in various colors, such as red. At least some longships have iron rams on their bows, shaped fancifully. Longships have high prows, which are sometimes carved. A longship a hundred feet long would have about fifty oars and room for about a hundred men on the deck. There are larger ships in the Iron Islands, belonging to the Lord Reaper of Pyke or other important figures. A woman might well captain a ship in the Iron Islands. It is said of those few who do that the salt and sea give them the same appetites as men. The fleet of the Iron Islands is known as the Iron Fleet, with a Lord Captain at its head who is not necessarily the High King of the Islands.

Mounts

The Iron Islands are too rocky and sparse to breed good horses. Most islanders are indifferent riders at best, being more comfortable aboard their ships. Even lords ride garrons or shaggy ponies from Harlaw, and oxcarts are more common than drays. Smallfolk who are too poor to afford oxen or horses pull their own plows. Most ironborn would prefer fighting on foot or from the deck of a ship over fighting on horse back, and the ironborn lack the discipline to stand against a charge of armored horsemen.
 

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Man, the Drowned God mythos creeped me out when I read those books. I don't really know that I'd want to play with any person, religion, culture, or setting from that series... great stuff, but not what I want to think of when I think of epic fantasy.
 


I’m not familiar with the SoI&F series at all, but based on your description you might want to base a high-level prestige class ability on the Mystic in Defenders of the Faith…I know it was a crappy supplement, but hear me out. The bit about “That which dead is not dead, it comes back stronger” implies that a high level PrC of the Drowned God should have some kind of similar apotheosis. The character immerses himself in seawater until he passes out, and instead of dying becomes an Outsider with some special abilities at the top level of the PrC. I think the Mystic was the class from Defenders that eventually became an Outsider? I’m wrong about the mystic (I don’t have any of the books in front of me), then you could use something like the Monk’s Perfect Self ability.
The Seawater Blessing should be a class ability, too, that would have some kind of spell-like effect. Off-hand, since these people seem pretty warlike, it could act like a beefed-up Aid spell, giving the recipient +2 to hit, +2 to morale saves, and bonus HPs, usable once per day.
“The drowned god brought fire from the sea”…maybe something funky with energy substitution? A cleric of the drowned god can convert fire damage to water damage, and vice versa, in spells? Not sure how that would work, really.
Decent combat stats and some skill bonuses to sailing and swimming. Again, I’m not familiar with the setting, so I probably can’t do it justice…
On a semi-related tangent, I think that Divine Champions are the absolute best use of the Prestige Class idea in 3e. IMC, clerics don’t worship a specific deity, they worship the Pantheon. All classes that worship a specific deity are prestige classes. You can CALL yourself a cleric of Tharen the Sun God (or whatever), but until you prove yourself (by qualifying to become a Sun Champion) you are just a cleric. A Pantheistic cleric misses out on some of the special abilities of a PrC, but also doesn’t need to worry about the ties and politics that belonging to a single faction entails. It’s a little extra work at the outset to build the classes, but worth it.
 


Here is what I came up with so far. 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.
 

Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

Seeing as great Cthulhu is a likely inspiration for the Drowned God, I would say crack open CoCd20 and find some horrifying and disturbing spells to round out a new Prestige Domain with or to use as Spell Like abilities of a Prestige Class. Lop off the sanity costs and go to town.

"What is dead may never die, but rises again harder and stronger."

"That is not dead which can eternal lie, and with strange aeons even death may die."

Sounds like some strange aeons are coming to Westeros, and even Cthulhu might be a help against the Others. :D
 
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