D&D 3e (3.0/3.5) Rules
Since the dawn of water travel, the men and women who ply the world's waters have looked for ways to increase the safety of their craft and the success of their voyages. Being a group prone to superstition, seamen have often scorned members of the clergy on board their vessels. Until one day, they realized that clerics of Habbakuk and Zeboim actually did bring good luck at sea.
Sea chaplains are dedicated to travel and water. They can be found in most port towns, near lakes and navigable rivers, and above of below the vast sea. In addition to their duties on board ship, which include treating illness, celestial navigation, and combat, they also look after the spiritual health of a ship's crew and passengers.
In the Age of Mortals, mystics with an affinity for water and the sea have also begun to hire themselves as sea chaplains. Advocating that the strength of the individual and the crew contains all the "power" needed for a safe voyage, mystic sea chaplains look after the spiritual needs of the crew with their own brand of devotion.
Most sea chaplains are clerics of Habbakuk and Zeboim. Some Water mystics also become sea Chaplains. Clerics and mystics that multiclass with mariner are also common, as are occasional cleric/rangers.
In terms of racial diversity, most sea chaplains hail from the same races that are likely to produce mariners. So that, while most every vessel in the Imperial Minotaur Navy will set sail with a sea chaplain on board, few clerics from the Silvanesti House Cleric would ever deign to serve on a ship.
Base Saves: Fort +2, Will +5
The sea chaplain's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con),Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int), Swim (Str), and Use Rope (Dex).
Weapon and Armor Proficiency: A Sea Chaplain gains proficiency with the cutlass and the net.
Seamanship: Sea Chaplains receive a sacred bonus to all Balance, Climb, Profession (sailor), Swim, and Use Rope checks. These bonuses increase by 1 every odd numbered level.
Sea Legs (Ex): Through training and meditation a Sea Chaplain learns to ignore the effects of weather and seas as they relate to Concentration checks while aboard a boat or ship up to effects that require a DC 20 check. Weather effects greater than DC 20, effect the Sea Chaplain as normal.
Elemental Turning: Levels in Sea Chaplain stack with levels in cleric to determine the power of elemental turning checks granted by the Water domain. Sea Chaplain levels do not stack with cleric levels for any other turnings.
Ironclad Sailor (Ex): Through experience and adaptation, a Sea Chaplain learns to lessen the effects of heavy armor on his seafaring skills. A Sea Chaplain lessens the Armor Check Penalty of the armor she is wearing by the 2 as it pertains to Balance, Climb, and Swim checks. At 4th level this ability increases to 4.
For example a 2nd level Sea Chaplain wearing scale mail would have her armor check penalty reduced from -4 to -2 only in relation to Balance, Climb, and Swim checks. Although the name of this ability indicates otherwise, this ability does function on non-metallic armor as well, as shields.
Bless This Boat/Ship (Sp): One of the prime duties of a Sea Chaplain is to bless ships before a voyage. Starting at 2nd level a Sea Chaplain can perform a ceremony to bless a particular ship, granting all crewmembers a +1 bonus to all Balance, Climb, and Profession:(Sailor) checks.
Additionally, this blessing conveys to any non crew passengers a +1 bonus to Fortitude saves due to sea sickness.
A Sea Chaplain does gain the benefit of her own blessing, depending on whether she is crew or a passenger.
At 2nd level this power applies only to boats. At 4th level this power applies to ships. The definition of boat and ship is the same as the definition as it relates to the sea mage imbue boat/ship abilities located in Towers of High Sorcery (by Sovereign Press).
The Sea Chaplain can use this power a number of times per month equal to 3 + her Wisdom modifier. The effects last for 1 week or until dismissed by the Sea Chaplain.
Aquatic Charisma (Su): A Sea Chaplain gains the respect and admiration of the people of the sea. At 3rd level she gains a +2 bonus to all Charisma based checks involving NPC's who have a connection to the sea. This includes all creatures/NPC with the aquatic, water, and amphibian subtypes, as well as NPC's with ranks in mariner class or the Sea Mage PrC. Additionally it applies to any character with 5 or more ranks in Profession (sailor).
Ocean Domain: At 5th level, a Sea Chaplain's knowledge of and power over the sea is so great that her range of spells increase. A Sea Chaplain gains access to the Ocean Domain. The Ocean Domain can be found in the Spell Compendium (by Wizards of the Coast).
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