Barrandowea

Barrandowea, Stormlord, Rainbringer (Pargunese split him into two aspects the Sea Father/Ocean and Storm Father)
Medium God
Symbol: Wave
Alignment: Neutral
Portfolio: Oceans/seas, violent storms.
Worshipers: Sailors, but especially humans of 'Sea Father's Chosen' ancestry and Sea Wolf ancestry. Followers may be of any alignment.
Priests (overview): Priests of this god try to act as the go-betweens for Barrandowea and humans. On one hand, the priests try to intercede for favourable weather and conditions for people who depend on the sea for travel and their livelihood. They also try to keep Barrandowea happy with sacrifices and prayers to keep him happy and calm - which is also a factor in preventing ruinous storms. On the other hand, recognizing that Barrandowea would be very unhappy if his realm or domain were abused; priests are also zealous in stopping abuses such as wasteful fishing practices or contaminating the ocean. Priests of Barrandowea are fully aware of the awesome power of their patron and his relative indifference to humans. As a result, they are willing to take extreme action against those who abuse his realm. To the priests, it is better that an offending individual, village, or even city suffer consequences rather than an entire coastline hit by a powerful hurricane or even a tsunami.
Background: This God is associated with the sea, and with violent or strong thunderstorms believed to originate with the sea. This god is a god of large bodies of water. He doesn’t concern himself much with mortal doings; sailors pray to him for mercy, and he shows them mercy when he feels like it, and shows them death when he prefers. He is also a storm-god, the deity of storms upon the sea, and sailors fear him. His priests pray to him for good winds and good harvests of the sea, and make sacrifices to him to keep him happy and calm. They also use their powers to save the creatures of the sea at the hands of overzealous fishermen. They are also great explorers of the sea.
Priest Character Information:
Alignment: Barrandowea is true neutral. His priests tend to be true neutral or neutral good. His followers can be of any alignment.
Minimum Ability Scores: Wisdom 9.
HD: d8
Races Allowed: Half elves (favouring human parent) and human (favouring those with 'Sea Father's Chosen' and 'Sea Wolf' background).
Nonweapon Proficiencies Required: Swimming.
Nonweapon Proficiencies Recommended: Fishing, rope use, seamanship, weather sense, navigation, reading/writing, religion.
Weapon Proficiencies Required: None.
Duties of the Priest: Guidance, Marriage.
Weapons Permitted: Belaying pin, bill, harpoon, javelin, net, scourge, spear, sword -cutlass, trident.
Armor Permitted: None. All shields allowed.
All together, these constitute Medium combat abilities.
Other Limitations: None.
Spheres of Influence: Major Access to All, Animal (only sea animals/sea life), Divination, Elemental (only 'water' spells, plus earthquake, transmute rock to mud, and conjure water elemental - as conjure fire elemental spell but a water elemental instead), Weather.
Minor Access to Charm, Combat, Plant, Protection.
Powers: The priest can cast the water breathing spell on himself only, once per day, in addition to all other spells: at eighth level, the duration of the spell when cast on himself becomes 24 hours, and he is then able to cast an extra water breathing on others (as per the normal rules for the spell) in addition to all other spells: the water breathing spell he casts on himself may not be dispelled, and at 8th level automatically renews itself at the end of the 24-hour period if the priest is still underwater and asleep, unconscious, etc. Determine approximate depth underwater on 1-4 on ld6 (similar to the Dwarf ability concerning depth underground). Infravision (same as the elf ability, but only works underwater).
At 5th level: the priest receives one extra language or communication (or nonweapon proficiency slot usable only for languages) which can only be taken for aquatic beings (aquatic elves, porpoises, mermen, etc.).
At 8th level: Shapechanging (This power is very similar to the druid’s shapechanging Granted Power, not to the ninth-level wizard spell. The power can be used three times per day; upon obtaining this power, the player must decide whether the priest can change into three different types of animal, each once per day, or only into one specific type of animal three times per day; once used, the player may not switch to the other choice, all choices must be marine animals).
Followers and Strongholds: The followers are received at 8th level, and consist of one fifth-level priest, three third-level priests, and six first-level priests from the same order, plus five aquatic creatures from 5 to 10 total HD of them: dolphins, etc.) The priest may take the following on adventures: two priests of his choice. On waterborne adventures, he can take three of the aquatic followers (or up to 6 HD of the substituted aquatic races). The priesthood will pay for half of the cost of stronghold construction at 8th level.
Symbol: Wave.
Notes: The weapons usable by this priesthood are the weapons of sailors and sea-gods.
Medium God
Symbol: Wave
Alignment: Neutral
Portfolio: Oceans/seas, violent storms.
Worshipers: Sailors, but especially humans of 'Sea Father's Chosen' ancestry and Sea Wolf ancestry. Followers may be of any alignment.
Priests (overview): Priests of this god try to act as the go-betweens for Barrandowea and humans. On one hand, the priests try to intercede for favourable weather and conditions for people who depend on the sea for travel and their livelihood. They also try to keep Barrandowea happy with sacrifices and prayers to keep him happy and calm - which is also a factor in preventing ruinous storms. On the other hand, recognizing that Barrandowea would be very unhappy if his realm or domain were abused; priests are also zealous in stopping abuses such as wasteful fishing practices or contaminating the ocean. Priests of Barrandowea are fully aware of the awesome power of their patron and his relative indifference to humans. As a result, they are willing to take extreme action against those who abuse his realm. To the priests, it is better that an offending individual, village, or even city suffer consequences rather than an entire coastline hit by a powerful hurricane or even a tsunami.
Background: This God is associated with the sea, and with violent or strong thunderstorms believed to originate with the sea. This god is a god of large bodies of water. He doesn’t concern himself much with mortal doings; sailors pray to him for mercy, and he shows them mercy when he feels like it, and shows them death when he prefers. He is also a storm-god, the deity of storms upon the sea, and sailors fear him. His priests pray to him for good winds and good harvests of the sea, and make sacrifices to him to keep him happy and calm. They also use their powers to save the creatures of the sea at the hands of overzealous fishermen. They are also great explorers of the sea.
Priest Character Information:
Alignment: Barrandowea is true neutral. His priests tend to be true neutral or neutral good. His followers can be of any alignment.
Minimum Ability Scores: Wisdom 9.
HD: d8
Races Allowed: Half elves (favouring human parent) and human (favouring those with 'Sea Father's Chosen' and 'Sea Wolf' background).
Nonweapon Proficiencies Required: Swimming.
Nonweapon Proficiencies Recommended: Fishing, rope use, seamanship, weather sense, navigation, reading/writing, religion.
Weapon Proficiencies Required: None.
Duties of the Priest: Guidance, Marriage.
Weapons Permitted: Belaying pin, bill, harpoon, javelin, net, scourge, spear, sword -cutlass, trident.
Armor Permitted: None. All shields allowed.
All together, these constitute Medium combat abilities.
Other Limitations: None.
Spheres of Influence: Major Access to All, Animal (only sea animals/sea life), Divination, Elemental (only 'water' spells, plus earthquake, transmute rock to mud, and conjure water elemental - as conjure fire elemental spell but a water elemental instead), Weather.
Minor Access to Charm, Combat, Plant, Protection.
Powers: The priest can cast the water breathing spell on himself only, once per day, in addition to all other spells: at eighth level, the duration of the spell when cast on himself becomes 24 hours, and he is then able to cast an extra water breathing on others (as per the normal rules for the spell) in addition to all other spells: the water breathing spell he casts on himself may not be dispelled, and at 8th level automatically renews itself at the end of the 24-hour period if the priest is still underwater and asleep, unconscious, etc. Determine approximate depth underwater on 1-4 on ld6 (similar to the Dwarf ability concerning depth underground). Infravision (same as the elf ability, but only works underwater).
At 5th level: the priest receives one extra language or communication (or nonweapon proficiency slot usable only for languages) which can only be taken for aquatic beings (aquatic elves, porpoises, mermen, etc.).
At 8th level: Shapechanging (This power is very similar to the druid’s shapechanging Granted Power, not to the ninth-level wizard spell. The power can be used three times per day; upon obtaining this power, the player must decide whether the priest can change into three different types of animal, each once per day, or only into one specific type of animal three times per day; once used, the player may not switch to the other choice, all choices must be marine animals).
Followers and Strongholds: The followers are received at 8th level, and consist of one fifth-level priest, three third-level priests, and six first-level priests from the same order, plus five aquatic creatures from 5 to 10 total HD of them: dolphins, etc.) The priest may take the following on adventures: two priests of his choice. On waterborne adventures, he can take three of the aquatic followers (or up to 6 HD of the substituted aquatic races). The priesthood will pay for half of the cost of stronghold construction at 8th level.
Symbol: Wave.
Notes: The weapons usable by this priesthood are the weapons of sailors and sea-gods.