Men and women dedicated to the Faith and the worship of the Seven, the septons, septas, brothers, and sisters bear witness to the births, deaths, and marriages of all who follow their teachings. Known collectively as the Godsworn, these dedicated men and women are the mortal representatives of the Seven, overseeing ceremonies that praise the gods and blessing their followers with their good graces. The Godsworn can be found all across the Seven Kingdoms — even in the North, where most still pray to the old gods in ancient godswoods rather than bow in the septs of the Seven. The Godsworn are teachers, priests, and midwives, often caring for the children of faithful lords and noblemen.
Adventuring Godsworn seek to spread the word of the Seven wherever they go, preaching to the poor and trying to win converts from among the downtrodden classes. They also try to aid others where they can, believing that their noble acts will improve
The Godsworn let their faith guide them in all things, and the Seven reward them with good luck in their actions. They cultivate relationships with faithful nobles, merchants, and smallfolk, allowing them to call upon considerable resources in times of dire need. The Godsworn are also known for the aid and comfort they can give their allies in even the most dire of circumstances.
The ranks of the Godsworn are filled from all walks of life. This may be the only path available for smallfolk who wish to walk the halls of great castles and mingle with nobles and lords alike. Although all septons and septas are taught to read, they need not be educated in order to join the ranks.
The Godsworn are commonly found in the castles of noble houses that worship the Seven. Most of the houses of the North still worship the old gods, yet sometimes a septon or septa can be found in their castles due to conversion or marriage of the lord or lady.
The septons and septas are the most formally educated of those who devote themselves to the Seven. There are many other orders of brothers and sisters, such as the begging brothers, who roam the land and preach but who lack formal education. They may know some things by rote, but are not literate. There are orders of brothers and sisters specifically devoted to a particular aspect of the Seven, such as the Silent Sisters who represent the Stranger, but the septons and septas are devoted to all aspects of the Seven, equally.
The Godsworn Class represents septons and septas. There is a formalized system of vows, and various institutions where they receive training. Septons are like real world priests, while septas are more like female priests than simply sisters; they have more influence than nuns, in part because their theology recognizes three male aspects, three female aspects, and the sexless aspect in the Stranger.
Charisma helps a Godsworn win over followers and comport him or herself in a manner that befits a representative of the Seven. Wisdom aids in his or her knowledge of healing, as well as interactions with others.
Godsworn gain 6 Hit Points at 1st Level, and 1 Hit Point per Level thereafter. The character’s Constitution Modifier applies.
The Godsworn’s Class Skills (and the key Ability for each Skill) are: Bluff (Cha), Craft: Alchemy (Int), Craft: Domestic Arts (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge: Arcana (Int), Knowledge: Foreign Culture (Int), Knowledge: History (Int), Knowledge: Legends (Int), Knowledge: Local Area (Int), Knowledge: Nobility, Knowledge: Religion (Int), Knowledge: Stewardship (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language (None).
At 1st Level, Godsworn gain (8 + Int Modifier) x 4; humans gain +4 bonus
At each Level, Godsworn gain 8 + Cha Modifier.
The Godsworn are trained septons and septas who have religious duties. They officiate ceremonies, oversee oaths, perform marriages, and those invested with enough authority can even release people from their oaths in special circumstances. Additionally, they often tutor and guide young nobles, pray over the sick, and officiate at trials (or at least add the Seven’s blessings to the king’s justice). Few of these are game effects, however, and these rites and services should be role-played rather than decided with dice.
Godsworn and Social Status
The Faith may be an attractive option for 3rd and 4th sons and daughters of nobility, as well as a way up for the smallfolk. Characters with no Social Status (Rank 0) who enter the Faith and say their vows as septons or septas should be raised to Social Status Rank 1 (5 Influence Points over the Faith, Wealth Rank 1). Conversely, characters such as begging brothers would retain Social Status Rank 0.
As the septon or septa rises through the ranks, his or her Social Status should increase, usually as a reward for service or an acknowledgment of duties. The High Septon has Social Status Rank 5.
Godsworn characters who hail from a noble house do not sever their House Affiliation when they enter the Faith (unlike maesters, brothers of the Night’s Watch, etc.). They do tend to lose some of their Influence Points over their house, however, as their religious duties take up more and more of their time. As a Godsworn character rises up the ranks, his or her house Influence Points should convert to Influence over the Faith.
* A highborn character loses 5 Influence Points from his or her house upon joining the Faith.
** A highborn character loses another 5 Influence Points (10 total) from his or her house upon becoming a Junior member.
*** The High Septon gives up his name (so that commoners and nobles become equal). He loses any remaining Influence Points over his house, gained from Social Status.
Weapon and Armor Proficiency
Godsworn characters are proficient with all simple weapons.
A Godsworn’s Faith in the Seven grants confidence in his or her actions and aids in times of stress. As a result, once per day the Godsworn character can draw upon Faith to gain a circumstance bonus based on the belief that the gods will guide his or her hands. The bonus ranges from +1 at 1st Level to +5 at 19th Level (see the Class progression chart for more information). The bonus can be applied to any Skill check, Ability check, Saving Throw, or attack or defense roll. The player may decide to use this Special Ability immediately after a die roll is made. This Special Ability may be used twice per day at 7th Level and three times per day at 16th Level.
The Godsworn act as teachers and priests to the sons and daughters of noble lords and smallfolk alike. They learn to read and write so that they may better learn and pass on the knowledge that their order has taught them. Consequently, all Godsworn characters gain the Literacy Feat at 1st Level.
Bonus Class Skill
The Godsworn travel all over the Seven Kingdoms and beyond, and they never know what Skills they may need to survive and prosper once they accept a position. At 2nd and 12thLevels, the Godsworn character can designate any Cross-Class Skill as a Class Skill. Once designated, the Skill is always considered a Class Skill. For example, a Godsworn character living in the harsh lands of Dorne might designate Survival, but one who spends most of his time navigating the castles and intrigues of King’s Landing might choose Appraise.
Prayer to the Seven
At 2nd, 4th, 6th, 8th, 10th, and 12th Levels, the Godsworn has perfected one of the Prayers to the seven faces of the gods. There is no Prayer to the Stranger, for it is the face of death. The Godsworn may learn any one of the following Prayers, but each may only be chosen once. The Godsworn can use a total number of Prayers per day equal to his or her Godsworn Level. Each Prayer takes one round to initiate, although the effects take place that round. If the Godsworn invokes the same Prayer multiple times to inspire several allies, the Prayer is considered unbroken for duration purposes. Note that a character may not be affected by more than one Prayer at a time.
EXAMPLE: Septon Kardaine is a 4th Level Godsworn. To prepare for an attack by raiders, Kardaine prays to the Father to inspire courage. On the first round, Kardaine inspires Ser Ran. On the second round Kardaine inspires Brendal, and Morgan Snow on
the third round. He continues to pray on the fourth round, but on the fifth round he prays to the Warrior to inspire a heroic effort in Ser Ran. Since this is a new prayer for Ran, the first benefits end immediately. Brendal and Morgan, however, remain influenced by the prayer to the Father for 5 rounds thereafter.
Prayer to the Father: A Godsworn can pray to inspire courage in an ally (including him or herself), bolstering him or her against fear and improving the character’s combat abilities. To be affected, an ally must be able to hear the Prayer and must believe in the Seven. The effect lasts for the duration of the Prayer and for 5 rounds thereafter. An affected ally receives a +2 bonus on Will Saves and a +2 bonus on defense checks and weapon damage rolls. These bonuses increase to +3 at 8th Level, and to +4 at 16th Level.
Prayer to the Mother: A Godsworn can pray to aid an ally’s recovery; the Godsworn can only improve his or her own recovery when also aiding an ally, as the relief is reflected positively upon the Godsworn. To be affected, the Godsworn must pray over the person, who must also believe in the Seven and be aware of the Godsworn’s Prayer. An affected ally recovers at twice the normal rate as long as he or she remains in the Godsworn’s care. The Godsworn can watch over 2 people at 5th Level, 3 people at 10th Level, and 4 people at 15th Level.
Prayer to the Warrior: A Godsworn can pray to inspire heroic feats in an ally (or in him or herself). The target must be able to hear the Prayer and must believe in the Seven. The effect lasts for the duration of the Prayer, and for 5 rounds thereafter. An affected ally receives +2 on attack rolls, and a +2 bonus on Fortitude Saves. These bonuses increase to +3 at 7th Level, and to +4 at 14th Level.
Prayer to the Smith: A Godsworn can pray to help an ally succeed at a task. The ally must be able to hear the Prayer and must believe in the Seven. The ally gets a +4 bonus on Craft Skill checks, or +2 with any other Skill for the duration of the Prayer, and for 10 minutes or until the first check (whichever comes first) thereafter. Certain applications of this Prayer may not make sense or be allowed, at the GM’s discretion.
Prayer to the Maid: A Godsworn can pray to gain confidence or to be more compelling. This Prayer often takes the form of a song, which can inspire an ally (or him or herself). To be affected, the ally must be able to hear the song and must believe in the Seven. The effect lasts for the duration of the song and for 1 hour thereafter. An affected ally receives a +2 bonus on all Bluff, Diplomacy, and Gather Information checks, and a +3 bonus on all Perform checks.
Prayer to the Crone: A Godsworn can pray to gain wisdom and direction when all seems dark and lost. This Prayer only affects the Godsworn. He or she gains a +2 bonus to Wisdom based checks; this effect lasts for the duration of the Prayer and for 1 hour thereafter. Additionally, if the character makes a Wisdom check (DC 15) the Crone may drive the Godsworn in the “right” direction. The “right” direction is not always the desired direction, however.
A certain number of times per day, the Godsworn character can bolster others with the strength of his or her Faith. The character may grant a bonus equal to half his or her Faith bonus (round down) to one ally who can hear and see the Godsworn and is of the Faith. This bonus applies only to a specific action chosen by the Godsworn during either the same round or the round following. The Godsworn character must name the action to receive the Blessing at the time this Special Ability is used. The bonus can be applied to any Skill check, Ability check, Saving Throw, or attack roll, but a Blessing is no help to someone who does not believe in the Seven. If the action is not taken within one round, the bonuses are lost.
The Godsworn character is a born helper, lending aid to those who need it. As a result, the Godsworn can aid a character by granting the assisted ally an additional bonus to the normal +2 bonus for aiding an ally. See the Level progression chart for the specific bonuses to be applied at a given Level. This Special Ability may only be used to aid with such non-aggressive actions as Skill checks, Ability checks, Saving Throws, and so forth.
At 6th, 13th, and 18th Level, the Godsworn character may choose a bonus Feat from the following list: Authority; Favored; Fortune’s Favor; Leechcraft; Noble Spirit; Political Connections; and Skill Mastery.
The Godsworn character learns to call upon whatever resources he or she can during his or her career. Over time, the Godsworn gains valuable contacts throughout the sphere of his or her activities. At 8th and 17th Levels, the character gains a Contact, which the GM should develop as a supporting character. The player can suggest the type of Contact the character wants to gain, but the GM has final say over who is allowed.
A Contact will not usually accompany a Godsworn on a mission or put him or herself at great risk to aid the character, but he will provide information or expert skills. The more powerful the Contact, the less time he or she has to spend aiding the character. Whatever the case, the Godsworn should not normally be allowed to call upon the same Contact more than once per adventure.
At 10th Level, the Godsworn is rewarded for his or her good service by the Faith. The Godsworn gains a bonus Feat from the following list: Authority; Fame; Favored; Noble Spirit; Political Connections; or Wealth. The Godsworn can take this Feat whether or not he or she meets the Feat’s prerequisites.