Norse Pantheon


THOR

Intermediate Deity
Age:
12,000+ years
Alignment: Chaotic Good
Allies: Norse Pantheon (except Loki, Hel)
Enemies: Giant Dynasty; evil giants/jotunns, evil dragons; Loki
Home Plane: Asgard
Nemesis: Midgard Serpent
Pantheon: Norse
Portfolios: Strength, Thunder
Quintessence: 75,000,000 (95,000,000 without Avatars)
Relatives: Odin (father); Fiorgyn (mother); Sif (wife); Modi and Magni (sons); Thrud (daughter); Ullr (stepson)

LEGEND

Thor is the primary defender and champion of the Norse Pantheon against its main enemies - the giants and jotunns. He also has a mythic animosity with the Midgard Serpent, the great dragon foe of the Norse gods, fuelled by an encounter in the court of Utgard-Loki where he tried (and failed) to lift the Midgard Serpent when challenged to, though the great dragon was disguised as Utgard-Loki's cat.

PERSONALITY

Thor is an impulsive deity, thunderous in personality as well as portfolio. He delights in battle against evil and is always ready to accept challenges; he is immensely confident of his own prowess. His wife, Sif, is in many ways his opposite, and a stabilizing force for his more furious and destructive aspects.

RELATIONS
Norse Pantheon: As the main champion in battle of the Norse gods, Thor has generally good relations with all except the two evil deities still at least nominally part of the pantheon - Loki and Hel. Thor has little contact with Hel and cannot really be considered her enemy, but hates Loki.

Dragons: Thor is a great enemy of evil dragons, especially the monstrous Midgard Serpent. However, he has many allies and even servants among the good dragons; bronze dragons can often be found in his realm.

Giants / Giant Dynasty: Thor is a confirmed foe of evil giants and their deities. He tends to be suspicious of most other giants (such as stone giants), but is friendly with storm giants.

Manifestation of Thor
Medium Outsider (Extraplanar)
Hit Dice: 80d20 + 1760 (3360 hp; 6720 hp in godly realm)
Initiative: Perfect (+35)
Speed: 100 ft. (20 squares)
Armor Class: 122 (+15 Dex, +20 natural, +64 armor (Járngreipr), +13 deflection), touch 38, flat-footed 107
Base Attack / Grapple: +80/+157
Attack: Mjöllnir +152* melee (10d10+190* plus 3d6 sonic/16-20/x7)
Full Attack: Mjöllnir +152*/+147*/+142*/+137* melee (10d10+190* plus 3d6 sonic/16-20/x7)
Space / Reach: 5 ft./5 ft.
Special Attacks: Divine aura (900 ft.), rage (11/day), spell-like abilities
Special Qualities: Divine bonus, divine senses, DR 30/epic (15/-), fast healing 36, godly realm (Thrudvangr), grant spells, immunities, immortality, maven, portfolios (strength, thunder), SR 102, trap sense +13, uncanny dodge/improved uncanny dodge
Saves: Fort +78, Ref +71, Will +59
Abilities: Str 140 (70 without Megingjörð), Dex 41, Con 55, Int 20, Wis 20, Cha 37
Skills: +95+ability modifier (Maven + Omnicompetent)
Feats: Cleave, Great Cleave, Great Fortitude, Greater Weapon Focus (warhammer), Improved Critical (warhammer), Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Power Attack, Stunning Fist, Weapon Focus (warhammer), Whirlwind Attack
Epic Feats: Damage Reduction (x2), Epic Potency (x9), Epic Prowess (x10), Epic Weapon Focus (warhammer), Fast Healing (x12), Greater Critical (warhammer), Greater Critical Multiplier (warhammer), Greater Power Attack, Improved Critical Multiplier (warhammer), Improved Whirlwind Attack, Superior Initiative, Superior Whirlwind Attack, Vigorous Rage (x2), Weapon Mastery (bludgeoning)
Divine Abilities: Blood Strike, Cold Immunity, Divine Champion, Divine Immensity, Epic Presence (Epic Prowess), Eternal Freedom, Nescient, Omnicompetent, Perfect Body, Perfect Initiative, Perfect Weapon Focus (warhammer), Superior Critical (warhammer), Superior Power Attack, Threatening Critical (warhammer)
Cosmic Abilities: Perfect Critical (warhammer)
Challenge Rating: 93
ECL: 140


*Assuming 45 points of Power Attack; without using his Power Attack, +197 (or +197/+192/+187/+182) melee, 10d10+100 plus /17-20/x7)


DIVINE ABILITIES
The effects of Thor's Omnicompetent, Perfect Body, Perfect Initiative, and Superior Critical divine abilities, and his Perfect Critical cosmic ability, are already figured into his stat block.
Blood Strike - While raging, Thor can spend up to 80 hit points (before his attack roll) to add an equal amount to his damage on any attack.
Cold Immunity - Thor is immune to cold damage.
Divine Immensity - Thor can increase (or decrease) his size by one size category, to Small or Large, modifying his statistics appropriately.
Epic Presence - All allies within Thor's divine aura gain the feat Epic Prowess (+1 bonus to all attack rolls)
Eternal Freedom - Thor is constantly affected by freedom of movement; he is immune to entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis and web.
Nescient - Thor may ignore feat prerequisites
Superior Power Attack - Thor's Power Attack adds +2 to damage for every point of attack bonus sacrificed
Threatening Critical - Thor's critical threats are automatically critical hits

Strength Portfolio:
Spell-like Abilities
Rhino's Cunning: -12 competence penalty to Intelligence
Death before Dishonor: Thor cannot renege on a personal challenge
Shield of Strength: Thor is immune to Strength damage/drain
Scion of Strength: +12 competence bonus to Strength
Strong Brethren: Summoned creatures gain +12 Strength bonus
Instrument of Strength: Opponents' damage reduction or hardness is only 50% effective against Thor's damage
Uncanny Withering (Strength) Mastery: Use all Strength-drain Effects, shape effects to exclude allies from area:
Beam: 3600 ft., 2d6 Str drain
Blast: 3600 ft., 1d6 Str drain, Reflex DC half
Blood: 1d3 Str drain, Reflex DC negates
Breath: 900 ft. line or 225 ft. cone, 2d6 Str drain, Reflex DC half
Hand: 3d6 Str drain
Immolation: 900 ft. radius burst, 3d6 Str drain, Reflex DC half
Storm: 900 ft. radius aura, 1d3 Str drain, Reflex DC half (only if moving out of the area)
Strike: 1d3 Str drain
Wrath: 225 ft. range gaze, 1d6 Str drain, Will DC negates

Thunder Portfolio:

Spell-like Abilities
Hostile Environment: -12 penalty to all die rolls when under a roof.
Cold Vulnerability: +50% damage from cold
Electricity Immunity
Scion of Storms: +12 on attack rolls, damage rolls, AC while under sky
Improved Summoning (Avian): Avian creatures Thor summons have 50% more HD
Divine Electricity: Thor's electricity damage is 50% divine damage
Uncanny Electricity Mastery: Use all electric Effects, shape effects to exclude allies from area
Beam: 3600 ft., 80d6
Blast: 3600 ft., 40d6, Reflex DC half
Blood: 20d6, Reflex DC negates
Breath: 900 ft. line or 225 ft. cone, 80d6, Reflex DC half
Hand: 120d6
Immolation: 900 ft. radius burst, 120d6, Reflex DC half
Storm: 900 ft. radius aura, 20d6, Reflex DC half (only if moving out of the area)
Strike: 20d6
Wrath: 225 ft. range gaze, 40d6, Will DC negates


COMBAT

Rage (Ex): 11 times per day, Thor can enter a rage, granting him +10 Strength and Constitution and a +4 morale bonus to Will saves (and an additional +4 bonus to Will saves against enchantment spells); Thor's rage lasts 30 rounds. Thor is not fatigued when his rage ends.

Spell-like Abilities: At will – bull's strength, call lightning storm, chain lightning, clenched fist, commune, control weather, crushing hand, dream, enlarge person, etherealness, fog cloud, geas/quest, grasping hand, greater dispel magic, greater teleport, lightning bolt, magic jar, magic vestment, righteous might, sending, shocking grasp, shout, spell immunity, stoneskin, storm of vengeance, tongues, whirlwind; 12/day – wish. Caster Level 92, save DCs are 23 + spell level.

ARTIFACTS

Mjöllnir - +26 dread (giants and evil outsiders), sonic blast, distance, returning, throwing warhammer of pure orichalcum (10d10 base damage)
Megingjörð - +70 belt of epic strength
Járngreipr – Grants divine ability Electricity Absorption; act as bracers of epic armor +64

THOR'S REALM
Name: Thrudvangr
Size: 1500 mile diameter area
Planar Traits:
* Mildly chaotic-aligned, mildly good-aligned
* Divinely morphic
* No elemental dominance
* Normal gravity
* Enhanced magic (electricity) - all spells with the [Electricity] descriptor are Empowered, if applicable, with no level increase
* Normal time
* Lightning Storms (see below)

Thor's realm is a lightning-lashed plain that, between the storms, is a beautifully fertile landscape rich with golden grain and interspersed with fields where warriors can train and single combats can be held. It is inhabited by petitioners, valkyries (though not nearly so many as serve Odin and Freyja), and various chaotic good outsiders, as well as a variety of nonevil, nonlawful beings associated with electricity or storms - such as bronze dragons, storm giants, and air elementals.

It should be noted that Sif's own godly realm (about 1000 miles in diameter) overlaps and is merged with Thor's; both are centered on Bilskirnir, so at the edges of Thrudvangr, beyond the moderating influences of Sif's more temperate power, the intensity of nature greatly increases - fields give way to wind-blasted canyons, steep jagged mountains, etc.

Bilskirnir: Bilskirnir is Thor's hall, an immense and sprawling building with 540 rooms. Beyond housing on a godly scale for Thor, his family, servants and retinue, it contains armories and the like, and even has great gardens and fields (overseen by Sif and tended by her own retinue) within it.

Thunder Lake: A very large (150 square miles) lake whose waters are electrified (1d3 electricity damage on contact, 5d6 on full immersion) - dangerous to most beings, but delightful to bronze dragons. This great lake is the home for the bronze dragons that dwell in Thrudvangr.

Lightning Storms: Brief and highly intense thunderstorms often rage across Thrudvangr. Creatures of evil alignment tend to attract the lightning bolts from these storms. A Thrudvangr lightning storm contains moderate winds; furthermore, creatures within the storm have a 5% chance per round of being struck by lightning (evil creatures have a 10% chance). Such lightning deals 3d10 electricity damage and 3d10 holy damage (the latter to evil creatures only). A Thrudvangr thunderstorm passes over any one point in 1d4 minutes. Within 25 miles of Bilskirnir is a 'safe zone' where lightning will not strike any non-evil being.

KIN


Sif: Thor's wife, a golden-haired goddess associated with the earth, marriage, and fertility. Much calmer and more reasoned than her tempestuous husband. AL NG, 50 HD Lesser Deity (Integrated Levels: Sorcerer 15/Druid 10), Fertility and Skill Portfolios.

Magni and Modi: Thor's sons, powerful deities of strength and rage respectively, and may be considered as Thor's Avatars 'by proxy'. AL CG (Magni), CN (Modi); 40 HD Demi-deities (Integrated Levels: Barbarian 20); Portfolios: Double Strength (Magni), Destruction and Thunder (Modi).

Thrud: Thor's daughter, powerful valkyrie and leader of those portion of valkyrie that dwell in Thrudvangr. AL CG; 28 HD Quasi-deity (Integrated Levels: Ranger 14); Strength and War Portfolios.
 
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ImmortalThor75.JPG
 



VALKYRIES
Divine Status: Most have the power of prophets, but some are hero-deities or even quasi-deities (especially those descended from Aesir gods, such as Thrud, daughter of Thor and Sif)
Alignment: Usually Chaotic Neutral or Chaotic Good
Patron: Usually Odin, less commonly Freyja; some serve other Norse gods
Home Plane: Asgard (usually; sometimes Midgard/Material Plane)
Pantheon: Norse
Portfolios: War, one other (possibilities include Death, Destruction, Magic, Sky, Skill, and Strength)

Legend
Valkyries are empowered servitors of the Norse gods, primarily Odin. They serve in the halls of Odin and ride forth to battle, choosing the best of fallen warriors to become einherjar - Odin's chosen warriors. Some valkyries also live on the mortal world; several relationships between mortal heroes and valkyries have become the stuff of legend.


KARA (Human Valkyrie Cleric 12)
Medium Humanoid

Hit Dice: 12d8+48 (144 hp) + 50 hp force field
Initiative: +8
Speed: 40 ft., fly 120 ft. (perfect)
Armor Class: 25 (+2 Dex, +3 natural, +7 valkyrie mail, +2 divine, +1 deflection)
Base Attack/Grapple: +9/+15
Attack: +4 keen frost spear +20* melee (1d8+12* and 1d6 cold/19-20)
Full Attack: +4 keen frost spear +20/+15* melee (1d8+12* and 1d6 cold/19-20)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Divine aura 55 ft., spell-like abilities, spells
Special Qualities: DR 10/magic, divine bonus, divine senses, portfolios (sky, war), SR 24
Saves: Fort +14, Ref +8, Will +15
Abilities: Str 18, Dex 15, Con 18, Int 17, Wis 20, Cha 13
Skills: Concentration +11, Diplomacy +14, Knowledge (the planes, religion) +20, Ride +9, Spellcraft +20, Spot +12
Feats: Cleave, Combat Casting, Great Cleave*, Improved Initiative, Power Attack, Weapon Focus (spear)
Divine Abilities: Anyfeat*, Apport, Cold Immunity, Force Field
Challenge Rating: 14 / ECL: 22
Alignment: Chaotic neutral
Quintessence: 250

*Great Cleave is currently Kara's active Anyfeat.

A tall and muscular woman whose eyes bear a hawk's glance. She wears shining mail over a sky-blue tunic, and a cloak trimmed with swan-feathers hangs from her shoulders; in her right hand she holds a spear with an ice-bright blade.

Kara is a valkyrie who lived on the mortal world for a great spance of time, falling in love with the hero Helgi Haddingjaskati; she is known for her ability to change shape.

Spell-like Abilities: At will – air walk, blade barrier, chain lightning, command, control winds, dispel magic, divine power, flame strike, gaseous form, magic vestment, magic weapon, obscuring mist, spiritual weapon, tongues, wind wall; 2/day – commune, sending

Spells:
As a 12th-level cleric of Odin, Kara can cast spells (spells per day: 6/6+1/5+1/5+1/4+1/3+1/2+1) at caster level 14th. Kara has one domain spell per day at each spell level above 0 (domains: Sky, War). Save DC: 15 + spell level.

Divine Abilities

Anyfeat - Kara has one feat slot that can be changed at any time to any feat for which she meets prerequisites
Apport - Kara can call her artifacts to her at any distance unless anti/dead magic intervenes
Force Field - Kara is surrounded by a force field with 50 hit points; when damaged (even reduced to 0 hp), it regenerates 1 hp/round. Any damage dealt to Kara is applied to the force field before her actual hit points.
Polymorph - Kara can polymorph at will

Sky Portfolio
*Spell-like Abilities
*-2 competence penalty on all die rolls while standing on solid ground
*Kara suffers +50% damage from attacks/effects when not flying
*Fly speed 120 ft. (perfect)
*Half damage from wind-based attacks/effects

War Portfolio
*Spell-like Abilities
* -2 competence penalty to Wisdom
* If she ever retreats from a fight, Kara suffers a -2 competence penalty to all rolls for 1 week
* Kara can use armor or shields without penalty

Artifacts: Kara bears a +4 keen frost spear and a ring of spell storing that can store up to seven levels of spells. She wears special valkyrie mail: a +3 heavy fortification chain shirt which provides its protection in any form she takes.
 
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Betrayor

First Post
VALKYRIES
Divine Status: Most have the power of prophets, but some are hero-deities or even quasi-deities (especially those descended from Aesir gods, such as Thrud, daughter of Thor and Sif)
Alignment: Usually Chaotic Neutral or Chaotic Good
Patron: Usually Odin, less commonly Freyja; some serve other Norse gods
Home Plane: Asgard (usually; sometimes Midgard/Material Plane)
Pantheon: Norse
Portfolios: War, one other (possibilities include Death, Destruction, Magic, Sky, Skill, and Strength)

Legend
Valkyries are empowered servitors of the Norse gods, primarily Odin. They serve in the halls of Odin and ride forth to battle, choosing the best of fallen warriors to become einherjar - Odin's chosen warriors. Some valkyries also live on the mortal world; several relationships between mortal heroes and valkyries have become the stuff of legend.


KARA (Human Valkyrie Cleric 12)
Medium Humanoid (Extraplanar)
Hit Dice: 12d8+48 (144 hp) + 50 hp force field
Initiative: +8
Speed: 40 ft., fly 120 ft. (perfect)
Armor Class: 25 (+2 Dex, +3 natural, +7 valkyrie mail, +2 divine, +1 deflection)
Base Attack/Grapple: +9/+15
Attack: +4 keen frost spear +20* melee (1d8+12* and 1d6 cold/19-20)
Full Attack: +4 keen frost spear +20/+15* melee (1d8+12* and 1d6 cold/19-20)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Divine aura 55 ft., spell-like abilities, spells
Special Qualities: DR 10/magic, divine bonus, divine senses, SR 24
Saves: Fort +14, Ref +8, Will +15
Abilities: Str 18, Dex 15, Con 18, Int 17, Wis 20, Cha 13
Skills: Concentration +11, Diplomacy +14, Knowledge (the planes, religion) +20, Ride +9, Spellcraft +20, Spot +12
Feats: Cleave, Combat Casting, Great Cleave*, Improved Initiative, Power Attack, Weapon Focus (spear)
Divine Abilities: Anyfeat*, Apport, Cold Immunity, Force Field
Challenge Rating: 14 / ECL: 22
Alignment: Chaotic neutral
Quintessence: 250

*Great Cleave is currently Kara's active Anyfeat.

A tall and muscular woman whose eyes bear a hawk's glance. She wears shining mail over a sky-blue tunic, and a cloak trimmed with swan-feathers hangs from her shoulders; in her right hand she holds a spear with an ice-bright blade.

Kara is a valkyrie who lived on the mortal world for a great spance of time, falling in love with the hero Helgi Haddingjaskati; she is known for her ability to change shape.

Spell-like Abilities: At will – air walk, blade barrier, chain lightning, command, control winds, dispel magic, divine power, flame strike, gaseous form, magic vestment, magic weapon, obscuring mist, spiritual weapon, tongues, wind wall; 2/day – commune, control weather, elemental swarm (air elementals only), power word blind, power word kill, power word stun, sending, whirlwind

Spells: As a 12th-level cleric of Odin, Kara can cast spells (spells per day: 6/6+1/5+1/5+1/4+1/3+1/2+1) at caster level 14th. Kara has one domain spell per day at each spell level above 0 (domains: Sky, War). Save DC: 15 + spell level.

Divine Abilities
Anyfeat - Kara has one feat slot that can be changed at any time to any feat for which she meets prerequisites
Apport - Kara can call her artifacts to her at any distance unless anti/dead magic intervenes
Force Field - Kara is surrounded by a force field with 50 hit points; when damaged (even reduced to 0 hp), it regenerates 1 hp/round. Any damage dealt to Kara is applied to the force field before her actual hit points.
Polymorph - Kara can polymorph at will

Sky Portfolio
*Spell-like Abilities
*-2 competence penalty on all die rolls while standing on solid ground
*Kara suffers +50% damage from attacks/effects when not flying
*Fly speed 120 ft. (perfect)
*Half damage from wind-based attacks/effects

War Portfolio
*Spell-like Abilities
* -2 competence penalty to Wisdom
* If she ever retreats from a fight, Kara suffers a -2 competence penalty to all rolls for 1 week
* Kara can use armor or shields without penalty

Artifacts: Kara bears a +4 keen frost spear and a ring of spell storing that can store up to seven levels of spells. She wears special valkyrie mail: a +3 heavy fortification chain shirt which provides its protection in any form she takes.


---

BTW, the ability to cast the 9th-level domain spells as at-will SLAs is a bit OP for Prophets, and way so for Disciples, IMO -- power word kill (War domain, 9th level) is waaay too much for beings at the CR of Disciples and many Prophets. In Kara's stats, I dropped her 7th-9th level domain spells to 2/day, but that's very ad hoc.

Vey nice....
But I have a couple of questions?
Why does Kara have so many divine abilities?
Shouldn't she have 2 instead of 4?
And secondly about the spell like abilities from the portfolios,
Ascension allready says that they can only use their spelllike abilities provided the spell level in no greater than 1/2 their hd....
So in Kara's case she would be able to use up to 6 level of her spelllike abilities at will,but she would be unable to use higher spelllike abilities at all....

Now overall I am impressed with your work,and the above are only minor nitpicks,I can't wait to see the next ones......
 


Vey nice....
But I have a couple of questions?
Why does Kara have so many divine abilities?
Shouldn't she have 2 instead of 4?

She only has 3 artifacts, she traded one for abilities.

And secondly about the spell like abilities from the portfolios,
Ascension allready says that they can only use their spelllike abilities provided the spell level in no greater than 1/2 their hd....
So in Kara's case she would be able to use up to 6 level of her spelllike abilities at will,but she would be unable to use higher spelllike abilities at all....

Ah, thanks! Will fix that...

I'll get to Odin, but I'm already started on Tyr, so he will be next.
 

OK, been a while since I posted here, so here's Tyr. Still kind of a rough draft, I'll come back and add his realm and retinue.

TYR
Intermediate Deity
Age:
75,000+ years
Alignment: Lawful Neutral
Allies: Norse Pantheon, especially Odin
Enemies: Evil giants/jotunns; the undead; dreadwolves
Home Plane: Asgard
Nemesis: Garm
Pantheon: Norse
Portfolios: Law, War
Quintessence: 40,000,000
Relatives: Odin (father)

A man of palpable, imposing presence, with a hard expression and steely eyes. Every contour of his face bespeaks danger, and his muscles are clearly combat-trained. One of his hands is missing, raggedly removed at the wrist; his remaining hand holds a shining sword.

LEGEND
Tyr is the war god of the Norse pantheon and the master of justice. A stern being, he is known for his courage. The best-known myth involving Tyr tells that he placed his hand in Fenrir's mouth when the great wolf was bound as a pledge that the gods would release him; of course, the gods did not, and Tyr lost his hand.

PERSONALITY
Tyr is grim, humorless, and steadfast. He is slow to forgive wrongs and not known for compassion, yet is honorable and justly applies the laws for which he is responsible.

RELATIONS
Norse Pantheon: Tyr is on fairly good terms with the other non-evil Norse gods, though he has no close friendships and no spouse or children. He is loyal to Odin. He detests Loki and Hel and considers them near outlaws, but refrains from overt hostility and violence since he respects the oaths Odin swore to them as binding on him too, as Odin's law-keeper.

The Undead:
Tyr is a great enemy of these corruptions of the natural order, creatures of the domain of Hel.

Giants/Jotunns: Tyr, like most of the Norse gods, is an enemy of the evil giants and jotunns (giant immortals), but they are not his prime foes as they are to Thor. Still, as war god of the Norse pantheon, he is often called on to fight them.

Dreadwolves: These monstrous brutes are enemies to the main pantheon (non-evil) Norse gods, but Tyr has an especial hatred of them.

Manifestation of Tyr
Medium Outsider (Extraplanar)
Hit Dice: 70d20 + 1190 (2590 hp)
Initiative: Perfect (+34)
Speed: 90 ft. (18 squares)
Armor Class: 122 (+35 natural, +14 Dex, +12 divine, +7 Cha, +44 Tyr's Mail)
Base Attack / Grapple: +70/+104
Attack: War Sword +120* melee touch (186/13-20/x5)
Full Attack: War Sword +120/+120/+120/+120* melee touch (186/13-20/x5)
Space / Reach: 5 ft./5 ft.
Special Attacks: Divine aura (1600 ft.), spell-like abilities
Special Qualities: Divine bonus, divine senses, DR 30/epic, godly realm, grant spells, immunities, immortality, portfolios (law, war), SR 92
Saves: Fort +68, Ref +65, Will +58
Abilities: Str 55, Con 45, Dex 38, Int 18, Wis 28, Cha 24
Skills: +85+ability modifier (Maven + Omnicompetent)
Feats: Cleave, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Critical (longsword), Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack (16)
Epic Feats: Epic Potency (x8), Epic Prowess (x8), Epic Weapon Focus (longsword), Epic Weapon Specialization (longsword), Greater Critical (longsword), Greater Critical Multiplier (longsword), Greater Power Attack, Improved Critical Multiplier (longsword), Improved Whirlwind Attack, Light Eradication, Superior Initiative, Superior Whirlwind Attack
Divine Abilities: Enlarge Aura, Epic Presence (Epic Potency, Epic Prowess), Exoskeleton, Fire Immunity, Moderate Eradication, Omnicompetent, Perfect Body, Perfect Initiative, Perfect Weapon Focus (longsword), Perfect Weapon Specialization (longsword), Superior Critical (longsword), Superior Critical Multiplier (longsword), Superior Power Attack, Threatening Critical (longsword), True Seeing, True Strike, Uncanny Weapon Focus (longsword), Uncanny Whirlwind Attack
Cosmic Abilities: Unearthly Weapon Focus (longsword)

*Assuming 48 points of Power Attack (+168 melee touch otherwise); touch attack due to Unearthly Weapon Focus
**Assuming +96 from 48 points of Power Attack (90 damage with no PA).

Divine Abilities
The effects of Tyr's Enlarge Aura, Exoskeleton, Omnicompetent, Perfect Body, Perfect Initiative, Perfect Weapon Focus, Perfect Weapon Specialization, Superior Critical, Superior Critical Multiplier, True Strike, and Uncanny Weapon Focus divine abilities and his Unearthly Weapon Focus cosmic ability are already figured into his stat block.
Epic Presence - All allies within Tyr's aura gain the benefits of Epic Prowess and Epic Potency (+1 to attack rolls, +2 to damage)
Fire Immunity - Tyr is immune to fire damage
Moderate Eradication - Tyr has a 50% chance of ignoring immunity to critical hits
Perfect Weapon Specialization - Tyr always does maximum damage, with no need to roll
Superior Power Attack - Tyr gains a +2 bonus to damage for every point of attack bonus he sacrifices when Power Attacking
Threatening Critical - Tyr does not roll to confirm critical hits, any critical threat is automatically a critical hit
True Seeing - Tyr is always under the effect of true seeing
Uncanny Whirlwind Attack - As a full-round action, Tyr can make a full attack against every target he threatens

Law Portfolio
Spell-like Abilities
Hostile Environment: -12 competence penalty to all rolls in a chaotic-aligned environment
Anarchic Vulnerability: +50% damage from anarchic effects
Transmutation Immunity
Scion of Law: +12 competence bonus on attack rolls, damage, AC in a lawful-aligned environment
Improved Summoning (Law): Lawful-aligned summoned creatures have +50% more HD
Taint of Law: Healing effects restore only 50% of normal against damage dealt by Tyr, unless used in a chaotic-aligned environment
Uncanny Axiomatic Mastery: Use all axiomatic Effects, shape effects to exclude allies from area (affect chaotic creatures only)
Beam: 3200 ft., 70d8
Blast: 3200 ft., 35d8, Reflex DC half
Blood: 17d8, Reflex DC negates
Breath: 800 ft. line or 200 ft. cone, 70d8, Reflex DC half
Hand: 105d8
Immolation: 800 ft. radius burst, 105d8, Reflex DC half
Storm: 800 ft. radius aura, 17d8, Reflex DC half (only if moving out of the area)
Strike: 17d8
Wrath: 200 ft. range gaze, 35d8, Will DC negates


War Portfolio
Spell-like Abilities
Lemming's Wisdom: -8 competence penalty to Wisdom
Soldier's Death: -12 penalty to all die rolls for a week if Tyr ever retreats
Battle Ready: Use armor or shields without penalty
Scion of War: +12 competence bonus on attack rolls
Sons of Battle: Summoned creatures gain +12 bonus on attack rolls
Chink in the Armor: Ignore armor and shields' armor bonuses (but not enhancement bonuses)
Uncanny Force Mastery: Use all force Effects
Beam: 3200 ft., 70d4
Blast: 3200 ft., 35d4, Reflex DC half
Blood: 17d4, Reflex DC negates
Breath: 800 ft. line or 200 ft. cone, 70d4, Reflex DC half
Hand: 105d4
Immolation: 800 ft. radius burst, 105d4, Reflex DC half
Storm: 800 ft. radius aura, 17d4, Reflex DC half (only if moving out of the area)
Strike: 17d4
Wrath: 200 ft. range gaze, 35d4, Will DC negates


COMBAT

Spell-like Abilities: At will - blade barrier, calm emotions, commune, dictum, dispel chaos, divine power, dream, etherealness, flame strike, geas/quest, greater dispel magic, greater teleport, hold monster, magic circle against chaos, magic jar, magic vestment, magic weapon, order's wrath, power word blind, power word kill, power word stun, protection from chaos, sending, shield of law, spiritual weapon, summon monster IX, tongues, 12/day – wish. Caster level 82, save DCs are 29 + spell level.



ARTIFACTS
War Sword – With this blade, Tyr has slain armies singlehanded. It is a +20 thundering echoing longsword made of adamantine inlaid with orichalcum spelling out runes of battle and order; its orichalcum content gives it a base damage of 3d8.

Tyr's Mail – A +32 negating, coruscating chain shirt made of adamantine with a trace of orichalcum, giving it a base armor bonus of +12.

Ring of All Battle – Tyr's ring, set with a blood-red ruby, projects an aura that disheartens and weakens foes. All enemies within Tyr's divine aura suffer a -12 morale penalty to attack rolls and Armor Class.
 
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