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Lore of the Gods - Final preview today


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Gez

First Post
I hoped to see the relationship between the myth of Lilith and mythical creatures such as Lamia and Lammasu (all related)...
 

Chapter 5 - Norse Mythology

Here's the snippet for today. A preview of everyone's favorite Thunder God complete with artwork.

Thor
Greater Deity (Aesir)
God of Lightning and Thunder
Divine Ranks: 18
Symbol: Hammer shaped amulet
Alignment: Chaotic Good
[B]Portfolio: Lightning, thunder, storms
Domains: [/B] Chaos, Good, Storm, Strength
True Form: Thor is a large man whose body seems tied with thick knots of muscle, fiery wild hair and long shaggy beard. His eyes seethe with distilled rage
Perceived Form: Same as true form
Avatar Form: Same as true form
Other Manifestations: None
Allies: Odin (father), Sif (spouse)
Foes: Giants, Loki, Midgard Serpent
Sacred Items: Hammer, mead
Sacred Animals: Goats
Sacred Plants: Cedar
Sacred Minerals: Adamantine, sapphire
Divine Artifact: Mjolnir (Hammer of Storms)

Mythology: Thor is the son of Odin and a member of the Aesir. He is the god of thunder and the main enemy of the giants and would smash their heads with his mighty hammer Mjolnir. To wield this awesome weapon he needs iron gloves and a belt of strength. Mjolnir will return to Thor’s hand after being thrown and is symbolic of lightning. Thor has the power to conjure storms, and control the wind and rain. He is a mighty god with an immense appetite. He has fiery red hair, a huge red beard, and a hot temper that is often vented on giants, the main enemies of the gods. During Balder’s funeral, an unfortunate dwarf found himself to be the recipient of Thor’s fabled temper when he tripped over one of the Thunder God’s feet. In a burst of rage over the dwarf’s carelessness, Thor kicked the dwarf onto Balder’s funeral boat as it burned.

Thor rides around middle-earth in his wagon drawn by two goats, whose names are Gap-tooth and Tooth-gnasher. His abode is Thruthheim (which means Land of Strength) and his hall, Bilskinir. He is married to Sif. Thor rules over the region called Prudvangar, “the Paddock of Power”, where his lightning castle Bilskirnir is situated. Thor is said to meet his death in the coils of the Midgard serpent in the final battle of Ragnarok.

Main Tenets of Faith: Thor is arguably the most popular god of the Norse mythology. He represents the common man and his struggle to survive. He provides the faithful with strength and perseverance, righteous rage, might, and the ability to protect one’s rights. Before battle, warriors pray to him to guide their fury and after they praise him with libations of mead and contests of strength. They believe that force and strength are the ultimate defense.

Location of Faith: He is also foremost of the gods to the common man and is widely worshipped. He has a huge statue at his temple in Upsalla. His temples are open to the public at all times and congregants and non-congregants participate in feasting, boasting, drinking, and brawling.

Sects: None

Responsibilities of the Clergy: Like Sif’s clergy, Thor’s clerics are staunch defenders of their communities, though they also lead troops to war, whipping them into berserk frenzies.

Rights of the Clergy: Thor’s clerics are excused of dishonor associated with rash outbursts of anger.

Restrictions of the Clergy: Cleric’s who repeatedly lose contests of strength or drinking are asked to step down from the clergy.

Rituals: Thor Blot is held each spring. Offerings consist of mead and roasted goats, which are heartily feasted upon. Before meals his faithful make the sign of the hammer to bless food as it is passed above a flame. His clerics also have a secret ritual called the hammer rite that they use to keep contracts and oaths with Thor, and consecrations and blessings. His holy day is Thursday. His clerics choose when the pray for spells, but require a hammer as a divine focus while praying.

Vestments: Thor’s clerics commonly dress in medium armor, usually scale mail, ringmail or chain, and always wear prominently displayed hammer pendants.

Thor’s Path of the Devout
Devout Classes: Barbarian, cleric, druid, fighter, warrior
Devout Alignments: CG, CN, LG, LN
Favored Weapons: Hammer
Devout Oath: Before each meal, the devotee must bless his meal by passing it over a flame and making the sign of the hammer.
Devout Benefits: Thor’s devotees gain a +4 sacred attack bonus against giants when using a hammer as the primary weapon.

Avatar of Thor
10th-Level Cleric/10th-Level Fighter
Medium Outsider (Aesir, Chaotic, Extraplanar, Good)
Divine Rank: 9
Hit Dice: 10d8+40 plus 10d8+40 plus 10d10+40 (380hp)
Initiative: + 8 (+4 Dex, +4 Improved Init)
Speed: 80 ft. (16 squares)
AC: 44 (+4 Dex, +15 natural, +8 bracers, +7 deflection), touch 21, flat-footed 40
Base Attack/Grapple: +36 (+40 vs. giants) / +44 (+48 vs. giants)
Attack: Mjolnir, Hammer of Storms (+5 adamantine bane (+11 vs. giants), mighty cleaving, returning (see artifact description), shocking burst, thundering warhammer +51 melee (1d8+15 plus 6d6 vs. giants plus 1d6 electricity plus 1d6 sonic /19-20/x3 plus 2d10 electricity plus 2d8 sonic plus save (Fort, DC 14) or permanently deafened) or Mjolnir, Hammer of Storms +47 ranged (distance 180 ft.; see artifact description) (1d8+15 plus 6d6 vs. giants plus 1d6 electricity plus 1d6 sonic /19-20/x3 plus 2d10 electricity plus 2d8 sonic plus save (Fort, DC 14) or permanently deafened plus giants save (Fort; DC 28) or disintegrated) or +5 bane (+11 vs. giants, disruption, distance, holy, shocking burst, thundering, throwing, warhammer +51 melee (1d8+15 plus 6d6 vs. giants plus undead save (Fort, DC 14) or destroyed plus 2d6 vs. evil creatures plus 1d6 electricity plus 1d6 sonic /19-20/x3 plus 2d10 electricity plus 2d8 sonic plus save (Fort, DC 14) or permanently deafened) or +5 bane (+11 vs. giants, disruption, distance, holy, shocking burst, thundering, throwing, warhammer +47 ranged (1d8+15 plus 6d6 vs. giants plus undead save (Fort, DC 14) or destroyed plus 2d6 vs. evil creatures plus 1d6 electricity plus 1d6 sonic /19-20/x3 plus 2d10 electricity plus 2d8 sonic plus save (Fort, DC 14) or permanently deafened).
Full Attack: Mjolnir, Hammer of Storms +51/+46/+41/+36 melee (1d8+15 plus 6d6 vs. giants plus 1d6 electricity plus 1d6 sonic /19-20/x3 plus 2d10 electricity plus 2d8 sonic plus save (Fort, DC 14) or permanently deafened) or Mjolnir, Hammer of Storms +47 ranged (distance 180 ft.; see artifact description) (1d8+15 plus 6d6 vs. giants plus 1d6 electricity plus 1d6 sonic /19-20/x3 plus 2d10 electricity plus 2d8 sonic plus save (Fort, DC 14) or permanently deafened plus giants save (Fort; DC 28) or disintegrated) or +5 bane (+11 vs. giants, disruption, distance, holy, shocking burst, thundering, throwing, warhammer +51/+46/+41/+36 melee (1d8+15 plus 6d6 vs. giants plus undead save (Fort, DC 14) or destroyed plus 2d6 vs. evil creatures plus 1d6 electricity plus 1d6 sonic /19-20/x3 plus 2d10 electricity plus 2d8 sonic plus save (Fort, DC 14) or permanently deafened) or +5 bane (+11 vs. giants, disruption, distance, holy, shocking burst, thundering, throwing, warhammer +47 ranged (1d8+15 plus 6d6 vs. giants plus undead save (Fort, DC 14) or destroyed plus 2d6 vs. evil creatures plus 1d6 electricity plus 1d6 sonic /19-20/x3 plus 2d10 electricity plus 2d8 sonic plus save (Fort, DC 14) or permanently deafened).
Space/Reach: 5ft. /5ft.
Special Attacks: Artifact traits, domain powers, spells, spells, spell-like abilities, spontaneous casting, turn undead 10/day.
Special Qualities: Aesir traits, avatar immunities, damage reduction 29/-, divine senses (4.5-mile radius), greater teleport (at will; caster level 20th), outsider traits, planeshift (at will; caster level 20th), resistance to electricity 18, resistance to fire 30, speak and read all languages, spell resistance 25, spontaneous casting of domain spells, telepathically communicate with any living creatures (1-mile-radius).
Saves: Fort +34, Ref +26, Will +31
Abilities: Str 26, Dex 18, Con 18, Int 18, Wis 20, Cha 25
Skills & Feats: Climb +33, Concentration +33, Handle Animal +31, Hide +28, Intimidate +31, Jump +42, Knowledge (Arcana) +33, Knowledge (Religion) +34, Listen +31, Move Silently +23, Ride +25, Search +23, Sense Motive +24, Spellcraft +27, Spot +24, Swim +25; Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Greater Weapon Focus (Warhammer), Improved Critical (Warhammer), Improved Initiative, Improved Sunder, Leadership, Mobility, Point Blank Shot, Power Attack, Quick Draw, Spring Attack, Weapon Focus (Warhammer), Weapon Specialization (Warhammer), Whirlwind Attack.
Salient Divine Abilities: Banestrike (Giants), Energy Burst (Electricity, 90ft-radius, 9d8 damage, DC 22 Reflex save for half damage), Extra Domain (Good), Frightful Presence (Will save DC 25).
Domain Powers: Chaos (cast Chaos spells at +1 caster level), Storm (immune to all deafening, +2 saves vs. electricity), Strength (9/day; +19 to Strength for 1 round)
Spell-Like Abilities Per Day (9/8/7/6/5/4/3/2/1; Caster Level 19th; save DC 26 + spell level): 1st— endure elements, enlarge person, protection from evil, protection from law; 2nd— aid, bull’s strength, calm emotions, whispering wind; 3rd— magic circle against evil, magic circle against law, magic vestment, thunderstrike; 4th— air walk, chaos hammer, holy smite, spell immunity; 5th— dispel evil, dispel law, righteous might, rolling thunder; 6th— animate objects, blade barrier, chain lightning, stoneskin; 7th— control weather, grasping hand, holy word, word of chaos; 8th— clenched fist, cloak of chaos, maelstrom, holy aura; 9th— crushing hand, elemental swarm (as air spell), monster summoning IX (as chaos or good spell).
Cleric Spells Prepared (6/6+1/5+1/4+1/4+1/3+1; save DC 15 + spell level): 0— guidance, light, mending, purify food and drink, read magic, resistance; 1st— cause fear, command, detect evil, detect undead, divine favor, endure elements, shield of faith; 2nd— aid, bull’s strength, hold person, remove paralysis, shield other, spiritual weapon; 3rd— blindness/deafness, dispel magic, invisibility purge, searing light, thunderstrike; 4th— air walk, death ward, dimensional anchor, dismissal, freedom of movement; 5th— greater command, righteous might, spell resistance, true seeing.
Artifact Powers: Thor’s artifacts grant him additional powers.
Mjolnir, Hammer of Storms (+5 adamantine bane (+7 vs. giants), mighty cleaving, returning (see artifact description), shocking burst, thundering warhammer) (caster level 20th, all saves Charisma based): At will: call lightning, control weather, control winds; 5/day- chain lightning, whirlwind, wind walk; 1/week- storm of vengeance; Minimum of 22 Strength to wield; 180ft. throwing range with no range penalties; If a critical hit is scored against a giant (when thrown only), the giant must make a Fort save (DC 28) or die.
Possessions: Phylactery of undead turning, belt of giant strength +6, boots of striding and springing, bracers of armor +8, cloak of charisma +6, ring of major fire resistance, Mjolnir, Hammer of Storms.

Artwork by Phillip James.
 

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sjmiller

Explorer
I must say, so far the excerpts have been most interesting. This might be a rare new RPG book purchase for me. I buy lots of old books, but few new ones.

The preview picture has something odd about it. I cannot explain what it is, but my first impression of the art was, "that looks off for some reason." I will figure out what it is and let you know.
 



sjmiller

Explorer
BastionPress_Creech said:
It's his hands and a perceptual thing. His hands are crossed but it takes a moment to realize that. Once you do, it looks okay.
That's not it, but I think I figured it out. Draw a line from the middle of the shoulder straight down to the bottom of the picture. See how far forward the hips are from the shoulders? It's like his back is curved backward, or the shoulders are pulled back in an exaggerated fashion. That is what does not look right to me. I can't recall ever seeing someone stand in such a manner naturally.
 

Okay, here's what I come up with for divine ascension rules. I also posted these in the thread I created on divine ascension. I couldn't get the tables to work right, so I posted them strung out a little. Comments?

Divine Ascension
On very rare circumstances, a character may achieve the means to ascend to the level of divinity and become an avatar of a deity or possibly even be asked to join a pantheon of gods. This is not an action that should be taken lightly and without extensive conversations with the Game Master and his approval. The ability to ascend is highly dependent upon several factors outside of the GM’s willingness, including such things as: the character being epic or legendary in status, whether or not there is a need for a new deity in the existing pantheon, the presence of a divine spark within the character, successfully completing a dangerous quest (akin to the Twelve Labors of Herakles) and faithfully following a Path of the Devout, or achieving the landmark of having enough worshipers and followers that the character is infused with the power to grant spells to clerics of 4th-level or greater.

The path to ascendance is very difficult to say the least and should vary greatly according to the individual campaign worlds that are established by the GM. Presented here is a minor framework that may be used should the GM be faced with the decision (or opportunity) to have a character become immortal and possibly even omnipotent.

Divine Potential
Any character that seeks to become a candidate for divinity must possess an inner quality that separates him or her above all others. This “spark” serves as the foundation for the character’s ability to develop salient abilities to become an avatar and even a lesser deity. (No character should ever be allowed to replace or become a greater deity without the approval of all other members of that particular pantheon.) Characters seeking divinity must fulfill the following requirements prior to embarking upon their quest for godhood.

Divine Perception [General]
You can sense the workings of the gods in the mortal world.

Prerequisites: Wis 13, Skill Focus (Knowledge (religion)), Knowledge (religion) 5 ranks

Benefit: You are sometimes aware of the active presence of gods and other powerful Outsiders. For example, you may feel a chill when in the presence of an evil shrine, or become calm when visiting a sacred spring dedicated to a good deity. The awareness this feat grants is purely passive, meaning the GM should determine if and when the character detects the hand of the gods in the mortal world. Moreover, the awareness is highly inexact and impressionistic; it does not replace spells such as detect chaos/evil/good/law, know alignment, or anything similar.

Normal: Without this feat, the skill Divine Sight is barred to the character.

Divine Potential [General]
A thread of divine essence has been infused into your soul.

Prerequisites: Epic character level 45+ with at least 20 levels in any one single class, Divine Perception, Path of the Devout followed faithfully without a single transgression for at least 5 years.

Benefit: You have been granted a spark of divine power and now have Divine Rank 0 and all privileges entitled to that status.

Special: You may take this feat multiple times. Each time you take the feat, you gain 1 divine rank (maximum Divine Rank 5).

Once both feats have been chosen during the character’s career, he may now begin the next phase, a quest that has been given by his patron deity. The character may be allowed to have companions accompany him, but must perform key parts of the quest on his own without their assistance. The quest should involve matters of epic challenge and test the character’s every ability to the extreme. An example of such a test would be to collect a sample of planar essence from each of the elemental planes and energy planes. The essences must be kept intact within a specially constructed container and brought to a single location. To make matters more challenging, other deities in the pantheon will be sending minions to stop the character and his companions. GM’s should use this opportunity to craft truly memorable adventures for the players to reminisce about long after a character has attained his divinity.

The final stage of the character’s journey should be the acquisition of worshipers. There is a correlation between sustained divine power and the number of worshipers among minor, lesser and intermediate deities. Greater deities derive most of their divine power directly from the cosmos itself, the fabric of all realities. As a newly formed diety, the character needs to establish worshipers fairly quickly, lest other gods decide to move against him while he is vulnerable. The table below presents GMs with an estimation of the required number of worshipers needed for each level of divine godhood.

Divine Rank
0
1-5
6-10
11-15
16+

Number of Passive Worshipers
Less than 100
101 – 10,000
10,001 – 100,000
100,001 – 1,000,000
1,000,000 +

Number of Zealous Worshipers
Less than 10
10 – 1000
1001 – 10,000
10,001 – 100,000
100,000 +

While passive worshipers (beings who believe in a deity and occasionally make a prayer to her) make up the bulk of the total number of worshipers, it is the number of zealous worshipers that helps define the power level of a deity. Zealous worshipers are those individuals who actively worship through daily prayer and devout belief in the existence of a god. Clerics and paladins are considered to be zealous worshipers as are commoners who openly profess their belief through dedication and commitment.

As the total number of worshipers increase, the ability of that god to grant divine spells also increases. Greater deities are not inhibited in any way because of where they draw their power from, however, intermediate and lesser deities are greatly dependent upon these worshipers to serve as the “fuel” to provide spells to their clerics and followers. For example, certain demon lords fall into the minor deity category as they may have between one and five divine ranks and have at least 50 devout clerics. This allows them to grant spells up to 4th-level with a maximum cleric level of 7th. Once a deity has increased his divine ranks, his numbers of worshipers (both passive and zealous), and the minimum number of devout clerics to the next needed level, he may move into a new divine category and increase the maximum spell level granted and the maximum level of devout clerics, but at the same time increase the minimum number of devout clerics needed to maintain his status.

Divine Rank
0
1-5
6-10
11-15
16+

Max. Spell Level
1
4
9
9
Epic

Max. Cleric Level
1
7
20
20
Epic

Min. Number of Devout Clerics
5
50
500
5,000
N/A
 
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DaveMage

Slumbering in Tsar
I may be mis-remembering, but doesn't Deities and Demigods state that it takes little or no effort to grant spells (regardless of spell level)?

If so, I would perhaps consider removing that limitation to be consistent.

However, I do like the idea of linking divine rank to number of worshippers.

Also, you may want to include a section after this one that has possible ideas for how to use PCs that have ascended. Certainly having them become NPCs is the most likely result, but that usually isn't very much fun for the player. :)
 

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