Khisanth the Ancient
Explorer
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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