Things from the Norse myth!


You know in Dieties and Demigods they have the Einherjar as a statted out creature.
Yes, i know. I found out when I was looking for the Jotun. But the base Jotun, Einherji and Valkyrie have all let me down. So I decided to make them myself. And from there was born the first creation that I put on the forum, the Jotun.

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Divine Einherjar (Soldier of God)

The Einherjar, or Soldiers of the Gods, are the champions of the Gods. Mortals who through legendary accomplishments or nepotism, are raised to the status of Immortal. These beings gain their power via a divine Wish of a God and a single point of Quintessence, they are not part of the divine hierarchy, and are not gods in and of themselves, they do not gain Quintessence nor levels of divine ascendency, needing to acquire that power separately from this.

Einherjar created due to nepotism or by being of the blood of the gods (Children, family the God wishes to raise to immortality, Friends, etc) are called Patricians.

Creating an Einherjar:

Einherjar is an acquired template that can be applied to any being with a mind and the favor of a being of at least Hero Deity and above who uses a Wish to transform them and expends a single Quintessence point.

CR: Same as the base creature +10.

Alignment: Any

Type: The creature’s type changes to Native Outsider, or at the Deity's behest native to their plane of existence and the Einherjar gains the Extraplanar Subtype

Size: Same as the base creature.

Senses: Low-light vision, Keen Senses

Keen Senses: The Einherjar senses are twice as acute as the base beings, this doubles the distance of any sense based perceptive ability (Darkvision, Scent, Tremorsense, Blindsight, Etc)

Speed: Einherjar increase all speeds they possess by 40 feet.

Hit Dice: Change the base creature's Hit Dice to a minimum of d10s unless the base creature has better Hit Dice already. Recalculate all Hp, Einherjar hit points are maximized.

Defensive Abilities: An Einherjar retains all of the base creature’s defensive abilities and special qualities. It also gains the following additional defensive abilities.

Damage Reduction: An Einherjar gains a damage reduction of 35/+4, this stacks with any other Damage Reduction the base creature may already possess.

Improved Will: Einherjar gain +2 to Will Saves

Spell Resistance of 35. This resistance Overlaps, does not stack with any other spell resistance the base creature may have.

Fast Healing 35

Sonic Resistance 20

Reattach Limbs: An Einherjar can reattach a limb lost in combat including their head by holding the severed limb to the stump for 1 round as a standard action. They are not killed by Vorpal Weapons unless the head is also entirely destroyed, however if beheaded they are effectively blind until their head is reattached.

Immortality: The Einherjar can no longer die of old age though still gains positive effects of aging (increase to Int, Wis and Cha) and when slain simply either returns to his native realm unable to leave for 1 full year, or will automatically respawn in 1 full year's time for Native Outsiders. If the EInherjar is either killed on their native plane for extraplanar outsiders, or wished dead with at least a Limited Wish spell during the time of them being dead for native outsiders, they die permanently. Unlike other outsiders, they can be revived via resurrection magic.

Immunities: Einherjar are Immune to Transmutation, Energy Drain, Ability Drain, Ability Damage, Mind Influencing Affects, Death Effects, Compulsions, Charm Effects, and Fear. They are also immune to Electricity, Fire, Acid, Cold, non magical Disease and non magical Poison.

Special Attacks: An Einherjar retains all of the base creature’s special attacks. He also gains the following additional special attacks.

Divine Rage (Ex): An Einherjar gains the Rage ability of a 20th level Barbarian, however they gain a +10 to Str, a +10 to Constitution and +5 to Will Saves while Raging. They Gain 44+ their Con Modifier rounds of Rage usable per day. If the Einherjar already has the rage class feature, he uses his HD as his full level for the rage and gains 2 extra rounds of rage per HD. The Einherjar is never fatigued when ending a rage and is able to use all skills while raging without penalty, however they still suffer a -2 to AC while Raging.

Spells (Ex): An Einherjar can cast spells as a 20th level Paladin (Good), Antipaladin (Evil), or Ranger (Neutral) based on Alignment. These spells are always cast spontaneously and need no reagents or any kind of focus item to cast. They are effectively spell like abilities.

Special Qualities: An Einherjar retains all of the base creature’s special qualities. He also gains the following additional special qualities.

Divine Regalia (Ex): The Einherjar can summon a full set of +4 weapons, items, and armor to themselves as a swift action, they gain 4 items of their choice and these items are connected to their very being, being summoned by their very essence. These items must be chosen at the time of creation and cannot be changed for at least 1 full year. If given to another, the item can be replaced in 1 year's time.

Einherjar Specialization (Ex): An Einherjar gains 10 Additional Feats chosen by the Einherjar at the time of creation. These Feats can be Fighter only feats and the Einherjar is treated as a 20th level Fighter, 20th Level Paladin and 20th Level Barbarian for purposes of feat selection, however, these must be non epic feats and cannot be transferred into Divine Abilities if applicable. Any feats not chosen at the time of creation will be forever lost.

Zeal (Ex): Against enemies of their patron deity, the Einherjar gains a +2 Bonus on Attack, Damage and AC against those targets.

Abilities: +10 Str, +10 Dex, +10 Con, +2 Int, +2 Wis, +4 Cha

Skills: An Einherjar gain a +4 bonus on all skill checks and can roll any skill even if untrained.
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This is my revision of the Midgard Dwarf (Realms Helps Creature: Dwarf, Midgard) doing them justice for being the smiths of the Norse gods.
Yggdrasil Dwarf CR 7

N Small outsider (dwarf, extraplanar)

Init +4; Senses darkvision 60 ft., forge vision, see in darkness, tremorsense 30 ft.; Perception +13 (+15 to notice unusual stonework)

AC 20, touch 12, flat-footed 20 (+6 armor, +1 deflection, +2 natural, +1 size)
hp 84 (8d10+40)
Fort +11, Ref +2, Will +8; +2 vs. poison
Defensive Abilities defensive training (+4 AC dodge vs. giant), endure elements, hardy, powerful build, stability; DR 5/magic; Immune fire; Resist acid 10; SR 18
Weakness sunlight petrification

Speed 20 ft., burrow 5 ft.
Melee +2 battleaxe +14/+9 (1d8+6/x3)
Ranged +1 heavy crossbow +9 (1d10+1/19-29)
Special Attacks curse (DC 16)
Spell-Like Abilities (CL 8th; concentration +8)
Constant—endure elements (self only)
At will—crafter’s fortune, identify, fabricate (metal or stone only), ironwood
3/day—stone shape
1/day—major creation (not vegetable matter only), metal shape (as wood shape but effect metal instead of wood, 7th level spell)
1/year—polymorph any object (metal/stone object into another metal/stone object only), true creation (metal or stone only)

Str 16, Dex 11, Con 20, Int 14, Wis 15, Cha 11
Base Atk +8; CMB +10; CMD 21 (25 vs. bull rush or trip while standing on the ground)
Feats Improved Initiative, Power Attack, Signature Skill (craft)B, Vital Strike, Weapon Focus (battleaxe)
Skills Appraise +13 (+15 for price of non-magical goods with precious metals or gemstones), Craft (forge master) +33, Knowledge (planes) +13, Perception +13 (+15 to notice unusual stonework), Sense Motive +13, Spellcraft +13, Stealth +16, Use Magic Device +15; Racial Modifiers +2 Appraise made to determine the price of non-magical goods that contain precious metals or gemstones, +20 Craft (forge master), +2 Perception to notice unusual stonework, +4 Use Magic Device
Languages Common, Dwarven, Elven, Giant
SQ change shape (Small or smaller animal, beast shape III), craft artifacts, dwarven blood, forge mastery, greed, slow and steady, stonecunning

Environment Niðavellir
Organization solitary, pair, or forge (6–12)
Treasure +2 chain shirt, medium +2 battleaxe, medium +1 light crossbow, +1 ring of protection

Craft Artifacts
If 3 Yggdrasil dwarf work together for 6 months and 1 day, consuming 500,000 gp, they can create a minor artifact. Instead, if 10 Yggdrasil dwarf work together for 1 year and 1 day, consuming 1,000,000 gp, they can create a major artifact.

Curse (Su)
Once per year as a standard action, a Yggdrasil dwarf can lay a powerful curse on someone who has wronged him (usually by stealing from him, injuring him, or killing a close relation). This functions like bestow curse (DC 16, CL 20th), except that the range is unlimited, and the spell is dismissible. The dwarf must be able to see or describe his target (for example, "he thief who took my gold, wherever he is" or "the one who killed Snorri") and the target must be guilty of the injury the dwarf specifies. Dwarves on the brink of falling in battle have been known to forego an attack in order to curse the enemy who is about to defeat them. A dwarf can sometimes be persuaded to lift his curse with an offer of weregild-money to compensate the dwarf for the injury or wrong he suffered. Generally, this requires at least 1,000 gold pieces. The save DC is Wisdom-based.

Dwarven Blood (Ex)
For all effects related to race, a Yggdrasil dwarf is considered a dwarf.

Forge Mastery (Ex)
A Yggdrasil dwarf can craft any mundane or magic item made of metal (like armor, weapons, rings, etc.) as if he had the necessary item creation feats (and its mythic version, if existent), using Craft (forge master) in place of the normal Craft for that specific item. A Yggdrasil dwarf is considered to possess the prerequisites necessary to craft any magic item of those types, even if he does not otherwise meet the requirements or does not have the ability to cast the necessary spells. Also, a Yggdrasil dwarf make twice as much progress on the item for any time spent. This ability does not reduce the item’s cost. Finally, a Yggdrasil dwarf can make a metal item masterwork simply by paying for the cost, and doesn’t need to increase the time to create the item or attempt additional checks.

Forge Vision (Ex)
A Yggdrasil dwarf can see perfectly in smoky conditions (such as those created by pyrotechnics) and through fire (even those generated by a wall of fire spell).

Sunlight Petrification (Ex)
A Yggdrasil dwarf that is exposed to natural sunlight is staggered and must make a DC 20 Fortitude save each round to resist permanently turning to stone. A stone to flesh spell (or similar effect) or submerge the dwarf in running water for 1 minute restores a petrified dwarf, but if he remains exposed to sunlight, it must immediately start making new Fortitude saves to avoid petrification. Spells like sunbeam or sunburst that create powerful natural sunlight cannot petrify a dwarf, but the creature is staggered for 1d4 rounds after being exposed to such an effect.


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