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Who is your preferred Norse Deity?

Started by Sophie Scholl, January 17, 2017, 04:36:16 AM

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Choose wisely o ye of Midgard!

Baldur (God of beauty, innocence, peace, and rebirth)
Bragi (God of poetry, music and the harp)
Forseti (God of justice, peace and truth)
Freya (Goddess of love, fertility, and battle)
Frigg (Goddess of marriage and motherhood)
Hel (Queen of Helheim, the Norse underworld)
Heimdall (Guardian of Asgard)
Hod (God of winter and Languish)
Loki (Trickster and god of mischief)
Njord (God of sea, wind, fish, and wealth)
Odin (God of war, associated with wisdom, poetry, and magic)
Sif (Goddess of harvest)
Sjöfn (Goddess of love)
Snotra (Goddess of prudence and wisdom)
Thor ( God of thunder and battle)
Tyr (God of war and the skies)
Ull (God of ski/winter, hunt, and duel)
Other.  Please elaborate.

grumbler

Quote from: Admiral Yi on January 17, 2017, 12:03:31 PM
Sympathy vote for Snotra, with the shitty name. :(

Hey, Frank made it work.  :contract:
The future is all around us, waiting, in moments of transition, to be born in moments of revelation. No one knows the shape of that future or where it will take us. We know only that it is always born in pain.   -G'Kar

Bayraktar!

The Minsky Moment

The purpose of studying economics is not to acquire a set of ready-made answers to economic questions, but to learn how to avoid being deceived by economists.
--Joan Robinson

The Brain

What's with the hate for the Norse gods?
Women want me. Men want to be with me.

11B4V

Heimdall, but I think he's blek.



Quote
HEIMDALL
Ranger 20/Cleric 20
Medium-Size Outsider
Divine Rank: 15
Hit Dice: 20d8+180 (outsider) plus 20d10+180 (Rgr) plus
20d8+180 (Clr) (1,060 hp)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 69 (+8 Dex, +15 divine, +28 natural, +8 deflection)
Attacks: +5 bane* keen lawful longsword +76/+71/+66/+61 melee; or
spell +66 melee touch or +63 ranged touch *+78/+73/+68/+63
against evil outsiders.
Damage: +5 bane* keen lawful longsword 1d8+36/15–20 or by spell
*2d6 plus 1d8+36/15–20 against evil outsiders.
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like
abilities; turn undead 15/day.
Special Qualities: Divine immunities, DR 65/+5, fire resistance
35, spontaneous casting of divine spells, understand, speak, and
read all languages and speak directly to all beings within 15
miles, remote communication, godly realm, teleport without error
at will, plane shift at will, favored enemies (giants +5, goblinoids
+4, dragons +3, aberrations +2, undead +1), SR 67, divine aura
(1,500 ft., DC 33).
Saves: Fort +56, Ref +55, Will +64.
Abilities: Str 32, Dex 27, Con 28, Int 27, Wis 44, Cha 27.
Skills*: Animal Empathy +44, Bluff +43, Climb +51, Concentration
+54, Craft (metalworking) +53, Craft (stoneworking)
+53, Diplomacy +52, Gather Information +34,
Handle Animal +48, Heal +62, Hide +48, Innuendo +38,
Intimidate +45, Intuit Direction +57, Jump +51, Knowledge
(arcana) +48, Knowledge (nature) +44, Knowledge (the
planes) +35, Knowledge (religion) +48, Listen +59, Move
Silently +48, Ride (horse) +50, Scry +39, Search +48, Sense
Motive +52, Spellcraft +48, Spot +59, Swim +51, Wilderness
Lore +53. *Always receives a 20 on checks.
Feats: Alertness, Blind-Fight, Cleave, Combat Casting, Combat
Reflexes, Dodge, Endurance, Expertise, Extra Turning, Great
Cleave, Improved Bull Rush, Improved Critical (longsword),
Improved Initiative, Mobility, Power Attack, Power Critical
(longsword), Quick Draw, Spring Attack, Sunder, Track,
Weapon Focus (longsword), Whirlwind Attack.
Divine Immunities: Ability damage, ability drain, acid, cold,
death effects, disease, disintegration, electricity, energy drain,
mind-affecting effects, paralysis, poison, sleep, stunning, transmutation,
imprisonment, banishment.
Salient Divine Abilities: Alter Form, Alter Size, Annihilating
Strike, Banestrike (giants), Battlesense, Clearsight, Divine Inspiration
(courage), Divine Storm, Divine Weapon Focus (longsword),
Divine Weapon Specialization (longsword), Extra Sense Enhancement
(hearing), Extra Sense Enhancement (sight), Increased
Damage Reduction, Increased Spell Resistance, Irresistible Blows,
Shapechange, Sunder and Disjoin, Wound Enemy.
Domain Powers: Cast good spells at +1 caster level; cast law
spells at +1 caster level.
Spell-Like Abilities: Heimdall uses these abilities as a 25thlevel
caster, except for good and law spells, which he uses as a
26th-level caster. The save DCs are 33 + spell level. Aid, blade barrier,
calm emotions, dictum, dispel chaos, dispel evil, divine power, flame
strike, hold monster, holy aura, holy smite, holy word, magic circle against
chaos, magic circle against evil, magic vestment, magic weapon, order's
179
CHAPTER 6:
THE ASGARDIAN
PANTHEON Illus. by D. Cramer
180
wrath, power word blind, power word kill, power word stun, protection
from chaos, protection from evil, shield of law, spiritual weapon, summon
monster IX (as good or law spell only).
Cleric Spells/Day: 6/11/10/10/10/10/8/8/8/8; base DC = 27 +
spell level.
Ranger Spells/Day: 8/7/7/7; base DC = 27 + spell level.
Possessions: When Heimdall sounds his horn Gjallahorn, all
living creatures have a chance to hear it (Listen DC 5 on Asgard,
10 on Midgard, and 15 on Niflheim). All Aesir and Vanir hear it
automatically, regardless of their location or that of the horn.
Anyone other than Heimdall who tries to sound the horn must
make a Perform check (DC 40) and a Use Magic Device check
(DC 40). Even if that person succeeds, all Aesir and Vanir have a
chance to notice something strange in the sound (Listen DC 5).
Mortals within one mile of Gjallahorn when it sounds must make
a Fortitude save (DC 39) or be stunned for 1d10 minutes. Mortals
who fail their saves by 5 or more are deafened permanently.
Caster Level: 25th; Weight: 10 lb.
Other Divine Powers
As an intermediate deity, Heimdall automatically receives a die
result of 20 on any check. He treats a 1 on
a saving throw or attack roll normally
and not as an automatic
failure. He
is immortal.

Senses: Heimdall can touch and smell at a distance of fifteen miles and see and hear at a distance of thirty miles. As a standard action, he can perceive anything within fifteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to
up to ten locations at once. He can block the sensing power of
deities of his rank or lower at up to two remote locations at once
for 15 hours.
Portfolio Sense: Heimdall senses all attempts to reach Asgard
the instant they begin and fifteen weeks into the past.
Automatic Actions:Heimdall can use Listen, Search, or Spot as
a free action if the DC for the task is 25 or lower. He can perform up
to ten such free actions each round.
Create Magic Items: Heimdall can create magic weapons and
armor and items that enhance perception by giving bonuses to
Listen, Search, or Spot checks, as long as the item's market price
does not exceed 200,000 gp.


https://dnd.rem.uz/3.5%20D%26D%20Books/Deities%20And%20Demigods.pdf
"there's a long tradition of insulting people we disagree with here, and I'll be damned if I listen to your entreaties otherwise."-OVB

"Obviously not a Berkut-commanded armored column.  They're not all brewing."- CdM

"We've reached one of our phase lines after the firefight and it smells bad—meaning it's a little bit suspicious... Could be an amb—".

Ed Anger

Stay Alive...Let the Man Drive

grumbler

The future is all around us, waiting, in moments of transition, to be born in moments of revelation. No one knows the shape of that future or where it will take us. We know only that it is always born in pain.   -G'Kar

Bayraktar!

Ed Anger

Stay Alive...Let the Man Drive

Sophie Scholl

"Everything that brought you here -- all the things that made you a prisoner of past sins -- they are gone. Forever and for good. So let the past go... and live."

"Somebody, after all, had to make a start. What we wrote and said is also believed by many others. They just don't dare express themselves as we did."