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Gods
A
Aegir
(god of storms and the sea)
Lesser
God
Armor
Class: -5
Move:
42''
Hit
Points: 387
No.
Of Attacks: 2
Damage/Attack:
4-40 (+11)
Special
Attacks: Nil
Special
Defenses: See below
Magic
Resistance: 50%
Size:
M (7')
Alignment:
Chaotic neutral
Worshiper's
Alignment: Chaotic neutral
Symbol:
Rough ocean waves
Plane:
Gladsheim
Cleric
/ Druid: 15th level cleric
Fighter:
15th level ranger
M-U
/ Illusionist: 10th level in each
Thief
/Assassin: Nil
Monk
/ Bard: 5th level bard
Psionic
Ability: V
Attributes
Strength:
(+5, +11)
Intelligence:
23
Wisdom:
18
Dexterity:
23
Constitution:
24
Charisma:
9
Aegir
is neither Aesir nor Vanir, and is actually related to the Giants.
This
god usually appears as a human with a long gray beard, and delights in overturning
ships and dragging them down to his realm under the water if they have not sacrificed
to him. He uses a club in the shape of a maiden which does 4-40 points per strike.
All those that meet him in battle under the water are slowed (no saving throw).
When in the sea, the god is 60 feet tall, and in this form will fights any of
the Aesir or Vanir who dare enter his realm without permission. He has a great
castle underwater where he lives with Ran, his wife.
Aegir
will calm storms as often as create them, especially if it will aid those who
are his friends. He is friendly and sociable with the Aesir, but they keep a
close watch on Aegir because of his unpredictable nature.
Ahto
( god of the seas and waters)
Greater
God
Armor
Class: -2
Move:
18''/ 24''/ 24''
Hit
Points: 324
No.
Of Attacks: 3/2
Damage/Attack:
2-20 (+12)
Special
Attacks: Wind and water spells
Special
Defenses: +3 or better weapon to hit
Magic
Resistance: 100% in water; 50% otherwise
Size:
M (7')
Alignment:
Neutral Good
Worshiper's
Alignment: Neutral Good
Symbol:
Rippling water wave
Plane:
Elemental plane of water
Cleric
/ Druid: 10th level cleric
Fighter:
12th level fighter
M-U
/ Illusionist: 15th level in each
Thief
/Assassin: Nil
Monk
/ Bard: 10th level bard
Psionic
Ability: IV
Attributes
Strength:
24 (+6, +12 )
Intelligence:
22
Wisdom:
24
Dexterity:
22
Constitution:
23
Charisma:
23
Ahto
appears to the world as a green bearded man, but he rarely reveals himself to
mortals. When called on to aid them, he sends the Water Dwarf (q.v.) He can
use any spell involving wind or water as a 4th level spell caster. He fights
with a +4 sickle that strikes for 2-20 points of damage. Sacrifices are made
to Ahto by placing the objects into deep water and calling on him.
Albrecht
(dwarven god "magic")
Greater
God
Armor
class: -3
Move:
24 (48)
Hit
Points: 154
No
Of Attacks: 2
Damage/Attack:
1d10 +5 +Str bonus
Special
Attacks: nil
Special
Defenses: nil
Magic
Resistance: 75%
Size:
M (4')
Alignment:
Neutral Good
Worshiper's
Alignment: dwarves of magic
Symbol:
8 points "silver star"
Plane:
Olympus
Cleric
/ Druid: 18th level druid
Fighter:
15th level fighter
M-U
/ Illusionist: 20th level magic user
Thief
/Assassin: 10th level thief
Monk
/ Bard: nil
Psionic
Ability: nil
Attributes
Strength:
23 (+5, +11)
Intelligence:
25
Wisdom:
20
Dexterity:
21
Constitution:
24
Charisma:
22 (25)
Albrecht
was the original God of the Dwarves, responsible for the creation of the race
and the definition of their ethics. He was also the God of dwarven magic, which
was totally different from that of the magic of the Elves (which later races
such as humans learnt to call their own). Dwarven magic dealt with two principles,
those of contagion and sympathy. Simply stated these laws are: Contagion - once
together, always together. Sympathy - like objects will always react in a like
manner. Albrecht was also inflicted with wanderlust and loved to explore the
known worlds and planes of existence. He was also responsible for the discovery
of new planes of existence and it was whilst exploring a new world that he found
a gateway through to a new world. Albrecht entered this new world and was never
seen again, though it is still believed that he will return one day. After the
loss of Albrecht Dwarven magic went into decline, until in this age it is completely
unknown. Albrecht was described as a tall but thin dwarf with silver hair and
gray eyes. His favorite weapon was an adamantite and silver club which was equivalent
to a +5 defender. Rumors of appearances of Albrecht have been reported many
times since his disappearance, but none have been proved. It is said by some
that he is still around but has been profoundly changed by his experiences and
is now reclusive, only appearing in times of great need.
Anhur
(god of war)
Lesser
God
Armor
Class: -5
Move:
15''/ 24''
Hit
Points: 345
No.
Of Attacks: 2
Damage/Attack:
6-60 +14
Special
Attacks: See below
Special
Defenses: Ability negation
Magic
Resistance: 20%
Size:
M (7')
Alignment:
Chaotic good
Worshiper's
Alignment: Warriors
Symbol:
A cord
Plane:
Prime material
Cleric
/ Druid: Nil
Fighter:
20th level ranger
M-U
/ Illusionist: 8th level in each
Thief
/Assassin: 10th level assassin
Monk
/ Bard: 7th level monk
Psionic
Ability: VI
Attributes
Strength:
25 (+7, +14)
Intellegence:
19
Wisdom:
12
Dexterity:
25
Constitution:
25
Charisma:
12
Anhur
is unusually tall and always appears as a human. He shape changes, but only
when attacked by more than one being. He will sometimes take forms with more
than two arms to allow him to use more weapons. He commonly fights in +4 scale
mail and his lance (the tip of which is made out of a part of the sun) is a
+5 weapon that hits for 6-60 points of damage plus his strength bonus of 14
pts. It destroys all undead within 50 yards, no matter what is shielding them.
In combat, Anhur always magically negates his enemies strongest ability (no
saving throw appilcable)
A
worshiper of Anhur offers sacrifices to him in battle, in the form of powerful
enemies. If a follower of Anhur promises the god a foe's life as a sacrifice,
and the foe is at least twice as powerful as the worshiper (considering levels,
hit points etc.), then if the worshiper is successful, there is a 1% change
that Anhur will immediately grant him or her sufficient experience to raise
one level of experience.
Anubis
(guardian of the dead)
Lesser
God
Armor
Class: -2
Move:
12''
Hit
Points: 300
No.
Of Attacks: 3/2
Damage/Attack:
3-30
Special
Attacks: See below
Special
Defenses: Blink ability; +2 or better weapon to hit
Magic
Resistance: 80%
Size:
M (6')
Alignment:
Lawful Good
Worshiper's
Alignment: All alignments
Symbol:
Black jackal
Plane:
Astral plane
Cleric
/ Druid: 20th level cleric
Fighter:
12th level paladin
M-U
/ Illusionist: 20th level M-U
Thief
/Assassin: Nil
Monk
/ Bard: Nil
Psionic
Ability: III
Attributes
Strength:
24 (+6, +12)
Intellegence:
24
Wisdom:
24
Dexterity:
19
Constitution:
22
Charisma:
19
Anubis
appears as a man with the head of a jackal. He can animate any statue of himself,
cast 2 charm monster spells at the same time, shape change at will, and short
range teleport like a blink dog. The god hates all thieves, and if a tomb with
his image within is being robbed, there is a 5% chance that he will come and
kill the robber.
If
this tomb has been consecrated especially to Anubis, there is a 10% chance that
he will come, but this involves the intercession of a 10th level priest and
the sacrifice to Anubis of 50,000 gp worth of precious gems.
In
his role as the collector of souls for transportation to the house of the dead,
there is a 20% chance that the dead being (worshiping any egyptian deity) will,
while in the process of being raised from the dead by a cleric, attract the
anger of the god, and as a result that cleric will be forced to go on a quest
for the purpose of increasing the power of the cult of Anubis (no saving throw;
judge's option as to the quest).
While
the god is perfectly able to use spells or the like on his enemies, he particularly
likes to bite them to death and does 3-30 points of damage when he attacks.
Aphrodite
(goddess of love, beauty and passion)
Greater
Goddess
Armor
Class: 4
Move:
12'' / 24''
Hit
Points: 259
No.
Of Attacks: 1
Damage/Attack:
1-10
Special
Attacks: Charm
Special
Defenses: Nil (take a guess)
Magic
Resistance: 50%
Size:
M (5.5')
Alignment:
Chaotic good
Worshiper's
Alignment: Chaotic beings
Symbol:
Sea shell
Plane:
Olympus
Cleric
/ Druid: 10th level cleric
Fighter:
Nil
M-U
/ Illusionist: 12th level M-U/ 15th level illusionist
Thief
/Assassin: Nil
Monk
/ Bard: 10th level bard
Psionic
Ability: VI
Attributes
Strength:
19 (+3, +7)
Intellegence:
20
Wisdom:
20
Dexterity:
23
Constitution:
21
Charisma:
25
The
goddess of love and beauty, Aphrodite's main ability is to generate strong passion
in mortals and gods alike. In every one of her shape changed forms she is beautiful.
She is able to charm either sex, and once a person has viewed her charm, they
can never attack her again.
The
simple wave of her hand causes 1-10 hit points of pain damage to any who would
harm her, no saving throw.
Her
clerics sacrifice doves to her every ten days and objects of art and lovely
pieces of jewelry are destroyed on her alter every new moon. All of her female
clerics must have a 15 or greater charisma and her male clerics must have a
constitution of 16 or better.
Aphrodite
is an extreamely vain and jealous goddess. If any character should unfavorably
compare Aphrodite's charm to his or her own, there is a 10% chance that the
goddess will hear and seek vengence.
Apollo
( god of the sun, prophecy, music and archery)
Greater
God
Armor
Class: 1
Move:
15'''
Hit
Points: 376
No.
Of Attacks: 2
Damage/Attack:
by weapon type
Special
Attacks: bow, also see below
Special
Defenses: protective haze
Magic
Resistance: 56%
Size:
L (20')
Alignment:
Chaotic good
Worshiper's
Alignment: Chaotic good, archers, music lovers, sun worshipers
Symbol:
Lyre
Plane:
Olympus
Cleric
/ Druid: 20th level cleric/ 14th level druid
Fighter:
15th level ranger
M-U
/ Illusionist: 15th level in each
Thief
/Assassin: 15th level thief
Monk
/ Bard: 23rd level bard
Psionic
Ability: I
Attributes
Strength:
25 ( +7, +14 )
Intelligence:
24
Wisdom:
23
Dexterity:
25
Constitution:
24
Charisma:
25
Apollo
appears as an incredibly handsome young man. At will, he can shape change, polymorph
others, turn flesh to stone, cause diseases, cure diseases and cure serious
wounds (one per round). The range of his +4 bow is that of his line of sight,
and his +3 arrows are made of adamantite. Apollo has a lyre that is able to
raise a friendly beings strength to that of a storm giant for as long as the
god plays, if he so desires. It also bestows curses and casts disintegrate spells
(one at a time, up to once/ round ).
If
Apollo is especially fond of a human (DM's option), he may indirectly aid him
or her in battle or give needed advice.
In
battle, he casts a purple haze around any single being (usually himself) that
will act as a +5 ring of protection.
Apollo
has been known to lend his aid in several ways: Giving his archery skill to
mortals for special battles; giving his arrows as gifts; healing heroes in the
thick of battle; and using his prophetic power to advise.
Apollo
is also the sun god and it is said that he carries the sun across the sky each
day in his solar chariot. Apollo and his sister Artemis are close companions.
If either is in need of aid here is a 60% chance that the other will come to
help.
All
of Apollo's clerics must wear leaves of laurel on the vestments and must use
laurel wood in their devices. The laurel wreath and the sun chariot are also
Apollo's symbols.
Ares
(god of war)
Greater
God
Armor
Class: -2
Move:
26'' / 24''
Hit
Points: 333
No.
Of Attacks: 2
Damage/Attack:
5-50 (+9) or 3-30
Special
Attacks: Nil
Special
Defenses: See below
Magic
Resistance: 59%
Size:
M (6')
Alignment:
Chaotic evil
Worshiper's
Alignment: Neutral and evil warriors
Symbol:
Spear
Plane:
Olympus
Cleric
/ Druid: Nil
Fighter:
20th level ranger
M-U
/ Illusionist: 10th level illusionist
Thief
/Assassin: 12th level assassin
Monk
/ Bard: 12th level monk
Psionic
Ability: V
Attributes
Strength:
21 (+4, +9 )
Intellegence:
20
Wisdom:
9
Dexterity:
25
Constitution:
24
Charisma:
22
Ares
appears as a normal man wearing +5 chainmail. He often flies into battle, and
can shape change at will.
His
+3 spear does 5-50 points of damage and causes fear (as the spell) within 10
yards of it; his +5 sword does 3-30 points of damage per strike and creates
an anti-magic shell around the god at will. It also makes him invulnerable to
poison or petrification. No being in the Prime Material Plane but Ares can pick
up his spear, and with the spear in hand the god can move as a blink dog. Ares
can use either the sword or the spear; never both at once.
There
is a great rivalry between Athena and Ares because of their conflicting roles
in combat. Ares is the god of total battle lust and love of killing and fighting,
while Athena is goddess of war and love of style and battle art. Both clerical
groups will oppose each other at every opportunity.
Artemis
( goddess of the hunt)
Lesser
Goddess
Armor
Class: 1
Move:
18'''
Hit
Points: 219
No.
Of Attacks: 2
Damage/Attack:
1-10 +5 or 2-20 + 9
Special
Attacks: +3 bow
Special
Defenses: see below
Magic
Resistance: see below
Size:
M (5.5')
Alignment:
Neutral
Worshiper's
Alignment: Neutral
Symbol:
bow of ivory in front of the moon
Plane:
Olympus
Cleric
/ Druid: 14th level druid
Fighter:
16th level ranger
M-U
/ Illusionist: 10th level illusionist
Thief
/Assassin: nil
Monk
/ Bard: 5th level bard
Psionic
Ability: V
Attributes
Strength:
21 ( +4, +9 )
Intelligence:
23
Wisdom:
24
Dexterity:
24
Constitution:
19
Charisma:
25
Artemis
appears in the form of a slim young girl with an obvious maidenly way about
her. She shape changes at will and any magical spell sent to hurt her will reflect
back upon the sender. Whenever she is transformed into animal shape she is hasted
as the spell.
Arrows
shot from her +3 bow do 1-10 points of damage, and she only uses +2 arrows.
Her maximum range is 1000 yards. Any magical creature that fights with fang
and claw cannot hurt her after seeing her once. She has absolute power over
all non-magical animals of the forest. In hand to hand combat she uses a slim
dagger that is a +3 weapon, inflicting 2-10 points of damage when in her hands.
All
of the clerics in her sect are druids, and they must be pure of body as well
as spirit.
While
she is a huntress and chases down all types of animals, this is only done for
eating purposes. The animals she hunts are always the ones that have gained
a slight upper hand in the ecological balance of nature.
Artemis
is the sister twin of Apollo, daughter of Zeus and Leto. She is also associated
with the moon.
Athena
(goddess of wisdom and combat)
Greater
Goddess
Armor
Class: -2
Move:
15''/ 24''
Hit
Points: 329
No.
Of Attacks: 2
Damage/Attack:
5-50 (+11)
Special
Attacks: Petrifaction, never miss target
Special
Defenses: Anti-magic shell
Magic
Resistance: 80%
Size:
M (6')
Alignment:
Lawful good
Worshiper's
Alignment: Lawful good, fighters
Symbol:
An owl
Plane:
Olympus
Cleric
/ Druid: 20th level cleric, 14th level druid
Fighter:
20th level fighter
M-U
/ Illusionist: 12th level in each
Thief
/Assassin: Nil
Monk
/ Bard: 12th level bard
Psionic
Ability: VI
Attributes
Strength:
23 (+5, +11)
Intelligence:
25
Wisdom:
25
Dexterity:
22
Constitution:
23
Charisma:
21
Athena
usually appears as a beautiful woman wearing a war helm and carrying a spear
and shield. She is often seen with an owl on her shoulder. She shape changes
at will, moves as a blink dog, and she never misses her target. Her weapon does
5-50 points of damage per strike. Her shield has a medusa head upon it, and
those looking at it may be turned to stone just as if it were alive. Her helm
creates an anti-magic shell whenever she wishes, through which she can cast
spells.
Athena's
clerics are aggressive in their attempts to spread her worship, and are contemptful
of all other clerics. Whenever possible, they will act to oppose clerics of
Ares.
Atlas
(greater titan, " strength personified")
Armor
Class: -3
Move:
24''/ 30''
Hit
Points: 350
No.
Of Attacks: 2
Damage/Attack:
10-100, 10-100
Special
Attacks: See below
Special
Defenses: Nil
Magic
Resistance: 95%
Size:
L (50')
Alignment:
Chaotic evil
Worshiper's
Alignment: any
Symbol:
nil
Plane:
Tarterus
Cleric
/ Druid: Nil
Fighter:
19th level fighter
M-U
/ Illusionist: Nil
Thief
/Assassin: Nil
Monk
/ Bard: 10th level monk
Psionic
Ability: V
Attributes
Strength:
25 (+7, +14 )
Intellegence:
12
Wisdom:
12
Dexterity:
20
Constitution:
23
Charisma:
20
This
greater titan is massively built, and his primary attribute is his great strength.
This strength is drawn from the Prime Material Plane. When the titan is on other
planes he only has strength of 25, but when on the Prime Material Plane there
is nothing he can't lift, nothing he can't bend, and nothing he can't break!
Despite
his alignment, if he gives his word on a matter, he will keep it even until
death
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