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Gods
M
Magni
( god of strength)
Lesser
God
Armor
Class: -4
Move:
18''
Hit
Points: 325
No.
Of Attacks: 2
Damage/Attack:
8-80
Special
Attacks: Nil
Special
Defenses: +2 or better weapon to hit
Magic
Resistance: 70%
Size:
M (7')
Alignment:
Chaotic good
Worshiper's
Alignment: Chaotic good
Symbol:
Mountain
Plane:
Gladsheim
Cleric
/ Druid: Nil
Fighter:
15th level fighter
M-U
/ Illusionist: Nil
Thief
/Assassin: Nil
Monk
/ Bard: 5th level bard
Psionic
Ability: VI
Attributes
Strength:
25 (special)
Intelligence:
20
Wisdom:
20
Dexterity:
24
Constitution:
25
Charisma:
22
Thor's
son, this god transcend the normal definition of strength in the AD&D sense,
in that he was supposed to be almost limitless.
He
can bend anything he can grip, put his fist through anything, lift nearly anything
(DM's option), even things that are supposed to be unliftable, like his father's
hammer. Any material object thrown at him, he can catch and throw back at the
caster (hitting 90% of the time), and with his +3 hammer he does 8-80 points
of damage per strike.
This
god is so tough and hardy that blunt weapons of any type cannot harm him.
Mielikki
(goddess of nature)" mistress of the forest"
Lesser
Goddess
Armor
Class: -4
Move:
Infinite
Hit
Points: 322
No.
Of Attacks: 3/2
Damage/Attack:
by weapon type
Special
Attacks: see below
Special
Defenses: see below
Magic
Resistance: 50%
Size:
M (5.5')
Alignment:
Neutral Good
Worshiper's
Alignment: Good alignments
Symbol:
Evergreen
Plane:
Prime material plane
Cleric
/ Druid: 14th level in each
Fighter:
10th level ranger
M-U
/ Illusionist: 12th level in each
Thief
/Assassin: Nil
Monk
/ Bard: 12th level bard
Psionic
Ability: I
Attributes
Strength:
15
Intelligence:
22
Wisdom:
25
Dexterity:
19
Constitution:
23
Charisma:
23
The
goddess is always dressed in green gossamer gown, even in the coldest of winters,
and is always surrounded with summer song birds. She watches over rangers and
all creatures of the forest (especially dryads). There is a 1% chance that she
will aid her dryads when they are in extreme danger within the bounds of the
forest. There is a 5% chance that she will attack those that try to destroy
her domain, for whatever reason. Because of this, men like woodcutters must
plant two trees for every one that they cut down, or eventually face her wrath.
She
automatically negates all charm-type spells within a 30 yard radius of her body.
No creature that lives in the wilds is able to hurt her, even if controlled.
She is not effected by any type of clerical spells. When magic has failed to
hurt her enemies, she has been known to summon huge packs of wolves and flights
of hawks to attack despoilers of the forest.
Modi
( god of courage and berserk rage)
Lesser
God
Armor
Class: -4
Move:
21''
Hit
Points: 379
No.
Of Attacks: 2 or (4)
Damage/Attack:
25 or 50
Special
Attacks: Vorpal blade
Special
Defenses: +2 or better weapon to hit
Magic
Resistance: 95%
Size:
M (7')
Alignment:
Chaotic Good
Worshiper's
Alignment: Chaotic Good
Symbol:
sword and hammer crossed
Plane:
Gladsheim
Cleric
/ Druid: Nil
Fighter:
15th level fighter
M-U
/ Illusionist: Nil
Thief
/Assassin: Nil
Monk
/ Bard: 9th level bard
Psionic
Ability: IV
Attributes
Strength:
24 ( +6, +12 )
Intelligence:
23
Wisdom:
22
Dexterity:
24
Constitution:
25
Charisma:
25
Using
a vorpal blade that strikes for 25 points of damage per hit (plus its decapitating
power), Thor's son Modi is always in the forefront of battle, and his presence
inspires his followers with such courage that they do an extra 4 points of damage
per hit (effecting all those in a 90 yard radius).
He
is immune to all forms of magical control or illusions. In battle the god is
able to "know" when the best time comes to retreat and regroup his
forces for best effect.
After
the god has sustained more than half of hit points in damage, he will go into
a berserkers rage which allows him to double all his powers in combat, so that
he hits 4 times/ round for 50 points/ hit.
Moradin
"the soul forger" (god of Dwarves)
Greater
God
Armor
Class: -9
Move:
12''
Hit
Points: 400
No.
Of Attacks: 2
Damage/Attack:
4-40 +14
Special
Attacks: Nil
Special
Defenses: forged weapons cannot harm him
Magic
Resistance: 60%
Size:
L (20')
Alignment:
Lawful Good
Worshiper's
Alignment: Lawful good (Dwarves)
Symbol:
Hammer and anvil
Plane:
7 Heavens
Cleric
/ Druid: 15th level cleric, 14th level druid
Fighter:
20th level fighter
M-U
/ Illusionist: 19th level M-U
Thief
/Assassin: Nil
Monk
/ Bard: Nil
Psionic
Ability: VI
Attributes
Strength:
25 (+7, +14 )
Intelligence:
23
Wisdom:
20
Dexterity:
21
Constitution:
25
Charisma:
19 (25 to Dwarves)
Moradin
is the head of a fairly large of pantheon of Dwarven deities. (The exact members
of the pantheon very from clan to clan.) It is said that Moradin created the
races of Dwarves from iron and mithril. Forging them in the fires at the center
of the world. The dwarves souls entered their bodies when Moradin blew on his
creations to cool them.
Moradin's
symbol and weapon is a huge glowing hammer. It is a +5 weapon and strike for
4-40 points of damage. It cannot be used by any safe the god himself, as it
disappears from others hands and returns to it's owner. He wears magical armor
and shield of his own making, which gives him AC -9. This equipment cannot be
removed from his body safe Moradin.
The
center of a shrine to Moradin is always the great everburning hearth and forge.
Sacrifices, by the of common or precious metal, are melted down and reformed
into shapes usable by the clergy of Moradin. Non player character Dwarven clerics
can rise as high as the 7th level, though this usually takes hundreds of years.
Other
Dwarven gods include Clanggedin (god of battle), Dumathoin (god of secrets under
mountains), and Abbathor (evil god of greed).
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