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Gods
O
Odin
"all father (supreme ruler of the gods)
Greater
God
Armor
Class: -6
Move:
15''
Hit
Points: 400
No.
Of Attacks: 2
Damage/Attack:
by weapon type
Special
Attacks: see below
Special
Defenses: +3 or better weapon to hit, and see below
Magic
Resistance: 85%
Size:
M (6.5')
Alignment:
Neutral Good
Worshiper's
Alignment: Good and neutral beings
Symbol:
Watching blue eye
Plane:
Gladsheim (Valhalla)
Cleric
/ Druid: 30th level cleric (special) 14th level druid
Fighter:
18th level ranger
M-U
/ Illusionist: 30th level M-U
Thief
/Assassin: Nil
Monk
/ Bard: 15th level bard
Psionic
Ability: I
Attributes
Strength:
25 ( +7, +14 )
Intelligence:
25
Wisdom:
25
Dexterity:
25
Constitution:
25
Charisma:
25
While
Odin is supreme among gods, he has limitations that are dictated by those that
worship him. He cannot raise the dead, and healing anyone forces him to sleep
for 1-10 days. On the other hand, he has great power in the form of personal
attributes. His telepathy has a range of 300 miles, he shape changes at will,
and he inspires berserkers rage in all beings he chooses within 30 yards of
his person. Allies within 20 yards of him gain 4 levels of fighting ability
for a number of turns equal to the original number of levels each of the individual
being had. If Odin becomes angry, he can paralyze any non-divine creature he
transfixes with his gaze (one being per round, save vs. paralysis at -4 applicable)
Odin's
spear is called Gungnir; it is a +5 weapon, and in battle points at the strongest
member of any enemy force (for Odin's personal attention). Furthermore, all
adversaries within 20 yards when Odin holds it aloft are stricken with fear
(as the fear symbol). Those who Odin allows to touch Gungnir (usually in battle)
will be blessed with a double effect prayer for the duration of the battle (
but this takes hit-points away from the god per touch). All enemies that dare
touch Gungnir fare much worse: touchers of a different alignment from Odin will
be polymorphed into normal ants (no save); beings of the same alignment will
suffer loss of 50% of their original hit points. Note: this works only when
Odin is not fighting with this weapon.)
Odin's
Bow is a +3 composite recurved bow and it can fire a total of 10 +3 arrows per
melee round!
Odin's
Rune Wand is a golden and etched with Norse Ruins of Power on its surface. It
is an artifact and such cannot be detected by magical detection spells of any
type. Every time this wand is used, the particular Rune that represents the
power called upon will shine. The wands powers are:
1.)
as a rod of rulership
2.)
summons 1-4 elementals of the all father's choice once per week
3.)
stores 12 spells of Odin's choice
4.)
drains 6 energy levels and 100 hit-points everytime it is grabbed by any other
being in the universe
5.)
causes instantaneous death to any mortal touching it
Odin
wears a +5 corselet of mail and a +5 helm in battle.
His
ring Draupnir is an item of great power. It produces a non-magical twin to itself
worth 30,000 gp every night, if Odin desires. Odin often gives these away to
his faithful servants, the Einheriar, or those that please him greatly.
Odin
has a pair of ravens, a pair of wolves, and a magical horse that will be dealt
with later in this section.
His
halls and lodgings are numerous. Among them are Valhalla (Odin's council hall
and the halls of many other Gods), Gladshelf, and his palace, Valaskialf, where
Hlidskialf, his magical " all seeing throne" is located (treat as
an unlimited duration crystal ball with clairaudience).
He
occasionally walks among men in guise of an old man riding a mangy horse. This
is to find out how his cult is doing on earth.
His
curing power is rarely used, and never on non-gods. It forces him to go into
a temporary coma from which nothing can awake him. During these times, great
mischief is often done by Loki and others, making Odin very reluctant to perform
such healings.
Osiris
(god of nature and the dead)
Greater
God
Armor
Class: -2
Move:
24'' / 48''
Hit
Points: 400
No.
Of Attacks: 2
Damage/Attack:
3-30 +12
Special
Attacks: See below
Special
Defenses: +3 or better weapon to hit, also see below
Magic
Resistance: 80%
Size:
M (7')
Alignment:
Lawful good
Worshiper's
Alignment: Lawful good and farmers
Symbol:
White crown
Plane:
Prime material
Cleric
/ Druid: 20th level cleric, 14th level druid
Fighter:
16th level ranger
M-U
/ Illusionist: 20th level M-U
Thief
/Assassin: Nil
Monk
/ Bard: 15th level bard
Psionic
Ability: V
Attributes
Strength:
24 (+6, +12 )
Intellegence:
25
Wisdom:
25
Dexterity:
19
Constitution:
25
Charisma:
24
Oriris
usually appears as a muscular green man. He is the lord and protector of the
dead. Vegetation or anything made out of vegitation has no effect on the god.
He also has the power to raise the dead, no matter how long in that condition.
Anyone
touching his body in battle instantly dies ( saving throw vs death applicable).
At will shape changes, controls all forms of vegitation (making it shrink or
grow), and he can use any weapon even if that weapon is magically tied to it's
owner. He has a crown with the power to see all invisible objects and illusions
for what they are, and negate all fourth or lower level spells cast at him (no
saving throw). He uses a scepter in battle that acts as a rod of cancellation
with unlimited charges, and strikes for 3-30 points of damage.
This
god is very aware of clerical worshipers, and if one does a great deed for the
religion (DM's option), that cleric may (5% chance) be given a wish. Osiris
is second only to Ra in power and rules in Ra's absence.
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