Deities & Religions

Thor

God of Thunder.
Greater Deity
Symbol: Hammer
Home Plane: Asgard
Alignment: CG
Portfolio: Storms, Thunder, war
Worshipers: Norske
Cleric alignment: CG, CN, NG
Domains: Chaos, Good, Protection, Strength, War, Weather
Favored weapon: Warhammer

Thor is the Norske god of thunder. He is a son of Odin and Jord, and one of the most powerful gods. He is married to Sif, a fertility goddess. His mistress is the giantess Jarnsaxa ("iron cutlass"), and their sons are Magni and Modi and his daughter is Thrud. Thor is helped by Thialfi, his servant and the messenger of the gods.

Thor is usually portrayed as a large, powerful man with a red beard and eyes of lighting. Despite his ferocious appearance, he is very popular as the protector of both gods and humans against the forces of evil. He even surpasses his father Odin in popularity because, contrary to Odin, he doesn't require human sacrifices.

The Norske believe that during a thunderstorm, Thor rides through the heavens on his chariot pulled by the goats Tanngrisni ("gap-tooth") and Tanngnost ("tooth grinder"). Lightning flashes whenever he throws his hammer Mjollnir. Thor wears the belt Megingjard which doubles his already considerable strength. His hall is Bilskirnir, which is located in the region Thrudheim ("place of might"). His greatest enemy is Jormungand, the Midgard Serpent. During Ragnarok he died fighting Jormungand but was resurrected by Odin.

Dogma

Thor's cults are based on physical prowess in battle. Each individual has to face any challenges, the less help one needs, the better. This promotes individualists that have no respect for group tactics and ordered combat. Most worshipers of Thor are soldiers and fighters, although the cults are welcome everywhere due to the popularity of the god.

Clergy and Temples

Thor's temples are the loudest places in Norske villages. Continual contests, parties and banquets make them to very friendly places. However, they are also strong fortified, containing armories and smiths and storage for food and beer. Most clerics are always clad in armour, always prepared for battle. Clerics of Thor are very popular and welcomed everywhere.

Defender of Thor

The most skilled clerics of Thor are selected as Defenders of Thor. They are strong and powerful fighters, devoted to the protection of all in Norske. Many dwarves choose this path.

Requirements:

In order to become a Defender of Thor, a character must fulfil all following criteria:

  Alignment: any good
  Base Attack Bonus: +7
  Spells: Able to cast 3rd level divine spells
  Feats: Must be proficient with all martial weapons and with heavy armour; Dodge; Endurance; Toughness
  Abilities: Strength 16, Constitution 16
  Special: Must be a worshiper of Thor.

Class skills

The Defender's class skills (and the key ability for each skill) are Craft (Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis).

Class Features

Spell progression: With each new level as Shieldmaiden, a character advances a level as cleric of Freya, gaining new spells.

AC Bonus (Ex): The defender receives a dodge bonus to Armor Class that starts at +1 and improves as the defender gains levels, until it reaches +4 at 10th level.

Defensive Stance: When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender's hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table). Using the defensive stance takes no time itself, but a defender can only do so during his action.

Uncanny Dodge (Ex): Starting at 2nd level, a defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge.

Trap Sense (Ex): At 4th level, a defender gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 8th level, these bonuses rise to +2. These bonuses stack with trap sense bonuses gained from other classes.

Damage Reduction (Ex): At 6th level, a defender gains damage reduction. Subtract 3 points from the damage the defender takes each time he is dealt damage. At 10th level, this damage reduction rises to 6/-. Damage reduction can reduce damage to 0 but not below 0.

Improved Uncanny Dodge (Ex): At 6th level, a defender can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the defender. The exception to this defense is that a rogue at least four levels higher than the defender can flank him (and thus sneak attack him).

If a character gains uncanny dodge (see above) from second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Mobile Defense (Ex): At 8th level, a defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.

Hit points: Defenders of Thor gain 1d12 hp per level.

Skill points per level: 2 + Int modifier

LevelBABFort SaveRef SaveWill SaveAC BonusSpecial
1st+1+2+0+2+1+1 level of existing divine spellcasting class, Defensive stance 1/day
2nd+2+3+0+3+1+1 level of existing divine spellcasting class, Uncanny dodge
3rd+3+3+1+3+1+1 level of existing divine spellcasting class, Defensive stance 2/day
4th+4+4+1+4+2+1 level of existing divine spellcasting class, Trap sense +1
5th+5+4+1+4+2+1 level of existing divine spellcasting class, Defensive stance 3/day
6th+6+5+2+5+2+1 level of existing divine spellcasting class, DR 3/-, improved uncanny dodge
7th+7+5+2+5+3+1 level of existing divine spellcasting class, Defensive stance 4/day
8th+8+6+2+6+3+1 level of existing divine spellcasting class, Mobile defense, trap sense +2
9th+9+6+3+6+3+1 level of existing divine spellcasting class, Defensive stance 5/day
10th+10+7+3+7+4+1 level of existing divine spellcasting class, DR 6/-

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