Thor
Thor is the red-haired and bearded god of thunder . He is the son of Odinand Jord, his wife is called Sif there sons are Thrud and Modi. He also had a stepson Ullr who is a son of Sif’s, with Jarnsaxa he had the son Magni. While Odin is the god of the powerful and aristocratic, Thor is much more the god of the common man. During Ragnarök, Thor will kill and be killed by Jörmungandr. He liveds in the hall of Bilskirnir in Thrudheim.
Thor is a straightforward god, not necessarily the wisest or most intelligent; for instance, he was thoroughly made a fool of by the mysterious Utgardaloki and his magic spells.
Thor’s possessions
The Armor of Thor
Consisting of the Girdle of Might, a magic belt that doubled his strength and iron gloves so he can weild Mjolnir
The Chariot of Thunder
Thor travels in a chariot drawn by goats (Tanngrisnir and TanngnjóStrength, and with his servant and messenger Thjelvar. Both goats and chariot are magic and the earth is scorched and the mountains cracked as the goats run across them, and furthermore, when Thor is hungry, he roasts the goats for a meal. When he wants to continue his travels, Thor only needed to touch the remains of the goats and they will be instantly restored to full health to resume their duties, assuming that the bones have not been broken.
Stories
Thor was once outwitted by a giant king,
Útgarða-Loki. The king, using his magic, tricked Thor. The king used his spells to make one of his giants faster than Thor’s fast servant, Þjálfi. He called Thor weak when he only lifted the paw of a cat, the cat being the illusion of the Midgard Serpent. Thor was challenged to a drinking contest, where instead of mead, Thor drank sea water, and could not empty a horn. And here, Thor wrestled an old woman, who was Old Age, something no one could beat. It was only later that Thor was told that he had in fact performed impressively doing as well as he did with those challenges.
Duties of the Priesthood
Priests of Thor must be brave, friendly, and honest. They may never back down from a challenge unless it is made simply to force them into certain death
Used with permissiom from PAOLO
- THOR (Donar)
- The God of Thunder, the Giant Slayer
- Greater Deity
- Symbol Hammer
- Home plane Asgard
- Allignement Chaotic good
- Portfolio Nature, Thunder, Storms, Weather, War
- Worshippers Barbarians, rangers, fighters, farmers and other commoners
- Cleric Alignments Chaotic good , Chaotic Neutral, Neutral Good
- Domains Chaos, Good, War, Weather
- Favored Weapon warhammer
THOR | |
Barbarian 20, fighter 10, ranger 33 | |
Medium outsider (Chaotic, Extraplanar, Good) | |
Divine Rank | 18 |
Hit dice | 20d12+380 (Bbn) plus 10d10+190 (Ftr) plus 33d8+627 (Rgr) (1801 hp) |
Initiative | +14, always first (+10 Dexterity, +4 Improved Initiative, Supreme Initiative) |
Speed | 70 ft. (14 squares) |
Armor Class | 91 (+10 Dexterity, +18 divine, +33 natural, +11 deflection +9 armor), touch 49, flat-footed 91 |
Base Attack/Grapple | +41/+104 |
Attack | Mjolnir +120 melee touch (4d8+101 plus 3d6 electric plus 2d6 holy/17-20/x3 plus 9d6 electric plus 2d6 holy plus 2d8 sonic); or Mjolnir +118 melee touch (4d8+79 plus 3d6 electric plus 2d6 holy plus power word stun/17-20/x3 plus 9d6 electricity plus 2d6 holy plus 2d8 sonic) and Unarmed Strike +82 melee (1d3+45); or Mjolnir +85 ranged (4d8+79 plus 3d6 electric plus 2d6 holy/17-20/x3 plus 9d6 electricity plus 2d6 holy plus 2d8 sonic); or spell +104 melee touch or +69 ranged touch.*Always recieves a 20 on attack rolls; roll die to check for critical hits. Always deals maximum damage. |
Full Attack | Mjolnir +120/+115/+110/+105 melee touch (4d8+101 plus 3d6 electric plus 2d6 holy/17-20/x3 plus 9d6 electric plus 2d6 holy plus 2d8 sonic); or Mjolnir +118/+113/+108/+103 melee touch (4d8+79 plus 3d6 electric plua 2d6 holy plus power word stun/17-20/x3 plus 9d6 electricity plus 2d6 holy plus 2d8 sonic) and Unarmed Strike +82/+81/+76 melee (1d3+45); or Mjolnir +85 ranged (4d8+79 plus 3d6 electric plus 2d6 holy/17-20/x3 plus 9d6 electricity plus 2d6 holy plus 2d8 sonic); or spell +104 melee touch or +69 ranged touch.*Always recieves a 20 on attack rolls; roll die to check for critical hits. Always deals maximum damage. |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Domain powers, divine abilities, spell-like abilities, Divine Rage 18/day, favored enemies (giants +14, magical beasts +12, dragons +10, animals +8, monstrous humanoids +6, outsider (evil) + 4, outsider (fire) +2). |
Special Qualities | Divine immunities, DR 35/epic and adamantine and piercing (5/-), acid resistance 23, godly communication, godly realm, fast movement, uncanny dodge, trap sense + 6, wild empathy +44, woodland stride, swift tracker, evasion, camouflage, hide in plain sight, SR 101, divine aura (1,800 ft., DC 39), understand, speak, and read all languages and speak directly to all beings within 18 miles. |
Saves | Fort +70, Ref +60, Will +52. *Always recives a 20 on saves. |
Abilities | Strength 56 (101), Dexterity 31, Constitution 49, Intelligence 19, Wisdom 25, Charisma 33 |
Skills | Bluff +53, Climb +89, Concentration +54, Craft (metalworking) +55, Craft (stoneworking) +45, Diplomacy +51, Handle Animal +81, Heal +52, Hide +52, Intimidate +72, Jump +79, Knowledge (nature) +60, Knowledge (the planes) +45, Knowledge (religion) +45, Listen +64, Move Silently +53, Ride (Dexterity)+61, Search +51, Sense Motive +40, Spellcraft +29, Spot +59, Survival+89, Swim +89, Rope Use+42. *Always recieves a 20 on checks. |
Feats | Alertness, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Endurance, Great Cleave, Great Fortitude, Greater Weapon Focus (warhammer), Greater Weapon Specialisation (warhammer), Greater Two-Weapon Fighting, Improved Bull Rush, Improved Critical (warhammer), Improved Initiative, Improved Sunder, Improved Two-Weapon Fighting, Improved Unarmed Strike, Knockdown, lightning reflexes, Mobility, Power Attack, Power Critical (warhammer), Quick Draw, Spring Attack, Sunder, Track, Two-Weapon Fighting, Weapon Focus (warhammer) Weapon Specialisation (warhammer), Whirlwind Attack. |
Epic feats | Bane Of Enemies, Death Of Enemies, Dire Charge, Epic Weapon Focus(warhammer), Epic Weapon Specialisation (warhammer), Improved Whirlwind Attack . |
Salient Divine Abilities | Alter Form, Annihilating Strike (DC 73), Banestrike (giants), Banestrike (beasts), Battlesense, Divine Blast (14/day, 348 damage), Divine Celerity, Divine Rage, Divine Ranger, Divine Storm, Divine Weapon Focus (warhammer), Divine Weapon Specialisation (warhammer), Energy Storm (electricity), Extra Energy Immunity (cold), Extra Energy Imunity (fire), Increased Damage Reduction, Increased Energy Resistance (fire), Increased Energy Resistance (cold), Increased Spell Resistance, Irresistible Blows (warhammer), Mass Divine Blast, Power of Nature, Supreme Initiative, Wound Enemy. |
Environment | Asgard |
Organisation | Solitary (unique) |
Challenge rating | 65 |
Treasure | Mjolnir, Meginjarder, Jarn Grieper, magic chariot |
Allignement | Chaotic good |
Thor appears as a powerfully built man with a red beard, wearing a chain shirt, a glove and a belt. At his side he carries his powerful warhammer Mjolnir (‘that which smashes’).
Alter Reality Thor may use wish involving his portfolio, save for the duplication of other spells. This costs Thor no XP, and requires a standard action to implement. Thor can use the Alter Size SDA and may create avatars.
Divine Immunities Transmutation, energy drain, ability drain, ability damage, mind-affecting effects; electricity, sonic, disease, poison, stunning, sleep, Paralysis, death effects, disintegration, banishment, imprisonment, turning, rebuking.
Divine Rage The following changes are in effect as long as Thor rages: AC 86, hp 2116, atk +130/+125/+120/+115 melee (Mjolnir 121 or 148 if using two-handed, +18 electric +12 holy,17-20/x3, SQ acid resistance 33, SR 111, SV Fort + 75, Will + 54; Strength 121, Constitution 59. His rage can be used 18/day; the rage lasts for one hour and he is not winded afterward.
Domain Powers Cast chaos spells at +1 caster level; cast good spells at +1 caster level; bonus Weapon Focus (warhammer) feat.
ranger Spells per Day: 5/5/5/4, DC 17 + spell level.
Spell-Like Abilities Thor uses these abilities as an 81st level caster, except for chaos and good spells which he uses as an 82nd level caster. While holding Mjolnir, he uses all weather spells at 85th level.
The save DCs are 49 + spell level. Aid, animate objects, blade barrier, call lightning, chaos hammer, cloak of chaos, control weather, control winds, dispel evil, dispel law, divine power, flame strike, fog cloud, holy aura, holy smite, holy word, ice storm, magic circle against evil, magic circle against law, magic vestment, magic weapon, obscuring mist, power word blind, power word kill, power word stun, protection from evil, protection from law, shatter, sleet storm, spiritual weapon, storm of vengeance, summon monster IX (as chaos or good spell only), whirlwind, word of chaos.
Possessions
Mjolnir
Mjolnir is the Hammer of Thor. It is the most fearsome weapon in the arsenal of the pantheon a short-handled war hammer which, when thrown at a target, returned magically to the owner. To wield this formidable weapon, even a deity like Thor needs special iron gloves and a belt that doubled the wearer’s strength.
The strike of the hammer causes thunderclaps,With the hammer, Thor performs his giant killing duties.
Mjolnir is a +8 warhammer with the following properties: distant shot, holy, lightning blast, returning, seeking, thundering.
– It can be used against any target within line of sight at no penalty for range.
– On command, it crackles with electrical energy (though this deals no damage to the wielder). On any hit, lightning coruscates around the creature struck, dealing +3d6 points of bonus electricity damage. On a successful critical hit it deals +9d6 points of electricity damage
– It is good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.
– It flies through the air back to the thrower. It returns to the thrower just before the creatures next turn (and is therefore ready to use again in that turn).
– It veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. The wielder still has to aim the weapon at the right square.
– It creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. It deals an extra 2d8 points of sonic damage on a successful critical hit.
Mjolnir inflicts 4d8 points of damage on a successful hit (critical multiplier x3). Victims of a critical hit must make a Fortitude save (DC 55) or be deafened permanently. When thrown, and when it hits, Mjolnir creates a large clap of thunder which affects all beings in a 30 ft. radius as a power word stun (this in addition to the deafening effect). In addition, any being holding Mjolnir can cast all Weather domain spells at + 4 caster level.
Mjolnir is so heavy that a minimum of 65 Strength is needed just to lift it (this means that in all Asgard, only Thor’ son Magni could lift it without magical help). To use it effectively as a weapon, an even greater strength is needed: at 65, there’s a penalty of -15 to hit. This penalty decrease by one point every two points of Strength over 65, meaning that only an entity with a Strength score of 95 can use Mjolnir without any penalty.
Mjolnir starts burning after striking a target. If Mjolnir hits a target at least once every round, after the first two rounds it becomes red-hot with arcane energies, inflicting 10 points of damage (to both those struck and the one holding it) on the third successful striking round, 20 the fourth, 40 the fifth and 100 every following round. If he doesn’t hit anything, it starts cooling on the same round, dropping the damage by one factor (100 to 40 and so on). The only way to prevent this damage is to wear Thor’s special gauntlet.
Thor also possesses the following items
Meginjarder
Meginjarder, a magic girdle that gives Thor the extra strength needed to wield his hammer. Meginjarder double the Strength points from which a being gains an ability bonus. In Thors case, it adds 45 points to his natural Strength score of 56.
Jarn Grieper
Jarn Grieper, a magic glove which prevent any damage from handling Mjolnir while red hot.
A +5 chain shirt with no Dexterity penalty.
A magic chariot, which Thor can fold up and put in his pocket. It is pulled by two magic goats Tanngrisnir and TanngnjóStrength which he can slaughter and eat in the evening, as they reform in the morning from the skins and bones.
Other Divine Powers
As a greater deity, Thor automatically receives the best possible result on any die roll she makes (including attack rolls, damage, checks, and saves). He is immortal.
Senses Thor can see (using normal vision or Low-Light Vision), hear, touch, and smell at a distance of 18 miles. As a standard action, he can perceive anything within 18 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 twenty 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 18 hours.
Portfolio Sense Thor senses all storms, combat of any kind, and any Aesirs cry for aid in battle the instant it happens and nineteen weeks into the past and the future.
Automatic Actions Thor can use Craft (metalworking), Craft (stoneworking), Handle Animal, Heal, Hide, Intimidate, Knowledge (nature), Listen, Move Silently, Ride, Search, Spot, Survival, Swim, or Rope Use as a free action if the DC for the task is 30 or lower. He can perform up to 20 such free actions each round.
Create Magic Items Thor can create any kind of item relate to combat or weather controlling.