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Ullr

Ullr

“Ullr” -He is such a good archer hunter and ski-runner that no one can rival him. He is beautiful to look at as well and he has all the characteristics of a warrior.

The Bone of Ullr

The god Ull has a bone upon which all his spells were carved. The spells are activated by speaking them

The Lore of the Gods

Book Two: The Asgardians

Lead Designers Steven Creech and Kevin Ruesch Lead Editor Steven Schend Creative Director Jim Butler Art Director Todd Morasch
Illustrations Michael Nickovich Typesetter Joshua Gilchrist

Ull (Aesir)

God of Archery; God of the Hunt; God of Skiers and Snowshoes; God of Winter
Lesser deity
Symbol:
Longbow, Snowshoe, Stag Antler
Traditional Allies: animals, Odin, Sif, Thor
Traditional Foes: Aberrations, Loki, magical beasts
Home Plane: Asgard
Alignment: Chaotic neutral
Portfolio: Archers, hunting, winter
Worshipers: Barbarians, druids, rangers, archers, elves, halflings, half-elves, half-orcs
Cleric Alignments: CE, CG, CN
Favored Class: fighter, ranger
Favored Race: Elves, Humans
Domains: Animal, Travel, Winter*
Divine Artifact: Bow made of Stag’s Antler
Favored Weapon: longbow

Benefits: Favored classes of Ull gain an inherent +1 attack bonus when using a bow (any type) in ranged combat.

Beautiful to look at and an accomplished warrior, Ullr is often invoked by people entering single combat. Ull is the son of Sif and the stepson of Thor. He is the god of winter and is worshipped by men who live in the cold northern reaches. His weapon is a longbow made out of a Yew tree and he lives in Ydal (Yew Dales). Ullr has particular skill at skiing and archery.

He has been known to carry a mighty shield, which possesses runes that will change it into a boat to carry him across the seas. He is called upon for help in duels and the skalds frequently use “Ull’s ship” to mean shield. His cunning makes him valuable to the council of the gods. When Skadi divorced Njord, she married Ullr. Legends say that Ull will perish in the final battle of Ragnarok although it is not known how.

Dogma

Members of Ullr’s cult exult in combat as much as any Asgardians, but they see no reason to fight up close when they can use their bows from a distance. When it comes to personal contests, they would rather compete at archery than with swords. The cult guides those who prefer melee to the worship of Ullr ‘s mother, Sif. As a hunter, Ullr teaches respect for wild- life and nature. He warns against interfering with the natural balance and urges his followers to act like predators of the animal kingdom, hunting the less fit and leaving the young to carry on and continue the species.

Clergy and Temples

Ullr’s clergy are often found hunting food for their temple and their community. They often serve as messengers between communities isolated by snow and ice, skiing or driving dog sleds. All carry longbows or shortbows.

Ullr’s temples resemble hunting lodges. In addition to a greathall, they have storage rooms and workrooms for making skis, dog sleds, bows, and arrows. The kitchen resembles a butcher shop, as junior members of the clergy skin and butcher those animals Ullr grants to them for food.

Visitors to Ullr’s temples find themselves welcome, provided they show respect and appreciation for the natural balance and the food put before them. Hunters of all sorts are particularly welcome, and the clergy and faithful share techniques and tricks with the visitors.

ULLR
Barbarian 20/Ranger 20
Medium-Size outsider Divine Rank: 6
Hit Dice: 20d8+160 (outsider) plus 20d12+160 (Bbn) plus 20d10+160 (Rgr) (1,080 hp)

Initiative: +20 (+16 Dexterity, +4 Improved Initiative)

Speed: 70 ft.

AC: 59 (+16 Dexterity, +6 divine, +19 natural, +8 deflection)

Attacks: +5 bane* frost brand greatsword +61/+56/+51/+46 melee; or
+5 bane* mighty chaotic icy burst composite longbow (+10 Strength bonus) with +5 arrows +73/+68/+63/+58 ranged *Sword +63/+58/ +53/+48, longbow +75/+70/+65/+60 against favored enemies.

Damage: +5 bane* frost brand greatsword 2d6+20/19–20; +5 bane* mighty chaotic icy burst composite longbow (+10 Strength bonus) with +5 arrows 1d8+20/19-20/ × 3 *Sword 4d6+20/19-20, longbow 2d6 plus 1d8+20/19-20/
×3 against favored enemies.

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Attacks: Domain powers, salient divine abilities, spell-like abilities.

Special Qualities: Divine immunities, DR 41/+4 (4/–), fire resistance 26, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 6 miles, remote communication, godly realm, teleport without error at will, plane shift at will, favored enemies (dragons +5, magical beasts +4, goblinoids +3, aberrations +2, undead +1), greater rage 6/day, uncanny dodge (cannot be flanked, +4 against traps), SR 38, divine aura (600 ft., DC 24).

Saves: Fort +46, Ref +54, Will +46.

Abilities: Strength 30, Dexterity 42, Constitution 26, Intelligence 25, Wisdom 27, Charisma 26.

Skills: Animal Empathy +40, Balance +30, Bluff +37, Climb +47, Concentration +35, Craft (bowmaking) +49, Diplomacy +41, Handle Animal +50, Hide +54, Intimidate +46, Intuit Direction +50, Jump +52, Knowledge (nature) +59, Listen +52, Move Silently +54, Ride (horse) +37, Search +45, Sense Motive +25, Spot +48, Swim +41, Tumble +41, Use Rope +54, Wilderness Lore +74.

Feats: Alertness, Cleave, Dodge, Endurance, Expertise, Far Shot, Great Cleave, Improved Bull Rush, Improved Critical (composite longbow), Improved Initiative, Mobility, Point Blank Shot, Power Attack, Precise Shot,Quick Draw, Rapid Shot, Run, Sharp Shooting, Shot on the Run, Track, Weapon Focus (composite longbow).

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.

Salient Divine Abilities: Alter Form, Alter Size, Divine Archery, Divine Celerity,
Divine Ranger, Icewalking *, Instant Move, Shift Form. *Unique ability, described below.

Domain Powers: Cast chaos spells at +1 caster level; 6/day protective ward (touched subject gains +6 resistance bonus on next saving throw, maximum duration 1 hour); 6 rounds/day freedom of movement.

Spell-Like Abilities: Ullr uses these abilities as a 16th-level caster, except for chaos spells, which he uses as a 17th-level caster. Save DCs are 24 + spell level.

Animal Shapes, Antilife Shell, Astral Projection, Blizzard Calm Animals, Commune with Nature, Control Weather ,Death hail, Dimension Door, Dominate Animal, expeditious retreat, Find the Path, Fimbulwinter, Fly, Hold Animal , Ice Storm , Locate Object, Longstrider, Phase Door, Shapechange ,Snowsight, Snow walk, Summon giants, Summon Nature’s Ally IV*,Summon Nature’s Ally VIII, Teleport, Teleport, Greater, Winter’s embrace.

Greater Rage: The following changes are in effect as long as Uller rages: AC 57; hp 1,260; Atk +64/+59/+54/+49 melee (2d6+23/19–20, +5 bane frost brand greatsword); SV Fort +49, Will +49; Strength 36, Constitution 32; Climb +50, Concentration +38, Jump +55, Swim +44. His rage lasts for 14 rounds, and he is not winded afterward.

Ranger Spells/Day: 5/5/5/5; base DC = 18 + spell level.

Icewalking (unique salient divine ability): Uller can glide through or over snow and ice as easily as a fish swims through water. His travel leaves behind no track, tunnel, or hole, nor does he create any ripple or other signs of his passing. Other Divine Powers As a lesser deity, Uller may take 10 on any check. Uller treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.

Senses: Uller can see, hear, touch, and smell at a distance of six miles. As a standard action, he can perceive anything within six 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 five 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 6 hours.

Portfolio Sense: Uller automatically senses events related to efforts to feed five
hundred or more people through hunting, and archery contests with any combination of spectators or contestants that total five hundred or more people.

Automatic Actions: Uller can use Animal Empathy, Craft (bowmaking), Hide, Intuit Direction, Move Silently, or Wilderness Lore as a free action if the DC for the task is 20 or lower. He can perform up to five such free actions each round. Create Magic Items: Uller can create any magic item related to hunting or archery, as long as the item’s market price does not exceed 30,000 gp

Artifacts

Ull’s Longbow of the Northwind

This fantastic longbow was crafted from the antlers of a giant Asgardian stag and encrusted with blue crystals. It is a +5 bane* mighty chaotic icy burst composite longbow (+10 Strength bonus) with +5 arrows

The Longbow of the Northwind has the following powers (at 20 th level):

-The possessor is immune to cold damage and the effects of high winds.

-The possessor can move at her normal rate unimpeded through heavy snow or over ice.

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