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Óðr

Óðr
Captioned as “Odur verläßt abermals die trauernde Gattin” (English “Odur leaves the grieving wife once more”), depicting Óðr leaving Freyja.
  • Pantheon: Norse mythology
  • Deity Title: Óðr
  • Deity Symbol: Raven, spear, or book
  • Home Plane: Asgard
  • Deity Level: Greater Deity
  • Alignment: Chaotic Neutral
  • Aliases: Woden, Wotan, Odin
  • Superior: None
  • Traditional Allies: Freyja, Thor, Loki
  • Traditional Foes: Fenrir, Jörmungandr, Surtr
  • Divine Artifact: A powerful spear
  • Servants: Valkyries
  • Servitor Creatures: Ravens
  • Sacred Animal: Raven
  • Manifestations: Óðr is known to manifest as a raven or as a wise old man.
  • Signs of Favor: The appearance of ravens or other signs of wisdom and cunning.
  • Worshipers: Scholars, poets, warriors, and rulers
  • Cleric Alignments: Chaotic Neutral, Chaotic Good
  • Specialty Priests: Skalds (poet-historians), rune casters, berserkers
  • Holy Days: Yule, Midsummer
  • Portfolio: Wisdom, knowledge, poetry, magic, war, death, and the pursuit of knowledge
  • Domains: Knowledge, War, Death, Magic, Trickery
  • Favored Weapon: Spear
  • Favored Class: Cleric
  • Favored Race: Humans
  • Duties of the Priesthood: Preserving and spreading knowledge, protecting the people, serving as advisors to rulers and leaders, seeking out and collecting ancient artifacts and knowledge.
  • Major Cult/Temple Sites: Valaskjálf, a hall in Asgard, and any place where knowledge and wisdom are revered.
  • Benefits: Clerics and priests of Óðr gain knowledge and magical abilities, as well as the ability to inspire others with their words and stories. They are also granted the power of prophecy and the ability to see into the future. Additionally, they gain the favor of ravens and can call upon them for aid.

Óðr is a deity in Norse mythology, known for his connection to poetry, inspiration, and madness. As a god of inspiration, he is constantly seeking out new experiences and sensations to fuel his creativity. With his sharp mind and quick wit, Óðr is always in search of new challenges and adventures to push the limits of his abilities.

Despite his fearless nature, Óðr is often plagued by moments of madness and irrationality. This wild side of his personality is both a source of inspiration and a cause for concern among the other gods. However, they cannot deny his immense talent and the value he brings to their community.

Óðr’s ultimate goal is to achieve a sense of enlightenment through his poetic creations. He seeks to create works of such beauty and power that they will resonate throughout the ages, inspiring generations to come. To achieve this goal, he often withdraws from the world around him, seeking out solitude and deep introspection. It is during these moments of quiet reflection that he is able to tap into the deepest wellsprings of his creativity and inspiration.

Óðr is a tall, slender deity with piercing blue eyes and long, flowing hair the color of silver. His features are sharp and angular, giving him an almost ethereal appearance. He moves with a fluid grace, his every motion seeming to be imbued with a sense of purpose and energy. His skin is fair and unblemished, and he carries himself with a regal bearing befitting a deity of his stature.

Despite his unpredictable nature, Óðr is deeply respected by the other gods for his immense talent and dedication to his craft. He is a complex and fascinating character, both a source of inspiration and a source of fear for those around him.

ODUR
Fighter 20/Sorcerer 20
Medium-Size outsider
Divine Rank:4
Hit Dice:20d8+320 (outsider) plus 20d10+320 (Fighter) plus 20d4+320 (Sorcerer ) (1,400 hp)
Initiative:+13 (+9 Dexterity, +4 Improved Initiative)
Speed:60 ft.
AC:55 (+9 Dexterity, +4 divine, +17 natural, +7 armor [+5 arrow deflection reflecting large steel shield], +8 deflection)
Attacks:+5 brilliant energy bastard sword +58/+53/+48/+43 melee; or spell +52 melee touch or +53 ranged touch
Damage:+5 brilliant energy bastard sword 1d10+15/17–20 or by spell
Face/Reach:5 ft. by 5 ft./5 ft.
Special Attacks:Domain powers, salient divine abilities, spell-like abilities.
Special Qualities:Divine immunities, DR 39/+4, cold resistance 24, understand, speak, and read all languages and speak directly to all beings within 4 miles, remote communication, godly realm, teleport without error at will, plane shift at will, familiar (hawks), SR 36, divine aura (40 ft., DC 22).
Saves:Fort +52, Ref +47, Will +45.
Abilities:Strength 27, Dexterity 29, Constitution 42, Intelligence 25, Wisdom 25, Charisma 26.
Skills:Climb +42, Concentration +58, Craft (metalworking) +55, Handle Animal +50, Intimidate +26, Intuit Direction +43, Jump +42, Knowledge (arcana) +49, Knowledge (nature) +43, Knowledge (the planes) +43, Listen +45, Profession (metalworker) +49, Ride (horse) +53, Scry +43, Spellcraft +49, Spot +45.
Feats:Alertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Endurance, Energy Substitution (Fire), Eschew Materials, Exotic Weapon Proficiency (bastard sword), Combat Expertise, Extend Spell, Great Cleave, Improved Bull Rush, Improved Critical (bastard sword), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Mounted Combat, Power Attack, Power Critical (bastard sword), Quick Draw, Ride-By Attack, Spirited charge, Spring Attack, Sunder, Trample, Weapon Focus (bastard sword), Weapon Specialization (bastard sword), Whirlwind Attack.
Divine Immunities:Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation.
Salient Divine Abilities:Alter Form, Alter Size, Automatic Metamagic (quicken sorcerer spells), Divine Radiance, Wave of Chaos.
Domain Powers:Cast chaos spells at +1 caster level; 11/day turn or destroy water creatures, or rebuke or command fire creatures; 4/day greater turning.
Spell-Like Abilities:Odur uses these abilities as a 14th-level caster, except for chaos spells,
which he uses as a 15th-level caster. Save DCs are 22 + spell level.animate objects, burning hands, chaos hammer, cloak of chaos, dispel law, elemental swarm (as fire spell only), endure elements (as cold or fire spell only), fire seeds, fire shield, fire storm, flame strike, heat metal, incendiary cloud, magic circle against law, prismatic sphere, produce flame, protection from law, Resist Energy (as cold or fire spell only), searing light, shatter, summon monster IX (as chaos spell only), sunbeam, sun burst,  wall of fire, word of chaos.
Sorcerer Spells Known
(6/8/8/8/8/7/7/7/7/6; base DC = 18 + spell level; 15% arcane spell failure chance):
dancing lights, daze, detect magic, disrupt undead, flare, light;

1st—burning hands, color spray, endure elements, enlarge person, expeditious retreat;  

2nd—continual flame, daylight, flaming sphere, pyrotechnics, see invisibility;

3rd—dispel magic, fireball, flame arrow, halt undead;

4th—fire shield, fire trap, scrying, wall of fire;

5th—passwall, prying eyes, summon monster V, wall of force;

6th— control weather, legend lore, true seeing;

7th—delayed blast fireball, prismatic spray, vision;

8th—incendiary cloud, power word blind, sun burst;

9th—foresight, meteor swarm, weird.
Possessions:Odur carries a +5 arrow deflection reflecting large steel shield.

Other Divine Powers

As a demigod, Odur treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.

Senses: Odur can see, hear, touch, and smell at a distance of four miles. As a standard action, he can perceive anything within four 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 two 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 4 hours.

Portfolio Sense: Odur instantly senses the beginning of any overland journey greater than thirty miles that involves one thousand people or more, or the beginning of any overland journey greater than one thousand miles regardless of the number of people involved. He also senses the forging of any metal item worth more than 1,000 gp.

Automatic Actions: Odur can use Craft (metalworking), Handle Animal, or Intuit Direction as a free action if the DC for the task is 15 or lower. He can perform up to two such free actions in a round.

Create Magic Items: Odur can create any magic item related to determining directions or controlling animals and teams of animals, as long as the item’s market price does not exceed 4,500 gp.

Currently

Óðr is a powerful deity in Norse mythology, known for their cunning and intellect. They are currently in the midst of a journey that has taken them across the vast expanse of the North Atlantic, to the shores of the New World.

As they traverse the rugged landscape, Óðr is struck by the sheer beauty of this new land, with its towering mountains, dense forests, and crystal-clear lakes. But they also sense a darkness lurking just beneath the surface, a force that threatens to upset the delicate balance of nature and plunge the world into chaos.

Undeterred, Óðr presses on, determined to uncover the secrets of this new world and to use their powers to protect it from harm. They travel from one settlement to another, seeking out those who might help them in their quest.

In the bustling city of Tenochtitlán, Óðr is awed by the towering pyramids and intricate canal system, marveling at the ingenuity and creativity of the Aztec people. They spend weeks in the city, studying its architecture and learning about its customs and traditions.

But even here, in the heart of the Aztec empire, Óðr cannot escape the shadow of conflict. The Spanish conquistadors have arrived in the New World, driven by greed and a desire for power. Óðr watches as they pillage and destroy, leaving a trail of devastation in their wake.

Determined to stop the conquistadors in their tracks, Óðr sets out to gather allies and build a resistance. They seek out the native peoples of the New World, forging alliances and building an army that will stand against the Spanish.

It is a difficult and dangerous task, but Óðr is undaunted. They know that the fate of this new world hangs in the balance, and they will do whatever it takes to protect it. For Óðr, the ultimate goal is not simply to defeat the Spanish, but to create a new world order, one in which all people are equal and all voices are heard.

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