Showing posts with label Þunor. Show all posts
Showing posts with label Þunor. Show all posts

Monday, December 1, 2014

Campaign Design - Prestige Class: Mighty Contender of Þunor

Mighty Contender of Þunor (adapted from Dragon 283)

Priests of Þunor insist that the liberation of the spirit comes through the perfection of the body – in fact, clerics of the Storm Lord insist that the distinction between body and spirit is a false one, as each is totally dependent on the other. Some devotees of Þunor practice breaking chains (a DC 26 Strength check), demonstrating their bodily perfection while symbolizing their spiritual freedom. Those that seek the highest perfection of the body and spirit become mighty contenders of Thunor. Most mighty contenders of Þunor start as clerics or favored souls, but fighters and barbarians can enter the class easily by multiclassing as either clerics or favored souls, and in regions such as Elizon the Dekkulde Islands, and the Sjorover Islands, many do. Arcane spell casters are unlikely to find the church of Þunor’s emphasis on physical strength appealing, but there are exceptions – particularly among the rare khülen sorcerers. Most mighty contenders are an unusual mixture of athletic mysticism. They are very worldly as a rule, frequenting taverns and sporting contests while expounding their philosophy of spiritual and physical liberation, and demonstrating their feats of incredible strength.

Hit Die: d10.
Luck Die: d4.

Requirements
To become a mighty contender of Þunor, one must meet the following criteria:
  • Alignment: Chaotic good.
  • Base Fortitude Save: +5.
  • Skills: Knowledge: Religion 9+ ranks.
  • Feats: Endurance, Power Attack.
  • Spell Casting: Must be able to cast divine spells.
  • Special: Must have Þunor as their patron deity.
Class Skills
  • The mighty contenders of Þunor have the following class skills (listed with the key ability for each skill): Concentration (Con), Craft: Any (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge: Nature (Int), Knowledge: Religion (Int), Profession: Any (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the mighty contender of Þunor prestige class.
  • Base Attack Bonus: Average. A mighty contender of Þunor gains +¾ base attack bonus per class level.
  • Base Fortitude Save Bonus: Good. A mighty contender of Þunor gains a +½ base Fortitude save bonus per class level.
  • Base Reflex Save Bonus: Poor. A mighty contender of Þunor gains a +13 base Reflex save bonus per class level.
  • Base Will Save Bonus: Good. A mighty contender of Þunorr gains a +½ base Will save bonus per class level.
  • Weapon and Armor Proficiencies: Mighty contenders of Þunor are proficient with all simple and martial weapons, all types of armor, all shields (except tower shields).
  • Spells: A mighty contender of Þunor continues his magical training as a divine spell caster, but more slowly. For every two levels gained as a mighty contender, he gains new spells per day as if he had also gained one level in a divine spell casting class. He does not, however, gain any other benefit of the spell casting class that the character would have gained (such as turning undead). This essentially means that he adds half his mighty contender level to the level of some other spell casting class he has, then determines spells per day and caster level accordingly. If he has more than one divine spell casting class, the mighty contender must decide which to assign his new level of spell casting ability to.
  • Mighty Endurance (Ex): A mighty contender of Þunor has a special form of damage resistance that allows him to ignore five points of nonlethal damage every time he is dealt nonlethal damage. This ability applies to all effects that deal nonlethal damage.
  • Feat of Strength (Su): When a mighty contender of Þunor performs a feat of strength (the granted power of the Strength domain) he may add his mighty contender levels to his cleric levels and favored soul levels to determine his Strength enhancement for one round. A mighty contender can perform a feat of strength a number of times equal to his unmodified Strength modifier, but always at least once.
  • Surge of Strength (Su): When a mighty contender of at least 3rd level performs a feat of strength, the enhancement bonus lasts for 1d4+1 rounds.
  • Strength Increase (Ex): When a mighty contender of Þunor reaches 5th level, and again at 9th level, he increases his Strength by one. This increase is not an enhancement bonus, it is an ability score increase like any character would normally receive every four levels.
  • Feat of Power (Su): Once per day, when performing a surge of strength, a mighty contender of Þunor of at least 7th level or higher may add one and one-half times his combined cleric, favored soul, and mighty contender levels to his Strength score for the first round of the surge. For the remaining 1d4 rounds he adds only his level to his Strength score.
  • Surge of Power (Su): Once per day when performing a surge of strength, a 10th level mighty contender of Þunor can add one and one-half times his combined mighty contender, cleric, and favored soul levels to his Strength score for the duration of the surge.
Mighty Contender of Þunor
LevelSpecialSpells per Day
1stMighty endurance, feat of strength
2nd-+1 level of existing class
3rdSurge of strength
4th-+1 level of existing class
5thStrength increase
6th-+1 level of existing class
7thFeat of power
8th-+1 level of existing class
9thStrength increase
10thSurge of power+1 level of existing class

Home     Prestige Classes     Þunor

Tuesday, February 26, 2013

Campaign Design - The Lords of Heaven: Þunor

Þunor (Taranis)

The Thunderer; The Fury of the Storm; Celestial Lord of Thunder, Storms, and Strength

Alignment: Chaotic Good.
Domains: Air, Feast, Lightning, Storm, Strength, Thunder, Wrath.
Summon Monster: Þunor's clerics and favored souls can summon anarchic and auran creatures using summon monster spells.
Symbol: An eagle bearing a lightning bolt in its talons.
Favored Weapon: "Wind splitter" (greataxe).
Related Prestige Classes: Mighty Contender of Þunor

Þunor is said to live in a land atop a great thunderhead named Þruþheim where he maintains a mighty hall named Bilskinir. Þunor represents the wild rage of a seething thunderstorm, and his followers are expected to emulate this characteristic. In all stories in which he appears, he is depicted as incredibly strong, totally fearless, straightforward, bluff, hearty, and violent. His eyes are a deep blue, like the sky, and when he is angered, they flash lightning. Though he is the thunderous frenzy of the storm, he can be calmed by his spouse Syfa, and in stormy weather many in the Three Worlds pray to her to intercede and stay his wild rage.

Þunor has little care for the past or the future, and is of little aid as a counselor or adviser, but is a hardy albeit inconsistent ally in time of trouble. He normally appears as a huge, muscular warrior with wild red hair, a bristling red beard, ruddy flesh and an enchanted greataxe that can split the wind with a thunderclap, a weapon many of his devoted followers carry in his honor. In the War in Heaven, Þunor was at the forefront of battle, confronting Halpas and Bål, his wild rage driving them both back into Hell.

Þunor is associated with the eagle, and he wears a helm decorated with two wings made from eagle feathers. Among men, Þunor is often referred to as the Wind Lord or the Storm Lord, and his wrath is said to be the mighty thunderstorm that can rock the earth and break even the highest mountains. To many uncivilized warriors he is the ideal, possessing strength, courage and resoluteness in abundance, delighting in wrestling and contests of strength. Many barbarians hold Þunor as their patron and clerics devoted to Þunor may treat the barbarian class as an additional favored class.

Home     Three Worlds     Lords of Heaven

Saturday, January 1, 2011

Campaign Design - Clerical Domains: Wrath

Wrath Domain (from the Book of Exalted Deeds)
Infernal Power: Þunor.
Granted Power: Once per day, you may make a free Attack of Opportunity against any opponent that damages you with a melee attack. This ability does not allow you to make more than one Attack of Opportunity in a round.

Wrath Domain Spells
1st: Doom
2nd: Energize potion (BoED)
3rd: Affliction (BoED)
4th: Radiant shield
5th: Righteous might
6th: Vengeance halo
7th: Incite
8th: Righteous smite
9th: Last judgment

Home     Cleric Domains     Three Worlds     Lords of Heaven

Þunor

Campaign Design - Clerical Domains: Air

Air Domain
Infernal Power: Þunor.
Granted Power: You can turn or destroy earth creatures as a good cleric turns undead. You can rebuke or command air creatures as an evil cleric rebukes undead. You may use these abilities a total number of times per day equal to 3 + your Charisma modifier.

Air Domain Spells
1st: Obscuring mist
2nd: Wind wall, downdraft (RR2)
3rd: Dessicate (S&S), gaseous form, wind tunnel (S&S)
4th: Air walk
5th: Control winds
6th: Chain lightning, Þunor's lightning storm (RR)
7th: Control weather
8th: Whirlwind
9th: Elemental swarm [cast as an air spell only], summon air elemental monolith (D347)

Home     Cleric Domains     Three Worlds     Lords of Heaven

Þunor

Campaign Design - Clerical Domains: Lightning

Lightning Domain (adapted from Nyambe: African Adventures)
Divine Power: Þunor.
Granted Power: You gain Electricity Resistance 5.

Lightning Domain Spells
1st: Shocking grasp
2nd: Sound burst
3rd: Call lightning
4th: Lightning bolt
5th: Lightning strike (N:AA)
6th: Control weather
7th: Chain lightning
8th: Lightning storm (N:AA)
9th: Storm of vengeance

Home     Cleric Domains     Three Worlds     Lords of Heaven

Þunor

Campaign Design - Clerical Domains: Strength

Strength Domain
Divine Power: Þunor.
Granted Power: You can perform a feat of strength, which is the supernatural ability to gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

Strength Domain Spells
1st: Endure elements, shockwave strike (RR)
2nd: Bull's strength
3rd: Magic vestment
4th: Sap strength (RR2), spell immunity, titan's strength (S&S)
5th: Brothers in arms (RR), righteous might
6th: Stoneskin
9th: Þunor's crushing hand

Home     Cleric Domains     Three Worlds     Lords of Heaven

Þunor

Campaign Design - Clerical Domains: Storm

Storm Domain (Spell Compendium as modified by the DragonLance Campaign Setting, Gods, and Shamans: Call of the Wild)
Divine Power: Þunor.
Granted Power: You gain Electricity Resistance 5 and a +2 sacred bonus to saves against electricity.

Additional Granted Power: Once per day, you may cast the spell control weather as a spell-like ability using your cleric level as your caster level. The casting time is one hour.

Storm Domain Spells
1st: Endure elements, entropic shield, obscuring mist
2nd: Gust of wind, resist elements
3rd: Call of lightning, wind wall
4th: Sleet storm, wither (G)
5th: Control winds, ice storm, lightning bolt
6th: Call lightning storm, chain lightning, summon monster VI [auran creatures only], wind walk
7th: Control weather
8th: Sunburst, whirlwind
9th: Storm of vengeance

Home     Cleric Domains     Three Worlds     Lords of Heaven

Þunor

Campaign Design - Clerical Domains: Feast

Feast Domain (from the Eberron Campaign Setting)
Divine Power: Þunor.
Granted Power: You are immune to ingested poisons and diseases spread by ingestion.

Feast Domain Spells
1st: Goodberry
2nd: Delay poison
3rd: Create food and water
4th: Neutralize poison
5th: Þunor's secure shelter
6th: Heroes' feast
7th: Þunor's magnificent mansion
8th: Detoxify (ECS)
9th: Feast of champions (ECS)

Home     Cleric Domains     Three Worlds     Lords of Heaven

Þunor

Campaign Design - Clerical Domains: Thunder

Thunder Domain (as modified by Testament: Roleplaying in the Biblical Era)
Divine Power: Þunor.
Granted Power: You gain Sonic Resistance 5.

Additional Granted Power: You gain a +1 bonus to all saves against Electricity.

Thunder Domain Spells
1st: Shatter, shocking grasp
2nd: Resist elements, soundburst
3rd: Call lightning
4th: Lightning bolt
5th: Shout, wall of thunder (T)
6th: Chain lightning, lightning contingency (T)
7th: Control weather
8th: Chain lightning, power word: stun
9th: Storm of vengeance

Home     Cleric Domains     Three Worlds     Lords of Heaven

Þunor