Rich Redman, Skip Williams, James Wyatt
God of the Oceans
Symbol: Rough ocean waves
Home Plane: Midgard
Alignment: Neutral evil
Portfolio: Sea, storms
Worshipers: Sailors, anyone traveling by sea
Cleric Alignments: CE, LE, NE
Favored Weapon: Greatclub
more closely related to the giants than either the Aesir or the
Vanir, Aegir is the god of the ocean and personification of its
strength for good or ill. Aegir (ay-jeer) and his wife, Ran, hold
themselves apart from the Aesir and Vanir. Rather than living on
Asgard, they reside on Midgard, in a great castle at the bottom
of the ocean with their nine daughters each of whom represents a
different type of ocean wave. Aegirs realm is, far from land,
where navigation and fishing are difficult and full of danger.
has the power to create or quell storms at sea. In his true form,
he is a fierce giant standing sixty feet tall. He has a long gray
beard fingers like claws, and carries a tree-sized club
carved in the shape of a maiden. He appears on the surface of the
sea to destroy ships that fail to sacrifice to him, yet is is sometimes
called "Alebrewer" and is well known for the bounty of
the feasts he arranges for his fellow gods. Ran, his wife and equal
partner, drags drowning men down to her hall beneath the sea. She
holds similar responsibilities to Freya and Hel in that regard,
since the drowned do not go to Valhalla, Sessrumnir, or the underworld.
only predictable thing about Aegir is that if ship captains don't
offer a valuable sacrifice to him when beginning a voyage, they
are certain to feel his wrath. When he decides to sink a ship, he
often sends his krakens or Vepar's
hordes of Shrroth
demons to smash it to. Other times, he simply destroys it with
a terrible storm. He looks with favor upon raiders
and pirates. If such men make the proper sacrifices to him, Aegir
is 10% likely to aid them with Favorable
Winds, or to conceal their approach with a storm or fog.
be a priest of Aegir, a man must have been a salior. Such men are
who worship Aegir and have been granted a few clerical powers on
the side thus cults of Aegir thrive in seaports. Cultists do not
attempt to fit in or to make friends. They teach that those hoping
for safe voyages across the sea must appease Aegir. Members of the
cults tend to be crews of trading and fishing vessels that sail
out of sight of shore. Their membership doesnt reflect a shared
preference for evil, but rather a healthy fear of Aegir.
clergy are few in number and known for their cruelty. Fortunately,
they reserve that cruelty for those who fail to properly honor Aegir.
Rumors suggest they have burned ships when their captains bragged
of sailing the deep sea without first appeasing the stormy god.
temples are openly fortified against the works of mortals and against
the elements of nature. Townsfolk and travelers can find shelter
from tidal waves or flooding in a temple to Aegir, provided they
offer the proper respect (and gold). Despite all the offerings,
Aegirs temples are rarely wealthy. Seeking to emulate the
god, they host regular feasts for their communities. The temples
contain kitchens, pantries, prayer rooms, and the armories typical
of Asgardian temples.
to Aegirs temples receive a chill welcome. Those planning
a sea voyage who make offerings find the clergy can be jolly folks
who love food, ale, and jokes as much as anyone. Those who do not
make offerings find the clergy menacing. Everyone is welcome on
feast day, however.
plus 20d10+220 (Ftr) plus 20d8+220 (Clr) (1,180 hp)
+12 (+8 Dexterity, +4 Improved
ft., Swim 100 ft.
61 (+8 Dexterity, +11 divine, +24 natural, +8 deflection)
+5 thundering wounding
greatclub +74/+69/+64/ +59 melee;
or spell +68 melee touch or +59 ranged touch
greatclub 1d10+32/ 1920
or by spell
5 ft. by 5 ft./5 ft.
powers, salient divine abilities, spell-like abilities, rebuke
immunities, DR 46/+4, fire resistance 31, spontaneous casting
of divine spells, understand, speak, and read all languages and
speak directly to all beings within 11 miles, remote communication,
godly realm, teleport
without error at will, plane
shift at will, SR 43, divine aura (1,100 ft., DC 29).
+54, Ref +53, Will +53.
44, Dexterity 26, Constitution 32, Intelligence 26, Wisdom 27, Charisma 26.
+49, Climb +58, Concentration+59,
Craft (metalworking) +61, Craft
(stoneworking) +61, Diplomacy
+59, Heal +55, Intimidate
+53, Jump +58, Knowledge
(arcana) +55, Knowledge
(nature) +49, Knowledge
+49, Knowledge (religion)
+55, Listen +49, Scry +51, Spellcraft
+55, Spot +49, Wilderness
Lore +51. *Always receives a 20 on checks.
5-ft. Radius, Cleave, Combat
Casting, Combat Reflexes,
Divine Might, Divine
Vengeance, Dodge, Empower
Spell, Endurance, Enlarge
Spell, Extend Spell,
Extra Turning, Extra
Turning, Great Cleave,
Improved Bull Rush,
Initiative, Iron Will,
Attack, Power Critical
Draw, Sacred Spell,
Spring Attack, Weapon
Focus (greatclub), Weapon
damage, ability drain, acid, cold, death effects, disease, disintegration,
electricity, energy drain, mind-affecting effects, Paralysis,
poison, sleep, stunning, transmutation,
Size, Alter Form, Call
Creatures (sea creatures), Control
Creatures (sea creatures), Divine
Water Mastery, Extra Domain
(Death), Extra Domain
of Death, Life and
Death, Mind of
the Beast, Power
of Nature, Shapechange,
Speak with Creatures
death touch (roll 20d6; if subject touched does not have at least
that many hp, it dies); 11/day smite (+4 on attack bonus and +20
on damage for one weapon attack; cast evil spells at +1 caster
level; 11/day feat of strength (+20 enhancement bonus to Strength for
1 round); 11/day turn or destroy fire creatures, or rebuke or
command water creatures.
uses these abilities as a 21st-level caster, except for evil
spells, which he uses as a 22nd-level caster. The save DCs are
29 + spell level. acid fog,
animate dead, cause
fear, clenched fist,
crushing hand, dark
tide, grasping hand,
strength, cause fear,
circle of doom, cone
of cold, contagion,
control water, create
greater undead, death
knell, death ward,
Doom of the Seas,
swarm (as water spell only), endure
elements, fog cloud,
wilting, ice storm,
critical wounds, inflict
light wounds, maelstrom,
living, spell immunity,
of the deeps, wail
of the banshee, water
Spells/Day: 6/8/8/8/8/7/6/6/6/5; base DC = 18 + spell level.
an intermediate deity, Aegir automatically receives a die result
of 20 on any check. He treats a 1 on a saving throw or attack roll
normally and not as an automatic failure. He is immortal.
Aegir can see, hear, touch, and smell at a distance of eleven
miles. As a standard action, he can perceive anything within eleven
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 ten 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 11 hours.
Sense: Aegir senses anything that affects the sea the instant
it happens and eleven weeks into the past.
Actions: Aegir can use Knowledge
(religion), or Wilderness
Lore as a free action if the DC for the task is 25 or lower.
He can perform up to ten such free actions each round.
Magic Items: Aegir can create any magic item related to water
and the sea, as long as the items market price does not exceed