Forseti

To Norse Gods

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forseti Forseti zu Gericht sitzend. Forseti sits in judgement, presumably in Glitnir. Date Published in 1882. The signature seems to indicate it was made in 1881.
Roleplaying Elements from

Deities & Demigods

By Rich Redman, Skip Williams, James Wyatt

From Wikipedia, the free encyclopedia


FORSETI
God of Justice, Peacemaker
Intermediate Deity
Symbol:
Head of a bearded man
Home Plane: Glitnirhall, Asgard
Alignment: Neutral
Portfolio: Justice, law
Worshipers: Paladins, judges, attorneys, Halflings
Cleric Alignments: CN, LN, N, NE, NG
Domains: Justice, Protection, Law
Favored Weapon: Longsword

The son of Balder and Nanna, Forseti (for-set-ee) has never told a lie. The gods call on Forseti to be impartial he is the god of justice, peace and truth.

Forseti is considered the wisest and most eloquent of gods of Asgard. In contrast to his fellow god Tyr, who presided over the bloody affairs of carnal law, Forseti presides over disputes resolved by mediation. He sits in his hall, dispensing justice to those who seek it and is said to be able to always provide a solution that all parties considered fair. Like his father Baldur, he is a gentle god who favores peace so all judged by him could live in safety as long as they upheld his sentence. Forseti was so respected that only the most solemn oaths are uttered in his name.Forseti knows when a lie is spoken anywhere in Gladsheim and has the power to make any mortal anywhere speak the truth, whether the individual wishes to or not. In his true form, Forseti is a handsome man dressed in a tunic of gold and breeches of silver.

His home is called Glitnirhall which has silver ceiling and golden pillars, which radiated light that can be seen from a great distance in Midgard Forseti's center of worship is Heligoland.

Dogma

Forseti is most concerned with justice and truth. Whenever a body of men gathers to make laws, there is a 10% chance that Forseti's will send aid to them. If this body is making laws that affect more than fifty thousand people, One of his followers is sure to appear at the meeting disguised as one of the lords who has a right to attend the meeting. There is a 10% chance that he will send aid those trying to throw off the rule of an unjust tyrant.

Forseti’s cult believes that ethics and morality originate from the lawmakers and rulers. True justice can only come from staying impartial. His worshipers teach the value of judges and arbitrators to society, and seek to develop the same unbiased sense of justice through Forseti’s teachings.

Clergy and Temples

Forseti’s clergy believe in justice, though they respect Asgardian traditions of revenge. They often act as judges, intermediaries, and arbitrators for their communities. They’re generally respected for their talents in these fields. The clergy are quick to protect those involved in disputes, insisting that no one is guilty without a fair trial.

Forseti’s temples resemble courtrooms and often serve as the same. Like other Asgardian temples, they also double as forts. Some temples also serve as the local jail. They contain small rooms for legal discussions and settlements, libraries of local laws, and armories. Though Halflings prefer neutrality for different reasons, they find Forseti’s temples comforting and welcoming for their lack of bias.

Forseti's priests often serve as advisors to their chieftains, and are sometimes entrusted with full authority to administer the law. They must always be fair and consistent in their advice or decisions, avoiding any temptation to use their positions to further their own interests

Visitors to Forseti’s temples find them quieter and more restrained than other Asgardian temples, particularly if court is in session. Those seeking assistance in resolving a dispute can request a private conference with at least one member of the clergy.

FORSETI
Ranger 20/Cleric 20
Medium-Size outsider
Divine Rank 13
Hit Dice 20d8+160 (outsider) plus 20d10+160 (Rgr) plus 20d8+160 (Clr) (1,000 hp)
Initiative +12 (+8 Dexterity, +4 Improved Initiative)
Speed 60 ft.
AC 65 (+8 Dexterity, +26 natural, +13 divine, +8 deflection)
Attacks +5 vorpal longsword +72/+67/+62/+57 melee; or spell +62 melee touch or +61 ranged touch
Damage +5 vorpal longsword 1d8+31/17–20 or by spell
Face/Reach 5 ft. by 5 ft./5 ft.
Special Attacks Domain powers, salient divine abilities, spell-like abilities, turn undead 11/day.
Special Qualities Divine immunities, DR 48/+4, fire resistance 33, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 13 miles, remote communication, godly realm, teleport without error at will, plane shift at will, favored enemies (giants +5, goblinoids +4, dragons +3, aberrations +2, undead +1), SR 45. divine aura (1,300 ft., DC 31).
Saves Fort +53, Ref +55, Will +61.
Abilities Strength 28, Dexterity 27, Constitution 27, Intelligence 31, Wisdom 43, Charisma 27.
Skills* Animal Empathy +46, Climb +52, Concentration +64, Craft (metalworking) +58, Craft (stoneworking) +58, Diplomacy +55, Gather Information +24, Handle Animal +51, Heal +64, Hide +37, Intimidate +46, Intuit Direction +45, Jump +52, Knowledge (arcana) +52, Knowledge (history) +39, Knowledge (nature) +50, Knowledge (the planes) +44, Knowledge (religion) +52, Listen +56, Move Silently +46, Ride (horse) +55, Scry +55, Search +55, Sense Motive +54, Spellcraft +60, Spot +61, Swim +52, Wilderness Lore +61. *Always receives a 20 on checks.
Feats Alertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Combat Expertise, Great Cleave, Improved Critical (longsword), Improved Disarm, Improved Initiative, Leadership, Lightning Reflexes, Mobility, Power Attack, Quick Draw, Spring Attack, Sunder, Track, Weapon Focus (longsword), 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, imprisonment, banishment.
Salient Divine Abilities Alter Form, Alter Size, Annihilating Strike, Banestrike (giants), Battlesense, Clearsight, Create Greater Object, Create Object, Divine Blessing (Wisdom), Divine Inspiration (courage), Divine Recall (legal arguments), Divine Weapon Focus (longsword), Divine Weapon Specialization (longsword), Lay Quest, Power of Truth, Shapechange.
Domain Powers Cast divination spells at +1 caster level; 13/day protective ward (touched subject gains +20 resistance bonus on next saving throw, maximum duration 1 hour); 13/day feat of strength (+20 enhancement bonus to Strength for 1 round).
Spell-Like Abilities Forseti uses these abilities as a 23rd-level caster, except for divination spells, which he uses as a 24th-level caster. The save DCs are 31 + spell level. Antimagic Field, Calm Emotions , Clairaudience/Clairvoyance, Dictum , Detect Secret Doors, Detect Thoughts, Discern Location, Dispel Chaos, Divination, Find the Path, Foresight, Hold Monster, Legend Lore, Magic Circle against Chaos, Mind Blank, Order's Wrath, Prismatic Sphere, Protection from Chaos, Protection from Energy, Sanctuary, Shield of Law, Shield Other, Spell Immunity, Spell Resistance, Repulsion, Summon Monster IX, True Seeing.

 

Cleric Spells/Day: 6/10/10/10/10/9/8/8/8/7; base DC = 26 + spell level.

Ranger Spells/Day: 7/7/7/7; base DC = 26 + spell level.

Other Divine Powers

As an intermediate deity, Forseti 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.

Senses: Forseti can see, hear, touch, and smell at a distance of thirteen miles. As a standard action, he can perceive anything within thirteen 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 13 hours.

Portfolio Sense: Forseti senses all events involving legal disputes the instant they happen and and thirteen weeks into the past.

Automatic Actions: Forseti can use Intuit Direction or Search 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.

Create Magic Items: Forseti can create magic weapons and armor and divination items related to the emotions or thoughts of living beings, as long as the item’s market price does not exceed 200,000 gp.

 

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