Skadi

To Gods

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SkadiSKADI
Goddess of Mountains, Snowshoe Goddess
Lesser Deity
Symbol:Mountain Peak
Home Plane: Asgard
Alignment: Neutral
Portfolio: Earth, mountains
Worshipers: barbarians, druids, rangers, dwarves, Halflings
Cleric Alignments: CN, LN, N, NE, NG
Domains: Destruction, Earth, Strength
Favored Weapon: Greataxe

Skadi is a female giant and the daughter of Thjazi the giant who bargained for Freya, the sun, and the moon in exchange for building Asgard’s walls .

During the war with the Vanir, the wall protecting Asgard was razed. A builder approached the Aesir and offered to rebuild it if they would give him Freya to be his wife, and the sun and moon for his own. Odin and his fellow Aesir agreed, provided he could build the wall in six months. They didn’t believe anyone could build it so quickly, so they believed Freya, the sun, and the moon to be safe. The builder had a stallion, Svadilfari, who could pull amazingly large stones, and because of that the builder quickly raised the wall. With three days remaining, the gods told Loki to resolve the predicament. Loki disguised himself as a mare and distracted the stallion all night. The builder flew into a rage and his disguise slipped, revealing a giant. Thor dealt with the giant easily, and Loki later gave birth to the magical horse Sleipnir.

She came to Asgard seeking revenge against Thor for killing her father. When she arrived at Asgard in her armor she so impressed the gods they offered her pick of the bachelor gods if she would not go to war against them. The only condition was that she could only see their feet when she made her choice. Thinking the cleanest, whitest feet must belong to Balder, she made her choice only to discover they belonged to the older Vanir Njord, whose feet the sea washed clean every day.

They married and she became stepmother of Freyr and Freyja. But because they couldn’t agree on a place to live, Njord and Skadi moved back and forth between Jotunheim and Asgard. On Midgard, these movements created the seasons. Skadi had wanted to live in Thrymheim, a mountain realm in Jötunheim that belonged to her father when he was alive, but Njord wished to remain by the sea in his hall of Noatun, so they tried a compromise. They agreed to spend nine nights in Thrymheim and another nine in Noatun, alternating between both, but when Njord returned to his hall he admitted his dislike of the mountains, preferring the song of the swans over the howling of wolves. Conversely, Skadi complained of not being able to sleep in Noatun because of the screaming of the seagulls. The two ultimately separated, and Skadi returned to Thrymheim. There she traveled along the snow on skis and shot game with her bow. Skadi later divorced Njord and married Uller.

Dogma

Skadi’s cults are common in mountainous regions. Her worshipers include those who make their lives hunting, herding, and mining in the mountains. She loves the cold of winter and the wind on the mountain peaks, and teaches respect for the earth and the mountains to her cultists. She also teaches readiness for battle, believing that the best defense is an impressive offense.

Clergy and Temples

Skadi’s clergy are imposing figures, appearing tough and ready to fight. Though most are highly skilled warriors, they rarely enter combat unless necessary.

If a temple dedicated to Skadi isn’t in the mountains, it’s located so that mountains are visible from the windows of the great hall. Her temples are built from local materials and blend with the landscape. Unlike many temples, hers are often cold and without the heat of hearth fires. Some temples make money by selling mountain Climbing equipment.

Visitors to Skadi’s temples receive warm welcomes if they’ve just come down from out of the mountains, or if they clearly intend to travel into them. The clergy openly share their information about hazards and trails.

SKADI
Druid 20/Ranger 20
Large outsider (Cold)
Divine Rank 6
Hit Dice 20d8+200 (outsider) plus 20d8+200 (Drd) plus 20d10+200 (Rgr) (1,120 hp)
Initiative +8
Speed 80 ft., burrow 80 ft.
AC 50 (–1 size, +8 Dexterity, +6 divine, +19 natural, +8 deflection)
Attacks Huge +5 bane* icy burst thundering greataxe +68/+63/+58/+53 melee; or spell +62 melee touch or +54 ranged touch *+70/+65/+60/+55 against favored enemies.
Damage Huge +5 bane* icy burst thundering greataxe 2d8+29/19–20/×3 or by spell *2d6 plus 2d8+29/19–20/×3 against favored enemies.
Face/Reach 5 ft by 5 ft./10 ft.
Special Attacks Domain powers, salient divine abilities, spelllike abilities.
Special Qualities

Divine immunities, DR 41/+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, cold subtype, tremorsense, nature sense, animal companion (awakened dire bear), woodland stride, trackless step, resist nature’s lure, wild shape (Tiny, Small, Medium-size, Large, Huge, or dire animal 6/day, elemental 3/day), a thousand faces, venom immunity, timeless body, favored enemies (dragons +5, undead +4, magical beasts +3, aberrations +2, vermin +1), SR 38, divine aura (600 ft., DC 24).

Cold Subtype Immune to cold damage; takes double damage from fire unless a saving throw for half damage is allowed, in which case she takes half damage on a success and double damage on a failure (but fire resistance still applies).
Saves Fort +48, Ref +48, Will +46.
Abilities Strength 42, Dexterity 27, Constitution 30, Intelligence 25, Wisdom 26, Charisma 26.
Skills Animal Empathy +44, Bluff +36, Climb +43, Concentration +46, Craft (stoneworking) +34, Diplomacy +42, Handle Animal +44, Heal +44, Hide +27, Intimidate +38, Intuit Direction +44, Jump +48, Knowledge (arcana) +30, Knowledge (nature) +65, Knowledge (the planes) +33, Knowledge (religion) +33, Listen +42, move silently +40, Profession (stonemason) +34, Ride (horse) +37, Sense Motive +35, Spellcraft +38, Spot +42, Swim +52, Wilderness Lore +66.
Feats Alertness, Blind-Fight, Cleave, Dodge, Empower Spell, Endurance, Enlarge Spell, Expertise, Great Cleave, Improved Bull Rush, Improved Critical (greataxe), Lightning Reflexes, Mobility, Power Attack, Power Critical (greataxe), Sacred Spell, Spring Attack , Sunder, Track, Weapon Focus (greataxe), Whirlwind Attack.
Divine Immunities
Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mindaffecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine Abilities Alter Form, Alter Size, Automatic Metamagic (quicken druid spells), Battlesense, Divine Druid, Divine Earth Mastery, Divine Ranger, Shift Form.
Domain Powers 6/day smite (+4 on attack and +6 on damage for one weapon attack); 11/day turn or destroy air creatures, or rebuke or command earth creatures; 6/day feat of strength (+6 enhancement bonus to Strength for 1 round).
Spell-Like Abilities Skadi can use these abilities as a 16th-level caster. Save DCs are 24 + spell level. Bull’s strength, clenched fist, crushing hand, grasping hand, circle of doom, contagion, disintegrate, earthquake, elemental swarm (as earth spell only), endure elements, harm, implosion, inflict critical wounds, inflict light wounds, iron body, magic stone, magic vestment, righteous might, shatter, soften earth and stone, spell immunity, spike stones, stoneskin, stone shape, wall of stone.


Druid Spells/Day: 6/7/7/7/7/6/5/5/5/4; base DC = 18 + spell level.

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

Other Divine Powers

As a lesser deity, Skadi may take 10 on any check. Skadi treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal.

Senses: Skadi can see, hear, touch, and smell at a distance of six miles. As a standard action, she can perceive anything within six miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to five locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 6 hours.

Portfolio Sense: Skadi instantly senses any natural event involving the earth or mountains (mudslides, avalanches, or earthquakes) that involves five hundred or more people.

Automatic Actions: Skadi can use Animal Empathy, Climb, Intuit Direction, Jump, or Wilderness Lore as a free action if the DC for the task is 20 or lower. She can perform up to five such free actions per round.
Create Magic Items: Skadi can create any item related to wilderness travel, wilderness Survival, or mountain Climbing, as long as the item’s market price does not exceed 30,000 gp.

Awakened Dire Bear, Skadi’s animal companion: CR 9; Large magical beast; HD 14d8+56; hp 119; Init +1; Spd 40 ft.; AC 17 (touch 10, flat-footed 16); Atk +19 melee (1d6+10, 2 claws), +14 melee (1d8+5, bite); Face/Reach 10 ft. by 20 ft./10 ft.; SA Improved grab; SQ Low-Light Vision, Scent; AL N; SV Fort +13, Ref +10, Will +5; Strength 31, Dexterity 13, Constitution 19, Intelligence 11, Wisdom 12, Charisma 12. Skills and Feats: Hide –3, Listen +7, Spot +7, Swim +13.

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To Gods

The Worlds of Mankind is owned and created by Mark John Goodwin

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