Shu

To Egyptian Gods

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The ancient Egyptian god Shu is represented as a human with a feather on his head, as he is associated with light and air. This feather serves as the hieroglyphic sign for his name. Shu could also be represented as a lion, or with a more elaborate feathered headdress. Author Jeff Dahl The ancient Egyptian god Shu is represented as a human with a feather on his head, as he is associated with light and air. This feather serves as the hieroglyphic sign for his name. Shu could also be represented as a lion, or with a more elaborate feathered headdress. Author Jeff Dahl

Shu, also known as "the upholder", is the god of the atmosphere. He is charged with holding up the sky and, thus, keeping Nut and Geb separated. Shu (and his wife Tefnut) were Ra's first children and he has great affection for them both.

As one might expect, Shu has complete control over the air and all things associated with it. Shu can control any creature from the Elemental Plane of Air and can summon 4-24 air elementals to serve him at any time. Shu can also negate any spell that deals with air or the atmosphere at will. In his true form, Shu looks like a normal, if divinely handsome, man who is constantly surrounded by a swirl of wind. He can control the velocity of these winds, which may range from gentle breezes to tornado force cyclones. Omens from Shu come in the form of strong winds and atmospheric phenomena.

Role-playing Notes

Shu is a heroic and noble god who serves as king of Heliopolis when Ra is absent or unavailable. He is fair and impartial, but less of a politician than Ra.

Duties of the Priesthood

Priests of Shu perform their services in large, open areas which are often full of wind gusts and drafts. They are required to pray and meditate during wind storms

Originally Posted by

Tebryn14 of the Wizards Community forums.

On this Thread

Shu

The Upholder
Intermediate Deity
Symbol
Ostrich Feather
Home Plane Elemental Air/Desert Wind
Alignment Lawful good
Portfolio Winds, atmosphere
Worshipers rangers, farmers, desert dwellers, aerial creatures.
Cleric Alignments LG, NG, LN
Domains Air, Good, Law, Weather.
Favored Weapon shortsword

Shu
ranger 10/fighter 10/Cleric 20
Medium-Size outsider (Good, Lawful Extraplanar)
Divine Rank 14
Hit Dice 20d8+160 (outsider) plus 10d8+80 (ranger) plus 10d10+80 (fighter) plus 20d8+160 (cleric) (980 hp)
Initiative +15 (+11 Dexterity, +4 Improved Initiative)
Speed 60 ft., fly 200 ft. (perfect)
AC 71 (+11 Dexterity, +14 divine, +27 natural, +9 deflection) touch 44, flat-footed 60
Base Attack/Grapple +40/+67
Attack +5 keen holy frost knock-back shortsword +77 melee; or spell +67 melee touch or +65 ranged touch.
Full Attack +5 keen holy frost knock-back shortsword +77/+72/+67/+62 melee; or spell +67 melee touch or +65 ranged touch
Damage +5 keen holy frost knock-back shortsword 1d6+20+1d6 cold; or by spell.
Face/Reach 5 ft./5 ft.
Special Attacks Domain powers, salient divine abilities, spell-like abilities, turn undead 12/day.
Special Qualities Divine immunities, DR 25/epic, fire resistance 19, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 14 miles, remote communication 14 miles, godly realm, greater teleport at will, plane shift at will, SR 46, divine aura (1,200 ft., DC 33), wild empathy +19, woodland stride, combat style (archery), improved combat style, swift tracker, evasion, favored enemies (dragons +3, elemental +2, undead +1).
Saves Fort +54, Ref +57, Will +58
Abilities Strength 36, Dexterity 32, Constitution 26, Intelligence 28, Wisdom 34, Charisma 29
Skills* Balance +35, Climb +37, Concentration +77 Diplomacy +63, Gather Information +33, Handle Animal +48, Heal +56, Hide +50, Intimidate +58, Knowledge (Arcana) +68, Knowledge (history) +48, Knowledge (nature) +78, Knowledge (religion) +68, Knowledge (the planes) +53, Listen +63, Move Silently +55, Ride (Aerial Mount) Search +48, Sense Motive +46, Spellcraft +68, Spot +53, Survival +79, Swim +47, Tumble +50, Rope Use+40. *Always receives a 20 on checks.
Feats Alertness, Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Empower Spell, Endurance, Enlarge Spell, Heighten Spell, Improved Initiative, Improved Trip, Improved Unarmed Strike, Intensify Spell, Maximize Spell, Mobility, Multispell, Power Attack, Quick Draw, Silent Spell, Spring Attack, Still Spell, Sunder, Track, Weapon Focus (short sword), Weapon Specialization (short 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, imprisonment, banishment.

Salient Divine Abilities

Alter Reality (DC 44 for duplicated spells), Alter Size, Automatic Metamagic (quickened Cleric Spells), Avatar (10), Battlesense, Call Creatures (Air creatures, up to 14 creatures with up to 14 HD), Control Creatures (Air creatures), Divine Air Mastery, Divine Blast (12/day, 14 miles, 23d12 points of damage), Divine Spellcasting, Divine Weapon Focus (short sword), Energy Burst (Wind, deals bludgeoning damage), Energy Storm (cold), Extra Domain (Storm), Extra Domain (Water), Instant Counterspell, Mass Divine Blast, Power of Nature (14 miles).

Domain Powers

Turn earth elementals or rebuke air elementals 15/day;; cast good spells at +1 caster level; cast law spells at +1 caster level;

Spell-like Abilities

Shu uses these abilities as a 24th level caster, except for good and lawful spells, which he uses as a 25th level caster. The save DCs are 34 + spell level. Obscuring Mist, Wind Wall, Gaseous Form, Air Walk, Control Winds, Chain Lightning, Control Weather, Whirlwind, Elemental Swarm, protection from evil, Aid, magic circle against evil, holy smite, Dispel Evil, blade barrier, Holy word, holy aura, summon monster IX, protection from chaos, calm emotions, Magic Circle Against Chaos, Order’s Wrath, dispel chaos, Hold monster, Shield of law, fog cloud, Call Lightning, sleet storm, ice storm, Storm Vengeance.
Cleric Spells/Day (Levels 0-12) 6/8/8/8/8/7/6/6/6/5/2/2/2; base DC = 23 + spell level.

Possessions Shu carries a +5 keen holy frost knock-back shortsword.

Other Divine Powers

As an intermediate deity, Shu 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: Shu can see, hear, touch, and smell at a distance of 14 miles. As a standard action, he can perceive anything within fifteen 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 her 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 15 hours.

Portfolio sense: Shu is aware of any change in the weather that occurs on any world where his pantheon is worshipped the instant it happens and retains the sensation for 14 tendays after the event occurs.

Automatic actions: Shu can use Knowledge (nature) or Survival 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: Shu can create any magic item dealing with air, weather, electricity, or sonic energy as long as the item’s market price does not exceed 200,000 gp.

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To Egyptian Gods

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