To Norse Gods

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Gustave Moreau (1826–1898) Title: Galatée Date ca. 1880 Gustave Moreau (1826–1898) Title: Galatée Date ca. 1880

Sif is the goddess of excellence and skill, as well as being a superb warrior-woman. Married to Thor, she is also the embodiment of conjugal fidelity. Loki once played a cruel trick on her by cutting off all of her beautiful golden hair. When Sif's angry husband came to take revenge, Loki was forced to replace the hair with locks of real gold which grew just like true hair. This hair had been crafted by a pair of clever dwarves who, flushed with their success, went on to create many other wondrous items, such as Thor's hammer Mjolnir, Odin's spear Gungnir, and his ring Draupnir.

In her true form, Sif is slender woman of great beauty. She has locks of pure gold, and often carries a long sword with her.

The Lore of the Gods

Book Two: The Asgardians

Lead Designers Steven Creech and Kevin Ruesch Lead Editor Steven Schend Creative Director Jim Butler Art Director Todd Morasch
Illustrations Michael Nickovich Typesetter Joshua Gilchrist

Sif is the wife of Thor. Her ebony hair represented fields of grain. One night, Loki cut and stole her hair as she slept as a practical joke. However, he was caught and then had to replace it. He went to the dwarves and had them Craft a new head of hair from her from pure spun gold.

Sif looks after young warriors and all those dedicated to excellence in their pursuits. When such an individual is in dire need of aid, there is a 1% chance per level that she will send help.

Priests of Sif must be dedicated to excellence in all things. If they are married, they must always behave within the boundaries of the conjugal relationship.

Sif (Aesir)
Goddess of household and family ties; Goddess of crops, Goddess of Excellence and Skill in Battle

Lesser Deity

Symbol: Upraised sword, House, Hearth with a fire
Home Plane: Asgard
Alignment: Neutral good
Traditional Allies: Thor
Traditional Foes: Loki
Portfolio:War, dueling
Worshipers: barbarians, fighters, paladins, rangers, combat instructors
Cleric Alignments: CG, CN, NG
Domains: Beauty, Protection, War
Favored Weapon: longsword, Staff, shortsword
Favored Class: Monk, Paladin
Favored Race: Halfling, Human
Divine Artifact: Shield of Security

Benefits: Favored classes of Sif gain a +2 bonus to all saving throws.

Sif primarily appears in myths involving the other gods. She is the wife of Thor and the mother of Uller. Her golden hair was made by the dwarves and enchanted to take root and grow on her head after Loki chopped off her natural hair as a joke.


Sif ’s cultists are generally excellent fighters of all sorts, and many are weapon masters. Those looking for instruction in the martial arts are well advised to seek one of her cults or temples. Like her husband, Sif concerns herself with individuals involved in combat. Where Thor emphasizes physical prowess, Sif emphasizes skill. Good natured challenges between the two cults are common.

Clergy and Temples

Sif ’s clergy are predominantly, but not entirely, female. They are strong, capable people with quick wits and combat skills. Many dye a lock or braid of hair blonde, or braid yellow ribbons in their hair in emulation of their patron deity.

Sif ’s temples are sturdy, defensible structures that contain training halls for individual combat skills. They also contain extensive armories. In addition, many of Sif ’s temples contain dormitories for women escaping abusive relationships or who have been injured or crippled in battle.

Visitors to Sif ’s temples are ignored unless they carry weapons openly. Those who do so can expect challenges from the clergy and members of the cult to single combat. Such challenges are generally fought to the first fall
or first blood, and are intended solely to discover if the visitor knows how to use the weapon that she carries. Those who cannot, do not, or will not fight are ignored and treated with disdain. Those who do are welcomed.

Barbarian 20/Fighter 20
Medium-Size outsider
Divine Rank 10
Hit Dice 20d8+160 (outsider) plus 20d12+160 (Bbn) plus 20d10+160 (Ftr) (1,080 hp)
Initiative +20, always first (+16 Dexterity, +4 Improved Initiative, Supreme Initiative)
Speed 70 ft.
AC 84 (+16 Dexterity [Divine Armor Mastery], +10 divine, +23 natural, +9 armor [+5 glamered heavy fortification mithral shirt], +7 armor [+5 arrow deflection reflecting mithral large shield], +9 deflection)
Attacks +5 keen speed longsword +76/+76/+71/+66/+61 melee
Damage +5 keen speed longsword 1d8+29/15–20
Face/Reach 5 ft. by 5 ft./5 ft.
Special Attacks Domain powers, salient divine abilities, spell like abilities.
Special Qualities Divine immunities, DR 45/+4 (4/–), fire resistance 30, understand, speak, and read all languages and speak directly to all beings within 10 miles, remote communication, godly realm, teleport without error at will, plane shift at will, uncanny dodge (cannot be flanked, +4 against traps), SR 42, divine aura (1,000 ft., DC 29).
Saves Fort +50, Ref +60, Will +52.
Abilities Strength 31, Dexterity 43, Constitution 26, Intelligence 26, Wisdom 26, Charisma 28.
Skills Balance +57, Bluff +46, Climb +58, Diplomacy +27, Gather Information +46, Handle Animal +57, Hide +53, Intimidate +56, Intuit Direction +51, Jump +62, Knowledge (arcana) +45, Knowledge (the planes) +45, Knowledge (religion) +45, Listen +53, move silently +53, Ride (horse) +68, Search +45, Sense Motive +45, Spot +47, Tumble +57, Wilderness Lore +51.
Feats Alertness, Blind-Fight, Blindsight 5-ft. Radius, Cleave, Combat Reflexes, Dodge, Combat Expertise, Eyes in the Back of Your Head, Great Cleave, Fleet of Foot, Hold the Line, Improved Bull Rush, Improved Critical (longsword), Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Iron Will, Knock-Down, Lightning Reflexes, Mobility, Power Attack, Power Critical (longsword), Quick Draw, Run, Spring Attack, Sunder, Superior Expertise, Weapon Finesse (longsword), Weapon Focus (longsword), Weapon Specialization (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 Battlesense, Banestrike (evil outsiders), Divine Armor Mastery, Divine Battle Mastery, Divine Celerity, Divine Dodge, Divine Inspiration (courage), Divine Rage, Divine Weapon Focus (longsword), Divine Weapon Specialization (longsword), Longsword Finesse†, Supreme Initiative. †Unique ability, described below.
Domain Powers Cast chaos spells at +1 caster level; cast good spells at +1 caster level.
Spell-Like Abilities Sif uses these abilities as a 20th-level caster, except for chaos spells and good spells, which she uses as a 21st-level caster. Save DCs are 29 + spell level. adoration, adoration, overwhelming, adoring crowd, antimagic field, ardent gaze, blade barrier, devoted masses, devoted shield ,distracting wiles, divine power, eagle's splendor, flame strike, magic vestment, magic weapon, mind blank, power word blind, power word stun, power word kill, prismatic sphere, protection from energy, repulsion, sanctuary, shield other, spell immunity, Spell Resistance, spiritual weapon, sweet whispers,
Divine Rage The following changes are in effect as long as Sif rages: AC 79; hp 1,380; Atk +81/+76/+71/+66 melee (1d8+30/15–20, +5 keen speed longsword); SQ Fire resistance 40, SR 52; SV Fort +55, Will +57; Strength 41, Constitution 36; Climb +63, Jump +67. Her
rage can be used 10 times per day, it lasts for 1 hour (or until
ended), and she is not winded afterward.

Longsword Finesse (unique salient divine ability): Sif can apply her Dexterity bonus to attacks she makes with any longsword that she can wield in one hand.

Possessions: In addition to her sword, Sif has a +5 glamered heavy fortification mithral shirt and a +5 arrow deflection reflecting large mithral shield.

Other Divine Powers

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

She is immortal.

Senses: Sif can see, hear, touch, and smell at a distance of ten miles. As a standard action, she can perceive anything within ten 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 10 hours.

Portfolio Sense: Sif automatically senses battles involving five hundred or more people and any battle in which a woman commands at least one side, regardless of the number of people involved.

Automatic Actions: Sif can use Bluff, Handle Animal, Intimidate, Ride (horse), or Tumble as a free action if the DC for the task is 20 or lower. She can perform up to five such free actions each round.

Create Magic Items: Sif can create any magic armor or weapon, as long as the item’s market price does not exceed 30,000 gp.

Jules Joseph Lefebvre (1836–1911) Description Diva Vittoria Colonna Date ends 19c.

Jules Joseph Lefebvre (1836–1911) Description Diva Vittoria Colonna Date ends 19c.

Artifacts that the Avatar May Possess

Shield of Security

This is a medium-sized wooden shield with cast iron fittings. However it is very lightweight and does not impede spell casting what so ever. It is a +5 Animated, Arrow Deflecting, Fortification shield.

The Shield of Security has the following powers (at 20 th level):

-deathwatch at will.

-Magic circle from Chaos/ evil/law at will.

-sanctuary at will.

-consecrate at will.

-glyph of warding at will.

-create food and water at will.

-status at will.

-hallow 5/day.

-hero’s feast 2/day

-greater glyph of warding 5/ day.

-repulsion 5/day.

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To Norse Gods

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