Right now, DriveThru RPG has 20% off a select number of RPG downloads – if you know the discount code is TooHot8450. One of RPG goodies that qualify for this 20% is DragonWing Games’ Lore of the Gods.
Lore of the Gods is the most expensive download that qualifies for a discount this month. Or, to put it another way, Lore of the Gods offers the biggest discount.
DragonWing Games kindly gave Geek Native to crack Lore of the Gods open to let you look inside. The suppliment takes deities from Egyptian, Greek, Norse and Mesopotamian cultures and translates them into the d20 system, in the Open Game Format, for Wizards of the Coast 3.5 revised rules.
“Lore of the Gods is a massive d20 sourcebook from DragonWing Games. The zipped file is sizable, weighing in at almost forty-five megabytes, and contains the single PDF of the product. The book itself is a whopping three hundred twenty-one pages long, including covers, the OGL, etc. Luckily there’s a table of contents (conveniently hyperlinked) and bookmarks.
LIKED: The book is massive in what it covers. Everything from four huge chapters of gods and their religions, to divine ascension, new feats, skills, prestige classes, spells, and monsters. This book has far more than almost any other book of gods out there.
DISLIKED: Unfortunately, in terms of presentation, this book falls into all of the same pits that WotC’s Deities and Demigods did. The gods here read more like treatises on actual mythology with some stats thrown in, than they do living characters in a fantasy world. Combine that with some stat block errors, and no printer-friendly version, and you could have a book that looks great, but might not be as useful as you were anticipating.
The download is mainly black and white, over 320 pages long but does have colour panels (some of which are depicted here). As way of looking inside the supplement to provide a taster for its material let’s pick on the Norse god Thor and share his stats.
Mythology: Thor is the son of Odin and a member of the Aesir. He is the god of thunder and the main enemy of the giants and would smash their heads with his mighty hammer Mjolnir. To wield this awesome weapon he needs iron gloves and a belt of strength. Mjolnir will return to Thor’s hand after being thrown and is symbolic of lightning. Thor has the power to conjure storms, and control the wind and rain. He is a mighty god with an immense appetite. He has fiery red hair, a huge red beard, and a hot temper that is often vented on giants, the main enemies of the gods. During Balder’s funeral, an unfortunate dwarf found himself to be the recipient of Thor’s fabled temper when he tripped over one of the Thunder God’s feet. In a burst of rage over the dwarf’s carelessness, Thor kicked the dwarf onto Balder’s funeral boat as it burned.
Thor rides around middle-earth in his wagon drawn by two goats, whose names are Gap-tooth and Toothgnasher. His abode is Thruthheim (which means Land of Strength) and his hall, Bilskinir. He is married to Sif. Thor rules over the region called Prudvangar, “the Paddock of Power”, where his lightning castle Bilskirnir is situated. Thor is said to meet his death in the coils of the Midgard serpent in the final battle of Ragnarok.
Main Tenets of Faith: Thor is arguably the most popular god of the Norse mythology. He represents the common man and his struggle to survive. He provides the faithful with strength and perseverance, righteous rage, might, and the ability to protect one’s rights. Before battle, warriors pray to him to guide their fury and after they praise him with libations of mead and contests of strength. They believe that force and strength are the ultimate defense.
Location of Faith: He is also foremost of the gods to the common man and is widely worshipped. He has a huge statue at his temple in Upsalla. His temples are open to the public at all times and congregants and noncongregants participate in feasting, boasting, drinking, and brawling.
Responsibilities of the Clergy: Like Sif’s clergy, Thor’s clerics are staunch defenders of their communities, though they also lead troops to war, whipping them into berserk frenzies. Rights of the Clergy: Thor’s clerics are excused of dishonor associated with rash outbursts of anger.
Restrictions of the Clergy: Cleric’s who repeatedly lose contests of strength or drinking are asked to step down from the clergy.
Rituals: Thor Blot is held each spring. Offerings consist of mead and roasted goats, which are heartily feasted upon. Before meals his faithful make the sign of the hammer to bless food as it is passed above a flame. His clerics also have a secret ritual called the hammer rite that they use to keep contracts and oaths with Thor, and consecrations and blessings. His holy day is Thursday. His clerics choose when they pray for spells, but require a hammer as a divine focus while praying.
Vestments: Thor’s clerics commonly dress in medium armor, usually scale mail, ringmail or chain, and always wear prominently displayed hammer pendants.
Devout Oath: Before each meal, the devotee must bless his meal by passing it over a flame and making the sign of the hammer.
Devout Benefits: Thor’s devotees gain a +4 sacred attack bonus against giants when using a hammer as the primary weapon.
Attack: Mjolnir, Hammer of Storms (+5 adamantine bane (+11 vs. giants), mighty cleaving, returning (see artifact description), shocking burst, thundering warhammer +51 melee (1d8+15 plus 6d6 vs. giants plus 1d6 electricity plus 1d6 sonic /19-20/x3 plus 2d10 electricity plus 2d8 sonic plus save (Fort, DC 14) or permanently deafened) or Mjolnir, Hammer of Storms +47 ranged (distance 180 ft.; see artifact description) (1d8+15 plus 6d6 vs. giants plus 1d6 electricity plus 1d6 sonic /19-20/x3 plus 2d10 electricity plus 2d8 sonic plus save (Fort, DC 14) or permanently deafened plus giants save (Fort; DC 28) or disintegrated) or +5 bane (+11 vs. giants, disruption, distance, holy, shocking burst, thundering, throwing, warhammer +51 melee (1d8+15 plus 6d6 vs. giants plus undead save (Fort, DC 14) or destroyed plus 2d6 vs. evil creatures plus 1d6 electricity plus 1d6 sonic /19-20/x3 plus 2d10 electricity plus 2d8 sonic plus save (Fort, DC 14) or permanently deafened) or +5 bane (+11 vs. giants, disruption, distance, holy, shocking burst, thundering, throwing, warhammer +47 ranged (1d8+15 plus 6d6 vs. giants plus undead save (Fort, DC 14) or destroyed plus 2d6 vs. evil creatures plus 1d6 electricity plus 1d6 sonic /19-20/x3 plus 2d10 electricity plus 2d8 sonic plus save (Fort, DC 14) or permanently deafened).
Full Attack: Mjolnir, Hammer of Storms +51/+46/+41/+36 melee (1d8+15 plus 6d6 vs. giants plus 1d6 electricity plus 1d6 sonic /19-20/x3 plus 2d10 electricity plus 2d8 sonic plus save (Fort, DC 14) or permanently deafened) or Mjolnir, Hammer of Storms +47 ranged (distance 180 ft.; see artifact description) (1d8+15 plus 6d6 vs. giants plus 1d6 electricity plus 1d6 sonic /19-20/x3 plus 2d10 electricity plus 2d8 sonic plus save (Fort, DC 14) or permanently deafened plus giants save (Fort; DC 28) or disintegrated) or +5 bane (+11 vs. giants, disruption, distance, holy, shocking burst, thundering, throwing, warhammer +51/+46/+41/+36 melee (1d8+15 plus 6d6 vs. giants plus undead save (Fort, DC 14) or destroyed plus 2d6 vs. evil creatures plus 1d6 electricity plus 1d6 sonic /19-20/x3 plus 2d10 electricity plus 2d8 sonic plus save (Fort, DC 14) or permanently deafened) or +5 bane (+11 vs. giants, disruption, distance, holy, shocking burst, thundering, throwing, warhammer +47 ranged (1d8+15 plus 6d6 vs. giants plus undead save (Fort, DC 14) or destroyed plus 2d6 vs. evil creatures plus 1d6 electricity plus 1d6 sonic /19-20/x3 plus 2d10 electricity plus 2d8 sonic plus save (Fort, DC 14) or permanently deafened).
Special Attacks: Artifact traits, domain powers, spells, spells, spell-like abilities, spontaneous casting, turn undead 10/day.
Special Qualities: Aesir traits, avatar immunities, damage reduction 29/-, divine senses (4.5-mile radius), greater teleport (at will; caster level 20th), outsider traits, planeshift (at will; caster level 20th), resistance to electricity 18, resistance to fire 30, speak and read all languages, spell resistance 25, spontaneous casting of domain spells, telepathically communicate with any living creatures (1-mile-radius).
Skills & Feats: Climb +33, Concentration +33, Handle Animal +31, Hide +28, Intimidate +31, Jump +42, Knowledge (Arcana) +33, Knowledge (Religion) +34, Listen +31, Move Silently +23, Ride +25, Search +23, Sense Motive +24, Spellcraft +27, Spot +24, Swim +25; Cleave, Combat Expertise, Combat Reflexes, Dodge, Great Cleave, Greater Weapon Focus (Warhammer), Improved Critical (Warhammer), Improved Initiative, Improved Sunder, Leadership, Mobility, Point Blank Shot, Power Attack, Quick Draw, Spring Attack, Weapon Focus (Warhammer), Weapon Specialization (Warhammer), Whirlwind Attack. Salient Divine Abilities: Banestrike (Giants), Energy Burst (Electricity, 90ft-radius, 9d8 damage, DC 22 Reflex save for half damage), Extra Domain (Good), Frightful Presence (Will save DC 25).
Spell-Like Abilities Per Day (9/8/7/6/5/4/3/2/1; Caster Level 19th; save DC 26 + spell level): 1st— endure elements, enlarge person, protection from evil, protection from law; 2nd— aid, bull’s strength, calm emotions, whispering wind; 3rd— magic circle against evil, magic circle against law, magic vestment, thunderstrike; 4th— air walk, chaos hammer, holy smite, spell immunity; 5th— dispel evil, dispel law, righteous might, rolling thunder; 6th— animate objects, blade barrier, chain lightning, stoneskin; 7th— control weather, grasping hand, holy word, word of chaos; 8th— clenched fist, cloak of chaos, maelstrom, holy aura; 9th— crushing hand, elemental swarm (as air spell), monster summoning IX (as chaos or good spell).
Cleric Spells Prepared (6/6+1/5+1/4+1/4+1/3+1; save DC 15 + spell level): 0— guidance, light, mending, purify food and drink, read magic, resistance; 1st— cause fear, command, detect evil, detect undead, divine favor, endure elements, shield of faith; 2nd— aid, bull’s strength, hold person, remove paralysis, shield other, spiritual weapon; 3rd— blindness/deafness, dispel magic, invisibility purge, searing light, thunderstrike; 4th— air walk, death ward, dimensional anchor, dismissal, freedom of movement; 5th— greater command, 181 righteous might, spell resistance, true seeing.
Artifact Powers: Thor’s artifacts grant him additional powers.
Mjolnir, Hammer of Storms (+5 adamantine bane (+7 vs. giants), mighty cleaving, returning (see artifact description), shocking burst, thundering warhammer) (caster level 20th, all saves Charisma based): At will: call lightning, control weather, control winds; 5/day chain lightning, whirlwind, wind walk; 1/week- storm of vengeance; Minimum of 22 Strength to wield; 180ft. throwing range with no range penalties; If a critical hit is scored against a giant (when thrown only), the giant must make a Fort save (DC 28) or die.
Possessions: Phylactery of undead turning, belt of giant strength +6, boots of striding and springing, bracers of armor +8, cloak of charisma +6, ring of major fire resistance, Mjolnir, Hammer of Storms.
Lore of the Gods and another dozen games are 20% off DriveThruRPG this month with the code TooHot8450.