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<blockquote data-quote="Obly99" data-source="post: 8664416" data-attributes="member: 7035194"><p style="text-align: center"><strong>The Einherjar (CR +4)</strong></p><p></p><p>The Einherjar is the champions from the death of Odin who will fight in the Ragnarok.</p><p></p><p><strong>Creating an Einherjar:</strong></p><p></p><p>Einherjar is an acquired template that can be fulfilled by any living creature who is led to Asgard by a Valkyrie after his death.</p><p></p><p><strong>CR:</strong> Same as the base creature +4.</p><p></p><p><strong>Alignment:</strong> Chaotic Neutral.</p><p></p><p><strong>Type:</strong> The creature’s gains the extaplanar subtype. Einherjar count Asgard (or its equivalent in your setting) as his native plane.</p><p></p><p><strong>Size:</strong> Same as the base creature.</p><p></p><p><strong>Senses:</strong> As the base creature, plus darkvision 60 feet and snow vison.</p><p></p><p><em>Snow Vision:</em> An Einherjar see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions</p><p></p><p><strong>Speed:</strong> Einherjar increase all speeds they possess by 20 ft. An Einherjar may move through any sort of snowy and icy terrain at his normal speed and without taking any damage or suffering any other impairment. However, enchanted or magically manipulated frost, ice, and snow restricting movement affect him normally. Also, Einherjar ignore the effects of natural wind on movement while in icy regions, and is immune to the natural weather of the icy regions, regardless any force (even blizzard or tornado), unless he choose to be affected by them.</p><p></p><p><strong>Hit Dice:</strong> Change the base creature’s racial Hit Dice to d10s. All Hit Dice derived from class levels remain unchanged. Einherjar hit point are maximized.</p><p></p><p><strong>Defensive Abilities: </strong>An Einherjar retains all of the base creature’s defensive abilities and special qualities. It also gains the following additional defensive abilities.</p><p></p><p><em>Damage Reduction:</em> An Einherjar gains damage reduction /cold iron and lawful equal to his character level.</p><p></p><p><em>Death Resistence (Ex):</em> An Einherjar is already dead one time and has resistance to the grasp of the death. Einherjar is immune to any effect that would kill him instantly from full HP to 0 in one blow, or that outright kill him such as Vorpal does. Einherjar does not age any further and all the penalty from advanced age is removed. Einherjar, barred death from vioence, can live forever. An Einherjar is never considered dying and remains conscious and unhindered until he is slain at -Constitution modifier.</p><p></p><p><em>Enduring Stamina (Ex):</em> Einherjar take four times as long to suffer from suffocation, dehydration, starvation, and can run indefinitely with no ill effects.</p><p></p><p><em>Golden Aura (Su): </em>As long as an Einherji is in raga and in battle, it gains a 10-ft. radius glowing golden aura that inspires courage in his allies, improving their combat abilities. Allies within an Einherji’s golden aura, including the Einherji itself, gain a +2 competence bonus on attack and weapon damage rolls. Additionally, the allies of the Einherji in the aura gains fast healing 5 + 1 per ally that is also in battle within his aura. This fast healing does not stack with the fast healing of thirst of battle, only the higher apply. An Einherji loses his golden aura outside of combat or if knocked unconscious.</p><p></p><p><em>Immunities:</em> An Einherjar is immune to cold, disease, fear, and poison. He gains immunity to charm and death effects while in rage (see below).</p><p></p><p><em>Resistance:</em> An Einherjar has resistance to all elements while in rage equal to ½ his HD (minimum 1).</p><p></p><p><strong>Special Attacks:</strong> An Einherjar retains all of the base creature’s special attacks. He also gains the following additional special attacks.</p><p></p><p><em>Challenge of Single Combat (Ex):</em> As a standard action, an Einherjar can choose a single target within sight to challenge by attempting an Intimidate check to demoralize that creature. If the check succeeds, the target is shaken and the Einherjar gains a +2 bonus on attack rolls and damage rolls against that target. For the duration of the challenge, the Einherjar must attack that target, and takes a –2 penalty to its AC, except against attacks made by the target. The challenge (and the shaken condition) remains in effect until the target successfully attacks the Einherjar in melee combat, the target is dead or unconscious, or the combat ends.</p><p></p><p><em>Rage (Ex):</em> An Einherjar gains the rage ability as a barbarian of his HD. The Einherjar does not gains other abilities a barbarian gain like fast movement, uncanny dodge, greater rage, etc. If the Einherjar has the rage class feature, he use his HD as his full level for the rage (if the Einherjar is a skald 4/fighter 13, he use the rage as a skald of 17th level) and gains 2 extra rounds of rage per HD.</p><p></p><p><em>Rage Power (Var.):</em> An Einherjar gains one rage power for every 4 HD he has (minimum 1), using his HD as his barbarian level. If he has rage power from a class feature, this rage powers are extra.</p><p></p><p><strong>Special Qualities:</strong> An Einherjar retains all of the base creature’s special qualities. He also gains the following additional special qualities.</p><p></p><p><strong>Battle Trained (Ex)</strong></p><p>An Einherjar is proficient with all armor. Armor never impacts an Einherjar’s speed, nor does a Einherjar take armor check penalties on checks. An Einherjar count his HD as fighter level for meet the prerequisites for feats.</p><p></p><p><strong>Titan’s Bane (Ex)</strong></p><p>An Einherjar can move through the space of any creature two or more size categories larger than him without provoking attacks of opportunity, and he can share such a creature’s space. When sharing a larger opponent’s space, the Einherjar gain cover against all melee and ranged attacks it makes, and the opponent is considered flat-footed for the purposes of any melee or ranged attacks the Einherjar make against it.</p><p></p><p><strong>Thirst for Battle (Su)</strong></p><p>As long as an Einherjar is in battle, he gains fast healing equal to ½ his HD (minimum 1). An Einherjar loses this ability outside of combat or if knocked unconscious.</p><p></p><p><strong>Abilities: </strong>+8 Str, +2 Dex, +6 Con.</p><p></p><p><strong>Skills:</strong> An Einherjar gain a +8 to Intimidate, Perception, Sense Motive and Survival checks.</p><p></p><p><strong>Organization: </strong>Solitary or Troop (14 Einherjar) unless you barge in where they call home where there could be many more.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8664416, member: 7035194"] [CENTER][B]The Einherjar (CR +4)[/B][/CENTER] The Einherjar is the champions from the death of Odin who will fight in the Ragnarok. [B]Creating an Einherjar:[/B] Einherjar is an acquired template that can be fulfilled by any living creature who is led to Asgard by a Valkyrie after his death. [B]CR:[/B] Same as the base creature +4. [B]Alignment:[/B] Chaotic Neutral. [B]Type:[/B] The creature’s gains the extaplanar subtype. Einherjar count Asgard (or its equivalent in your setting) as his native plane. [B]Size:[/B] Same as the base creature. [B]Senses:[/B] As the base creature, plus darkvision 60 feet and snow vison. [I]Snow Vision:[/I] An Einherjar see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions [B]Speed:[/B] Einherjar increase all speeds they possess by 20 ft. An Einherjar may move through any sort of snowy and icy terrain at his normal speed and without taking any damage or suffering any other impairment. However, enchanted or magically manipulated frost, ice, and snow restricting movement affect him normally. Also, Einherjar ignore the effects of natural wind on movement while in icy regions, and is immune to the natural weather of the icy regions, regardless any force (even blizzard or tornado), unless he choose to be affected by them. [B]Hit Dice:[/B] Change the base creature’s racial Hit Dice to d10s. All Hit Dice derived from class levels remain unchanged. Einherjar hit point are maximized. [B]Defensive Abilities: [/B]An Einherjar retains all of the base creature’s defensive abilities and special qualities. It also gains the following additional defensive abilities. [I]Damage Reduction:[/I] An Einherjar gains damage reduction /cold iron and lawful equal to his character level. [I]Death Resistence (Ex):[/I] An Einherjar is already dead one time and has resistance to the grasp of the death. Einherjar is immune to any effect that would kill him instantly from full HP to 0 in one blow, or that outright kill him such as Vorpal does. Einherjar does not age any further and all the penalty from advanced age is removed. Einherjar, barred death from vioence, can live forever. An Einherjar is never considered dying and remains conscious and unhindered until he is slain at -Constitution modifier. [I]Enduring Stamina (Ex):[/I] Einherjar take four times as long to suffer from suffocation, dehydration, starvation, and can run indefinitely with no ill effects. [I]Golden Aura (Su): [/I]As long as an Einherji is in raga and in battle, it gains a 10-ft. radius glowing golden aura that inspires courage in his allies, improving their combat abilities. Allies within an Einherji’s golden aura, including the Einherji itself, gain a +2 competence bonus on attack and weapon damage rolls. Additionally, the allies of the Einherji in the aura gains fast healing 5 + 1 per ally that is also in battle within his aura. This fast healing does not stack with the fast healing of thirst of battle, only the higher apply. An Einherji loses his golden aura outside of combat or if knocked unconscious. [I]Immunities:[/I] An Einherjar is immune to cold, disease, fear, and poison. He gains immunity to charm and death effects while in rage (see below). [I]Resistance:[/I] An Einherjar has resistance to all elements while in rage equal to ½ his HD (minimum 1). [B]Special Attacks:[/B] An Einherjar retains all of the base creature’s special attacks. He also gains the following additional special attacks. [I]Challenge of Single Combat (Ex):[/I] As a standard action, an Einherjar can choose a single target within sight to challenge by attempting an Intimidate check to demoralize that creature. If the check succeeds, the target is shaken and the Einherjar gains a +2 bonus on attack rolls and damage rolls against that target. For the duration of the challenge, the Einherjar must attack that target, and takes a –2 penalty to its AC, except against attacks made by the target. The challenge (and the shaken condition) remains in effect until the target successfully attacks the Einherjar in melee combat, the target is dead or unconscious, or the combat ends. [I]Rage (Ex):[/I] An Einherjar gains the rage ability as a barbarian of his HD. The Einherjar does not gains other abilities a barbarian gain like fast movement, uncanny dodge, greater rage, etc. If the Einherjar has the rage class feature, he use his HD as his full level for the rage (if the Einherjar is a skald 4/fighter 13, he use the rage as a skald of 17th level) and gains 2 extra rounds of rage per HD. [I]Rage Power (Var.):[/I] An Einherjar gains one rage power for every 4 HD he has (minimum 1), using his HD as his barbarian level. If he has rage power from a class feature, this rage powers are extra. [B]Special Qualities:[/B] An Einherjar retains all of the base creature’s special qualities. He also gains the following additional special qualities. [B]Battle Trained (Ex)[/B] An Einherjar is proficient with all armor. Armor never impacts an Einherjar’s speed, nor does a Einherjar take armor check penalties on checks. An Einherjar count his HD as fighter level for meet the prerequisites for feats. [B]Titan’s Bane (Ex)[/B] An Einherjar can move through the space of any creature two or more size categories larger than him without provoking attacks of opportunity, and he can share such a creature’s space. When sharing a larger opponent’s space, the Einherjar gain cover against all melee and ranged attacks it makes, and the opponent is considered flat-footed for the purposes of any melee or ranged attacks the Einherjar make against it. [B]Thirst for Battle (Su)[/B] As long as an Einherjar is in battle, he gains fast healing equal to ½ his HD (minimum 1). An Einherjar loses this ability outside of combat or if knocked unconscious. [B]Abilities: [/B]+8 Str, +2 Dex, +6 Con. [B]Skills:[/B] An Einherjar gain a +8 to Intimidate, Perception, Sense Motive and Survival checks. [B]Organization: [/B]Solitary or Troop (14 Einherjar) unless you barge in where they call home where there could be many more. [/QUOTE]
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