Gunnlaugir

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==Blessings==
While this blessing is active, you gain a piety bonus to Strength checks, and to Strength-based CMB checks.
While this blessing is active, you gain a piety bonus to saves vs charm and compulsion effects.
While this blessing is active, you gain a piety bonus to Diplomacy and Intimidate skill checks.
==Options for Followers==
*Domains Earth (Caves), Glory (Heroism, Honor, Legend), Rune (Language), Strength (Competition, Fist, Resolve, Self-Realization)
*Inquisitions Excommunication, Persistence, Spellkiller, Valor
*DisciplinesBrutal Crocodile, Fool's Errand, Golden Lion, Primal Fury
===Obedience and Boons===
If you are in a settlement, challenge someone to a contest of strength. The person challenged must be a worthy opponent (someone who is not very clearly weaker than you). If you win, and the process takes less than an hour, spend the rest of the hour celebrating with drinks and merriment. If you lose, and the process takes less than an hour, spend the rest of the hour performing weight exercises. If you are not in a settlement, or in a settlement with no worthy opponents, spend an hour performing weight exercises. Finally, if you are in a settlement, and have bested every worthy opponent there; kick back with a drink (or several) and relax for an hour.
Once per day, you may use adoration 3/day; or sonic scream 2/day; or greater thunderstomp 1/day as spell-like abilities. Once you have chosen one of these abilities, you may not use another until the next day.
Once per day, as a swift action, you may utter a mighty challenge to a creature you can see and hear, and who can see and hear you. All creatures with minds can understand this challenge, and its consequences. If a creature refuses your mighty challenge, they take a -3 penalty to attack rolls, weapon damage rolls, saving throws, and skill checks for 24 hours. If the creature accepts, you and that creature must spend 2d6 (minimum 3) rounds fighting each other, no one else but each other, and doing nothing but fighting each other. This does not need to be literally fighting in melee, but neither of you may go a turn without taking an offensive action against the other unless they physically are unable to. You and the challenged creature may affect other creatures only if they are in the radius of an effect that affects an area, and that area is centered on your opponent.
Once per day, as a swift action, you may treat one melee attack (including both the attack and weapon damage roll), Strength check, Fortitude save, or Strength-based skill check as if you had rolled a natural 20 (if you chose an attack, only the initial attack roll is considered a natural 20), and your Strength was 6 points higher. Alternatively, as a swift action, you may lift up to four times your maximum load over your head and stagger around with it for up to 6 rounds.
Category:Deities
Category:Independent Deities
Category:True Neutral Deities
Category:Intermediate Deities
Category:Deities of Earth
Category:Deities of Glory
Category:Deities of Rune
Category:Deities of Strength
Category:Incomplete Pages