Kor (4e Race)
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Kor[edit]
Rock-climbing nomads, who banish the dark and revere the land
Racial Traits |
Average Height: 5'5" - 6'1" |
Average Weight: 100 - 130 lb. |
Ability Scores: +2 Dexterity; +2 Strength or Wisdom |
Size: Medium |
Speed: 6 squares, Climb 6 squares |
Vision: Normal |
Languages: Common, choice of one other |
Skill Bonuses: +2 Acrobatics, +2 Athletics |
Climber's Bravery: You gain a +5 racial bonus to saving throws against fear. |
Kor Weapon Proficiency: You are proficient with the Hook. |
Luck of the Kor: You can use Luck of the Kor as an encounter power. |
Luck of the Kor | Kor Racial Power |
After years of swinging from cliff to cliff, the Kor learned how to turn any situation for the better | |
Encounter | |
Free Action | Personal |
Trigger: You roll a natural 1 with an attack roll, skill check or saving throw | |
Effect: Reroll the roll with a +2 bonus. You must use the second roll. |
By Victor Adame |
Deeply reverent of the land and its sacred sites, the nomadic kor live a spare existence defined by their constant travels. Masters of ropes and hooks, they scale sheer cliffs and cross yawning chasms with such skill and agility that they sometimes seem almost to take flight. Kor are associated with white mana, and their wizards and clerics employ spells of healing, of banishing the dark, and of protection. Their personalities and ideals also mesh with the characteristics of white mana in their emphasis on an ordered, harmonious community with strong traditions binding its members together.
Physical Qualities[edit]
Kor are tall, slender humanoids with light hair and gray, blue-gray, or ivory skin. All Kor have slightly pointed ears, and males have short, fleshy barbels on their chins. They paint softly glowing geometric patterns on their faces and bodies, suggestive of the shapes and design of the hedrons that appear across Zendikar. Their clothing tends to leave their arms and shoulders free to facilitate climbing, and they keep most of their gear in pouches and slings at their waists.
Kor Adventurers[edit]
The Kor live in reverence of the land and the wonders it shapes. A Kor adventurer may seek to expand his knowledge, see fantastic sights or locate ancient and mysterious artefacts.
Ranger: Strong, brave and quick, Kor make natural rangers. Their finesse with ropes and hooks allows them to fling themselves into advantageous positions to keep an eye on their prey, and their natural affinity to the land makes them excellent pathfinders.
Seeker: Similarly to rangers, seekers also require sharp senses, bravery and a firm connection to the natural powers, and the Kor fit this description perfectly. Their mystical connection to the land, combined with their exquisite physical finesse, makes Kor gravitate towards the Seeker class.
Three sample Kor adventurers are described below.
Matra is a Kor Ranger, an avid explorer and member of the Kor community. She lived in her home town in Ondu, where Kor and humans lived in harmony. As a child, Matra was always fascinated by the great stone cliffs surrounding the town, and so set out exploring as soon as she learned how to swing a hook. Nowadays, she works closely with the community to map uncharted realms and discover new and exciting lands.
Kurmo is a Kor Seeker, a protector of nature who delivers wrath upon those who hurt it. In his youth, he wandered off from his home and stumbled upon a vampire nest. The vampires attempted to sacrifice him and drink his life force, but a mysterious entity appeared just in time to crush the vampires under a barrage of stones. Kurmo believes this entity is an embodiment of the land, and has since dedicated his life to protecting nature in an attempt to meet the entity again.
Munda is a Kor Barbarian, a fierce warrior and protector of the Kor. Since he first lifted a hook, he knew his future was on the battlefield; he has trained in various techniques to immobilize enemies and swing himself across the field, earning himself the nickname "The Spider". When the all-consuming monstrous horrors known as the Eldrazi invaded Zendikar, Munda was a military leader looked up to by Kor and members of other races alike.
Roleplaying a Kor[edit]
Kor Characteristics: Agile, Bold, Curious, Harmonious, Quick, Vigilant
Kor Male Names: Arthi, Durnan, Forkai, Kurmo, Munda, Sorto, Zujrat
Kor Female Names: Ayli, Cartha, Jurni, Matra, Nahiri, Smara, Virian
Kor Racial Options[edit]
Paragon Paths: Master Hook-Slinger, Stoneforge Mystic
Epic Destinies: TBA
Kor Feats[edit]
Name | Description |
---|---|
Cliff Warrior | Ignore rocky difficult terrain, get up from prone as minor action in this terrain. |
Hook Trickster | Pull prone enemies with Hook attacks. |
Kor Climbing | +2 Athletics, ignore some fall damage. |
Luck of the Climber | Shift when using Luck of the Kor, and the power has a higher threshold. |
Opportunistic Hook-Slinger | Opportunity attack with a hook when missed by a melee attack |
Stoneforge Acolyte | You gain the Stoneforge Creation power. |
Stoneforge Initiate | You gain the Stoneforge Crafting power. |
Name | Description |
---|---|
Kor Hook Mastery | Hook damage die size increases by 1 and it gains high crit |
Name | Description |
---|
Kor Utility Powers[edit]
When your Kor character gains a class utility power after 1st level, you can forgo taking a power granted to you by your class. Instead you gain a Kor utility power of the same level or lower.
TBA
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