This section will encompass the 4 Capitol Cities in the World of Kohr the benefits from being from one, and the benefits of being from a Small Village.
Capitol Cities and their Benefits:
Khrazzak - The Kingdom of the Dwarfs, This Mighty City has stood since any can remember, it's whispered to be the oldest city in all of Khor predating even the Cities of the Elves. Dwarfs from Khrazzak are proud and dislike Elves. They measure their wisdom by the length of their beard or the greys in their hair. The finest rune crafted weapons come from Khrazzak, it's even rumored the Dwarfs of old were the master smiths that created the weapons of the Gods.
Benefits to being a Dwarf from Khrazzak: Your dwarven racial bonuses are increased by 1 (S0 +3 Con and Wis) You can now cast 2nd wind as a Free action. You are proficent in all Axes, Maces, and Hammers (even exotic)
Elywinnstead - The Kingdom of the Elves. The finest arts and music are known to come from here This is the 2nd Oldest known Kingdom in Khor. The Elves from Elywinnstead are extremely proud and think themselves the better of everyone. Their beauty is second to none and they seem to almost be immortal. It is rumored that the Queen of the Elves is Hallaina her self in the guise of an elf.
Benefits to being an Elf from Elywinnstead: You gain the Immortal Beauty Power.
Immortal Beauty
Daily Power:
Target anyone creature with in 10 squares
You attempt to use your beauty to dominate a foe into an ally. You roll a D6 on a roll of 1 you fail and the creature immediately attacks you. on a roll of 2-4 you do a roll of will vs will on a roll of 5 you do a roll of will+ 10 vs Will -2 on a roll of a 6 you instantly dominate the creature into your minion until the end of the encounter. (Note This ability may not work on Boss Monsters consult the DM before using on one.)
High Wall - The Kingdom of Humans, High wall is one of the strongest Militant presences in all of Kohr. Humans from this area believe they can conquer any that would oppose them. Though Younger than the Elves and Dwarfs, the Humans have learned much from both and incorporated their findings into their everyday life. Human's from High Wall are generally brash and think that the other races are weak.
Benefits from being a Human from High Wall: Additional +2 bonus to any stat (not stackable with the original +2 bonus Humans get.) Humans from High wall are very resilant and thus gain one more additional Heroic Tier Feat.
Nardozul - This is an Island Kindom in the Center of kohr it was founded by Humans, Dwarfs and Elves that dreamed of a world where teh three races worked together in harmony. It is said to be the gleaming center piece of Kohr and is where all Diplomatic meetings between the Kingdoms take place. Over time there are many Halfbreed that live in Nardozul, and Elves, Humans, and Dwarfs from Nardozul have lost all their prejudices.
Benefits from being from Nardozul. Due to the time the races have spent together here, you may choose one race defining feature from another race (Dwarf, Elf or Human) and add it to your race.
Small Villages - Some reside in small Villages outside of the four kingdoms. these people know simpler lives, but at times harder ones due to this they have developed special traits of their own.
Benefits to being from a Small Village. +2 to Insight and Perception -5 to Streetwise You may also Freely choose one At Will ability from any other class of your type (Primal can choose from any other Primal etc.)
Outsiders (Wanderers) - You are from no where you wish to say, you wander the country side or live very far off the beaten path. Your life is different from all others.
Benefits to being an Outsider +10 to perception outside of Cities -5 to all Charisma based Skill Challenges in Cities (-20 if you are any race other than Human, Dwarf, Elf, or one of the Hybrids of the three.) You also gain the Wanderers Knowledge Feat.
Wanderers Knowledge:
Feat:
You've Wandered far and Wide and may know by memory some ruins and dungeons you may have seen in the past. Roll a d6 when entering a ruin or Dungeon not connected to a city, on a roll of 4+ You remember being here and open the entire map to your party. (this excludes locations of monsters and trap.)
Tuesday, October 11, 2011
Section 1 : Deities
Section 1: Deities
Gods of Good (this encompasses Lawful as well. You must be of Good or Lawful good in order to choose these patrons.):
Zyrimus - God of the sky and storms, creator of life and king of the gods. Zyrmus is also seen as a great Blacksmith, It is said that when the sky opens and lightning bolts start crashing to the ground below it is said to be Zyrimus creating new life in his forges and that the lightning bolts are the sparks coming from his anvil. Zyrimus is usually the patron god of most Dwarfs and many Clerics also follow him as he is said to be the creator of life.
Benefits for Choosing Zyrimus: +2 Religion, +2 to History, and +2 to Will
The Creators Spark:
Daily Power
Immediate Reaction
Target: Self or one player in a Blast 5 radius
Trigger: You or an Ally are dropped to Zero Hit Points
Effect: You or the Fallen ally are struck with a bolt of Lightning, they do not fall unconscious and
are healed for one healing surge at the cost of two healing surges,or can choose to be healed for 2 healing surges at the cost of 3 surges.
Hallaina - Goddess of Battle and of Art She is also the Queen of the Gods. Those that Follow Hallaina are usually great Warriors that see battle as an art form, or Artists and Musicians. Many Elves also worship Hallaina. It is said that Hallaina can glide a sword just as swiftly as she can a brush over a canvas, and the songs the sword weaves as it cuts through the air can be compared to the sweetest hymn of a bard.
Benefits for Choosing Hallaina: +2 Acrobatics, +2 Athletics, +2 Diplomacy, +2 Fort
Artist of Battle:
Feat
You wield any weapon you can lay your hands on like a true artist. You are proficient with any weapon you can pick up.
Thozor - God of the Seas, and Prosperity. Thozor is seen by many as a god of the working class, as his blessings are said to bring prosperity to those that earn it. He is commonly a god of travelers, Fishermen, Good hearted rogues and Humans in general.
Benefits for Choosing Thozor: +2 Bluff +2 Street Wise +2 Stealth +2 Ref
Good Tidings to You:
Feat
You always earn Double Gold from adventures and increase the loot table of Boss monsters by 1 more Item. (This feat does not stack.)
Unaligned Gods (You may have any moral standing with these Gods)
Father Winter - The god of Winter, Snow and Death. Father Winter is the brother of Zyrimus, he isn't an often Worship god, but he is a fair god, he shows favoritism to none and all are equal in his eyes. When your time comes you can be King or Pauper but to Father Winter you are still an entity whose time in this realm has ended and he is there to guide you to the next.
Benefits for Choosing Father Winter: +2 Intimdate, +2 Perception, +2 Fort
Winter's Embarce
Encounter Power
Target all Creatures in Burst 10
You must roll a D6 one at a time for every Creature affected any rolls of 2-5 Father Winter Ignores as he has nothing to give to those beings, a Roll of a 1 Father Winter takes the weary soul from this plain creature immediately dies, and can only be resurrected through spell. a Roll of a 6 Father Winter deems it is nowhere near this beings time and heals them to full health and returns all of their daily and encounter powers used so far.
Lady Ezthralla - Goddess of Magic, and Nature. Lady Ezthralla holds no alignment she believes all should be able to bask in her gifts. She is the Goddess of Magic and nature. Most Arcane and Primal Classes worship her, she is also as popular among the Elves as her Sister Hallainia.
Benefits for choosing Lady Ezthralla +2 Arcana +2 Nature +2 History +2 Will
Quid Pro Quo
Daily Power
Target: Up to 5 selected Targets
Effect: the Lady Ezthralla will return all used Daily and Encounter Powers in exchange for half of the targets remaining hit points. However Targets of this spell can not regain hit points by any means for 5 rounds but have their defenses raised +5 until the end of the encounter in addition all powers returned this way must have a coin flipped after they are declared. If you lose the coin flip You and one ally adjacent to you take the powers full effect.
Evil Gods (These Gods can not be chosen by the players)
Raize: God of Carnage and Blood
Bloughtikus - God of Plague and Pestilence
Lushina - Goddess of Desire, Lust, and Perversion (DM Note - her minions and herself will be kept with in the realm of PG-13.)
Quigliox - God of the Warp and Mutation
Styxonus - God of the Damned and Undead
Blasphmia - Goddess of the Underworld
Gods of Good (this encompasses Lawful as well. You must be of Good or Lawful good in order to choose these patrons.):
Zyrimus - God of the sky and storms, creator of life and king of the gods. Zyrmus is also seen as a great Blacksmith, It is said that when the sky opens and lightning bolts start crashing to the ground below it is said to be Zyrimus creating new life in his forges and that the lightning bolts are the sparks coming from his anvil. Zyrimus is usually the patron god of most Dwarfs and many Clerics also follow him as he is said to be the creator of life.
Benefits for Choosing Zyrimus: +2 Religion, +2 to History, and +2 to Will
The Creators Spark:
Daily Power
Immediate Reaction
Target: Self or one player in a Blast 5 radius
Trigger: You or an Ally are dropped to Zero Hit Points
Effect: You or the Fallen ally are struck with a bolt of Lightning, they do not fall unconscious and
are healed for one healing surge at the cost of two healing surges,or can choose to be healed for 2 healing surges at the cost of 3 surges.
Hallaina - Goddess of Battle and of Art She is also the Queen of the Gods. Those that Follow Hallaina are usually great Warriors that see battle as an art form, or Artists and Musicians. Many Elves also worship Hallaina. It is said that Hallaina can glide a sword just as swiftly as she can a brush over a canvas, and the songs the sword weaves as it cuts through the air can be compared to the sweetest hymn of a bard.
Benefits for Choosing Hallaina: +2 Acrobatics, +2 Athletics, +2 Diplomacy, +2 Fort
Artist of Battle:
Feat
You wield any weapon you can lay your hands on like a true artist. You are proficient with any weapon you can pick up.
Thozor - God of the Seas, and Prosperity. Thozor is seen by many as a god of the working class, as his blessings are said to bring prosperity to those that earn it. He is commonly a god of travelers, Fishermen, Good hearted rogues and Humans in general.
Benefits for Choosing Thozor: +2 Bluff +2 Street Wise +2 Stealth +2 Ref
Good Tidings to You:
Feat
You always earn Double Gold from adventures and increase the loot table of Boss monsters by 1 more Item. (This feat does not stack.)
Unaligned Gods (You may have any moral standing with these Gods)
Father Winter - The god of Winter, Snow and Death. Father Winter is the brother of Zyrimus, he isn't an often Worship god, but he is a fair god, he shows favoritism to none and all are equal in his eyes. When your time comes you can be King or Pauper but to Father Winter you are still an entity whose time in this realm has ended and he is there to guide you to the next.
Benefits for Choosing Father Winter: +2 Intimdate, +2 Perception, +2 Fort
Winter's Embarce
Encounter Power
Target all Creatures in Burst 10
You must roll a D6 one at a time for every Creature affected any rolls of 2-5 Father Winter Ignores as he has nothing to give to those beings, a Roll of a 1 Father Winter takes the weary soul from this plain creature immediately dies, and can only be resurrected through spell. a Roll of a 6 Father Winter deems it is nowhere near this beings time and heals them to full health and returns all of their daily and encounter powers used so far.
Lady Ezthralla - Goddess of Magic, and Nature. Lady Ezthralla holds no alignment she believes all should be able to bask in her gifts. She is the Goddess of Magic and nature. Most Arcane and Primal Classes worship her, she is also as popular among the Elves as her Sister Hallainia.
Benefits for choosing Lady Ezthralla +2 Arcana +2 Nature +2 History +2 Will
Quid Pro Quo
Daily Power
Target: Up to 5 selected Targets
Effect: the Lady Ezthralla will return all used Daily and Encounter Powers in exchange for half of the targets remaining hit points. However Targets of this spell can not regain hit points by any means for 5 rounds but have their defenses raised +5 until the end of the encounter in addition all powers returned this way must have a coin flipped after they are declared. If you lose the coin flip You and one ally adjacent to you take the powers full effect.
Evil Gods (These Gods can not be chosen by the players)
Raize: God of Carnage and Blood
Bloughtikus - God of Plague and Pestilence
Lushina - Goddess of Desire, Lust, and Perversion (DM Note - her minions and herself will be kept with in the realm of PG-13.)
Quigliox - God of the Warp and Mutation
Styxonus - God of the Damned and Undead
Blasphmia - Goddess of the Underworld
Welcome to the Legends of Kohr (Revised) and Making Your Character
Hello all!,
So instead of giving out packets and killing trees I've decided to create this nifty blog, this Blog will contain everything you need to know about making your characters for the Legends of Kohr (Revised) Homebrew game. As we go I will also ad story summaries for every weeks session so that if needed we can recall past events. So that said let's start out by telling you about the Gods of Kohr and their benefits for taking one as a patron.
Making a Legends of Kohr Character:
Step 1
Start your Character out at level 8. if you are going to use the DnD Character creator to make your Character, I suggest first printing a Blank Character sheet, then writing the stats down on it in pencil, because choosing a God and a Place of Origin will effect your Character in ways the Character creator can not adjust to. After you've selected your powers and class, DO NOT select any gear Create a reason why your character is a hero, and whether the feat is true or a bluff and go on to step 2 here.
(Note you can not chose a 4e background, you have to choose a city origin from section 2 on this Blog.)
Step 2
Email your Characters class, main used stats, and Heroic deed and whether it's true or not to Scott @ cloth.like.gauze@gmail.com . From there I will fashion a custom armor set for each one of you.
So instead of giving out packets and killing trees I've decided to create this nifty blog, this Blog will contain everything you need to know about making your characters for the Legends of Kohr (Revised) Homebrew game. As we go I will also ad story summaries for every weeks session so that if needed we can recall past events. So that said let's start out by telling you about the Gods of Kohr and their benefits for taking one as a patron.
Making a Legends of Kohr Character:
Step 1
Start your Character out at level 8. if you are going to use the DnD Character creator to make your Character, I suggest first printing a Blank Character sheet, then writing the stats down on it in pencil, because choosing a God and a Place of Origin will effect your Character in ways the Character creator can not adjust to. After you've selected your powers and class, DO NOT select any gear Create a reason why your character is a hero, and whether the feat is true or a bluff and go on to step 2 here.
(Note you can not chose a 4e background, you have to choose a city origin from section 2 on this Blog.)
Step 2
Email your Characters class, main used stats, and Heroic deed and whether it's true or not to Scott @ cloth.like.gauze@gmail.com . From there I will fashion a custom armor set for each one of you.
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