NNNPRIEST of KORDNNN

This is my 3E specialty priest of Kord character class. If you have any comments, please post them on the message board.

Deity Information
Intermediate Deity
Aliases: The Brawler, The Unflinching Arm, The Brawling One, The Champion
Portfolio: Strength, Sports, Athletics, Brawling, Courage
Symbols: A star of spears and maces or a white-gauntleted fist
Plane: Ysgard
Alignment: CG, CN, NG
Worshippers: Barbarians, fighters, athletes, some rogues

Dogma
The brave and fit should lead the weaker. Bravery is the greatest quality in any ruler. Scorn cowardice.
Kord is the patron of physical contests and challenges. He promotes non-lethal sports as a means to resolve dispute among his followers.

Clergy
Kord's priests are expected to be leaders. They value strength, but not domination or tyranny. The priesthood trains people to become stronger and fit, organizes athletic competitions, and participates in athletic activities. Doubting their fitness or courage is a grave insult, and they go to great lengths to prove their physical prowess (though they realize the difference between difficult and suicidal challenges). Priests of Kord believe that magic should generally be used to enhance and support allies, rather than to strike directly at foes.

Appearance
Priests of Kord often wear their holy symbol on wide fighting girdles (always white, blue, or red). Gauntlets, bracers, and boots of the same colors are also favored by Kordites. They often wear hooded robes at formal (athletic) events, which are quickly doffed before the priest begins to compete. Wearing of dragon hide by a priest of Kord is considered blashphemy, unless the wearer is a descendant of the god.

Services/Rituals
Services to Kord are held in spacious, airy temples. They always include a gymnasium and usually baths as well, with adjoining fields for athletic competitions. Services include various forms of athletic competitions, especially boxing and wrestling.

Other Classes
Priests of Kord

Factors such as alignment, race, culture, religion, etc being equal, relations with other character classes are generally as follows:

Adepts: So
Aristocrats: A.
Barbarians: As .
Bards: Though
Commoners:
Druids: The Old Faith sees
Experts: Exp
Fighters and Warriors: Though
Monks:  A
Paladin: A
Ranger: Though not as popular among rangers as Obad-Hai or Ehlonna, a number of rangers serve Kord, and usually choose dragons as their favored enemy.
Rogue: Fe
Sorcerers and Wizards: Though


Game Rule Information
Alignment: CG, CN, NG
Race: Human, others
Hit Die: d8
Multiclass: Not required. Barbarian, fighter, warrior, ranger most common.
Spheres: All/Universal, Chaos, Destruction, Earth*, Fire*, Good, Guardian/Wards*, Healing, Protection, Strength, War/Combat

Class Skills
Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge-Religion (Int), Speak Language, Spellcraft (Int), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) * 4.

Skill Points at Each Additional Level: 2 + Int modifier.

Priesthood Information
Portfolio: Strength, Sports, Athletics, Brawling, and Courage
Sex: Any, but overwhelmingly male
Colors: White, blue, and red 
Vestments: Girdle, boots, bracers/gauntlets, and robes of white, blue or red. White girdle (levels 1-4), blue girdle (5-10), red girdle (11+). The combination of red girdle, blue boots, and white bracers/gauntlets is expressly forbidden, as is the wearing of dragon hide (save for those priests descended from Kord)
Holy Days:
Rituals: Wrestling, boxing, athletic events
Holy Texts:

Duties:
Animals:
Enemy/ Rival Priesthoods: Tiamat
Allied Priesthoods: Lendor, Llerg, Phaulkon


 

LEVEL
BASE
ATTACK
F
R
W
SPECIAL
0
1
2
3
4
5
6
7
8
9
1
+0
+2
+0
+2
Turn Undead, spontaneous casting, bonus feat 
3
1
-
-
-
-
-
-
-
-
2
+1
+3
+0
+3
Rage 1/day
4
2
-
-
-
-
-
-
-
-
3
+2
+3
+1
+3

4
2
1
-
-
-
-
-
-
-
4
+3
+4
+1
+4
Strength of Kord
5
3
2
-
-
-
-
-
-
-
5
+3
+4
+1
+4

5
3
2
1
-
-
-
-
-
-
6
+4
+5
+2
+5
 
5
3
3
2
-
-
-
-
-
-
7
+5
+5
+2
+5
 
6
4
3
2
1
-
-
-
-
-
8
+6/ +1
+6
+2
+6


6
4
3
3
2
-
-
-
-
-
9
+6/ +1
+6
+3
+6
 Rage 2/day
6
4
4
3
2
1
-
-
-
-
10
+7/ +2
+7
+3
+7

6
4
4
3
3
2
-
-
-
-
11
+8/ +3
+7
+3
+7

6
5
4
4
3
2
1
-
-
-
12
+9/ +4
+8
+4
+8


6
5
4
4
3
3
2
-
-
-
13
+9/ +4
+8
+4
+8
 
6
5
5
4
4
3
2
1
-
-
14
+10/ +5
+9
+4
+9
 
6
5
5
4
4
3
3
2
-
-
15
+11/ +6/ +1
+9
+5
+9

6
5
5
5
4
4
3
2
1
-
16
+12/ +7/ +2
+10
+5
+10
Rage 3/day
6
5
5
5
4
4
3
3
2
-
17
+12/ +7/ +2
+10
+5
+10
 
6
5
5
5
5
4
4
3
2
1
18
+13/ +8/ +3
+11
+6
+11
 
6
5
5
5
5
4
4
3
3
2
19
+14/ +9/ +4
+11
+6
+11
 
6
5
5
5
5
5
4
4
3
3
20
+15/ +10/ +5
+12
+6
+12
Indomitable Will
6
5
5
5
5
5
4
4
4
4

Class Features
All of the following are class features of the priest of Kord.

Armor and Weapon Proficiency: All simple weapons. Light and Medium armor, all shields (excluding tower shields).  The greatsword, grapple, and unarmed strikes are the priesthood's favored weapons (see bonus feat, below).

Spells:1A priest of Kord casts divine spells. The DC for a saving throw against a priest of Kord’s spell is 10 + the spell’s level + the priest’s Wisdom modifier.

Deity:1A priest of Kord devotes himself exclusively to Kord, God of Strength, Sports, Athletics, Brawling, and Bravery.

Spontaneous Casting:1Priests of Kord, like clerics, can “trade” out a prepared spell in order to cast any cure spell of the same level or lower.

Turn Undead: Priests of Kord can turn undead a number times per day equal to 3+ his charisma bonus.

Bonus Feat: At first level, a priest of Kord may choose one of the following bonus feats: Martial Weapon Proficiency (Greatsword), Improved Grapple, or Improved Unarmed Strike.

Bonus Languages: In addition to bonus languages available by race, a priest of Kord may also choose Draconic, Celestial, Abyssal, and Infernal.


Priest of Kord Spell List
Zero Level
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance 
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

First Level
Bane
Bless
Cause Fear 
Cure Light Wounds
Detect Evil/ Law
Detect Undead
Divine Favor
Doom
Endure Elements
Enlarge Person
Entropic Shield
Magic Fang
Magic Stone
Magic Weapon
Protection From Law/ Evil
Remove Fear
Sanctuary
Shield of Faith
Summon Monster
I

Second Level
Aid
Align Weapon
Bear's Endurance
Bull’s Strength
Calm Emotions
Cat's Grace
Consecrate
Cure Moderate Wounds
Delay Poison
Enthrall
Find Traps
Gentle Repose  
Make Whole
Owl's Wisdom
Remove Paralysis
Resist Energy
Restoration, Lesser
Shatter
Shield Other
Silence
Sound Burst
Spiritual Weapon
Status
Summon Monster II

Third Level
Continual Flame
Create Food and Water
Cure Serious Wounds
Daylight
Dispel Magic
Glyph of Warding
Heroism 
Invisibility Purge
Locate Object
Magic Circle Against Evil/ Law
Magic Vestment
Prayer
Protection From Energy
Remove Blindness/ Deafness
Remove Curse
Remove Disease
Summon Monster III

Fourth Level
Chaos Hammer
Cure Critical Wounds

Death Ward
Dimensional Anchor
Dismissal
Divine Power
Freedom of Movement
Greater Magic Weapon
Holy Smite
Imbue With Spell Ability 
Neutralize Poison
Planar Ally, Lesser
Repel Vermin
Restoration
Sending
Spell Immunity
Summon Monster IV

Fifth Level
Atonement
Break Enchantment 
Commune
Cure Light Wounds, Mass
Dispel Evil, Law
Disrupting Weapon
Flame Strike
Hallow 
Raise Dead
Righteous Might
Spell Resistance
Stoneskin
Summon Monster V

Sixth Level
Antilife Shell
Banishment
Bear's Endurance, Mass
Blade Barrier
Bull’s Strength, Mass
Cat's Grace, Mass
Cure Moderate Wounds, Mass
Dispel Magic, Greater  
Forbiddance
Geas/ Quest
Glyph of Warding, Greater 
Heal
Heroes’ Feast
Heroism, Greater
Owl's Wisdom, Mass
Planar Ally
Summon Monster VI
Word of Recall

Seventh Level
Cure Serious Wounds, Mass
Holy Word
Kord’s Grasping Hand
Regenerate
Repulsion
Restoration, Greater
Resurrection
Summon Monster VII
Word of Chaos

Eighth Level
Antimagic Field
Cloak of Chaos
Cure Critical Wounds, Mass
Fire Storm
Holy Aura

Kord’s Clenched Fist
Planar Ally, Greater
Spell Immunity, Greater
Summon Monster VIII

Ninth Level
Heal, Mass
Miracle
Kord’s Crushing Hand
Storm of Vengeance
Summon Monster IX
True Resurrection


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