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.
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
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ATTACK |
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Rage 1/day |
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Strength of Kord |
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Rage 2/day |
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Rage 3/day |
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Indomitable Will |
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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.
| Zero Level
Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Light Mending Purify Food and Drink Read Magic Resistance Virtue First Level Second Level |
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 Fifth Level |
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 Eighth Level Ninth Level |