The kor live a spare and nomadic existence. They travel mercilessly light, carrying with them only the essentials, valuing the portability of individual skill and strength of character over more "static" virtues. "We were not meant to put down roots," they say. "The heart is a moving organ." Despite their constant motion, the kor revere locations in a deep sense. They travel in small bands along one of several pilgrimage routes, visiting dozens of sacred sites across Zendikar. Each pilgrimage circuit takes decades, and many are lost to Zendikar's dangers along the way. The kor are masters of ropes and hooks, using them to travel and to hunt, and incorporating them into their spirituality. They rarely use unreliable devices such as crossbows to propel their grappling hooks onto cliff faces or into flying game, relying instead on simple, sturdy rope and the skill of the arm. A hooked line is also a social and sacred symbol for the kor, representing their connection to each other and to the world around them.
Armored Acrobat- Kor do not incur a armor penalty if wearing armor when using Athletics and/or Acrobatics. Armament Master- Kor have proficiency with one superior weapon of their choice.
Hook Snare Kor Racial Power You lauch a hook tied on to the end of a rope towards a foe, ensnaring them, Encounter ✦ Martial Standard Action Ranged 5 Target: One Creature Attack: Strength vs. Reflex (increase toStrength + 2 vs. Reflex at Lv 11 and to Strength + 4 vs. Reflex at Lv 21) Hit: Target is grabbed (until escape). Special: You must be wielding a hook. Play a Kor if you want...
- You enjoy using hooks for MUCH more
- You want to be a person who favors being a Fighter or Rogue.
- You love being able to perform extraordinary deeds when it comes to scaling an impenetrable mountain.