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3 years ago ::
Sep 25, 2010 - 10:55AM
#1
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Date Joined:
Jan 14, 2006
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Since I began to think about a Kor race write-up for D&D, I knew that their racial power would have involved their (in)famous grapnel hooks. They use them as weapons and tools to move around the jagged vertical landscapes of Zendikar, and every kor is capable of incredible feats with them. Zendikar should encourage "three-dimensional exploration", so I plan to give many races movement-related powers. And the Kor are the ones that come closer to true flight in Zendikar, so here's my proposal! Note: the power implies that the "Area burst" is three-dimensional, of course. I don't know if it needs to be specified! Skyhooking - Kor Racial PowerYou attach your grapnel hook to a secure spot and use the momentum and your uncanny racial expertise with ropes to dart around in the air as no other human or humanoid would be able to.
At-Will Weapon Minor Action Area burst 2 centered on a climbable surface's square within 5 squares, at least 3 squares Level 11: Area burst 3, within 10 Level 21: Area burst 5, within 15 Requirement: You must wield a free (not attached) Grapnel Hook Attack: Strength/Dexterity/Wisdom vs. Atheltics DC to climb the surface Hit: The power creates a zone that lasts until the start of your next turn. You can fly your speed in the zone. If at the start of your next turn you're not standing on a solid surface, you fly towards the nearest horizontal surface's square directly below the zone's center as a free action. If there is no horizontal surface within this power's range from the center of the zone, you remain suspended 5 squares below the zone's center, and you're considered to be climbing. You can climb the rope with a move action, or fall as a free action, leaving the Grapnel Hook behind. Miss: You must use another minor action to wield your Grapnel Hook correctly again.
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3 years ago ::
Oct 12, 2010 - 8:58AM
#2
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Date Joined:
Dec 26, 2009
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So this is what I've come up for the Kor
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Ability Score: +2 Dexterity, +2 Constitution or Wis Size: Medium Speed: 7
Language: Kor (choose en-Kor or il-Kor), Common, and one other Skill Bonuses: +2 Nature, +2 Endurance Kor Weapon Proficiency: You gain proficiency with the Grapnel Hook Nimble: +2 AC vs Oppertunity Attacks Proficient Athlete: When you make an Athletics check to climb or jump, roll twice and use either. Knock from the Chain: Gain the Knock from the Chain racial power
Knock from the Chain Encounther Minor Action Melee Weapon Requirement: Must be weilding Grapnel Hook Attack: Dex vs Ref Effect: Slide the target 1 sq and gain combat advantage until the begining of your next turn.
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What do you think?
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3 years ago ::
Oct 12, 2010 - 9:13AM
#3
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Date Joined:
Jan 14, 2006
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So this is what I've come up for the Kor
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Ability Score: +2 Dexterity, +2 Constitution Size: Medium Speed: 7
Language: Kor (choose en-Kor or il-Kor), Common, and one other Skill Bonuses: +2 Nature, +2 Endurance Kor Weapon Proficiency: You gain proficiency with the Grapnel Hook Nimble: +2 AC vs Oppertunity Attacks Proficient Athlete: When you make an Athletics check to climb or jump, roll twice and use either. Knock from the Chain: Gain the Knock from the Chain racial power
Knock from the Chain Encounther Minor Action Melee Weapon Requirement: Must be weilding Grapnel Hook Attack: Dex vs Ref Effect: Slide the target 1 sq and gain combat advantage until the begining of your next turn.
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What do you think?
You came up with something very similar to my view! I hadn't considered Nature and Endurance, but Acrobatics and then a choice of any skill, how do you see it? Then I also have them proficiency to another tool/weapon of choice. Instead of the bonus against OAs (which is very good), I had them with an Air Superiority feature giving them +1 attack and +2 speed while flying or suspended mid-air. Instead of Proficient Athelte I had given them a Perfect Balance thing that allows them to balance on ropes and such with no check. About the power, I think it's better to give them a movement related power, also to support ranged characters. However, I think the power should be an at-will and should have options based on the tool used, or added vya feats. Your power could be one of those options!
EDIT: And of course I also gave them +2 Wis, you can read about it in the other thread were I replied to you: Native, Outsider, and Unknown races of Zendikar
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3 years ago ::
Oct 12, 2010 - 9:23AM
#4
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Date Joined:
Jan 15, 2009
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I like the Acrobatics and I wanted to say this Sky Hook is a very vivid concept I had a bit of post apocalyptic roleplaying when I was younger where flexible giant grasses where used as springboards for travel where you hook the tip and spring from one to the next in a sequence I had dreams which featured these kind of adrenalin rush travel like spiderman almost.
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3 years ago ::
Oct 12, 2010 - 9:25AM
#5
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Date Joined:
Jan 14, 2006
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I like the Acrobatics and I wanted to say this Sky Hook is a very vivid concept I had a bit of post apocalyptic roleplaying when I was younger where flexible giant grasses where used as springboards for travel where you hook the tip and spring from one to the next in a sequence I had dreams which featured these kind of adrenalin rush travel like spiderman almost.
Whoa..! And that's the feeling that adventuring in Zendikar, particularly as a Kor, should give to the player IMO!
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3 years ago ::
Oct 12, 2010 - 2:16PM
#6
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Date Joined:
Jan 15, 2009
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Magic the gathering artwork as some of that huzzah locked in those imagery getting it to be invoked mechanically well this latest edition of D&D ought to be a good starting point.
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