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The '''Kor''' are a race of pale-hued nomadic humanoids native to the plane of [[Zendikar]] in [[Magic: The Gathering]]. | [[File:Kor entanglers.jpg|thumb|right|300px|I hear the Kor are into bondage.]] | ||
The '''Kor''' are a race of pale-hued nomadic humanoids native to the plane of [[Zendikar]] in [[Magic: The Gathering]], appearing first in the [[Tempest Block]] as beings forcefully displaced from their home. | |||
Deeply reverent of their land, the Kor roam incessantly across its surfaces, employing ropes and hooks to climb cliffs and cross chasms. With extremely strong traditions focused on keeping their commuities together, skin that comes in gray, blue-gray or ivory, pale hair and white, pupil-less eyes, it should be no surprise that they are Zendikar's associated White Mana race. | Deeply reverent of their land, the Kor roam incessantly across its surfaces, employing ropes and hooks to climb cliffs and cross chasms. With extremely strong traditions focused on keeping their commuities together, skin that comes in gray, blue-gray or ivory, pale hair and white, pupil-less eyes, it should be no surprise that they are Zendikar's associated White Mana race. | ||
==Dungeons & Dragons== | ==Dungeons & Dragons== | ||
Kor were given rules as a PC race option in [[Dungeons & Dragons 5th | Kor were given rules as a PC race option in [[Dungeons & Dragons 5th Edition]] via the free online article "Plane Shift: Zendikar". | ||
::Ability Score Modifiers: +2 Dexterity, +1 Wisdom | ::Ability Score Modifiers: +2 Dexterity, +1 Wisdom | ||
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::Brave: You have Advantage on saving throws against Fright. | ::Brave: You have Advantage on saving throws against Fright. | ||
==Gallery== | |||
<gallery> | |||
File:Kor hookmaster.jpg | |||
File:Kor skyclimber.jpg | |||
File:Kor cartographer.jpg | |||
File:Kor outfitter.jpg | |||
File:Kor bladewhirl.jpg | |||
</gallery> | |||
{{D&D5e-Races}} | |||
[[Category:Magic: The Gathering]] |
Latest revision as of 16:27, 21 June 2023
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The Kor are a race of pale-hued nomadic humanoids native to the plane of Zendikar in Magic: The Gathering, appearing first in the Tempest Block as beings forcefully displaced from their home.
Deeply reverent of their land, the Kor roam incessantly across its surfaces, employing ropes and hooks to climb cliffs and cross chasms. With extremely strong traditions focused on keeping their commuities together, skin that comes in gray, blue-gray or ivory, pale hair and white, pupil-less eyes, it should be no surprise that they are Zendikar's associated White Mana race.
Dungeons & Dragons[edit | edit source]
Kor were given rules as a PC race option in Dungeons & Dragons 5th Edition via the free online article "Plane Shift: Zendikar".
- Ability Score Modifiers: +2 Dexterity, +1 Wisdom
- Size: Medium
- Speed: 30 feet
- Vision: Normal
- Kor Climbing: You have Proficiency in Athletics and Acrobatics. Additionally, so long as you are not encumbered or wearing heavy armor, you have a Climbing speed of 30 feet.
- Lucky: When you roll a 1 on an attack, ability check or saving throw, you can reroll the dice and must use the new role.
- Brave: You have Advantage on saving throws against Fright.