Son of Korros

Son of korros web

Son of Korros

PREREQUISITES

Race: Half-Giant or Genasi
Class: Any

DESCRIPTION

Power Source: Divine

You carry the blood of a giant with the Titan’s Blessing. This is mostly seen in giants and half giants, but occasionally humans with only a drop of giant’s blood in them hold the blessing (genasi). You have an elemental affinity associated with fire, frost, or storm.

Those who hold the Titan’s Blessing are eligible to join the high priesthood of Korros if they prove themselves worthy and loyal. Those who succeed are known as the “Sons of Korros,” though women are also allowed into the order. Many are active priests in the order, others seek out adventure and instead embody the virtues of Korros: Might, Endurance, Conquest, Honor, Domination, and Glory

STARTING FEATURE

Battleborn – Increase your maximum hit points by 5 per tier.

Might (Level 1 Feature)
Encounter, Minor Action, Personal
Effect: If your next attack roll hits, you roll twice as many damage dice. If you miss or do not attack before the end of your next turn, this power has no effect.

ALTERNATE POWERS

Endurance (Level 2 Utility)
Encounter, Free Action, Personal
-Trigger_: You take damage
Effect: Gain 1d10+CON temporary hit points.

Summon Lesser Elemental (Level 3 Attack)
Encounter, Standard Action, Close Burst 5
Effect: You summon an elemental that lasts until the end of the encounter or until it takes damage. The elemental’s type is determined by your affinity. It enters the initiative order directly before your turn, and can take opportunity attacks. Each elemental can make a melee or ranged basic attack with the following effect:
Fire: +8 vs. Ref, 3d8 fire damage
Frost: +8 vs. Fort, 2d8 cold damage and the target is slowed until the end of the elemental’s next turn.
Storm: +8 vs. Ref, 2d8 lightning damage and the target is distracted until the end of the elemental’s next turn.

Conquest (Level 5 Attack)
Daily, Standard Action, Melee 1, One Creature
Attack: STR vs. Fort
Hit: The target is knocked prone and grabbed until the end of your next turn. You are not limited by size restrictions on this grab. While in this state, the target cannot take any actions until it escapes the grab and takes 15 damage at the start of its turn.
Special: Enemies gain a bonus to the escape check based on their size: large (2), huge (4) and gargantuan (6).

Honor (Level 6 Utility)
Daily, Minor Action, Personal
Effect: Until the end of the encounter, you deal an additional 3 damage with melee attacks, but forgo any benefit from combat advantage.

Summon Greater Elemental (Level 5 Attack)
Encounter, Standard Action, Close Burst 5
Effect: You summon an elemental that lasts until the end of the encounter or until it takes damage. The elemental’s type is determined by your affinity. It enters the initiative order directly before your turn, and can take opportunity attacks. Each elemental can make a melee or ranged basic attack with the following effect:
Fire: +8 vs. Ref, 5d8 fire damage
Frost: +8 vs. Fort, 3d8 cold damage and the target is immobilized until the end of the elemental’s next turn.
Storm: +8 vs. Ref, 3d8 lightning damage and the target is dazed until the end of the elemental’s next turn.

Domination (Level 9 Attack)
Daily, Standard Action, Melee, One Bloodied Creature
Attack: CHA vs. Will
Hit: The target is dominated (save ends).
Special: Some creatures get a bonus to defense against this power: elites (5) and solos (10). You can treat this attack roll as a charisma-based intimidate check.

Glory (Level 10 Utility)
Daily, Minor Action, Personal
Effect: Until the end of the encounter, each time you kill a creature you regain hit points as if you spent a healing surge.

Son of Korros

War of the Blades Malpractice