Kord (Greyhawk Action)
Kord is a Suel god, sometimes a hero, sometimes a bumbling fool, always willing to take on any challenge - he is the god of sports and challenges but also of freedom and self expression. He sponsors gladiator games and other sporting events. In civilized settlements his cult provides an outlet, in barbarian ones he can be the focus of the entire community.
In Synchretism he is the main good of male strength and heroes. As Procan he is the untamable father of the Oerdian wind gods. He has sponsored ascended mortals who embody his virtues in ways relevant to their cultures. Aedrie Faenya is the elven goddess of air and birds, Tritherion the summoner is the god of individuality and self-defense, while Obad-Hai is the first king and first husband, patriarch of the Flan.
Kord (KOHRD) is an incredibly powerful Suel god, second only to his grandfather, Lendor. Son of Phaulkon and Syrul, he is shown as a hugely muscular man with long red hair and beard, wearing dragonhide gauntlets (white), boots (blue), and fighting girdle (red); these items can each be used as his holy symbol, although a star composed of spears and maces is also popular. He fights with his intelligent dragon-slaying greatsword Kelmar, and when wounded he often enters a blood rage so intense only Lendor can control him when he succumbs; because of this, a cleric of Kord will always defer to a ranking cleric of Lendor. He is reputed to have dallied with beautiful humans, elves, or even giants, and tales are told of the great heroes who are born of such liaisons.
The strong and fit should lead the weaker. Bravery is the greatest quality in any ruler. Scorn cowardice.
Kord loves physical challenges and contests, and it is this love that inspires many barbarian tribes to use nonlethal sports as a method for resolving disputes. Kord's clerics are expected to be leaders or companions to leaders. They train people to become stronger, organize athletic tournaments, and participate in challenging physical activities. Doubting their fitness is a grave insult, and they go to great lengths to prove their physical abilities (although they realize the difference between difficult and suicidal challenges). Wearing of dragon-hide by a cleric is a blasphemy, unless the wearer is a descendant of Kord (which many claim to be). Clerics believe magic should be used to enhance allies rather than strike directly at foes.
Alignment: Chaotic Good.
Symbol: White dragonhide gauntlets, blue boots, or red fighting girdle.
Chaos, Good, Liberation, Luck, Strength.
Shout your oath of loyalty to Kord at the top of your lungs, challenging any foe to take you on. After your oath is done, kneel on one knee with your weapon resting against the other knee. Recite your victories in a sonorous voice until the time for your obedience is done. If you should be attacked while conducting your obedience, defeat the creature who dared test your might. (You may be assisted by allies, but you must attack the opponent with the greatest Strength; you magically sense which opponent this is.) Gain a +4 sacred bonus on Strength checks and Strength-based skill checks.
- Champion (Sp) bless weaponAPG 3/day, bull's strength 2/day, or greater magic weapon 1/day
- Heroic Feat (Ex) After you've failed a Strength check, you can add 1d6 to the result. You take the same amount of hit point damage. When your base attack bonus reaches +4, and every 4 points of base attack bonus thereafter, you can roll an additional d6 and att to both the result and the damage taken.
- Heroic Charge (Ex) Once per day, you can make a heroic charge attack. You must declare your use of this ability before you roll your attack. You deal 1d6 extra points of damage on a successful charge, and this charge does not provoke attacks of opportunity.
- Battler (Sp) magic stone 3/day, spiritual weapon 2/day, or deadly juggernaut 1/day
- Mass Strength Surge (Su) When using the strength surge granted power from the Strength domain, you can target allies within 30 feet of you instead of having to touch a single target. You can target a maximum number of allies equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6). If you don’t have access to the Strength domain, you instead gain the ability to use the strength surge granted power a number of times per day equal to 3 + your Wisdom modifier, as listed in the strength surge description. However, you can touch only a single target when using this granted power.
- Kord's Shout (Sp) Once per day as a swift action, you can use litany of thunder or [primal scream as a spell-like ability. In order to use this ability, you must shout a battle cry at top volume, ending your shout in praise to Kord.
- Mighty Warrior (Sp) enlarge person 3/day, aid 2/day, or badger's ferocity 1/day
- Two-Handed Smash (Ex) If you make a full attack while wielding a two-handed melee weapon, you may make a single unarmed strike in addition to your normal attacks. In essence, after you complete your two-handed weapon attacks, you smash with your elbow, kick out with a foot, or make some other unarmed strike against an opponent. This bonus attack is made at your highest base attack bonus, and provokes an attack of opportunity if you lack the Improved Unarmed Strike feat or a similar ability. If you’re Medium, you deal 1d6 points of damage with this unarmed strike; if you’re Small, you deal 1d4 points of damage. Add half your Strength bonus to the damage dealt. The attack roll for the unarmed strike is subject to the normal penalties for two-weapon fighting unless you have the feats to reduce these penalties.
- Devout Rage (Ex) You enter a holy frenzy whenever you rage, depending on your alignment. You gain a +2 bonus on your attack and damage rolls while raging. If you don’t have the rage class feature, you can fly into a rage once per day as the rage spell, though you don’t need to concentrate. Instead, the rage lasts for a number of rounds equal to your Hit Dice or until you choose to end it, whichever comes first.
- Always speak openly and proudly. As Kord's champion, you bow to no-one who hasn't bested you in personal combat.
- Always accept a challenge, unless the result is a foregone conclusion. Novices have to prove their mettle before champions will take them seriously.
- When you freely give your word, you intend to keep it. Your honor is your own, and if you don't uphold it, it is lost. Respect the spirit of any challenge, but don't let rules make a fool of you.
- Respect victory, and respect defeat. Once a fight is settled, it is over. Resentment only drags you down.
- Not everyone can fight. Protect the humble and give them spirit. Release slaves and lead them to freedom. Train the weak so they can protect themselves. Provide for others when you can, but not everyone can be saved.
- Some enemies cannot accept defeat honorably and send minions to fight while they hide. They must be disgraced or killed to stop them from breaking the spirit of honor.