Killoren (4e Race)

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Killoren[edit]

Primal beings of the world, Killoren are at once a young and ancient race.

Racial Traits
Average Height: 5'2" - 6'
Average Weight: 100 - 150 lbs.
Ability Scores: +2 Constitution, +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common
Skill Bonuses: See Manifest Nature's Might
Manifest Nature's Might: Killoren are forever bound to the primal forces of nature itself, manifesting this bond even in their physical form. A killoren can only manifest one aspect of nature’s might at a time. At the end of each extended rest, a killoren spends a moment in quiet meditation, filling her spirit with the aspect of nature that is most needed for her current tasks. Once a killoren chooses an aspect, she manifests that aspect until the end of her next extended rest, when she chooses again which aspect to manifest. Many killoren favor one aspect over the others and rarely choose to manifest one of the other two aspects.

Each aspect offers particular benefits, including racial skill bonuses, and provides an associated encounter power. Your appearance changes based on the aspect you are manifesting.

Aspect of the Ancient: While manifesting the aspect of the ancient, a killoren embodies the deep and ancient secrets of nature itself. This aspect confers the following benefits:

  • Skill Bonuses: +2 Nature, +2 Insight
  • +1 Will Defense
  • Resist 5 psychic. At 11th level, the resistance improves to 10 psychic. At 21st level, the resistance improves to 15 psychic.
  • You can use Timeless Certainty as an encounter power.

Aspect of the Destroyer: Many races revere nature for its power to destroy, but none more so than a killoren manifesting the aspect of the destroyer. This aspect confers the following benefits:

  • Skill Bonuses: +2 Endurance, +2 Intimidate
  • +1 racial bonus to attack rolls against bloodied foes with the undead or construct keyword or bloodied foes without the nature origin.
  • You can use Wrath of Nature as an encounter power.

Aspect of the Hunter: The hunt affects nearly every aspect of nature and claims a place of great prominence and importance in the cycle of life. A killoren manifesting the aspect of the hunt is bound to nature’s ancient tradition of the hunt, and her senses sharpen to an amazing degree. This aspect confers the following benefits:

  • Skill Bonuses: +2 Perception, +2 Stealth
  • +1 racial bonus to Initiative checks
  • You can use Predator's Sense as an encounter power.


Timeless Certainty Killoren Racial Power
As you feel an external influence press upon your mind, you enter into an immediate, swift mediation and contemplate, fighting the invasion with the ancient secrets of your primal soul.
Encounter
Immediate Reaction Personal
Trigger: An enemy imposes the dazed, dominated, or stunned condition upon you.
Effect: Make and immediate saving throw with your Wisdom modifier as a bonus to the roll to remove the triggering effect.


Wrath of Nature Killoren Racial Power
You channel the pure anger of the natural world toward those that are anathema to it.
Encounter Star.gif Weapon
Standard Action Melee weapon
Target: One creature with the undead or construct keyword, or one creature without the natural origin.
Attack: Str +2, Con +2, or Dex +2 Vs. AC, Increase to +4 bonus at 11th level, and to +6 at 21st level.
Hit: 1[w] + Strength, Constitution, or Dexterity modifier damage and the target is dazed until the end of your next turn.

Increase to 2[w] + Strength, Constitution, or Dexterity modifier damage at 11th level, and to 3[w] + Strength, Constitution, or Dexterity modifier damage at 21st level.

Special: When you create your character, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls and damage rolls with this power. This choice remains throughout your character's life and does not change the power's other effects.


Predator's Sense Killoren Racial Power
Your keen predatory insticts guide your attack to the most vulnerable of your prey's openings.
Encounter
Free Action Personal
Trigger: {{{trigger}}}
Effect: Before the end of your next turn, you may reroll any one damage roll against a target you have Combat Advantage against.


A newly risen race of primal humanoids, the killoren blend nature’s patience and power with the ambition and aggression of the common races.

The ancient places of the world stir with a power of their own. From this power, the killoren have sprung in answer to the growing might of the common races. Whether the work of some great primal spirit or the spontaneous creation of the wild power of nature itself, killoren are at once young and eternal, newly brought to the world but with unknowably ancient ties to the heart of nature. As primal beings, killoren have a tie to nature unmatched by most of the common races, but unlike other nature spirits, killoren are not content to wait in the dark recesses of the dwindling forests.

Killoren are aggressive, ambitious manifestations of nature’s presence and power, and they walk through the cities of man as easily as they meditate in the glades of a verdant forest. There are as yet few killoren in the world compared to the population of humans and other common races, but their numbers are quickly growing. So far, these primal beings have only come into isolated conflict with evil powers bent on despoiling nature, but it is obvious that they are destined for more. The killoren have begun to make known their presence in the world, and a few far-seeing and learned sages wonder at the implications of their growing power and numbers.

Play an Killoren if you want...

  • To embody the primal spirit of the world.
  • To be a versatile and adaptive member of any adventuring party.
  • To be a member of a race that favors primal classes such as the warden, shaman, or druid.

Physical Qualities[edit]

Every killoren constantly manifests an aspect of nature's might (Killoren have no neutral, non-aspected state.) All killoren are born manifesting an aspect, usually the aspect their mother is manifesting at the time.

Killoren resemble half-elves, and males and females alike average about 5-1/2 feet in height. They mature quickly, being full-grown by the age of 10, and live very long lives, hardly changing at all in appearance for their first century. Killoren have green or tan skin the texture of a soft, young leaf, and their limbs are unusually long and slender when compared with those of the humanoid races. An individual killoren’s hair and eye color depends on which aspect of nature the killoren is currently manifesting.

The physical qualities that killoren display when manifesting different aspects of nature's might are summarized below:

  • Aspect of the Ancient: Hair turns white and eyes turn to the color of a blue summer sky.
  • Aspect of the Destroyer: Hair and eyes turn a deep, lusterless black; many find the gaze of a killoren destroyer’s coal-black eyes to be unnerving.
  • Aspect of the Hunter: Hair and eyes turn a deep forest green, and skin tone becomes a deeper brown than when manifesting one of the other aspects.

Killoren are immortal, dying only from accident or violence, but are only active for the first few of centuries of life. After this time, their sense of time begins to expand onto a geological scale and they become quintescient, sturdy as ancient mountains but still alive like mighty redwood trees.

Playing a Killoren[edit]

All killoren have three sides to them, somewhat dependant on what aspect they are manifesting. Not truly three distinct personalities, nevertheless most killoren have three ways of looking at things: contemplative, direct, or dubious.

Killoren Characteristics: ambitious, contemplative, methodical, eager, brash, shifty

Male Names: Corenathin, Jerambul, Harmandel

Female Names: Kitukel, Malindel, Fardelmai

Killoren Adventurers[edit]

Three sample killoren adventurers are described below.

Corenathin is a young, adventurous killoren druid. He travels far and wide looking for the lost places of the world that may be harboring abberant monstrocities, so that he may eradicate them and protect the natural order. He favors the Aspect of the Hunter, but is known to manifest the Ancient when he needs to think carefully about his next move, or the Destroyer when a particularly aggressive threat to the world presents itself.



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