Draco Voodoo's To KoBoldly GO! (Inactive)

Game Master voodoo chili

A Very Special Iron Gods
The Blightscale Kobolds seek revenge against the humans. Ray guns get it faster.

Roll20- map
Loot



So, just started and 2 players flaked. That's where you come in. This will be a very unique take on the AP. Think "Mars Attacks!" with touches of "Paranoia". You won't be saving the world for the humans, you'll be taking it from them with BFGs. If you live long enough to recover the tech, that is.

Current Line up:
Team Blightscale
Sahrahthenal- High Inquisitor of Gakzara(=radiation spewing demi-god)
Olp- Violet-scaled draco-scamp (feral ftr)
Reep- Wiz-bang (gun wizard)

we lost a ranger and rogue. both trappers so those would be good starting points. I'm not really interested in trying out ACG classes yet, but Core, APG and Unchained should be OK.

About the Blightscale Kobolds (crunch)
Slightly stronger and even more cunning than most kobolds, they use the following racial ability modifiers (-2 Str, +2 Dex, +2 Int)

L1, 20 pt buy, standard bestiary kobold gear + special item upon approval.

Kobold Rules (fluff)
1. Survive!
2. The Tribe over everything else (but see #1)
3. Know your place in the hierarchy
4. Survival is easier with superior numbers and tactics. Ambushes and Traps are the best defense.
5. Remember where you came from- We're DRAGONS, who the F* are you?


Doomed Hero here. I had this character ready to go for a game that never got off the ground. I'd love to reprise him.

I deleted his original background because it didn't fit this story, but the mechanics are all there. I gave him Disable Device, so he can fill the scout/trapspringer role if need be.

Please tell me what you think, and what kind of background might work for him to fit him in with your story. I'll adapt him tonight sometime to finalize the submission.


Are Traits and/or Drawbacks allowed?


Nickadeamous wrote:
Are Traits and/or Drawbacks allowed?

2 traits, no drawbacks


Could you please do a full listing of character creation rules please?


Arcanic Drake wrote:
Could you please do a full listing of character creation rules please?

Sure, my bad. I'm going to go with the race modifiers from JBs Umbral kobolds. 20 pt buy, max 18 starting stat. There will be various twists to come.

Kobold PCs
–2 Strength, +2 Dexterity, +2 Intelligence: kobolds are fast and a quick study but physically weak.
Small: kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Normal Speed: kobolds have a base speed of 30 feet.
Darkvision: kobolds can see in the dark up to 60 feet.
Natural Armor: kobolds gain a +1 natural armor bonus to AC.
Crafty: kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
Light Sensitivity: kobolds are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Kobolds are also dazzled for as long as they remain in areas of bright light.
Languages: kobolds begin play speaking Draconic.

20 point buy, 2 traits, start out with leather armor, spear/ dagger/ sling and a special item I'll likely come up with though I take suggestions.


hmmm, I know it's a pretty small niche, but really, that's it?


Another one I'd be game to try, but would really need a couple days. I think many aspects of playing a kobold could be fun, but not super keen on the "kill all humans". They'd make good servants for their dragon overlords, anyway!

I like playing rangers and rogues, let me think some more.


I'm Finishing up a trapbreaker alchemist and will submit details shortly.


how do you feel about playtest material? I was thinking of playing a geokineticist. I think it will be flavorfull given the setting.


I present Jeji the Unstable, female neutral kobold, inspired chemist/trap breaker alchemist. Crunch is complete, working on fluff.

Crunch:

Name
Female Kobold (inspired alchemist, trapbreaker) Alchemist 1
N Small humanoid (reptilian)
Init +3; Senses Darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14
(+3 Dex, +2 Armor, +1 Size, +1 Natural)
Hp 9 (1d8+1)
Fort +3, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee spear +0 (1d6-1/x3) [brace] or
Ranged spear +4 (1d6-1/x3) [20 ft.] or
Ranged bomb +5 (1d6+4 fire/x2) [20 ft.] {splash damage 5 fire, DC 15 Reflex for ½}[5/day]
--------------------
Statistics
--------------------
Str 8, Dex 17, Con 12, Int 19, Wis 12 Cha 7
Base Atk +0; CMB -2; CMD 11
Feats Simple Weapon Proficiency, Light Armor Proficiency, Brew Potion, Throw Anything, Point Blank Shot
Skills
[+3] Acrobatics (3 dex)
[+4] Appraise (4 int)
[-2] Bluff (-2 cha)
[-1] Climb (-1 str)
[+10] Craft (trapmaking) (1 rank, 3 class, 4 int, 2 race)
[-2] Diplomacy (-2 cha)
[+7] Disable Device (1 rank, 3 class, 3 dex)
[-2] Disguise (-2 cha)
[+3] Escape Artist (3 dex)
[+3] Fly (3 dex)
[+1] Heal (1 wis)
[-2] Intimidate (-2 cha)
[+8] Knowledge (arcana) (1 rank, 3 class, 4 int)
[+8] Knowledge (nature) (1 rank, 3 class, 4 int)
[+7] Perception (1 rank, 3 class, 1 wis, 2 race)
[-2] Perform (-2 cha)
[+3] Ride (3 dex)
[+1] Sense Motive (1 wis)
[+11] Stealth (1 rank, 3 class, 3 dex, 4 size)
[+5] Survival (1 rank, 3 class, 1 wis)
[-1] Swim (-1 str)
[+8] Use Magic Device (1 rank, 3 class, 4 int)
Languages Common, Draconic, Dwarven, Gnome, Undercommon
Traits Firebug (Combat), Pragmatic Activator (Magic)
Favored Class Alchemist (+1/2 bombs per day)
Combat Gear 5 bombs per day
Other Gear small leather armor, small spear
Encumbrance 0 – 19.5 lbs; 19.6 – 39.75; 39.76 – 40; [Current: Load]
--------------------
Special Abilities
--------------------
Alchemy add half alchemist level to craft (alchemy) to create alchemical items.
Armor naturally scaly skin grants a +1 natural armor bonus.
Bombs (Su) use a number of bombs per day equal to class level + Intelligence modifier.
Crafty racial +2 bonus to Craft (trapmaking), Perception, and Profession (miner); Craft (trapmaking) and Stealth are always class skills.
Dark Vision see in the dark up to 60 ft.
Light Sensitivity -1 to hit and -1 Perception when in bright sunlight or within the radius of a daylight spell.
Inspiring Cognatogen increase mental stat while decreasing physical one (+4 Int/-2 Str; +4 Wis/-2 Dex; +4 Cha/-2 Con) and grants a +2 natural armor bonus, lasts 10 minutes per level, requires 1 hour to mix. When the effect ends, he takes a 2 points of ability damage to the same physical stat.

Notes
Never carry more than 15 pounds of gear.
**small leather armor – 7.5 lbs.
**small spear – 3 lbs.


GM Derek W wrote:
Another one I'd be game to try, but would really need a couple days. I think many aspects of playing a kobold could be fun, but not super keen on the "kill all humans". They'd make good servants for their dragon overlords, anyway!

yes, I overstated it. Some may have their uses, but they are treacherous, so treacherous.


zomblisham wrote:
how do you feel about playtest material? I was thinking of playing a geokineticist. I think it will be flavorfull given the setting.

geo-what now? sorry, I am among the groggiest of grognards.


Voodoo - he's referring to the kineticist, specifically the earth focused one that will be included in the upcoming Occult Adventures (coming out next month).

For the moment, the only street para-legal version is from the open playtest document - found here.

Or in grognardian terms - he wants to play a dude that can shoot rock around with his mind ;)


Aye- I think we've got enough weirdness with tech and kobolds.
Throwing semi-psionics in the mix will just make my head a-splode.


Fixed a few things and added background.

Crunch:

Jeji the Unstable
Female Kobold (inspired alchemist, trapbreaker) Alchemist 1
N Small humanoid (reptilian)
Init +3; Senses Darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14
(+3 Dex, +2 Armor, +1 Size, +1 Natural)
Hp 9 (1d8+1)
Fort +3, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee spear +0 (1d6-1/x3) [brace] or
Ranged spear +4 (1d6-1/x3) [20 ft.] or
Ranged bomb +5 (1d6+4 fire/x2) [20 ft.] {splash damage 5 fire, DC 15 Reflex for ½} [5/day]
--------------------
Extracts
--------------------
1st (2/day)
--------------------
Formula Book
1st - bomber's eye, crafter's fortune, cure light wounds, detect secret doors, monkey fish, shield
--------------------
Statistics
--------------------
Str 8, Dex 17, Con 12, Int 19, Wis 12 Cha 7
Base Atk +0; CMB -2; CMD 11
Feats Simple Weapon Proficiency, Light Armor Proficiency, Brew Potion, Throw Anything, Technologist
Skills
[+3] Acrobatics (3 dex)
[+4] Appraise (4 int)
[-2] Bluff (-2 cha)
[-1] Climb (-1 str)
[+10] Craft (trapmaking) (1 rank, 3 class, 4 int, 2 race)
[-2] Diplomacy (-2 cha)
[+7] Disable Device (1 rank, 3 class, 3 dex)
[-2] Disguise (-2 cha)
[+3] Escape Artist (3 dex)
[+3] Fly (3 dex)
[+1] Heal (1 wis)
[-2] Intimidate (-2 cha)
[+8] Knowledge (arcana) (1 rank, 3 class, 4 int)
[+5] Knowledge (engineering) (1 rank, 4 int)
[+8] Knowledge (nature) (1 rank, 3 class, 4 int)
[+7] Perception (1 rank, 3 class, 1 wis, 2 race)
[-2] Perform (-2 cha)
[+3] Ride (3 dex)
[+1] Sense Motive (1 wis)
[+7] Stealth (3 dex, 4 size)
[+5] Survival (1 rank, 3 class, 1 wis)
[-1] Swim (-1 str)
[+8] Use Magic Device (1 rank, 3 class, 4 int)
Languages Common, Draconic, Dwarven, Gnome, Undercommon
Traits Firebug (Combat), Pragmatic Activator (Magic)
Favored Class Alchemist (+1/2 bombs per day)
Combat Gear 5 bombs per day
Other Gear small leather armor, small spear
Encumbrance 0 – 19.5 lbs; 19.6 – 39.75; 39.76 – 40; [Current: 11.5 Light Load]
--------------------
Special Abilities
--------------------
Alchemy add half alchemist level to craft (alchemy) to create alchemical items.
Armor naturally scaly skin grants a +1 natural armor bonus.
Bombs (Su) use a number of bombs per day equal to class level + Intelligence modifier.
Crafty racial +2 bonus to Craft (trapmaking), Perception, and Profession (miner); Craft (trapmaking) and Stealth are always class skills.
Dark Vision see in the dark up to 60 ft.
Light Sensitivity -1 to hit and -1 Perception when in bright sunlight or within the radius of a daylight spell.
Inspiring Cognatogen increase mental stat while decreasing physical one (+4 Int/-2 Str; +4 Wis/-2 Dex; +4 Cha/-2 Con) and grants a +2 natural armor bonus, lasts 10 minutes per level, requires 1 hour to mix. When the effect ends, she takes a 2 points of ability damage to the same physical stat.

Notes
Never carry more than 15 pounds of gear.
**small leather armor – 7.5 lbs.
**small spear – 3 lbs.
**small dagger - 1 lbs.

Background:

Jeji was never very strong or very well liked, but she was smart. She had a keen mind that absorbed information like a sponge. She learned to read and write very quickly and became enamored with books. She would spend most of her time reading and learning, almost too much time. Most of her tribe did not appreciate her quest for knowledge and often saw her as a burden. Often picked on, she learned to be quick, both in mind and body.

When an expedition returned with new fangled contraptions, they had no idea what they were, but they knew who to ask. When the tribal leader asked Jeji to figure out what the items were and discover how they could benefit the tribe, she finally realized that she could be helpful to the tribe. Now with some confidence, Jeji has begun to come into her own. She doesn't retreat from would-be bullies, but instead attacks with barbed words meant to deflate and discourage. Where she used to hide from interaction, she now thrives on supporting her tribe. While most kobolds are adept at creating traps and devices, Jeji excels at taking them apart and figuring out how they operate.


Jeji- trap breaker is a good fit. I should have mentioned that I'm only allowing a max 18 starting ability score though.

Also not sure what the inspired stuff is about ??


Draco Voodoo wrote:
Also not sure what the inspired stuff is about ??

Advanced Class Guide - basically acts as a skill booster.


Mark Sweetman wrote:
Draco Voodoo wrote:
Also not sure what the inspired stuff is about ??
Advanced Class Guide - basically acts as a skill booster.

Ah, OK. Thanks, Mark. But the description under Jeji's SA doesn't match the final version listed there. Just sounds like a reg mutagen in Jeji's crunch.


I have fixed the stats to be within the limitations and updated the crunch to reflect the impact. I also switched Point Blank Shot for the Technologist feat as well as swapped a rank in Stealth for a rank in Knowledge (engineering). I took the Inspired Alchemist archetype because the Inspiring Cognatogen seemed to fit the character more since she is more mental than physical, but it's a quick change to alter it back. Just let me know if I need to change anything. Everything in the profile should now be accurate.


With strong scout/trapper submissios, what about a cavalier?

Could go standard bearer into a buffer role with some bard levels, or take the mount right off and maybe fly a medium sized draconic mount later on?

Thoughts on appropriate mount for a kobold?


I don't know if you have any slots open or not still.

If you do would a Kobold Gunslinger be something that could work? Maybe with a dip into Alchemist eventually.


Jeji- that's fine. I wasn't against Inspiring, just not familiar. the description on your sheet didn't match the official desc. could just be an error if you're using an automated character generator thing.

GM Derek- not sure. there's the usual dungeon probs with mounts. standard bearer might not be a bad idea. maybe a weird robot mount or alien thingy later on might be fun.

Johnnycat- we've got a spellslinger already, but maybe?

I believe that I've only got two completed entries so far.


This is GM Derek's entry, still a WIP, but I wanted to get the basics out there. Will pick traits and assign skill points later tonight.

Dranjek the Bold:
Dranjek never quite caught onto trapmaking as much as the typical kobold. He always appreciates a good one, mind, but he seemed to prefer a more direct approach in dealing with the enemies of his tribe.

He has heard stories of human codes of honor, and has adopted some bits of these as he understands and likes them. He is fully confident in his abilities as a son of dragons, and seeks to honor is sires by great feats in batte.

Fiercely loyal, he has sworn himself to the defense of the Blightscale clan, and carries their banner (his own design) on his spear. He is a crafty warrior, always ready to compensate for his small size by using terrain and tactics to his advantage. He rarely charges head-on, but has been practicing war chants and battle cries to inspire greater heroics in his fellow clan members.


Would a straight Alchemist be better than a gunslinger? Basically it's between a Gun Scavenger and a Homunculist/Alchemical Trapper.


OK, I do appreciate the entry Doomed Hero, but Scar-Scale seems too close to our existing feral fighter.

I think Jeji the Unstable will work well enough for a skill monkey and

Dranjek the Bold could be rather odd and interesting.

If you two wouldn't mind checking in on the discussion page, we'll discuss how to bring you into the game.

Thanks.


No problem.

Happy gaming everyone.

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