Kobolds overpowered?


Pathfinder First Edition General Discussion


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

They totally are!

+2 to Dexterity, Small size, and a natural armor bonus from race too!? Why not just give them a racial feature called "impossible to hit" and be done with it? Let's not even mention that they're also a Small race with a 30 foot movement speed AND darkvision 60 feet AND a bunch of awesome skill bonuses (including Perception, the most powerful and often used skill of all)!

They get even crazier with the Advanced Race Guide. Now they can take wings and elemental resistances. Most of their favored class bonuses pump up their already insane AC, and don't even get me started on their racial feats. Breath weapons? Tail attacks? Why not just let players play DRAGONS!?

And that's not even taking into account their cultural aspects, such as their excellent use of traps, or tendency to fight without penalty in small areas while everyone else has to suck up a -4 attack and AC!

People whine about Aasimar, but it's the Kobolds that are insanely OP.

;P


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I'm not even a PC race! I don't have to be balanced!


If you want a truly overpowered race, take Merfolk without alternate racial traits and make an Oracle with the Lame curse. +2 Cha, +2 Wis, +2 Con, and several immunities from the curse, plus Oracle healing? Pretty much impossible to kill.

Scarab Sages

Ravingdork wrote:

They totally are!

+2 to Dexterity, Small size, and a natural armor bonus from race too!? Why not just give them a racial feature called "impossible to hit" and be done with it? Let's not even mention that they're also a Small race with a 30 foot movement speed AND darkvision 60 feet AND a bunch of awesome skill bonuses (including Perception, the most powerful and often used skill of all)!

They get even crazier with the Advanced Race Guide. Now they can take wings and elemental resistances. Most of their favored class bonuses pump up their already insane AC, and don't even get me started on their racial feats. Breath weapons? Tail attacks? Why not just let players play DRAGONS!?

And that's not even taking into account their cultural aspects, such as their excellent use of traps, or tendency to fight without penalty in small areas while everyone else has to suck up a -4 attack and AC!

People whine about Aasimar, but it's the Kobolds that are insanely OP.

;P

I agree, we should totally nerf anything that might make people reconsider playing anything other than pure dpr.

Lets face it, obliterating entire encounters in one round is socially acceptable.

Having an AC that needs an 18+ to hit, forget it, you'll be crucified.

Yes. I know your being sarcastic. No, that does not change the fact that a great many people have the exact reaction you describe when they realize I have an AC 10-15 points higher than they do.


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Also, they have a +2 to Profession (miner) checks, making them better miners than dwarves.


Ravingdork wrote:

They totally are!

+2 to Dexterity, Small size, and a natural armor bonus from race too!? Why not just give them a racial feature called "impossible to hit" and be done with it? Let's not even mention that they're also a Small race with a 30 foot movement speed AND darkvision 60 feet AND a bunch of awesome skill bonuses (including Perception, the most powerful and often used skill of all)!

They get even crazier with the Advanced Race Guide. Now they can take wings and elemental resistances. Most of their favored class bonuses pump up their already insane AC, and don't even get me started on their racial feats. Breath weapons? Tail attacks? Why not just let players play DRAGONS!?

And that's not even taking into account their cultural aspects, such as their excellent use of traps, or tendency to fight without penalty in small areas while everyone else has to suck up a -4 attack and AC!

People whine about Aasimar, but it's the Kobolds that are insanely OP.

;P

You know whats even more broken? The ARG gives the Kobolds a 5 RP rating (-3 RPs because of the -4 to STR and -1 because of the light sensitivity)...

Is there some Errata on that? They get 0 RPs for being small and having normal speed (of 30! feet)...

Haha... I asked my DM for my backup to be a Kobold and he said "Heck No" lol

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

Just when you thought you'd heard it all.

Actually, isn't Pun Pun a kobold?


+1 Thread of awesome RD. Very nice. :)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Kitsune Knight wrote:
+1 Thread of awesome RD. Very nice. :)

I don't deserve all the credit.

If you click the first link in the OP, you will see what it is in response to, what inspired me to create it.

If you click the second link in the OP, you will see that my idea was ninja'd by Chengar Qordath.

I posted it anyways, using many of the same words of Chengar Qordath, who phrased it much better than I probably could have initially.


Ravingdork wrote:
Kitsune Knight wrote:
+1 Thread of awesome RD. Very nice. :)

I don't deserve all the credit.

If you click the first link in the OP, you will see what it is in response to, what inspired me to create it.

If you click the second link in the OP, you will see that my idea was ninja'd by Chengar Qordath.

I posted it anyways, using many of the same words of Chengar Qordath, who phrased it much better than I probably could have initially.

Then +1 to all involved then. :)

Paizo Employee Design Manager

I once ran a kobold cavalier named Sir Reginald Scalytail modeled after Sir Diddimus (probably spelled that wrong) from Labyrinth. Life was very, very good.


Please tell me that's back when kobolds were furry.

Liberty's Edge

I played a Kobold wizard once for 3.x, one of my fav. characters to this day. On a side note Kobold is german for Goblin.


lordzack wrote:
Also, they have a +2 to Profession (miner) checks, making them better miners than dwarves.

OH man that's the cinch right there. Kobolds need to be nerfed! NOW!

Lantern Lodge

Nothing beats the 3.5 Kobold using the Draconomicon and Races of Dragoons books to make a Kobold Dracolich sorcerer. Initiate Code Brown because Hustin we have a problem.

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Roberta Yang wrote:
If you want a truly overpowered race, take Merfolk without alternate racial traits and make an Oracle with the Lame curse. +2 Cha, +2 Wis, +2 Con, and several immunities from the curse, plus Oracle healing? Pretty much impossible to kill.

Why kill them when you can just walk away, like not even particularly quickly.


Ravingdork wrote:
Kitsune Knight wrote:
+1 Thread of awesome RD. Very nice. :)

I don't deserve all the credit.

If you click the first link in the OP, you will see what it is in response to, what inspired me to create it.

If you click the second link in the OP, you will see that my idea was ninja'd by Chengar Qordath.

I posted it anyways, using many of the same words of Chengar Qordath, who phrased it much better than I probably could have initially.

I'm flattered.

Psion-Psycho wrote:
Nothing beats the 3.5 Kobold using the Draconomicon and Races of Dragoons books to make a Kobold Dracolich sorcerer. Initiate Code Brown because Hustin we have a problem.

Yeah, in 3.5 there were actually a couple tricks you could pull off with Kobolds that would actually make the legitimately dangerous as a race. Granted, those tricks tended to be pure cheese (Such as the Venerable Dragonwrought Kobold), but since when has that stopped people?


Ironically a few years ago I made a homebrew and customized kobolds with tails, horns and other draconic flourishes. I think the Devs audited my game logs...

But seriously though that was when I realized that a kobold sorcerer with a draconic bloodline whose warband had had a few months to entrench themselves in a lair should actually be worshipped as a demigod. The trapmaking and mining skills, ridiculous perception so they knew you were coming, aid another group tactics to overcome strength penalties and don't even get me started on the actual CR3/level 5 sorcerer and what HE brought to the party.

At one point I wanted the PCs to have fun so I added an open chamber full of kobold warrior 1 minions (in the 4e sense where they have only 1 hp); the AC was so high on the minions that I began fudging it almost immediately, just so that the paladin and barbarian had a chance to actually connect!

Shadow Lodge

actually in a 3.5 campaign I made an elite group of kobold swashbucklers named "the draconic blades"
the party was 1st level and the draconic blades had ac 20.
pretty hard to hit, but terrible attack and damage.


If you aren't deathly afraid of encountering a gaggle(?) of kobolds, then your GM loves you and wants your life to be easy.
Not even kidding. <_<


When I was a wee lad, and met with a group of gamers (my first time doing so) I remember the dwarf mentioning preparing kobold jerkey in case provisions ran low. That stuck with me for years, but I never got the chance to make any.


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<derail>
You need 5 kobold martial artists: red, green, white, blue and black.

When working together in the defense of their lair, they merge into the Aspect of Tiamat.

Let's go, Kobold Force!

Scarab Sages

Chengar Qordath wrote:


Yeah, in 3.5 there were actually a couple tricks you could pull off with Kobolds that would actually make the legitimately dangerous as a race. Granted, those tricks tended to be pure cheese (Such as the Venerable Dragonwrought Kobold), but since when has that stopped people?

You mean a Venerable Dragonwrought Loredrake [DroE], Riddled [DrMg 313], spellhoarding [DrMg 313], sometimes even white dragonspawn [doesn't work, never has but Dragonlance] Kobolds who undertakes the Greater rite of passage[RotD]??

Paizo Employee Design Manager

Neo2151 wrote:

If you aren't deathly afraid of encountering a gaggle(?) of kobolds, then your GM loves you and wants your life to be easy.

Not even kidding. <_<

A good solid 60% of all character deaths I have experienced or witnessed were either directly or indirectly attributable to kobolds.

(Running from a kobold death-trap into what turns out to be a dragon's lair counts as a kobold-related death, right?)


3 people marked this as a favorite.

Kobold trap (when I knew my GM had completely turned against us):

My player failed a save and fell into a pool of oil with a glass floor. Crashing through that the pit became a chute with one wall made of jagged flint; my armor caused sparks igniting the oil I was covered in. the chute deposited me into another freefall but with the walls tilting inward at the bottom - walls lined with poisoned razor blades. So here I am: wedged in place amidst a sea of blades; poisoned; on fire and bludgeoned. At the very bottom? An otyugh with tentacles JUSSSSTTTT long enough to grab my feet...

He said he just wanted them to dump a bucket of rot grubs on me, but they risked dying from the fire.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

...how did they even set that up?

If my character survived it, he'd freakin' retire.


I think they used a lathe.

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