the David |
I'm working on a clan of time dragon descended kobolds and I was wondering if I'm missing any source of dragony goodness. Here's what I've found so far.
- Outer Dragon Blood trait. I'm gonna ignore this crap and use [cold] for any resistance and [electricity] breath weapons, bloodline stuff, etc.
- Kobold feats from Advanced Race Guide
- Sorcerer bloodline
- Bloodrager bloodline
- Blood Arcanist archetype
- Draconic Blood rage powers
- Eldritch Scion archetype
- Eldritch Heritage feats
QuidEst |
Dragon Disciple, especially with Oracle (draconic mystery, greed curse) as the entry point thanks to that one Kobold feat.
Pretty much the entirety of Legacy of Dragons, which includes feats for Draconic bloodlines, bloodlines for more dragon types, and even a "dragon" summoning spell. (Actually summons a pseudodragon modified by a Form of X Dragon spell.) Plus a bunch of archetypes so you can have a better range of classes.
Diachronos |
The variant bloodlines didn't actually change much. Out of the 20 new choices for a Draconic bloodline, 15 of them still use fire/cold/acid/electricity for their damage types, though the Occult bloodline does give you the choice of either cold or fire when you select your bloodline. The other five have piercing (Forest and Crystal) or bludgeoning (Sovereign, Astral, and Etheric) as their "energy" type - they deal that kind of damage with their breath weapon, and instead of energy resistance they gain DR equal to half the energy resistance normally granted by the Draconic bloodline (DR/slashing and piercing if their type is bludgeoning, DR/slashing and bludgeoning if their type is piercing).
The only major change across the board is the Sorcerer's bloodline arcana. In the case of Outer Dragons, they can prevent a creature from taking a 5-foot step for 1 round if they deal damage to that creature with a spell whose descriptor matches their bloodline's energy type. The spell has to require an attack roll or allow a save, though, and if they pass the spell's save the arcana effect is negated.
So if your sorcerer with a Time Draconic bloodline casts an electricity spell and deals damage, the creature can't make a 5-foot step unless they pass the spell's save.
There's also the Draconic Druid, who gets a drake companion and a dragon-themed wild shape.
Darksol the Painbringer |
Bloodrealm wrote:Kobolds make excellent Gunslingers. Just saying.Their racial archetype, racial feats, and size make them perfect snipers.
They also make good Swashbucklers (Mouser archetype especially), UCRogues (whatever archetypes suit your fancy), and so on, presuming a 20 point buy.
As long as you play to their good attributes (they have good Dexterity, but garbage Strength and Constitution), it shouldn't be an issue to make them effective.
Bloodrealm |
Bloodrealm wrote:Kobolds make excellent Gunslingers. Just saying.Their racial archetype, racial feats, and size make them perfect snipers.
And the Favoured Class Bonus boosts your AC nicely along with all the other AC boosts Gunslingers and Kobolds get, so they can survive the closer fights (the 30 ft. speed helps, too). I'm currently trying to figure out how to do a frontline Pistolero with one, and I'm thinking Tail Terror with a Long Lash attachment lets him threaten and flank at 10 feet for the pseudo-sneak-attack without burning up 4 feats for Improved Snap Shot (the only downside being his AoO would need to be with the tail lash).
Oh, yes, that's another toy Kobolds get to play with that hasn't been mentioned: Kobold tail attachments!