The kobolds move forward into another long narrow passage though the chance of more survivors seems to be dwindling. Suddenly, they come to another cave-in ahead. Apparently, all routes deeper into the mountain have been destroyed in an effort to prevent the monsters from pursuing. A futile effort given the fact that the xill can phase through solid rock.
"They built themselves a tomb." Drahlneep says heavily. "I suppose we could try and get through, but why don't we backtrack first and see if there is another way?"
"These things are really starting to aggravate me... Drahlneep snarls as he levels his pistol at one of the two and blazes rapid fire laser beams at it.
Drahlneep fires pointblank at one of the xill young hitting it once before it ducks inside his firearm. Perrik gives a word of blessing 1d4 ⇒ 2 by calling out the numbers one and zero in various combinations. Kricker smacks the xilling closest to Drahlneep. The creature is small, but tough. Though injured, it keeps fighting.
Jeji perception DC 31:
The adult xill stealthily phases up from the floor behind you.
Rising from the floor behind Jeji unseen, the adult Xill attacks just as the kobold steps forward to help her companions. She is bitten and injected with the alien's paralyzing venom. Jeji- 6 bite, fort DC 16 or paralyzed
The little xills keeping attacking Drahlneep. He tries to ward off the many claws coming his way, but three get through his defense and he suffers another bite. Drahlneep-2,3,2 claw, 2 bite, fort DC 13 or paralyzed
Drahlneep continues to resist the full toxins, but worries he will eventually be over whelmed by the poison. He lets his anger go, finally ready to really lay into these creatures. He spins around to face the adult which has shown itself again.
Jeji nearly jumped out of her own scales as the creature bit into her. Instinctively she turned around to see the adult xill standing behind her. Not liking being this close, she dove to the side and tried to escape the creature's reach, but her attempt was clumsy in her near panic state.
Acrobatics:1d20 + 13 ⇒ (1) + 13 = 14
If she manages to escape (and not get paralyzed from an AoO), she'll draw her arc pistol at the end of her movement.
Jeji tries to flee, but has to push past Perrik as the kobolds are confined in the tunnel. She receives another bite. Jeji- 5 bite, fort DC 16 or paralyzed
Drahlneep releases his adrenaline and starts shooting at the bigger Xill. The red beam hits it once.
Kricker tries to concentrate on getting at least one of these little ones down before switching to the more dangerous big one. He continues swinging at the hurt little one.
Something in the young xill crunches under the impact of Kricker's wrecking bar, but it continues its desperate offense. It tries to grab Kricker inflicting deep scratches on the kobold. Drahlneep- 3,4 claw The other goes after Drahlneep just as the big one steps past Perrik to flank. The little one hits with two claws. Kricker-2, 3 claws. The big one hits with three claws, but Kricker ducks a bite. Kricker-10, 6, 12 claws Jeji's panting is shallow and fast with fear as she cannot a claw to assist or flee!
Drahlneep continues to ignore the smaller creatures, seeking out their mother instead. He empties the laser pistol in a cascade of light beams aimed at the creature.
Ah, yeah. I read the whole thing and thought the same, but when I posted earlier only skimmed looking for the exact damage to update my profile. Just let me know if I need to drop 5 more hp. Half making this note so I know what damage I already applied and what I didn't, lol.
Something in the wounded xilling crunches under the impact of Kricker's wrecking bar, but it continues its desperate attack on Drahlneep. It tries to grab the kobold inflicting deep scratches. Drahlneep- 3,4 claw The other goes after Kricker just as the big one steps past Perrik to flank. The little one hits with two claws. Kricker-2, 3 claws. The big one hits with three claws, but Kricker ducks a bite. Kricker-10, 6, 12 claws Jeji's panting is shallow and fast with fear as she cannot a claw to assist or flee!
Drahlneep fires again at the big alien burning it with the laser beam.
Perrik isn't close enough to heal Kricker. He'll be open to AoOs to cast and dart in to touch him.
Since none of Kricker's offensive spell tricks will work against these things, he gets desperate and tries to heal himself. He steps 5 feet to get out of the flank and casts cure moderate wounds on himself defensively.
OK! Forward! There is a map up on Roll20 if that helps.
The narrow tunnel is limiting the kobolds' maneuverability. Perrik cannot reach Kricker without stumbling over Jeji and risking the multi-clawed fury of the adult Xill. Likewise, Kricker is pinned between the Xill with no way to avoid them in the tight passage. He manages to maintain his focus as he dodges claws and casts a healing spell.
The critically wounded little Xill goes after Drahlneep again while the kobold focuses on the big one. Drahlneep is slashed twice. Drahlneep-3,4 claw Kricker continues to bear the brunt of the assault from his perilous position pinned between a full adult and juvenile Xill. He easily avoids the reach of the young one, but the adult is big and fierce. Kricker is clawed twice and bitten. Kricker-4,8 claw, 2 bite, fort DC 16 or paralyzed
Drahlneep switches to the powder gun and fires pointblank with a blast that nearly deafens everyone squeezed in the tunnel. The bullet rips through the big Xill leaving a critical wound.
Perrik shifts toward the end of the tunnel angling to get enough space between himself and the alien to use his long spear. Kricker remains pinned between the big and little Xills. Fortunately his heavy armor deflects the claws, but the little one manages to sink its fangs in a an unprotected spot. Kricker-3 bite, fort DC 13 or paralyzed
The Smiler gun clatters to the floor as Drahlneep grabs the last of his brace of pistols. With a scream of fury he pulls the trigger into the face of the alien.
Drahlneep's second bullet passes through the adult Xill's head with a spray of chitin flakes and ichor leaving only the last youngling to molest the kobolds.
Kricker's crowbar smashes into the stone phasing li'l xill cracking its skin. Perrik jabs, but the spear doesn't even scratch it. It disappears into the floor.
He then goes over to Jeji and tries to judge when the paralysis is likely to wear off.
And to top it all off, now that any silence has been shattered by the shots of Drahlneep, he tucks away the crowbar and readies his chainsaw (but not activated).
Kricker isn't particularly skilled in healing and afflictions, but Perrik is. He lets the koboldroid study Jeji while he stands guard with the chainblade. Perrik says, in his normal draconic, that the paralysis should wear off soon (about 10 minutes).
Unfortunately, the kobolds don't quite get that long as another creature rises from the stone floor just as Jeji begins to blink and twitch his claws.
This is a new creature, as wide as it is tall. It also has six limbs, but arranged symmetrically. Three arms radiate from around the top of its egg-shaped body and three legs form a tripod around the bottom. It has a big mouth filled with big grinding teeth at the top and three big eyes alternating with its arms. You spot a xill leg dangling from its maw which makes grating and crackling noises which might be speech.
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.
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.
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.
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.
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 ;)
Jeji the Unstable
Female Kobold (inspired alchemist, trapbreaker) Alchemist 1
N Small humanoid (reptilian)
Init +3; Senses Darkvision 60 ft.; Perception +7
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Defense
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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
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Offense
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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]
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Extracts
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1st (2/day)
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Formula Book 1st - bomber's eye, crafter's fortune, cure light wounds, detect secret doors, monkey fish, shield
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Statistics
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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]
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Special Abilities
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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.
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.
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.