KOBOLD BLADE CR 3 x6
XP 800
Kobold fighter 4
LE Small humanoid (reptilian)
Init +4; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 22, touch 15, flat-footed 18 (+6 armor, +4 Dex, +1 natural,
+1 size)
hp 30 (4d10+4)
Fort +4, Ref +5, Will +1 (+1 vs. fear)
Defensive Abilities bravery +1
Weaknesses light sensitivity
OFFENSE
Speed 30 ft.
Melee mwk rapier +11 (1d4+2/18–20)
Ranged mwk light crossbow +10 (1d6/19–20)
STATISTICS
Str 10, Dex 18, Con 10, Int 13, Wis 10, Cha 8
Base Atk +4; CMB +3 (+5 dirty trick); CMD 17 (19 vs. dirty trick)
Feats Combat Expertise, Improved Dirty TrickAPG, Weapon
Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
Skills Craft (trapmaking) +3, Intimidate +6, Knowledge
(dungeoneering) +8, Perception +2, Profession (miner) +2,
Stealth +13
Languages Common, Draconic
SQ armor training 1, crafty
Combat Gear elixir of fire breath, potion of cure moderate
wounds; Other Gear mwk breastplate, mwk light crossbow
with 10 bolts, mwk rapier
Cutlass CR 5
XP 1,600
Warforged (- None -) fighter 6
LE Medium construct (living)
Init +8;
Senses Perception +6
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Defense
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AC 21, touch 13, flat-footed 20 (+8 armor, +1 deflection, +1 Dex, +1 enhancement)
hp 58 (6d10+21)
Fort +8,
Ref +4,
Will +4 (+2 vs. fear)
Defensive Abilities fortification;
DR 3/adamantine
Weaknesses warforged vulnerabilities
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 vicious cutlass +13/+8 (1d6+6/18-20 plus 2d6) or
. . slam +5 (1d4+2)
Ranged light crossbow +7 (1d8/19-20)
Special Attacks weapon training (heavy blades +1)
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Statistics
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Str 18,
Dex 12,
Con 14,
Int 12,
Wis 12,
Cha 10
Base Atk +6;
CMB +10;
CMD 22
Feats Combat Expertise, Deadly Aim, Improved Damage Reduction, Improved Initiative, Lunge, Potion Glutton, Power Attack, Pushing Assault[APG], Toughness, Weapon Focus
Skills Acrobatics -3 (-7 to jump), Climb +4, Craft (blacksmith) +8, Intimidate +8, Knowledge (dungeoneering) +5, Knowledge (local) +6, Perception +6, Profession (soldier) +10, Swim +4
Languages Common, Language of Lord of Blades
SQ armor training 1, consume, die hard, finesse weapon attack attribute, rules changes, warforged immunity
Combat Gear potion of repair light damage (3),
potion of repair moderate damage;
Other Gear mwk vicious cutlass, crossbow bolts (9), light crossbow
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Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Consume A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
Damage Reduction (3/adamantine) You have Damage Reduction against all except Adamantine attacks.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Die Hard A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but s
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Fortification 25% (Ex) When a critical hit or sneak attack is scored on a warforged, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Potion Glutton Drinking a potion, elixir, etc. is a swift action that does not provoke an AoO.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Warforged Immunity (Ex) Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
Warforged Vulnerabilities The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor.
Weapon Focus (Heavy Blades) Choose one weapon group. You become better at using that type of weapon.
Prerequisites: base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades.