Neemer, seeing that only one goblin remains, decides to let Garrlak have his fun. Holstering his light crossbow, he crosses his arms over his chest and cheers the bloodrager on. "Kill 'em Garrlak, eat him!"
Garrlak's claw strikes the goblin in the chest, tearing a ragged hole in its torso. The goblin falls to the ground, gurgling curses before dying.
Combat over! Good work, kobolds. You have made your chief proud this day. You will level up after the next encounter, as I go by the "level up when you're supposed to" option rather than XP.
Garrlak, panting from his exhausting rage, stands over his latest kill.
"You see now, Garrlak is of sharpest claw! You no run from me! Mother always told me I would..."
He starts muttering to himself softly, puffing out his chest, but otherwise not looking very aggressive or deadly. He sniffs the blood off of his claws as they retract to their original length.
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision
When combat feels over, Urzan sheathes his mighty weapon that decapitated two goblins. Without any particular direction, he sets out to extinguish fires, review the damage to the village, and help any wounded. The question of why would they attack nags at the back of his mind. If he hears Tarka calling to head to visit the daughter of Splitscale, Urzan runs to join her.
Neemer chortles happily when Garrlak finishes the fight. "Good job, guys and gals," he calls out to his fellow fighters. He searches the nearby goblin corpses for any valuables, as he is sure his fellows are as well.
Male Kobold Alchemist 2 ( HP 13 | AC 19, T 15, FF 16 | CMD 13 | Fort +3, Ref +6, Will +2 | Init +3 | Perc +7)
Klyx helps put out fires and check for any wounded before reporting back to the chief's hut. "Do you want us to inspect the perimeter? How did they get past the defenses?"
If that is taken care of, I am ready to visit Malka.
After stomping about uselessly for a little while, Garrlak sees the others trying to stamp out the fires and lends them a hand. He also looks around for any clues the goblins left behind.
Neemer-On each of the regular goblins, you find studded leather armor, a spiked heavy wooden shield, a vial of alchemist's fire, a climbing kit, a grappling hook, a bag of a tar-like substance, and a whole lot of useless junk. On the warchanter, you find two bottles of azure liquid, an alchemist's fire vial, a sun rod, a tar-bag, a yellow gem, a rapier, studded leather armor, a shortbow, a quiver of arrows, and a beautifully crafted but filthy flute.
Klyx-You saw that the shapes were reptilian, but nothing much beyond that.
Garrlak-On the warchanter's palm, you can see some sort of brand in the shape of a serpent eating its tail
You are all able to put out the fires in time, with the help of several guards who came too late to be of assistance. Although the occupants of the blazing hut were badly burned, Tarka and Urzan manage to help them to safety.
The chief slowly comes out of his hut, trembling slightly. He simply stares at the burn marks and gapes, at a loss for words.
"Worry not, noble sire, we will avenge this wrong against the Splitscales. The ground will drown goblin blood," Tarka says to her father, trying to comfort him. He touches his shoulder lightly, offering silent solidarity.
|Any kind of knowledge check we can make on the palm brand?
Male Kobold Alchemist 2 ( HP 13 | AC 19, T 15, FF 16 | CMD 13 | Fort +3, Ref +6, Will +2 | Init +3 | Perc +7)
"Right, we must teach them a lesson. Wait...what if they are trying to make us attack them?" Klyx rubs his tail in consternation.
craft alchemy:1d20 + 8 ⇒ (1) + 8 = 9check to identify bags if necessary. craft alchemy:1d20 + 8 ⇒ (5) + 8 = 13check to identify azure liquid.
Klyx, who is good at throwing things, will take a tar bag and see if someone else wants the others. He spends some time investigating the vials and sniffing them, and pours an experimental drop on the ground and observes it.
"We will rip the goblins to shreds! Rip the arms, rip the legs, rip the ears and smash the eggs!" he chants, pulling inspiration from the goblins previous performance.
AC 21 Touch 15 FF 16 CMD 15| Fort +2 Ref +6 Will +0 | Initiative +4 | Perception +6, Darkvision
Addressing the chief and Tarka, Urzan asks, "Will there be a retaliation party to pursue the goblins? They could learn their pathways and potentially kill any slow wounded gobs."
Neemer approaches, stumbling around a little bit under the weight of all the gobbo gear he liberated. With a grunt he dumps it all on the ground, grabbing the alchemist fire vial, the climbing gear, and the yellow gem for himself. "Gobbo stuff!" he announces, gesturing at it. "Don't play that lute though, hehehe...it's stinky."
You are kobolds of the Drake Fang tribe, a tribe located in the center of the Grinning Forest. Under the leadership of Chief Drakemaw, your tribe has flourished for decades in the unforgiving wood. However, not all is well. The tribe's former sorcerer, Splitscale, has gone missing, and the hated goblins of the Facemuncher tribe have been getting more daring in their raids. One day, Drakemaw summons you, some of the more powerful kobolds in the tribe, to his throne room. The tribe is in need of champions, and you have been selected to kill goblins and find Splitscale! The tribe needs you!
A fairly quick little adventure I came up with to kill time. Character creation rules are as follows:
-20 point buy
-Kobolds only
--As the Drake Fangs have lived on the surface for generations, they lose their Light Sensitivity.
-Level 2
--1000 starting gold
--Max HP for first Hit Die, half +1 for second
-Any Paizo material, assuming you can link me to it
--Occult Adventures playtest is acceptable
-The Drake Fangs are generally less paranoid and hateful than most kobolds. Any alignment except CE is acceptable.
-Any deities are alowed, plus the following homebrew gods:
Spoiler:
Arasheal
LN kobold godess of protection, motherhood, and the tribe
Domains: Community, Law, Luck, Protection, Scaleykind
Jarikil
LN kobold god of mining, metalworks, and warfare
Domains: Artifice, Darkness, Earth, Law, War
Parak
NE kobold god of magic, cunning, and revenge
Domains: Destruction, Evil, Knowledge, Magic, Trickery
Please post once per day, at least. Recruiting ends next Friday. Thank you for your time.
I'm interested as well. What level will it end at? I was thinking of taking Oracle and then multi-classing into Dragon Disciple. Also thinking about Swarm-Fighter or being a Trapper Ranger.
Here my level 1 Kobold Huntsmaster Cavalier with a dire weasel companion. The overall goal of the character was to have the kobold be the alpha leader of a weasel pack. The kobold was for a Kingmaker game that didn't last very long.
It's based on 25pt buy so I'll be happy to tweak him as needed. Also, the weasel companion is a re-skinned wolf AC, again, I can change that on request.
Masterwork Pistol (Small):
to hit: +2
damage: 1d6
critical: 20/x4
range: 20 ft.
special properties: Misfire on 1 (5 ft)
Gauntlet (Spiked) (Small):
to hit: +0
damage: 1d3-1
critical: 20/x2
Alchemist's Fire (Flask) (Small):
to hit: +5
damage: 1d4+1
critical: 20/x2
range: 10 ft.
special properties: Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.
--------------------- Special Abilities --------------------
------------------------- Equipment ------------------------
Name QTY LBS
Gauntlet (Spiked) (Small) 1 0lbs
Masterwork Chain Shirt (Small) 1 12lbs
Buckler (Small) 1 2lbs
Waterskin (Filled) (Small) 1 1lbs
Alchemist's Fire (Flask) (Small) 5 1lbs Special: Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.
Masterwork Pistol (Small) (2 lbs.)
Bandolier (Small) (0 lbs.)
Backpack (Small) (14.25 lbs.)
Bedroll (Small) 1 1lbs
Flint and Steel 1 0lbs
Gunsmith's Kit 1 2lbs
Mess Kit 1 1lbs
Rope (Silk/50 ft) 1 5lbs Special: 4 hp, DC 24 Strength check to burst
Bullet (Firearm/30) with gunsmithing 9 4lbs
Pouch (Belt) (Small) (1.875 lbs.)
Powder Horn 1 1lbs
Rations (Trail/Per Day) (Small) 1 0lbs
Alchemical Cartridge (Paper/Bullet) with gunsmithing 20 0lbs Special: (Alchemical Cartridge (Paper/Bullet))
Bullet (Adamantine) with gunsmithing 10 0lbs Special: (Bullet (Adamantine))
Bullet (Firearm/Silver) with gunsmithing 10 0lbs Special: (Bullet (Firearm/Silver))
Bullet (Firearm/30) with gunsmithing 1 0lbs
Total weight carried: 35.88
Current load: Medium
Encumbrance
Light: 20
Medium: 40
Heavy: 60
--------------------------- Magic --------------------------
------------------------ Description -----------------------
Height: 0' 0" Weight: 0 lbs. Gender: Male
Eyes: Hair: , Skin:
Dominant Hand: Right Quirks: ,
Speech style: Quotable:
Full Description
I'm interested as well. What level will it end at? I was thinking of taking Oracle and then multi-classing into Dragon Disciple. Also thinking about Swarm-Fighter or being a Trapper Ranger.
It will be going until level 7-9, maybe a bit longer if everyone wants to.
It's hard to figure out a class, considering Kobolds have such harsh Ability Score Bonuses (or should I say penalties).
I've narrowed down my choices to:
- Swarm Fighter
- Bloodrager/Dragon Disciple (only if you accept Draconic Bloodline Bloodrager to be compatible with Dragon Disciple)
- Grenadier Alchemist (focusing on poison bombs and such)
Sweet! I'm just trying to figure out the Ability Scores. Being on the front lines with penalties to Str and Con is no easy task. The racial trait Shoulder To Shoulder would help slightly alleviate some of the troubles, although I'm not sure how that would work out on the map.
Is this set somewhere in Golarion? What's the general arc/plotline of the campaign going to be? Have you run any other PBP besides your Psychic We Be Goblins game? Sorry for all the questions, just trying to figure what I'd be getting into before spending the time on a character. I recently got into a game only to have it die right away, so I've been trying to vet my potential PBP GMs a little more. Thanks! :)
Is this set somewhere in Golarion? What's the general arc/plotline of the campaign going to be? Have you run any other PBP besides your Psychic We Be Goblins game? Sorry for all the questions, just trying to figure what I'd be getting into before spending the time on a character. I recently got into a game only to have it die right away, so I've been trying to vet my potential PBP GMs a little more. Thanks! :)
1. It isn't set on Golarion. Technically, it's set on my homebrew world.
2. The PC's are going to be sent to discover the whereabouts of the eccentric-yet-skilled sorcerer Splitscale while fighting off particularly savage goblins. Things quickly escalate as it turns out the goblins have unusual backup...
3. No, I'm afraid I have not. This is going to be a learning experience for me.
I have every intention of keeping this alive, if life doesn't get in anyone's way.
I present Vanilith for consideration. Kobold Synthesist Summoner that takes the form of a medium green dragon. I know this class is typically considered to be overpowered, so I have intentionally tried to keep it in check. The character will take a front-line combat role as well as diplomacy/intimidate skill monkey.
Thanks for the swift response. Do you intend to use maps during combat for this game?
Yes. Not super experienced with Google Docs, but I can make it work.
In that case I think I'll submit an application. I'll need some time to think of how I can make kolbold work for me. My initial impulse was a kobold with a gun. Probably some fusion of Zen Archer, Gunslinger and maybe a level or two of fighter. Are you okay with guns? If so are they at the "emerging" level, like default Golarion?
Thanks for the swift response. Do you intend to use maps during combat for this game?
Yes. Not super experienced with Google Docs, but I can make it work.
In that case I think I'll submit an application. I'll need some time to think of how I can make kolbold work for me. My initial impulse was a kobold with a gun. Probably some fusion of Zen Archer, Gunslinger and maybe a level or two of fighter. Are you okay with guns? If so are they at the "emerging" level, like default Golarion?
Emerging guns are fine. There's a crazy old gunsmith that lives on the fringes of the village, so you can be in cahoots with him or something.
...
Spoiler:
God, I love the word "cahoots." It's just a damn good word.
She's going to be buffing, healing and crowd controlling. If she gets in melee something is going seriously wrong. She will also be the party face.
I'm not sure where I want to take the fluff exactly yet. I'm thinking she's like the prettiest girl in the tribe, and her magical singing is well known. Could she potentially be the chief's daughter or niece or something?
She's going to be buffing, healing and crowd controlling. If she gets in melee something is going seriously wrong. She will also be the party face.
I'm not sure where I want to take the fluff exactly yet. I'm thinking she's like the prettiest girl in the tribe, and her magical singing is well known. Could she potentially be the chief's daughter or niece or something?
Certainly. The chief has many children, but often ends up ignoring them when sh*t gets real.
==TRAITS==
1. Armor Expert (Combat) When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
2. Gravelwalker (regional) You can move normally through such obstructed spaces, and can run or charge though them with a successful Acrobatics check.
==SKILLS==
8 ranks = 4 +2 +2 only Int based
Acrobatics* +8 (1 rank +3 class +4 Dex -0 ACP)
Climb* +4 (1 rank +3 class +0 Str -0 ACP)
Craft (trapmaking) +7 (2 rank +3 class +0 Int +2 racial)
Escape Artist* +8 (1 rank +3 class +4 Dex -0 ACP)
Perception +7 (2 rank +3 class +0 Wis +2 racial -0 ACP)
Stealth* +12 (1 rank +3 class +4 Dex +2 racial +4 Size -0 ACP)
* = Armor Check Penalty (ACP) = -0 = -1 Masterwork Chain Shirt -0 Masterwork buckler +1 Armor Expert
Languages Draconic
==EXTRAORDINARY & SUPERNATURAL ABILITIES==
Armor: Kobolds naturally scaly skin grants them a +1 natural armor bonus.
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.
Darkvision: Kobolds can see perfectly in the dark up to 60 feet.
Panache (Ex): 1 per day. More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.
Deeds Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do (Ex) : At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex) : At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser's is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker's space. This movement does not count against the mouser's movement the next round, and it doesn't provoke attacks of opportunity. While the mouser is within a foe's space, she is considered to occupy her square within that foe's space.
While the mouser is within her foe's space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser's allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe's space and leave the foe's space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.
Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Scholastic (Ex): Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.
==EQUIPMENT== 1,000 gp
Worn
(free) Soldier’s Uniform – 2.5 lb.
(340 gp) Masterwork Small Terbutje, steel cold iron – 2 lb.
(250 gp) Masterwork Small Chain Shirt – 12.5 lb.
(155 gp) Masterwork Small Buckler – 2.5 lb.
(1 gp) Shortspear – 1.5 gp
(2 gp) Dagger – 1 lb.
(5 sp) Multi-pocketed belt (bandolier)
1. (50 gp) Potion of Cure Light Wounds
2. (50 gp) Potion of Cure Light Wounds
3.
4.
(50 gp) Masterwork Backpack +1 lb from kit
- (9 gp) Fighter’s kit (less 10 torches) – 13.25 lb. (29 lb. -10 torches -1 small backpack -0.25 small belt pouch -2 small waterskin -2.5 small bedroll)
Current Load 33 lb. Light
Currency 3 gp
Carrying Capacity Medium Load (39 – 76 lbs.)
I'm not convinced about the Gravelwalker regional trait. Let me know if anyone has a better trait idea.
==STATISTICS==
Str 14, Dex 13, Con 12, Int 7, Wis 7, Cha 14
BAB +2, CMB +3, CMD 14
==FEATS==
Armor & Shield Proficiency (light/medium armor and bucklers) – Bloodrager Default
Weapon Proficiency (simple and martial weapons) – Bloodrager Default
Tail Terror
==TRAITS==
1. Magical Knack (Magic) Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
2. Kobold Faith(Racial) You gain a +2 trait bonus on Diplomacy checks when dealing with other kobolds.
==EXTRAORDINARY & SUPERNATURAL ABILITIES==
Armor: Kobolds naturally scaly skin grants them a +1 natural armor bonus.
Spellcaster Sneak: Traversing the tunnels near big, nasty, hungry creatures, you learned to keep quiet- and to keep your spells quiet too. You gain a +2 racial bonus on Stealth checks, and once per day you can gain the benefit of the Silent Spell feat on a spell you cast. This racial trait replaces crafty.
Darkvision: Kobolds can see perfectly in the dark up to 60 feet.
Bloodline
Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager's alignment doesn't restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn't dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table 1–4. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
Bloodrage (Su)
The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Fast Movement (Ex)
A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
Uncanny Dodge (Ex)
At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Claws (Su)
At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.
==EQUIPMENT== 1,000 gp
Worn
(free) Soldier’s Uniform – 2.5 lb.
(301 gp) Masterwork Small Tail Attachment (Pounder) – 4 lbs.
(200 gp) Masterwork Small Scale Mail – 30 lbs.
(5 sp) Multi-pocketed belt (bandolier)
1. (50 gp) Potion of Cure Light Wounds
2. (50 gp) Potion of Cure Light Wounds
3. (50 gp) Potion of Enlarge Person
4. (50 gp) Potion of Enlarge Person
(50 gp) Potion of Cure Light Wounds
(50 gp) Potion of Enlarge Person
(9 gp) This kit includes a backpack, a blanket, a belt pouch, a flint and steel, an iron pot, soap, torches (10), trail rations (5 days), and a waterskin. - 29 lbs.
Current Load 63 lb. Medium
Currency 190 gp
Background:
Garrlak is a red-scaled kobold.
He is a feisty fellow who loves fire, but also has a gentle, nature loving side. He loves small woodland animals, and gets enraged by those who harm them.
He claims to be a real dragon, much to the dismay and annoyance of the other kobolds in the tribe. No one seems to believe him, but one day, he will show all his true Draconic Power! Additionally, he is thrown into a rage when people decline to see him as a dragon. Even though his tribe doesn't always approve of him, Garrlak is still thankful to them for taking him in after he was found alone at a young age. He will fight to the death for his tribe.
Because of his low intelligence and wisdom, he often stumbles into traps and gets himself into sticky situations. He is reckless and tries to take challenges head on and jump into the fray.
He can be found at the front lines of the battle, furiously clawing away at all aggressors, and using his tail for additional attacks.
Sounds interesting. Will work up an Alchemist (Alchemical trapper). Any thoughts on making alchemical coal? It is listed in the ARG but it doesn't give a DC to craft.
Sounds interesting. Will work up an Alchemist (Alchemical trapper). Any thoughts on making alchemical coal? It is listed in the ARG but it doesn't give a DC to craft.
Any room left for Detective Neemer Kresh, Inquisitor Extraordinaire? I built him for an earlier campaign, so I'd have to level him down to 2, but he's good to go otherwise!
Any room left for Detective Neemer Kresh, Inquisitor Extraordinaire? I built him for an earlier campaign, so I'd have to level him down to 2, but he's good to go otherwise!
There's always room. Except when the deadline's here, of course.
Description: Neemer likes to wander far, and has excellent senses. He's also a survivalist, able to live off the land on his long forays away from home. He "found" a small human child's hat a year ago that he has taken to eternally wearing on his head because it fits him. It resembles a green beret. He thinks it looks great. He's purple-scaled and only about 2'6" tall, with long narrow fingers.
Background: Neemer's small size and weak limbs as a young kobold led to him getting beat up a lot. Now, as an adult kobold, he wants to return the favor. He's ingratiated himself (partially due to the unusual purplish color of his scales) with the Chief's good graces, and serves him by tracking down dissenters to his rule and silencing them. He takes a lot of pride in his work, believing that it furthers the Drake Fang Clan's march toward being a civilization in its own right - as Apsu wills for all kobolds and scaleykind. Alignment: LN.
If you've ever seen DS9, I'm modeling my character's personality off of Odo a bit, though with some of Quark's greed mixed in too for inspiration.
How much of a backstory are you looking for, GM Halftime? My general idea is that Tarka is the daughter of the chieftain (one of them anyway). She's always been the prettiest kobold girl, and most of the other girls her age are jealous. But actually she's really sweet and nice. She likes to help other people, and is nice to anyone. She's really good at singing, and always sings stories for the tribe at night. Her songs are so good that they can work some minor magic as well, so she serves as the tribe's doctor.
Other than that...I don't really know. I'd need more info on the setting to write more detailed stuff I guess.
Edit:Maybe Splitscale is her lover? He's got high charisma yea? Are there any other spell casters in the tribe besides Tarka and Splitscale?
Wolfwaker here. Can I assume the alchemy crafting kit weighs half normal for a Small character, as weapons and armor do? Trying to make sure I can carry all this stuff with an 8 Str.
Can we start with any crafted items (consumables)? Does that halve the cost?
I am focusing on bomb damage and other alchemist tricks. My melee damage is tiny but I still found it handy to take Weapon Finesse, I figure I can do a trip or a disarm, or maybe use poison.
How much of a backstory are you looking for, GM Halftime? My general idea is that Tarka is the daughter of the chieftain (one of them anyway). She's always been the prettiest kobold girl, and most of the other girls her age are jealous. But actually she's really sweet and nice. She likes to help other people, and is nice to anyone. She's really good at singing, and always sings stories for the tribe at night. Her songs are so good that they can work some minor magic as well, so she serves as the tribe's doctor.
Other than that...I don't really know. I'd need more info on the setting to write more detailed stuff I guess.
Edit:Maybe Splitscale is her lover? He's got high charisma yea? Are there any other spell casters in the tribe besides Tarka and Splitscale?
Edit edit: Assuming of course she gets in.
Garrlak will be a charisma based spellcaster as well.
How much of a backstory are you looking for, GM Halftime? My general idea is that Tarka is the daughter of the chieftain (one of them anyway). She's always been the prettiest kobold girl, and most of the other girls her age are jealous. But actually she's really sweet and nice. She likes to help other people, and is nice to anyone. She's really good at singing, and always sings stories for the tribe at night. Her songs are so good that they can work some minor magic as well, so she serves as the tribe's doctor.
Other than that...I don't really know. I'd need more info on the setting to write more detailed stuff I guess.
Edit:Maybe Splitscale is her lover? He's got high charisma yea? Are there any other spell casters in the tribe besides Tarka and Splitscale?
Edit edit: Assuming of course she gets in.
At least a small paragraph of backstory is enough. Splitscale could be her lover if you want to go that route, just be aware that he was never a very stable kobold and was prone to arguing with himself despite his cheerful demeanor. There are several spell casters in the tribe, most of them sorcerers studying under Splitscale, with a few oracles and shamans that deal with spiritual matters. The chief himself has a huge book that he reads constantly; no one is sure if it is a spellbook or something else, though.
Klyx Emberheart wrote:
Wolfwaker here. Can I assume the alchemy crafting kit weighs half normal for a Small character, as weapons and armor do? Trying to make sure I can carry all this stuff with an 8 Str.
Can we start with any crafted items (consumables)? Does that halve the cost?
I am focusing on bomb damage and other alchemist tricks. My melee damage is tiny but I still found it handy to take Weapon Finesse, I figure I can do a trip or a disarm, or maybe use poison.
Yes, the alchemy kit is half-weight. If you can craft an item, you can start with it at half cost.
Hum. I'm reading that new guide to post by post playing. As I've never played (and only recently saw this online campaign forums!)
This isn't like official PFS or anything is it ? Just a random game? (as I've never done pfs, don't have a card etc).
I've got an interest. I'm poking around other forums to see how a post by post is played exactly.. so I'm sorta commenting here so I can find this place again..
Have a strong interest in Mesmers. I'll have to read up on Kobolds as well (never played as one, Not sure if I've ever fought one either!)
After I read the tip on post by post and read some other stuff and if I think I can do it well. (I don't want to ruin a game forpeeps cause I'm Lame!) I'll post a build!
cause this is a posting game and not like roll20.net or some other program? If I'm understanding right. (kinda new at this part of forums)
Any specific formatting sorta stuff you want? How do dice rolls work? etc
Assuming your still hunting for players I mean haha. I assume the deadline was this friday
Alaska USA time zone, possibly different in a month or two
Hum. I'm reading that new guide to post by post playing. As I've never played (and only recently saw this online campaign forums!)
This isn't like official PFS or anything is it ? Just a random game? (as I've never done pfs, don't have a card etc).
I've got an interest. I'm poking around other forums to see how a post by post is played exactly.. so I'm sorta commenting here so I can find this place again..
Have a strong interest in Mesmers. I'll have to read up on Kobolds as well (never played as one, Not sure if I've ever fought one either!)
After I read the tip on post by post and read some other stuff and if I think I can do it well. (I don't want to ruin a game forpeeps cause I'm Lame!) I'll post a build!
cause this is a posting game and not like roll20.net or some other program? If I'm understanding right. (kinda new at this part of forums)
Any specific formatting sorta stuff you want? How do dice rolls work? etc
Assuming your still hunting for players I mean haha. I assume the deadline was this friday
1. This isn't PFS or anything like it. It's just a game.
2. This isn't on any website but this one. Maps will be linked in the thread.
3. No specific format, just make it clear and readable.
4. To roll dice, type [ dice=BLANK ] XdY+Z [ /dice] without the spaces. Fill in BLANK with whatever kind of roll you are doing (such as Attack Roll or Perception Check). Make X the number of dice you want to roll, Y the type (such as d4 or d20), and make Z the number added to the roll.
5. The recruitment is still ongoing.
Thank you for your time! And welcome to the PBP forum.
Hum. I'm having a hard time figuring out Kobold social stuff/personality stuff. The PRD's entry on them isn't really very clear. Trying to figure out a backstory..
At the very least trying to figure out if bookish kobolds exist haha. Every char i've made so far has had some aspect of book. (as i'm rather book obsessed in real life)
Anyone know a good place to figure kobold life out?
Previous Kobold experiences in past games are sorta.. biased on insanity and borderline animalistic/evil. Which doesn't seem quite right