Legacy of the First (Inactive)

Game Master Archae

A Kobold only survival Kingmaker style game, where the pc's must venture into unknown home brew lands.


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So here's the general plot

"A group of 4 to 5 Kobolds from the various tribes around the Nine Kingdoms are being sent out to venture beyond the lands to settle a new city. The story itself is pc driven, i'll provide quests and general plots the crew can investigate."

This is a Survival city building style game using Kobolds only
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Creation rules
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System : PF1, no 3rd party, only paizo material
ability scores: 20 pt buy
race: There can be only one!... Kobolds
Classes: any, Unchained allowed, Rogue gets Skill unlocks other classes need the feat
background Skills and character traits
Alignment: Chaotic Neutral, and evil alignments banned.
Level 1
Starting gold: Max for class
HP: at first level Max, every level past roll and reroll 1's

Mapping will mainly be description and theater of the mind style, for this i'll be considering flanking when two or more pc's engage a target in melee as normal or if you have a feat for ranged.

for your Submission I want to see: {In separate spoilers preferred, so as to avoid clutter}
1. stat block
2. backstory (doesn't have to be long, just enough to see some hooks)
3. Basic information in the Stat bar if accepted

Recruitment will last until January 1 2020, It's a Holiday Season here in the US. The long length is to ensure everyone finishes and has time for the seasons.

I'll be on and off periodically checking so ask questions if you have them! Posting expectation will be a nice calm pace, but you're expected to post at least 1 every 2 to 3 days unless things move a little faster.

Setting information:

The Elemental-kin, Tiefling and aasimar are different due to only demi planes existing.

Tieflings in short are those whose family has a history of corruption or evil, though aren't necessarily evil themselves. Aasimar are born of heroes, paladins or those connected with justice, goodness and kindness. These standards applies to bloodlines and the like as well.

Where as The elemental children are all blessed by one of the four gods.

*Kobold Tribes can be found in any of the nine kingdoms, but are more prevalent where listed

The Land of the Nine Kingdoms

* Humans can be found in any of the nine Kingdoms but aren't are prevalent as in other settings.

*Halfling do not exist

* Orcs are nomadic small tribes and can be found in any of the Nine.

Rivalen

Rolling grasslands in the center most of the continent. It started off small during the reign of it's original emperor Archae-Nym a dusk elf, he was generally an unknown figure despite being emperor. liittle is known about him . It's now ruled by his Daughter.

Illyasviel Nym, who seemingly came out of nowhere, Slew him and took over. She's regarded as one of the strongest People in the world of Aeos. Having slain dragons, eldritch horrors and shown political competence enough to turn Rivalain into a large kingdom made of pieces of the other 8 Kingdoms.

She's now the High Queen and makes laws and watches over the other 8 Kingdoms and their rulers.

She established Pit, A miles deep inescapable prison where most Criminals in the nation are kept. it's guarded by what seems to be a scaleless dragon and it's depths are rumored to be infinite and holding worse and worse things the further one goes down.

The Great Colliseum- A place of combat where annual tourneys and gladiatorial combat is held. The Tourney celebrates the Coronation of the Empress and allows the prisoner who wins freedom from the Pit. This Competition attracts merchants from all over to sell wares and marks the beginning of the Annual Culture festival during the time War between the 9 kingdoms is deemed illegal. The Celebration occurs for exactly 1 week at the beginning of the year

Populated mainly by Kitsune, Skinwalkers Catfolk and Tengu.

Greywood

A massive forest of almost never ending rain, it's floor is almost always foggy and teeming with dangerous living plants and predators. The run off from this massive jungle leads into The Black Fens.

The Vanara and Ratfolk often work together to build Settlements in the safety of the tree tops.

The practice of Alchemy is deeply rooted here, so many alchemists come here to study from the masters

It's main inhabitants are the Vanara, Ratfolk Though Many Tribes of Grippli live around the rivers on the border between Greywood and The Black Fens

The Black Fens

The Fens are a Dangerous Swamp cloaked in dark magics and containing many eldritch abominations, Giant insects and Poisonous plants. Few have explored beyond the borders enough to document whats inside.

A dangerous swamp inhabited by very few people at all, Those who do live here however claim that the only way to survive is with the protection of the Witches of the swamp.

The Fang Mountains

A large mountain set covering the North eastern section of The Nine Kingdoms, The the western section of the mountains is warm and has many under mountain Dwarven cities, while the further east sections are snowy and filled with abandoned tunnels and dragons

The Dwarves of the fang mountains have been fighting dragon incursions for many years, keeping them from invading the rest of Rivalain.

Within the Fang mountains is the Mage's College known as the Spire. A massive Skyscraper of a tower constructed from a seemingly impossible amount of Marble. Since The High Queen took over she established a law forcing Mages in Rivalain to get licenses for tracking or be sent to the Pit

Between the two Factions, Mages and Dwarves. they have some of the best Craftsman in the World Rivaled only by the Unique builds of The Underland Craftsmen

The Underland

A huge underground Cavern underneath the Nine Kingdoms, they're inhabitant have developed some of the most advanced Technologies in the world Basically Steam punk, guns and Other fantasical technology

The people of The Underland have been at war with the Goblinoids of Nar'Voth, Though from their perspective it's not much of a war.

The Underland is inhabited By Drow, Gnomes, Kobolds and other races that might be found underground.

* Drow in this setting are not evil but rather more Lawful and view themselves as Superior beings. Drow Nobles only exit through taking the feats and not as a natural born race.

* Kobolds Are different as seen in the spoiler Below

Nar'Voth

Nar'Voth is all Badlands and mines, it's only inhabitants being Goblinoid races and the Nomadic Orc Tribes though the two don't associate usually.

The Goblinoids usually set up around what few sources of water they can find and build massive mines that they have slaves taken from war or raids work in.

The Goblinoids tame Acid spitting Insectoid mounts known as Ankhegs

They're generally Organized bands of Goblinoids all part of several houses lead by a chief. Usually they either fall into the categories of Military Settlements or Mercantile Settlements and it's rare for the two categories to intermingle, One starting wars and the other trying to improve the land they have.

The Western Expanse

A Vast Desert with many tombs both recent and ancient. Most Cities are built along The Great river of Ur, a massive river that flows through the desert and into the badlands of Nar'voth.

The Western Expanse is odd in that an Election is held between the two Noble houses, one run by Elves and the other Gnolls. Who so ever wins runs the city until the election on the following year.

The Expanse has seen it's share of Necromancy issues, and stands as both the best place to learn about undead, both to raise and to hunt...

Shira' Kor

An couple Volcanic Islands among an entire Archipelago of uninhabited islands.

Most are fishermen, farmers, Herbalists, Alchemist.

The inhabitants are Mostly Lizardfolk,Skinwalkers, Nagaji, Grippli, some tribes of surface kobolds

Windswept Valley

A Isolated Valley far beyond the Fang mountains. Few have ever seen what lies inside but it's rumored to be the home of the gods.

The Four Supreme Deities
The four supreme Deities are draconic gods who created the world of Aeos and many of the beings that inhabit it.

They each come together to control the cycle of life and death

Typical depictions of them show only Aki'lan and Yue have wings, suggesting they are female and Zyan'mu and Kol are male.

Zyan'mu the Essence

Mentioned as the eldest of the four, Zyan'mu is typically depicted as a blue sea serpent like dragon with white fur along the back side and deep blue scales.

Zyan'mu created the soul and represents Good, Healing, Water, Repose, Protection, Community

Humans born with his blessing become Undines

He is typically worshiped by doctors, commoners, and sailors

his symbol is a dew drop rolling off a Lotus.

Kol the Architect

Kol is The youngest and most moody of the four. He is a bronze colored dragon with a metallic sheen, with hand like claws.

He is known to create the physical form of mortals and the world.

Typically arcane magic is associated with him, he is known to be the greatest blacksmith and mage to exist in Aeos though he rarely works with metal even going so far as to forbid nature mages (Druids) from wearing metal armor.

Earth, Magic, Knowledge, Rune , Artifice, Plants and Animals fall under his per view

Humans blessed by him become Oreads

He view necromancy in a neutral light, seeing raising the dead as the worst offense and a corruption of the nature he created. but it's other spells worthy of study.

He is typically worshiped by Smiths, mages of all colors, artists and those who love nature.

His symbol is an eye surrounded by various rune work

Aki'Lan the Judge

The most Worshiped of the four deities, She appears as a typical red dragon though significantly bigger with large ruby like growths across the scales that are both armor and spike like.

Aki'Lan Judges the souls of the dead, deciding if they are worthy to pass onto new life or not. She gave mortals a mind and the ability to think and learn.

She is typically associated with formal society, tradition, order, honor, As well as Fire, the sun, Law, Nobility Glory and Knowledge, combat and Metal.

After a argument between herself and Kol the two formed a Rivalry. during which he refused to use metal which is associated with her.

She is followed mainly by knights, merchants and tradesmen, and many others

Humans blessed by her become Ifrits

Her symbol is a Shield with a sun

Yue the World Eater

The least worshiped though surprisingly the strongest of the four deities. She is a light green dragon with massive feathered wings and several smaller tufts going along the body and tail. Unlike the other deities she is known to have a human form though as a god it changes appearance frequently with the exception she always has her wings

Known far and wide as the World Eater, Her duty is to carry mortal souls to be judged. At the Worlds end she will eat it and create a new one.

She is not usually worshiped but is oddly the most likely god to walk among mortals and interfere. She gave mortals free will and the ability to choose and make their own decisions.

While representing destruction and Chaos, she also represents freedom and stands against dictatorship and corrupt rulers. Things such as Air, Liberation, Travel, Luck, Death and Trickery fall under her per view

She is rarely followed by anyone as a result of her World eater legend, but more than one rebellion has flown her flag.

Humans blessed by her are Sylphs, Due to this Sylphs unfortunately are seen as bad fortune and discriminated against

Her symbol is two intertwining swirls

Kobold Changes:

Kobolds of Aeos are known as "the First Children" Mainly due to the oldest known documentation (Their own) claims that historically they came first. They typically have short life spans but bare many offspring and large families. These small proud reptilians, mastered the written language draconic and take pride in their minds and draconic heritage.

Physical description
Kobolds are a more Crocodilian species of reptile in appearance, being scaly and taking on similar colors to dragons. They're typically born with either a long prehensile tail or a short stubby tail with gliding wings.

typically they are short only growing to around 2 - 2'8 on average with outliers growing up to 3'5. Usually weighing around 30-40 pounds.

They can also have a horns and spikes across the body or colorful feathers.

Most Kobolds have similar colors in relation to their family but clans are often mixed.

Society

Kobolds live in any area they can grab, though prefer places where they can get frequent building materials like Forests or caves. Their warrens are organized and frequently added on too, families of kobolds live together whiles hatchlings and eggs are brought to the hatchery for safety.

Kobold Hatcheries are considered the most important part of the clan and where most of their protection goes. A hatchery is an area where eggs can be incubated and young hatchlings raised and taught by the clan elders until they mature.

Kobolds are one of Aeos most clever races, being taught building, mining and engineering from a young age as it helps with the clan, and everyone helps in the clan. That is because everyone from the lowest janitor is taught the importance of their job.

Kobolds often follow a clan of three, consisting of a clan elected leader, a military leader and the religious leader. Though they'll bend to a different race or ruler if they find their leader more competent than them.

Relations

Kobolds are an organized and populated group that work well together, they're cautious and precise.

Kobolds share frequent rivalry with Ratfolk and Gnomes who they see as competition. Gnomes specifically, they live with in the Underland. The clans around their, it's well known the Engineering corp argue over whose technology is more useful, The Kobolds practical tech, or the Gnomes experimental.

They dislike war and pointless fighting and as such don't get along with more war prone races like dwarves and orcs. This is likely due to their history of losing wars, their pride and jealousy.

Alignment and Religion

Kobolds range from cunning and conniving to organized and lawful.

They follow any of the four supreme deities and typically allow that to influence their alignment. but typically they don't tend toward good or evil, they keep a degree of neutrality as that's what they view as most beneficial and practical

Adventurers

Kobold adventurers aren't uncommon, usually it happens when some decide to venture out to explore the lands, learn a trade, skill or form their own clan.

Racial Traits

Ability Score: +2 Dexterity, +2 Intelligence or +2 Charisma, -2 Strength. Kobolds are fast and typically clever in some manner but they're physically weak.

Kobolds are humanoids with the reptilian subtype.

Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Base speed: 30 ft

Languages: Kobolds begin speaking The Common language of their area and Draconic. Kobolds with a high intelligence can choose from the following: Gnome, Undercommon, Dwarven, Auran, Ignan, Terran or Aquan.
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Defense Racial traits
Armor: Kobolds naturally scaly skin grants them a +1 natural armor bonus.

Or

Dragon-Scaled Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of dragon seem undeniable . These Kobolds gain a 5 resistance to Fire, Electricity, Acid or Cold. This bonus stacks with other sources.
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Crafty: Kobolds gain knowledge (Engineering and history), a Craft or profession skill as class skills. They also gain a plus two to these skills.

DarkVision: 60 feet
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Gliding Wings Some kobolds are born with wings that, while too weak for actual flying, do allow them to fall at a very slow and safe pace. A kobold with wings can use them to glide. It can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, it may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet it falls

Or

Prehensile Tail Your tail is especially flexible and strong, so you’ve learned to use it for both movement and simple tricks. You gain a +2 racial bonus on Acrobatics and Climb checks, and you can use your tail to draw a hidden weapon as a move action instead of as a standard action.


Dotting


Sorcerer starting wealth: 2d6 ⇒ (3, 1) = 4 x 10 = 40gp. Ahh. A simple life to start.


Dotting - will prepare my winter witch as previously spoken :)


A Mouser, or maybe a Vexing Dodger, has no small appeal.

/rimshot

I'll see if I can get one put together.

Grand Lodge

Cavalier Vermin Tamer/ Emissary will be coming. Complete with armored spider mount!!


@Zero: What could be the "cold"/"snowy" region of the homebrew that "matches" Irrisen? Maybe the Northeastern part of the Fang Mountains?


Working on a heal bot. He will be an oracle with the life mystery and cold-blooded lizardfolk* curse (*this curse is also open to other reptiles).

Would like to request the trait Clockwork Surgeon, since it is tied to a deity from pathfinder and you'll be using custom deities. Despite its name, it has nothing to do with constructs or clockworks, but instead refers to a pretty good skill as a surgeon. I believe it really fits Zyan'mu, which will be his patron deity.


TheWaskally wrote:
[dice=Sorcerer starting wealth]2d6 x 10 = 40gp. Ahh. A simple life to start.

max starting wealth

@Archlich- There aren't many cold settings but you'll find that the Fang mountains outside are snowy. Could be from a small village

@Aineyr- go ahead, it works perfectly

Grand Lodge

Figured the Kobolds lived underground so I thus made a Spider Rider! My question is before I submit if I need to tweak with the SPider not be the most optimal mount?


Interested. Can alternate racial traits be used if they match up / can substitute for your modified Kobold racial traits?

Grand Lodge

Also can my spider gain the Unexpected Intellectual Archtype?


Yes to both questions.

Also i love the spider rider idea

Grand Lodge

Awesome thank you


Would like to make another request, if possible:

Can I take the Dragonmaw racial trait instead of the Gliding Wings/Prehensile Tail?

Dragonmaw Your draconic heritage makes you smile- not just because it makes you happy, but also because your powerful teeth and jaws are proof of your kinship with a chromatic dragon. You gain a bite attack that deals 1d4 points of damage. Once per day, you can deal 1d6 points of additional energy damage with your bite attack. The damage type depends on your scale color: acid for black or green; electricity for blue; fire for red; cold for white. If you have a different scale color, you still gain a bite attack, but cannot deal the additional energy damage. This racial traits replaces the armor racial trait.

My idea for Aineyr is for him to be a rather rotund kobold, since he already has the cold-blooded curse (he can survive without food four times longer than a normal kobold) and Profession (cook). My idea is that he has a pretty slow metabolism but he loves to eat and a big mouth would be really fitting. I imagine him with no wings and a pretty short tail as well.


Sorry Aineyr, i should have clarified. I meant to includ you in the yes to alternate traits. go for it


Hi Zero, here's my submission to the game, as we discussed - the winter witch kobold :)


Oh my goodness this is the perfect opportunity to apply a beloved character I made years ago to a new adventure!!!

Will be back soon with that character revised for this game!

I see we have some arcane and such so maybe switch it up and play my Shaman instead of my sorcerer, Or perhaps I should play a tank/DPS since I'm seeing a lack of Melee build other than that spider Rider.

Grand Lodge

Crunch for Wyxarlixxac:
Wyxarlixxac the White of the Web Weavers
Kobold Neutral Cavalier[Vermin Tamer/Emissary] 1st
Hgt. 2’10 Wgt.67 Hair:White Eye:Gold Deity:
Str:12 Dex:16 Con:14 Int:12 Wis:12 Cha:13
Init:+3 Speed:20ft
HP:12
Fort:+4 [+2+2]
Reflex: +3[+0+3]
Will: +1[+0+1][]
BAB:+2
Melee:+3
Ranged:+5
CMB:-1
CMD:12[10+0+3-1]
AC:20 [10+3(dex)+4[Scale]+2[Shield]+1[Size]]
Armor:
Scale Mail -50| +5| +3 |-4| 25% |20ft. |30lbs.
Heavy Wooden Shield -7gp| +2 |- |-2 |15%|-|10lbs
Weapons:
Gladius+5|1d4+1|19-20/x2|-|3lbs.|Slashing
Dagger+5|1d3+1|19-20/x2|10ft|1lbs.|Piercing
Cestus+5|1d3+1|19-20/x2|-|1lbs.|Bludgeoning
Light Mace+5|1d4+1|x2|-|4lbs.|Bludgeoning
Light Crossbow+5|1d6|19-20/x2|80ft.|4lbs|Piercing|Ammo:20 bolts

Skills: 6Background Skills:2
Acrobatics:+1[+0+3-4+2]
Bluff:+1
Climb:-1[+0+1+2-4]
Disable Device:
Handle Animal:+6 [1+1+3+1]
Intimidate:+5 [1+1+3]
Perception:+5 [1+1+3]
Ride: +8[1+3+3+1]
Sense Motive:+5[1+1+3]
Stealth:+3[+0+3+4-4]
Swim:
Survival:+5 [1+1+3]
Background Skills:
Knowledge[Engineering]:+7[1+1+3+2]
Craft[traps]:+7[1+1+3+2]

Traits:
Beast Bond:You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.
Mechanical Expertise:Select one of the following skills: Disable Device. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Feats:Mounted Combat*,Undersized Mounts*,Weapon Finesse
Equipment:
Cavalier:
Weapon and Armor Proficiency
Cavaliers are proficient with all simple and martial weapons, with light and medium armor and shields (except tower shields).

Challenge (Ex) 1/day
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Kobold:
Ability Score Racial Traits: +2 Dexterity, +2 Charisma -2 Strength
Kobolds are humanoids with the reptilian subtype.

Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Base speed: 30 ft

Dragon-Scaled Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of dragon seem undeniable . These Kobolds gain a 5 resistance to Cold. This bonus stacks with other sources.

Crafty: Kobolds gain knowledge (Engineering and history), a Craft or profession skill as class skills. They also gain a plus two to these skills.

DarkVision: 60 feet

Prehensile Tail Your tail is especially flexible and strong, so you’ve learned to use it for both movement and simple tricks. You gain a +2 racial bonus on Acrobatics and Climb checks, and you can use your tail to draw a hidden weapon as a move action instead of as a standard action.

Languages: Kobolds begin speaking The Common language of their area and Draconic. Kobolds with a high intelligence can choose from the following: Gnome, Undercommon, Dwarven, Auran, Ignan, Terran or Aquan.

Mount (Ex)
A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount.

A Medium cavalier can select an axebeak, camel elk giant seahorse giant tortoise horse, giraffe or a zebra as a mount.

A Small cavalier can select an antelope a capybara giant weasel lizard (giant gecko), kangaroo pony, ram reindeer, stag, wolf or wolfdog as a mount but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

The augmented companion, bodyguard, bully, daredevil, draconic, racer, and wrecker companion archetypes are all particularly appropriate for a cavalier’s mount.

A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.

A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.

Order (Ex)
At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.

The following orders can be chosen by both cavaliers and samurai.

Order of the Eclipse:
Hobgoblin samurai have adopted the benefit of darkness as a spiritual alliance that forms a guiding principle in not only how they fight, but every aspect of their lives. This has given rise to the order of the eclipse, a respected samurai order devoted to darkness itself. Although the order is not officially restricted to Hobgoblins, its edicts make it difficult for any samurai without darkvision to operate in its ranks.

Edicts: The samurai cannot create light where it is not necessary—anything that can be done in darkness should be. The samurai must belong to a military organization (this is likely to be a warband commanded by a senior samurai, who in turn answers to a warlord). The samurai must enforce his place within this order and societies that recognize its authority, obeying those senior to him without question and demanding total obedience from those beneath him. The samurai must take every opportunity to extinguish the lights of his foes.

Challenge: The order of the eclipse samurai gains a +1 bonus on all Intimidate checks made against the target of his challenge. This bonus increases by 1 for every four levels the samurai possesses.

Skills: An order of the eclipse samurai adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever he makes a Perception check to notice an invisible creature or object, he receives a bonus on the check equal to 1/2 his samurai level (minimum +1).

Order Abilities
A samurai that belongs to the order of the eclipse gains the following abilities as he increases in level.

Dark Rider (Su) At 2nd level, whenever the samurai is on his mount, both he and his mount share any of the following senses if either of them possesses it: darkvision, low-light vision, scent, and see in darkness. This applies regardless of the source of the sense (including senses gained from spells or magic items), but only while the samurai is mounted. If the samurai and mount both have a sense but one has an improved version (such as a samurai with darkvision with a range of 60 feet riding a mount that has darkvision with a range of 90 feet), both receive the improved version of the sense.

Eclipsing Blade (Sp) At 8th level, the samurai can cast darkness on a weapon he is holding. The darkness does not affect the vision of any order of the eclipse samurai, or that of their mounts. The spell immediately ends if the weapon leaves the samurai’s hand. He may do this once per day, plus one additional time per day for every four levels he possesses above 8th (to a maximum of four times per day at 20th level).

See in Darkness (Ex) At 15th level the samurai can see perfectly in darkness, even magical darkness, as the universal monster ability see in darkness.

Vermin Tamer:
Due to the strange terrain, the lack of sunlight, and numerous other hazards, keeping a traditional mount in the Deeplands can prove difficult. Cavaliers native to or traveling the region may choose to tame local creatures instead. Those who can overcome their revulsion and distrust often find that such partnerships with native creatures serve both rider and mount well. While these mounts may be harder to handle than typical mounts, their versatility and adaptations prove indispensable.

Deeplands Mount (Ex)
At 1st level, a vermin tamer chooses a giant beetle, giant centipede, giant gecko, giant slug, or giant spider as his mount.

The selected mount is combat trained. The vermin tamer does not take an armor check penalty on Ride checks while riding his mount. If the vermin tamer’s starting mount is large enough to act as a mount, it gains Light Armor Proficiency as a bonus feat. If the selected animal companion is too small to act as a proper mount, then the vermin tamer gains Undersized Mount as a bonus feat.

This ability alters mount.

Emissary:
Armor Proficiency
An emissary does not gain proficiency with heavy armor.

Bonus Feats
An emissary can select Endurance, Fleet, or Run in addition to the list of Combat Feats whenever he gains a bonus feat.

In or Out of the Saddle (Ex)
At 1st level, an emissary gains Mounted Combat as a bonus feat. In addition, he can move at normal speed when wearing medium armor.

This ability replaces tactician.
Background:
Character Plan:

MOUNT:
Giant Spider:
HD:2 Hp:16
AC:16
Attack:-1 Bite 1d4-3 plus Poison DC12
CMB:-4
CMD:9 [21 trip]
Fort:+3 Reflex:+6 Will:+0
Skill:
Stealth:+10
Survival:+4
Combat Trained.
Size Small; Speed 30 ft., climb 30 ft.; AC +0 natural armor; Attack bite (1d4 plus poison); Ability Scores Str 6, Dex 17, Con 10, Int 2, Wis 10, Cha 2; Special Attacks poison (frequency 1 round [4], effect 1 Str damage, cure 1 save, Con-based DC); Special Qualities darkvision, tremorsense 30 feet; CMD trip +12.

Feat:Light Armor Proficiency
Unexpected Intellectuals
Special Requirement: Only vermin companions may become unexpected intellectuals.

Genius that Creeps and Crawls (Ex)
The unexpected intellectual gains an Intelligence score of 2 and can gain skills and feats. It loses the mindless quality.

175
Scale Mail -50| +5| +3 |-4| 25% |15ft. |30lbs.
Wooden Barding -40|+3|+3|-1|15%|30ft|25lb.
Heavy Wooden Shield -7gp| +2 |- |-2 |15%|-|10lbs.
Current:97

Cavaliers’ Kit -23gp
[Kit, Cavalier’s
Price 23 gp; Weight 112 lbs.

This includes animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin.]
Current:74

Cestus 5gp
Light Mace 5gp
Gladius 15gp
Dagger 2gp
light Crossbow 35gp

11gp left

Small Flag 5gp
Pole 11cp

Grand Lodge

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Wyxarlixxac the White of the Web Weavers:

Wyxarlixxac was born into the strange tribe of the Web Weavers. The Web Weavers of Underland are a strange group who bred and raised more intelligent vermin, which were Spiders, Centipedes, and the like. Having done this they found that they made a profit in weaving the silks that come from the spiders as well as creating unique traps and tactics with their spider companions.

Unlike other tribes in the Underland, the Web Weavers trained for a variety of scenarios and passed down from generation to generation a strange tradition of Spider Riders called the Fanged Legion. Wyxarlixxac in the clutch of hatchlings he was in went through the test. Like all of the Web Weavers do and bonded with one of the more aggressive spider breeds. One that would become a Spider Mount. From early childhood Wxyar trained with his mount and companion Wood Rot. The two trained and sought to perfect their talents.

Wyxar rose through the ranks taking beatings as they found him and Wood Rot annoying and strange. In the end he and his spider took the beatings and returned day after day until eventually they succeeded and became junior members of the Fang Legion, able to carry the colors. It was due to this that he would be chosen on an important mission as the representative of the Web Weaver Tribe. With the Spider hiding in the Dragon Skull Flag of the Legion Wyxar is ready to fulfill his mission and show the other tribes the Fanged Legion of the Web Weavers were a serious force of a great and misunderstood tribe!


Hmmmm...

I'm thinking:

Mitescrape Blightclaw
Unchained Rogue? Alchemist?
CG Blue-Scaled Kobold

Let me put some things together and see what comes up.


Considering a skald but I'd like to know how you rule whether a skald can activate spell kenning to scribe a scroll they don't otherwise know. RAW I think it's pretty clear that it doesn't work. However other non-spell spells (spell-like abilities) have been FAQd to qualify as providing the spell component for crafting.

If you rule that it doesn't work, I'd look for an archetype that trades away scribe scroll because it is a useless feat if it doesn't work with spell kenning.

Wayfinders

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This is Kobold Klan here, This is Verrek- A rough and tough Blue Kobold who is slow but strong, Hes big- angry: and hates Birds

Build-Wize: he's a Brawler Shield Master who will be carrying around a pair of Heavy shields(Yes two of them) and a Tail Mace. All bull rushes, Trips, and "Kobold Style" fighting by getting atop enemies and bashing them to death.

Will have his stats and a detailed background up soon


Delmoth wrote:

Considering a skald but I'd like to know how you rule whether a skald can activate spell kenning to scribe a scroll they don't otherwise know. RAW I think it's pretty clear that it doesn't work. However other non-spell spells (spell-like abilities) have been FAQd to qualify as providing the spell component for crafting.

If you rule that it doesn't work, I'd look for an archetype that trades away scribe scroll because it is a useless feat if it doesn't work with spell kenning.

gimme a day or so to take a look, im not super familiar with the Skald in general. it was one of those classes i never looked at


Here are the relevant sections with emphasis.

Advanced Player's Guide, Skald wrote:
Spell Kenning (Su): At 5th level, a skald is learned in the magic of other spellcasters, and can use his own magic to duplicate those classes' spells. Once per day, a skald can cast any spell on the bard, cleric, or sorcerer/wizard spell list as if it were one of his skald spells known, expending a skald spell slot of the same spell level to cast the desired spell. A spell cast with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell.
Core Rulebook, Magic Item Descriptions, Requirements wrote:
A spell prerequisite may be provided by a character who has prepared the spell (or who knows the spell, in the case of a sorcerer or bard), or through the use of a spell completion or spell trigger magic item or a spell-like ability that produces the desired spell effect. For each day that passes in the creation process, the creator must expend one spell completion item or one charge from a spell trigger item if either of those objects is used to supply a prerequisite.

Because a skald doesn't actually know the spell, and it is not a spell completion, trigger, or spell-like ability he can't use it as a requirement for crafting. Essentially a skald can only fake knowing a spell for the purpose of casting it and for no other purpose. For some reason you never cast a spell when crafting, its use is expended instead.

I would argue that there is a fairly evident case that Spell Kenning was intended to be used in conjunction with crafting, specifically scribbing scrolls. But I understand if you want to apply a strict interpretation of the rules too.


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I think i understand,. Anyway I'll rule it works, my motto is classes should work as intended, i prefer intent rather than word.


Hi GM,

I've been looking over the Vexing Dodger archetype for Rogue. Its big schtick seems to be climbing onto larger foes and messing them up. However, a climbing character loses their Dex-to-AC. Seems to me that unless/until you can mitigate that penalty, you run the risk of getting pounded when you use this. Do I have that right or did I miss something?

(Mitigation is easily obtainable at lvl 5, taking Signature Skill in Climb, but until then it's risky.)

Wayfinders

Redblade8 wrote:

Hi GM,

I've been looking over the Vexing Dodger archetype for Rogue. Its big schtick seems to be climbing onto larger foes and messing them up. However, a climbing character loses their Dex-to-AC. Seems to me that unless/until you can mitigate that penalty, you run the risk of getting pounded when you use this. Do I have that right or did I miss something?

(Mitigation is easily obtainable at lvl 5, taking Signature Skill in Climb, but until then it's risky.)

I'm using a style called the "Kobold Style" fear line which actually is this exactly- climb atop enemies and stab staby stab.

It's essentially the same as grappling- it's a deviating move if you're good at it and your enemy isn't but isn't very good when you are in a groupof enemies- just Doggypile- kill the dragon!

It's a thing where teamwork matters- if I Trip your target: them getting climbed in will be their last priority, because I'm also breaking their weapon, stepping on their face.


Hmm, that's intriguing. If I do this and we were to both get in, I think you and I might have some very interesting planning sessions. :)

Wayfinders

Oh yeah, Verrek is a quiet one, But he knows how to fight- infact I'm taking "Dirty fighting" as my first feat Because it counts as Combat expertise and unarmed strike, and 13 int/Dex so it makes combat feats easier- just: if we get together Verrek will want either to get behind enemies, or have someone else do that- his strategy is very much dependant on Flanking- Tripping, and all that.


You might want to double-check this, but I'm not a hundred percent sure that the Dirty Fighting feat will satisfy the prerequisites for Kobold Style. DF only qualifies you for improved combat maneuver feats, not everything that has Combat Expertise as a prerequisite.

Wayfinders

It counts as having 13 intelligence so that I can take combat expertise

*Checks it* damnit they changed it didn't they.

Well as a Brawler I count as having 13 Int for that anyways
I hate feat taxes

I plan on taking dirty fighting anyways- because it's a good Feat and opens more doors than just taking combat Expertise


Surprisingly it looks like there aren't any submissions for the traditional rogue role yet, so I'll start putting that alchemist together. I'll try to go the natural attack route with feral mutagen, Tail Terror, and friends later. Hopefully I can figure out a good damage source besides a magic item.

Would the "common language" of a kobold from the underlands be undercommon? Trying to figure out languages right now.


Yes, thank you for catching that. Underland kobolds have undercommon and draconic


I don't think that feat ever changed, its requirement-fulfillment clause was always a little restricted.

Wayfinders

*shrugs* still a good feat dor folks who want to combat manuver-


I don't disagree on that point at all. I'll definitely look for ways to make our two guys mesh together if we both make it.

Grand Lodge

I'm just ready to fight on spider back


Also interested in knowing which one would be the common tongue of the region as Aineyr will come from Shira' Kor.

Aside from equipment, crunch and description are done. Will work on his background.


As a surfacer, you would have Common and Draconic. Though you can note Draconic is the more frequently used tongue


I'm going to withdraw my interest. I could not 'feel' the character. Good luck to all of you!


Not a problem, best wishes


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Very interested?! I'm thinking perhaps a gunslinger who thinks guns work by holy Dragonfire. We'll see what I work up.


What's the status of guns you'd like to see in this campaign?

If no guns or very rare guns, I will of course scrap that idea and work on something else. But since there are guns in the Underlands, it seems reasonable that my character might have a gun or two? Perhaps my character is from the Underworlds and worships guns as dedicated to Aki'Lan? Does that make sense?


Dotting for interest. Is there a date for the close of recruitment?


Close date is listed in the first post as January 1 2020, afterward it will be a day or 2 as i decide the chosen

On the subject of Guns

In the Underland Guns are Commonplace, everywhere else they are Very Rare, In Shira'Kor there are no Guns.


Sorry, I don't know how I missed that. I'm considering making a puppetmaster magus, but I have a couple of questions for you. How do you handle illusions and spell manifestations? Also Hexcrafter and puppet master technically don't stack because they both add you your spell list, but can I take those archetypes together?


OK thanks, Gm. I'll make my gunslinger, then. For the purposes of me crafting my own guns and ammunition, do the commonplace rules apply since that's where I learned to do it? I.e. "Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft" and I craft as the normal proportion of market cost? In terms of purchasing guns, would the rules corresponding to firearms status apply based on where in the setting we were? I imagine we'll mostly be places where they are very rare.


baggageboy wrote:
Sorry, I don't know how I missed that. I'm considering making a puppetmaster magus, but I have a couple of questions for you. How do you handle illusions and spell manifestations? Also Hexcrafter and puppet master technically don't stack because they both add you your spell list, but can I take those archetypes together?

I'm going to have to say no to the archetypes stacking, but in general i handle Illusions that in order to get the will save for them, one must interact with them. otherwise im not certain what you question is


caster4life wrote:
OK thanks, Gm. I'll make my gunslinger, then. For the purposes of me crafting my own guns and ammunition, do the commonplace rules apply since that's where I learned to do it? I.e. "Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft" and I craft as the normal proportion of market cost? In terms of purchasing guns, would the rules corresponding to firearms status apply based on where in the setting we were? I imagine we'll mostly be places where they are very rare.

Okay, so it will start in the Underland mainly, from there pc's will venture out. So while you're in the Underland the commonplace guns rules for prices apply. Everywhere outside of Underland it's Rare guns prices.

So yes, it depends on where in the setting you are

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