Kobold

Failedlegend The Eternal Gish's page

Organized Play Member. 150 posts. No reviews. No lists. No wishlists.



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yay skittermanders, etc. "inactive" arms are no longer inexplicably paralyzed. At least partially


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Hella excited for war of the immortals both the stories and mechanically but assuming mythic doesn't break the system entirely like in 1e I hope Paizo remembers Kineticists exist since some of the stuff really feels like its messing with their thing (such as the lifting an ocean part)

They regularly got screwed in 1e since their blasts aren't considered spells or weapons so ALOT of stuff didn't apply.


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dissapointed halflings didn't get a real name for their race like half-orc and half-elf but 2/3 ain't bad :D


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Archpaladin Zousha wrote:
I don't really have much to contribute other than that this concept is awesome and I am jealous of its creativity! :P

I can't take all the credit the DM and the other players helped me along :D (Free archetype also helps alot for wacky builds like this)

Thanks though, I appreciate the compliment :D


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BigNorseWolf wrote:
Needs a friend with a flying drone named "Top Rope"

:D

I could buy one of these, he can film my exploits :)

https://www.aonsrd.com/TechItems.aspx?ItemName=Spy%20Drone&Family=None

Assuming I fail encourage someone to play a mech w/ a flying drone or vehicle :P


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Hey all, my home group is finishing up Devastation Ark which we started w/ the same characters we finished Fly Free or Die with. Next up is going to be Horizons of the Vast (Space Kingmaker on unexplored world) and I'll be playing a Neurochemist Biohacker1/Medic Empath Mystic11.

I REALLY like the idea of playing a sentient swarm but bugs freak me out so my DM is letting me have it made out of something else, off the top of my head i was thinking birds since i was going to have my characters voice be melodic like a choir in perfect harmony, but at normal human "inside voice" volume. My other thought was a variety of plants.

That said I'd like to hear some suggestions of what might be interesting but not too bug like (butterflies included :P)

Oh if it matters were going with Xenni-labs and i'm a sort of scientist/doctor and only the fluff is changing nothing mechanically. Here's the race: (each creature in the swarm fits roughly in a 1 inch cube)

https://aonsrd.com/Races.aspx?ItemName=Spathinae


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I don't think the group is interested in another system 2A (weakening the gods) is how i plan to start the campaign off.

oh and theres minor rumblings amongst the group aabout possible do a kind of kingmaker: rahadoum


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Tim Emrick wrote:

Rahadoum has a bizarre culture, even by Golarian standards. They have ample reasons to mistrust and avoid divine worship, but healing injuries, curing diseases, and defending themselves from evil outsiders (like the divs, who enjoy stilling up trouble throughout northern Garund) all become more difficult as a result.

For an interesting look into the Rahadoum mindset, I would recommend James Sutter's novel Death's Heretic and its sequel, The Redemption Engine. Neither is set in Rahadoum, but the main character is a former Pure Legionnaire who has gotten tangled up in conflicts between the gods thanks to a moment of crisis in his past.

Oooo thanks i'll check those out i also found a short blog post that involves rahadoum not sure if its canon though.

https://paizo.com/community/blog/v5748dyo6sh2g?Tales-of-Lost-Omens-Question ing-Nature#29


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There's not too much info about rahadoum and the only two modules i found (Port Godless & Heresy of Man) seem anti-rahadoum, what I do know is:

- Religions/Gods/Worship is straight up illegal caused by a massive religious war roughly 2000 years ago

- Despite the above a small amount of people still worship in secret

- Slavery is legal (planning to nix this since were currently playing hells vengeance and i'd rather not have that theme repeated)

- Outsiders/Dieities tend to use rahadoum as a "neutral ground" often causing issues such as having invisible fights

- Governed by the "Laws of Morality" but beyond "No gods" none of these laws have been stated by paizo

- Pirates from the shackles cause troubles alot especially with shipping goods south

- Shipping goods north is also an issue due to cheliax and their control of aroden's arch

- it's a haven for scientists, philosophers and other intellectuals

All that said my starting "hook" for the campaign will be something along the lines hunting down some secret religious sects and eventually meeting an outsider who tried to find a diety to follow but looked to closely and found out that regardless of alignment the gods of golarion are all pretty ****ed up (ie. Erastil punishes people by turning them into animals to be slaughtered, Cayden is a stalker, etc. etc.) so fled to rahadoum as the only place free of religion (as far as i know), eventually leading to the party trying to spread ragadoums way of doing things, possibly even running the dieties out of golarion (one idea is gaining control of the astral plane to prevent travel between the outer and material relam)

Note: This campaign won't be canon even for my home game its just a little fun for my players and a campaign type ive always wanted to play or DM so I don't mind bending the lore (ie. exaggerating the dieties faults)

So yeah anyone ever done or have any ideas/suggestions a misothiest/god killer campaign have any ideas (please don't reply if all your going to say is "gods can't be killed. etc.")


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ummm...is there any way to buy this my google-fu is failing me and it says unavailable here i can only find "ultimate relationships" I've just started book 5 of Hell's Vengeance and the group would like to do Jade REgent but are afraid of the terri-bad caravan system and this seems like a really cool idea and possibly a replacemet (i still dont fully understand)


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OK so first off thanks for all the help so far I've got alot to check out here's what im looking at for reference so far including stuff from reddit and giants in the playground (none of this will be "the setting" just stuff to pull ideas from)...btw any suggestions for other forums to ask for assistance at?

- Various thoughts on how to break a utopia that aren't linked to any specific setting (ie. metricsystems post)

- Star Trek, lots of of star trek :D

- The Historical Blog mentioned by AVR

- Suggestion of having the <undecided powerful being and/or artifact> be damaged or lost resulting in outside interference coming through a weakened barrier and/or have things inside the Utopia(s) start to malfuction (ie. if utopia was achieved through robots or mass produced magic items getting alot of Ebberon vibes here)

- The Tippyverse (basically a setting based on hey teleportation magic is a thing why doesn't anyone really use it and how that would affect a world, teleportation would likely be absent or extremely limited in the setting im planning since it would make no sense that things would still be isolated, boats too but its still a helpful look into how magic can f$++ things up economically and socially)

https://forums.giantitp.com/showthread.php?222007-The-Definitive-Guide-to-t he-Tippyverse-By-Emperor-Tippy

- Building a Magitechocratic society (based off of tippy verse but mostly limited to 3rd level spells or lower since the creator sees it much more likely to be able to gather alot of lower level spellcasters and their seems to be intention for this to be used for E6

https://forums.giantitp.com/showthread.php?242955-Building-a-Magitechnocrat ic-Society-Tippyverse-in-under-six-levels

- Spell Jammer (i know very little about this setting but it apparently involves alot of planar stuff and would be useful for isolating the "islands" but allowing for controlled travel between them for the PCs since their champions of the <undetermind powerful being and/or artifact>

- The persons campaign setting for spelljammer

https://forums.giantitp.com/showthread.php?116955-Castaways-upon-a-Planar-s ea%28world-in-progress-D-amp-D-3-5%29


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At the very least im going to watch the episode can i get the season/episode #?


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Hmmm....I'm liking where your going, might be fun to have the various Utopias be based off of the characters since its a homebrew campaign and the villain(s) could be the catalyst(s) of collapse (ie. a druidic order arigin in a "Meatatarian" utopia). The actual characters wouldn't be like gods of each land but citizens of each land that they would see as utopias, if i still want to include dieties running or at least supporting each utopia i could maybe utilize mythic rules (or a similar system) to represent them being chosen as champions of those dieties. Thinking most of the dieties power is locked into keeping the utopias in check but they can grant a small amount to assist their champion in whiping out interlopers or w/e


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So I've been running this idea through my head for quite a long time a world or universe (the former being more Pathfinder the latter more Starfinder) that is a perfect utopia with each nation or planet being the best version of various types of governments/societies Democracy, Socialist Communism, Theocratic, etc. (one i thought could be fun is a dwarven nation during something similar to the industrial revolution except w/o people dying in coal mines) but something causes the perfect balance to break or is about to break and the actual campaign is with the initial hook of fixing/keeping the balance from breaking. One idea i have it relied on powerful individuals or groups (either like high levels spellcasters or even deity level powers) to keep it from imploding and their dying or there's assassination plots something like that.

TBH Starfinder is my preference but my players aren't big fans of doing sci-fi campaigns (ive been trying to get them to let me DM or play iron gods, starfinder and/or star wars forever) so it would be a hard sell, so the planets might have to be isolated islands, which is another idea i had for how the utopias might collapse, the reverse of pangea, the islands have been slowly moving together and the ideologies literally smashing into one another would be catastrophic, still doesn't mean a diety wasn't involved, steering people away from inventing sea or space travel for example but maybe the deity(s) finally died or is dying after billions of years or something...maybe pulls one champion from each society to solve it i dunno,maybe each society has its own deity w/ it own champion, maybe one of said deities went rogue and wants to take all the islands/planets from the others i dunno there's alot of competing ideas in my head)

I'd very grateful for any suggestions on how to create several different utopias and how to destroy them i could also use some help with government styles but to be clear this is NOT a debate about real life politics just what would the best version of each government/society would look like (ie. Socialist Commune = non-sentient robots do all the "grunt work" allowing the sentient creatures to do whatever they want whether its art, invention, get high and watch netflix, etc.)

So uh yeah that's pretty much it. Hopefully I don't sound too nuts/ambitious :P


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Today is a good day to... halp wrote:

Mebbe Genshau's the one ye seek?

PS. didn't know the name off the top of my head [plus a prior hard-drive crash that took out most of my already downloaded pdfs didn't help], so thanks, avr, for the AON deity link. ;)

Yes it's totally Ghenshau Thanks :D (it was a good day to halp :p)

Ghenshau once strove to understand every aspect of creation and to create perfect order and goodness. As the empyreal lord added more and more elements to his world equation, however, he realized that his efforts were futile. Ghenshau abandoned his work and instead learned to appreciate the elements of peace and tranquility that come with acceptance.

At first glance, Ghenshau could be mistaken for a Tian peasant boy, often wearing a hat of woven rushes and simple linen clothes. The hat shelters his beautiful face and his level, serene gaze. His clothes bear elegantly embroidered trim depicting fantastic birds, foo creatures, and runes. He carries a pipe in his hand and a workman’s axe tucked into his rope belt.

The pastoral fields and beaten trails of Heaven are home to Ghenshau, but he can be found sleeping on the banks of rivers or daydreaming in a wooded thicket as often as he is met on the road, where he’s always ready to stop and share tales with a stranger over a drink and a smoke.

Not exactly how I remember it but pretty close (mainly misremembered what he gave up on)


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Here's the build I came up with

Earthen Titan Mauler
Oread barbarian (titan mauler) 3/druid 8/fighter (unbreakable) 2/stalwart defender 7 (Pathfinder RPG Advanced Player's Guide 277, Pathfinder RPG Advanced Race Guide 144, Pathfinder RPG Ultimate Combat 30, 49)
N Medium outsider (native)
Hero Points 1
Init +2; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 32, touch 17, flat-footed 25 (+14 armor, +1 Dex, +6 dodge, +1 natural)
hp 277 (20 HD; 8d8+2d10+10d12+168)
Fort +23, Ref +7, Will +15 (+1 vs. mind-affecting effects); +4 vs. fey and plant-targeted effects
Defensive Abilities bramble armor (1d6+4, 8 rounds/day), improved uncanny dodge, unflinching +1; DR 3/—
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Offense
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Speed 20 ft. (10 ft. in armor)
Melee +5 impact earth breaker +28/+23/+18/+13 (8d6+12/×3)
Special Attacks rage (15 rounds/day), rage power (quick reflexes), wild shape 5/day, wooden fists (+4, 5 rounds/day)
Druid Spells Prepared (CL 8th; concentration +10)
4th—command plants[D] (DC 16), cure serious wounds, imbue creature with divine power
3rd—greater animal aspect[UC], mass feather step[APG], lily pad stride[APG], plant growth[D]
2nd—barkskin[D], greensight, ironskin, resist energy, sickening strikes[ARG] (DC 14)
1st—cure light wounds, energy weapon, entangle[D] (DC 13), expeditious excavation[APG], faerie fire, speak with animals
0 (at will)—detect magic, light, mending, purify food and drink (DC 12), summon nature's ally minor
D Domain spell; Domain Plant domain
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Statistics
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Str 20, Dex 14, Con 24, Int 13, Wis 14, Cha 5
Base Atk +18; CMB +23 (+28 bull rush); CMD 41
Feats Antagonize[UM], Combat Expertise, Combat Reflexes, Diehard, Dodge, Endurance, Improved Vital Strike, Intimidating Prowess, Natural Spell, Shaping Focus[UM], Step Up, Toughness, Vital Strike
Skills Acrobatics +2 (-6 to jump), Climb +9, Intimidate +25, Knowledge (geography) +24, Knowledge (nature) +26, Survival +27, Swim +9
Languages Common, Druidic, Sylvan, Terran
SQ big game hunter, defensive powers (bulwark, halting blow, renewed defense), defensive stance, hero points, jotungrip, nature bond (Plant domain), nature sense, stone in the blood, trackless step, treacherous earth, wild empathy +5, woodland stride
Other Gear liquid stone plate, +5 impact earth breaker, effortless lace, 150 gp
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Special Abilities
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Antagonize Use Diplomacy or Intimidate to goad creatures
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs foes larger than self.
Bramble Armor (8 rounds/day) (Su) Foes striking you with non-reach weapons take 1d6+4 dam.
Bulwark +0 (Ex) In defensive stance, add ACP to DC of bluff/acrobatics to move past you without AoO.
Combat Expertise +/-5 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Stance (21 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, +2 to AC when defending, but may not move.
Diehard You are stable and can choose how to act when at negative Hp.
Druid Domain (Plant) Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Halting Blow (Ex) In defensive stance, AoO provoked by movement stops foe from moving if it hits.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Uncanny Dodge (Lv >=11) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 11+.
Jotungrip (Ex) Wield 2 handed weapon of appropriate size in 1 hand, but take -2 penalty.
Natural Spell You can cast spells while in Wild Shape.
Quick Reflexes (Ex) While raging, you may make one additional attack of opportunity per round.
Rage (15 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Renewed Defense (3d8 +7, 1/day) (Ex) As a standard action in a defensive stance, heal the listed amount of damage.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Stone in the Blood Gain fast healing 2 for one round anytime you are subject to acid damage.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Treacherous Earth (20 minutes, 1/day) Transform a 10-ft. radius patch of earth into difficult terrain.
Unflinching +1 (Ex) Gain +1 bonus to Will saves vs. mind-affecting effects
Vital Strike Standard action: x2 weapon damage dice.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (12 hours, 5/day) (Su) Shapeshift into a different creature one or more times per day.
Wooden Fists +4 (5 rounds/day) (Su) Unarmed attacks are lethal, do not provoke AoO, and gain +4 damage.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


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So yeah pretty much the title. (I apologize in advance I suck at making ads :P)

I'm just coming off a 2 year Pathfinder campaign DM'd and written by myself and for fun were messing around with a couple other systems, currently Star Wars Saga Edition Dawn of Defiance but requests for Burning Wheel & Wild Talents have come up but we will likely go back to Pathfinder unless something sticks.

Unfortunately I've lost several players who had to move to go to College or University so I'm down to 2 Regulars (as well as myself) and a handful of occasionals (although I should get 1 regular back in 2 months) So were just looking to fill out the ranks again (I prefer a group of 4-6)

We play nearly every friday night from 4:30pm - 9pmish (I work nights so don't wake until around 4pm) at two locations, my modest apartment in south burlington and my friends house in North Burlington.

I have personally been playing on and off since I was in High School (and late elementary) but have only been GMing for a few years. I am currently 28 (which btw I prefer 18+), I tend to play a little fast and loose with the rules especially if the group agrees something is nonsensical or if a slight tweak will allow a player to be more satisfied with their character (w/o breaking the game)

Anyways if you'd like more information please feel free to email me at vampmaster86@hotmail.com (I REALLY need to change that :P)

Note: Open to suggestion on how to write this better feel free to PM me


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So uh yeah long story short the DM has basically said in his world "adventurer" has not been a common profession in a while, think Pixar's "The incredibles" so all our characters need to stat the game with a "normal job" (ie. Baker, Blacksmith, Butcher, etc.)

Anyways as I'm insane and can't just choose something boring I've worked with the DM to have Lawyers (w/ a splash of peacekeeper and Private Eye) make sense within the context of his world.

So problem is I have no idea how to go about this but I have a couple things

1. At least my first level has to relate to profession (As per DM rule)
2. I want to try out the new Hybrid classes
3. I want to have Decent Int/Wis/Cha preferably with one of them being my main stat.
4. Need "party face skills", Profession: Law and Several knowledge skills

So this led me to the following list

A Divine class worshipping a God with the Law Domain (and preferably community and/or freedom) if possible a Lawful Neutral God.

So: Paladin, War Priest, Oracle, Cleric, Inquisitor

Other classes that fit the archetype are:

Investigator - Leans a bit more to the PI side but still fits the Lawyer sde of things

Magus - The class itself doesn't firt the bill but in my mind a Bladebound Kensai w/ a Sword Cane makes me think of Benedict Cumberbatch as Sherlock...slightly insane a bit pompous, incredibly obsessed (kensai) but brilliant and a master in his chosen field (ie. Lawyer/PI)

All that said my current ideas are as follows

Plain Magus: Magus is a good class, I've always wanted to try it in a game so would be fun but I don't get to play with the need hybrid classes

Magus/Warpriest: Fits the archetype near perfectly imo and I get to worship a divine god not quite sure how well these classes would actually mesh.

Warpriest/Monk: Wisdom Primary (Guided Amulet of Mighty Fists FTW), Cha/Int secondary possibly w/ 2 Paladin (ie. WP16/P2/M2)could use any weird weapon due to WP weapon damage die progression....the kursigama would be fun.

Plain Investigator: Divine - Check, Hybrid - Check, Skills - Check, Theme - Check...it's a very strong contender that I actually just noticed so I'll have to look through it...cursory glance seems interesting but it might be a bit too weak. My first thought is to make some weird Dwarven improvised weapons user but thats mostly because I've been trying to work that particular character into a game for a long while.

Anyways I know this first post is a bit nebulous but I'd like to see what people think (and do a little more research on investigator) before making an actual build

P.S. No 3.5 material but we have access to most PF material (we only have about a dozen books but I can pick up another one if neccessary)


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Aside from some formatting issues this guide is pretty awesome especially with having several example builds.

One thing I can't agree with is your disdain for Sacred weapon...the scaling damage die alone makes low damage specialty weapons like whips WAY more effective or if someone wants to use an underpowered/flavour weapon.

Personally I think a Kusarigama wielding WP could be quite effective if you work in the Tripping line (or grapple or disarm)especially since your not screwed if the enemy gets adjacent to you.


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So last session my players were suddenly turned into kobolds and whilst it was only meant as a temporary thing they seemed to really enjoy it so I was thinking of just messing around for a session with them as low level kobolds (thinking 5-6 but I'm flexible)

Now normally I'd just let them do it but I want to surprise them so I need some help making some fun Kobold PCs for them to play which will be randomly assigned (using dice of course)

I mostly just need some fun names and possibly work out a short back story for each but I'm open to suggestion for build changes (note: I'll add equipment later...likely just basic equipment)

Anyways here's what I've come up with

This one is fairly simple he's just a Arcanically gifted Kobold who worships his Draconic ancestors and will do pretty much anything to get as close as possible to them.

Quote:

Dragon Disciple

Male Kobold, Dragonbreath Dragon Disciple 3/Sorcerer (Crossblooded) 3
CG Small humanoid (reptilian)
Hero Points 1
Init +1; Senses darkvision 60 ft.; Perception +1
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Defense
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Defense 11, flat-footed 10. . (+1 Dex)
Armor DR: 5/magic or Large. . (+1 HD bonus, +4 natural armor)
Critical Defense: +6. . (+5 DR, +1 Dex)
Vig 33 (3d12+3d6) Wnd 30 (Threshold 12)
Fort +4, Ref +3, Will +2
Resist dragon resistances, fire 10
Weakness cautious, light sensitivity
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Offense
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Speed 30 ft.
Melee pickaxe +7 (1d6+4/×4)
Special Attacks bloodline arcana: draconic, bloodline arcana: elemental, breath weapon, breath weapon, dragon bite, claws, red dragonbreath (10-ft. cone, 1d8 fire)
Spell-Like Abilities
. . 7/day—elemental ray
Sorcerer (Crossblooded) Spells Known (CL 6th; concentration +10):
2nd (5/day)—scorching ray
1st (7/day)—burning hands (bloodline energy type) (DC 15), charm person (DC 15), color spray (DC 15), strong wings
0 (at will)—arcane mark, light, mage hand, mending, open/close (DC 14)
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Statistics
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Str 16, Dex 12, Con 12, Int 4, Wis 8, Cha 18
Base Atk +3; CMB +5; CMD 16
Feats Arcane Strike, Draconic Aspect, Draconic Breath, Eschew Materials, Martial Weapon Proficiency (pickaxe), Toughness
Traits cautious, magical knack
Flaws Inattentive
Skills Fly +7, Knowledge (arcana) +5, Perception +1, Stealth +11; Racial Modifiers +2 Perception
Languages Draconic
SQ bloodlines (draconic, elemental), gliding wings, hero points
Other Gear pickaxe, 136 GP
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Fire energy.
Breath Weapon (1/day) (DC 15) (Su) 1/day, Breath Weapon deals 3d6 Fire damage, DC 15.
Breath Weapon (15-ft cone of fire, 2d6, Ref half) (Draconic Breath) (4/day) (DC 14) Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing
Cautious You gain a +1 dodge bonus to AC, but take a -1 penalty on saves vs. fear
Darkvision (60 feet) You can see in the dark (black and white vision only).
Draconic Breath +2 bonus against sleep and paralysis effects.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Resistances (Ex) You gain Fire resistance 5 and +1 natural armor
Elemental (Fire) You may change any energy spell to use your bloodline's energy type.
Elemental Ray (7/day) (Sp) Ranged touch attack deals 1d6+1 Fire damage.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gliding Wings DC 15 Fly check to fall safely from any height. DC 15 to glide laterally 5ft per 20 ft fallen.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Magic Claws & Bite (7 rounds/day) (Ex) 2 Magic Claw attacks deal 1d4 damage. Bite attack deals 1d6 damage.
Magical Knack (Sorcerer [Crossblooded]) +2 CL for a specific class, to a max of your HD.
Red Dragonbreath (10-ft. cone, 1d8 fire) (DC 15) (Su) Move, must recharge for 1d4 rounds before use again (Ref half).

This one started out as a bard and I wanted to add a whip to the build but it just didn't work so I switched to a magus too keep the "arcane tactics fighter" feel but adding the bladebound archetype just set off my crazy nerve and I thought it would be hilarious if this kobolds whip was imbued with the soul of indianna jones and frankly the kobold is barely conscious with the whip controlling him the majority of the time. Looking for a good name for the whip that subtle hints at it being indie w/o being obvious

Quote:

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Tripmaster
Male Kobold, Blue Fighter (Free Hand Fighter) 2/Magus (Bladebound, Kensai) 4
CG Small humanoid (reptilian)
Hero Points 1
Init +5; Senses darkvision 60 ft.; Perception +1
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Defense
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Defense 19, flat-footed 10. . (+9 Dex)
Armor DR: 1. . (+1 HD bonus)
Critical Defense: +10. . (+1 DR, +9 Dex)
Vig 38 (2d10+4d8) Wnd 16 (Threshold 8)
Fort +6, Ref +6, Will +1
Defensive Abilities canny defense; Resist electricity 5
Weakness light sensitivity
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Offense
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Speed 30 ft.
Melee anna the indie +13 (1d6+1)
Special Attacks spellstrike
Magus (Bladebound, Kensai) Spells Prepared (CL 4th; concentration +8):
2nd—frigid touch
1st—color spray (DC 15), grease (DC 15), shocking grasp
0 (at will)—arcane mark, dancing lights, ghost sound (DC 14), ray of frost, spark (DC 14)
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Statistics
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Str 10, Dex 20, Con 8, Int 18, Wis 4, Cha 3
Base Atk +5; CMB +9 (+10 disarm, +11 trip); CMD 19 (20 vs. disarm, 21 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Improved Trip, Improved Whip Mastery, Weapon Finesse, Weapon Focus (whip), Whip Mastery
Skills Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Perception +1, Profession (Treasure Hunter) +6, Sense Motive -1, Spellcraft +13, Stealth +18; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Gnome, Undercommon
SQ arcane pool, black blade, black blade: arcane pool, black blade: strike, black blade: telepathy, black blade: unbreakable, chosen weapon, deceptive strike, hero points, perfect strike, spell combat
Other Gear 150 GP
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Arcane Pool (+1) (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (1/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Strike +1 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Canny Defense +4 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Whip) Kensai abilities only function when wielding a weapon of this type.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deceptive Strike +1 (Ex) +1 to Disarm CMB/CMD, Bluff checks to feint or create a diversion to hide.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Whip Mastery Using a whip does not provoke attacks of opportunity

This one is more goblin or gnome territory but I love watching my players make things explode so I had to make an explosives expert...the idea with the character similar to that really he loves to make things go boom

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Explosives Expert
Male Kobold, White Alchemist (Mindchemist) 6
CG Small humanoid (reptilian)
Hero Points 1
Init -3; Senses darkvision 60 ft.; Perception +9
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Defense
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Defense 13, flat-footed 10. . (+3 Dex)
Armor DR: 1. . (+1 HD bonus)
Critical Defense: +4. . (+1 DR, +3 Dex)
Vig 33 (6d8) Wnd 16 (Threshold 8)
Fort +4, Ref +8, Will +1; +4 bonus vs. poison
Resist cold 5, poison resistance
Weakness cautious, light sensitivity
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Offense
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Speed 30 ft.
Ranged bomb +9 (3d6+3 Fire) and
. . smoke bomb +9 () and
. . stink bomb +9 ()
Special Attacks bomb, discoveries (precise bombs, smoke bomb, stink bomb)
Alchemist (Mindchemist) Spells Prepared (CL 6th; concentration +9):
2nd—alchemical allocation, fox's cunning (x2), resist energy
1st—cure light wounds (x2), longshot, targeted bomb admixture (x2)
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Statistics
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Str 6, Dex 16, Con 8, Int 16, Wis 8, Cha 4
Base Atk +4; CMB +1; CMD 14
Feats Ability Focus (bomb), Extra Bombs, Extra Bombs, Point-Blank Shot, Splash Weapon Mastery, Throw Anything
Traits accelerated drinker, cautious
Flaws Unreactive
Skills Appraise +11, Heal +4, Perception +9, Profession (cook) +7, Profession (herbalist) +7, Sleight of Hand +11, Spellcraft +11, Stealth +15, Use Magic Device +5; Racial Modifiers +2 Perception, alchemy
Languages Common, Draconic, Dwarven, Gnome
SQ cognatogen, fast poisoning, hero points, kobold cryomania, perfect recall, swift alchemy
Other Gear 150 GP
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Special Abilities
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Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+3 (16/day) (DC 18) (Su) Thrown Splash Weapon deals 3d6+3 fire damage.
Cautious You gain a +1 dodge bonus to AC, but take a -1 penalty on saves vs. fear
Cognatogen (DC 16) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.

This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Kobold Cryomania +1 to the save DC of all cold spells you cast.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +4 to save vs. Poison.
Precise Bombs (3 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Smoke Bomb (6 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Stink Bomb (6 rds) (Su) Smoke bombs also nauseate living in area for d4+1 rds after leave, as stinking cloud.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

This kobold has actual died and been revived several times and its frankly caused him to go mad. He has lucid moments but most of the time he's raging out...I'm debating removing his ability to talk.

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Improvised Rager
Male Kobold, Red Barbarian (Armored Hulk) 6
CG Small humanoid (reptilian)
Hero Points 1
Init +2; Senses darkvision 60 ft.; Perception -2
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Defense
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Defense 12, flat-footed 10. . (+2 Dex)
Armor DR: 1. . (+1 HD bonus)
Critical Defense: +3. . (+1 DR, +2 Dex)
Vig 59 (6d12) Wnd 28 (Threshold 14)
Fort +7, Ref +4 (+1 against trample attacks), Will -5; +2 bonus vs. fear
Resist fire 5
Weakness cautious, light sensitivity
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Offense
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Speed 30 ft.
Melee heavy pick +12/+7 (1d4+7/×4)
Special Attacks rage (22 rounds/day), rage powers (brawler, hurling charge, hurling, lesser)
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Statistics
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Str 20, Dex 14, Con 14, Int 3, Wis 3, Cha 3
Base Atk +6; CMB +10 (+11 overrun); CMD 22 (23 vs. overrun)
Feats Extra Rage, Graverisen, Point-Blank Shot, Two-Handed Thrower
Traits cautious, musclebound
Flaws Weak Will
Skills Acrobatics +0, Climb +6, Escape Artist +0, Fly +2, Perception -2, Ride +0, Stealth +13, Swim +15; Racial Modifiers +2 Perception
Languages Draconic
SQ fearless, hero points, indomitable stance, kobold pyromania, tireless rage
Other Gear heavy pick, 142 GP
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Special Abilities
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Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Cautious You gain a +1 dodge bonus to AC, but take a -1 penalty on saves vs. fear
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fearless +2 bonus vs Fear saves.
Graverisen Death is no stranger to you, for you have risen from the grave to continue your quest many times.

Requirement: Die and be brought back at least twice.

Benefit: You gain a single-use supernatural ability to save yourself from death
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hurling Charge (Ex) You may add a thrown attack at +2 to hit to a charge attack.
Hurling, Lesser (Ex) Throw large objects while raging.
Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Kobold Pyromania +2 to the save DC of all fire spells you cast.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Musclebound You gain a +1 bonus to STR ability and skill checks, but take a -2 to DEX ability and skill checks.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rage (22 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Two-Handed Thrower Gain Str bonus when using two hands to throw a one or two-handed weapon

Kobolds are infamous for using traps and tricks to overcome superior opponents so I couldn't make a kobold parti w/o one....I'm thinking of naming him with something that sound like Macguiver

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Kobold Trappr
Male Kobold, Green Ranger (Infiltrator, Trapper) 6
CG Small humanoid (reptilian)
Hero Points 1
Init +3; Senses darkvision 60 ft.; Perception +13
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Defense
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Defense 13, flat-footed 10. . (+3 Dex)
Armor DR: 1. . (+1 HD bonus)
Critical Defense: +4. . (+1 DR, +3 Dex)
Vig 38 (6d10) Wnd 24 (Threshold 12)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +8, Will +1
Resist acid 5
Weakness cautious, light sensitivity
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Offense
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Speed 40 ft.
Ranged heavy crossbow +11/+6 (1d8/19-20)
Special Attacks favored enemies (goblinoids +4, humans +2)
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Statistics
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Str 9, Dex 16, Con 12, Int 10, Wis 15, Cha 7
Base Atk +6; CMB +4; CMD 17
Feats Crossbow Mastery, Endurance, Nimble Moves, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (heavy crossbow)
Traits cautious, quick
Flaws Weak Will
Skills Craft (traps) +11, Disable Device +15, Escape Artist +9, Perception +13 (+16 to locate traps, +17 vs. goblinoids, +15 vs. humans), Profession (trapper) +11, Stealth +20, Survival +10 (+14 vs. goblinoids, +12 vs. humans, +13 to track); Racial Modifiers +2 Craft (traps), +2 Perception, +4 Stealth
Languages Draconic
SQ adaptation, adaptations (adaptation: goblin fast), combat styles (crossbow), fire trap, hero points, hunter's bonds (hunter's bond [companions]), snare trap, track, trap, trapfinding +3, wild empathy +4
Other Gear heavy crossbow, 100 GP
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Special Abilities
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Adaptation (60 minutes/day) (Ex) Temporarily gain characteristics of your favored enemies.
Adaptation: Goblin Fast (Ex) Gain temporary use of various abilities.
Cautious You gain a +1 dodge bonus to AC, but take a -1 penalty on saves vs. fear
Crossbow Mastery (Heavy crossbow) You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Favored Enemy (Goblinoids +4) (Ex) +4 to rolls vs Favored Enemy (Goblinoids).
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Fire Trap (Ex) (Su) Effect The trap explodes in flames, dealing a number of points of fire damage equal to 1d6 + 1/2 the ranger's level to the triggering creature (Reflex negates). If it is an extraordinary trap, the ranger must use an explosive material such as
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Snare Trap Effect The trap constricts around a limb or other part of the triggering creature's body (Reflex avoids). The creature cannot move from the location of the trap, unless the ranger included a "leash" when setting the trap, in which case the cre
Track +3 Add the listed bonus to survival checks made to track.
Trap (5/day) (DC 15) At 5th level, a trapper learns how to create a snare trap and one other ranger trap of her choice. At 7th level and every two levels thereafter, she learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 her
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Frankly...the party needed a healer and shaman suited a tribe of kobolds...nothing special...seems fun to play though. The arcane familiar is realli cool though I like the idea that the shaman is onli half in this plane of existence and the dragon spirit is more a part of the shaman as opposed to just a familiar,

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The Healer
Male Kobold, Black Shaman 6
CG Small humanoid (reptilian)
Hero Points 1
Init +1; Senses darkvision 120 ft.; Perception +3
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Defense
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Defense 11, flat-footed 10. . (+1 Dex)
Armor DR: 1. . (+1 HD bonus)
Critical Defense: +2. . (+1 DR, +1 Dex)
Vig 38 (6d8) Wnd 16 (Threshold 8)
Fort +1, Ref +3, Will +8 (+1 racial bonus against divine spells from devotees of Colonial deities, but -1 gainst devotees of Mwangi faiths)
Resist acid 5
Weakness cautious, light sensitivity
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Offense
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Speed 30 ft., wandering hexes (lure of the heavens)
Special Attacks channel positive energy 1/day (DC 13, 3d6)
Shaman Spells Prepared (CL 6th; concentration +9):
3rd—cure moderate wounds, mad monkeys, nature's exile (DC 16)
(1/day) daylight [S] or neutralize poison [S]

2nd—eagle eye, fire sneeze, warp wood (DC 15), wood shape (DC 15)
(1/day) hypnotic pattern [S] (DC 15) or lesser restoration [S]

1st—entangle (DC 14), feather step (DC 14), longstrider, obscuring mist
(1/day) color spray [S] (DC 14) or detect undead [S]

0 (at will)—create water, detect magic, know direction, purify food and drink (DC 13), stabilize
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Statistics
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Str 6, Dex 12, Con 8, Int 10, Wis 17, Cha 10
Base Atk +4; CMB +1; CMD 12
Feats Animal Affinity, Deep Sight, Healer's Touch, Improved Familiar
Traits cautious, spirit talker (mwangi faiths)
Flaws Noncombatant
Skills Handle Animal +13, Heal +12, Ride +14, Stealth +11, Survival +12, Swim +2; Racial Modifiers +2 Handle Animal, +2 Ride, +4 Swim
Languages Draconic
SQ hero points, hexes (deny succor), spirits (life), stardust, wandering spirits (heavens)
Other Gear 150 GP
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Special Abilities
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Cautious You gain a +1 dodge bonus to AC, but take a -1 penalty on saves vs. fear
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Deny Succor (Su) Foe in 30 ft can't benefit from magic healing or condition relief for 6 rds (Will neg).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Healer's Touch The magic of life flows through your body like a river.

Requirement: Cure a cumulative total of 1,000 points of damage for other creatures using healing spells. Dealing damage slows progress toward this goal achievement; for every 1 point o
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lure of the Heavens (float) (Su) You can float 6 inches above the ground or liquid surfaces.
Shaman Channel Positive Energy 3d6 (1/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spirit Talker (Mwangi Faiths) Gain a +1 racial bonus on Will saves against divine spells from clerics and paladins of Colonial deities, but suffer a -1 penalty to Will saves from divine spells by devotees of Mwangi faiths.
Stardust (3/day) (Sp) Foe in 30 ft sheds light, can't be invisible/conceal & -2 to att & perception checks for 3 rds.

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Arcane Familiar
Male Half-Dragon Celestial Kobold
CG Small dragon (humanoid, reptilian)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +2
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Defense
--------------------
Defense 11, flat-footed 10. . (+1 Dex)
Armor DR: 7/magic or Large. . (+7 natural armor)
Critical Defense: +8. . (+7 DR, +1 Dex)
Vig 19 () Wnd 28 (Threshold 14); fast healing 1
Fort +4, Ref +3, Will +5
Immune fire, paralysis, sleep; Resist acid 5, cold 5, electricity 5; SR 8
Weakness light sensitivity
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Offense
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Speed 30 ft., fly 60 ft. (average)
Melee bite +7 (1d4+2) and
. . 2 claws +7 (1d3+2)
Special Attacks breath weapon, smite evil
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Statistics
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Str 14, Dex 12, Con 14, Int 12, Wis 10, Cha 12
Base Atk +4; CMB +5; CMD 16
Skills Handle Animal +7, Heal +6, Perception +2, Ride +7, Stealth +14, Survival +6; Racial Modifiers +2 Perception
Languages Common, Draconic
SQ hero points, improved evasion
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Special Abilities
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Breath Weapon (1/day) (DC 12) (Su) 1/day, Breath Weapon deals 1d6 Fire damage, DC 12.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Flight (60 feet, Average) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Smite Evil (1/day) (Su) +1 to hit, +0 to damage when used.
Spell Resistance (8) You have Spell Resistance.