I was looking through the Ultimate Campaign guide for troop ideas. The biggest concern that I can see is that these blighters are more powerful than the average Kobold. I don't see the regular rules as being very effective at working this out.
I think that the breath weapon\grab would be effectively 'Bleed 1D6'. Since Tatzlwyrm's are carnivorous, I'd increase their base consumption by one size category.
In the new rules, troops that die do permanent damage to your kingdom's Economy, Stability, etc. The fact is that these guy's would effectively have a bit of a glass jaw in battle and are a liability compared to a large group of human troops. I'd use them largely defensively, since they are fast, and can dish out some effective one shot stings with Dirty fighting, at Night, with Tatzlwyrms.
Bounce the idea of Kobolds off your players. Kobold's are pretty good in the Advanced Race guide. And if you want to keep to the original(ish) script, they can be the minions of a surviving adventurer. i.e. the Kobolds rescue a Dwarf from the Mites? The Dwarf is friendless, but grateful, and he does have a charter...
I was thinking of having the Kobolds as a vassal Kingdom to the Humans. I was thinking that they'd be more of a city state, and far from the more optimally run human Kingdom.
I think you might allow it for cool factor. Perhaps only Kobold leaders ride them for the first 6 years, after that, small cavalry troops would be possible. I agree that maintenance should be expensive.
Depending on your campaign however, a side quest may be for the players to obtain more appropriate mounts for the Kobolds.
i.e. everyone knows that the northern Kobolds are more prosperous due to lack of competition with the 'civilized' races, and they have domesticated and trained Dire WWeasels. The players can go and negotiate with those Kobolds, to bring a trainer and a few Dire Weasels.
This brings in a more extra territoriality into the campaign, which I think is good.
I was thinking of adapting the Kingdom rules for the Kobolds. Should they survive first contact with the players, I'd like to incorporate the Kobolds as a vassal city state.
I was thinking of restricting them to two hexes, and largely subterranean. I was thinking that the cost of developing hexes should be 5 times greater, although city development costs should be the same as for the humans. Subterranean cities should have a default high defense.
Of course the players would have to be convinced to lend the seed cash to the Kobolds... Perhaps by the King's son who's joined the group. Kobold fighting forces later on would also be interesting. (Darkvision, and Traps sounds like some great night raids....)
Race
|HP: 137/137 | Init: +8 | AC: 21{22} | F: +12, R: +9, W: +8 | K Nat +12, Perc +15, SM +16
Fort +12 [15] (5 base, +4 Con, +3 enhancement) [Rage]
Ref +9 (3 base, +3 Dex, +3 enhancement)
Will +8 {+10} (3 base, +2 Wis, +3 enhancement) {+2 moral}
-> +4 moral bonus vs. spells, supernatural abilities, and spell-like abilities
-> +1 trait bonus vs. spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters
-> +2 vs. effects with evil descriptor
-> +2 on con saves to stabilize when dying
OFFENSE
+1 Greatsword +15/+10, 2d6+7, 19-20x2. S.
{+1 Furious Greatsword} +19/+14, 2d6+12, 19-20x2. S.
{Claws +16, d8+6, x3. S.}
PA: -3 to hit, +9 to damage
+1 Adaptive Longbow +14/+9, d8+str, x3. P. 110ft.
+3 damage vs creatures with spells or spell-like abilities
STATISTICS
Str 18 (+4) [15, +1 level 4, +2 enhancement]
Dex 16 (+3) [14, +2 racial]
Con 18 (+4) [15, +1 level 8, +2 enhancement]
Int 8 (-1)
Wis 15 (+2) [13, +2 racial]
Cha 10 (+0)
FEATS Angelic Blood [Level 1]: You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.
Raging Vitality [Level 3]: Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.
Extra Rage Power [Level 5]: You gain one additional rage power. You must meet all of the prerequisites for this rage power.
Power Attack [Level 7]: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Improved Initiative [Level 9]: You gain a +4 bonus to initiative.
Angelic Wings [Level 11]: You gain a pair of gleaming feathered wings that grant a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly is a class skill for you.
TRAITS Warded Against Witchery (Campaign): You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.
Survivor (Regional): You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.
Total Points: 30 [10x(4 Barbarian – 1 Int)]
AC penalty is 0
LANGUAGES
Common, Celestial
EQUIPMENT
+1 Adaptive Longbow (3.4k)
+2 Mithril Breastplate (8.35k)
+1 Furious Greatsword (8.35k)
Headband of Havoc (8k)
Boots of Haste (12kgp)
Belt of Physical Might +2 (10k)
Cloak of Resistance +3 (9k)
2.9k gold 0 silver 0 copper
Weight Carried: -lbs.
SPECIAL ABILITIES Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Darkvision: Aasimar can see in the dark up to 60ft.
Skilled: Garuda-Blooded Aasimar have a +2 racial bonus on Acrobatics and Fly checks.
Spell-like Ability: Garuda-Blooded Aasimar can use See Invisibility once per day as a spell-like ability.
Favoured Class Bonuses (Barbarian): 10x HP
Proficiencies: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement: A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.
Rage: A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Rage Powers: As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Any barbarian who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title).
Rage Powers:
Beast Totem (Lesser) [Level 2]: While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian’s Strength modifier.
Superstition [Level 4]: The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Witch Hunter [Extra Rage Power 5]: While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained.
Beast Totem [Level 6]: While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained.
Spell Sunder [Level 8]: Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature’s CMD + 5, ignoring any miss chance caused by a spell or spell-like ability. If successful, the barbarian suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9. If she exceeds the CMD by 10 or more, the effect is dispelled.
Beast Totem (Greater) [Level 10]: While raging, the barbarian gains the pounce special ability, allowing her to make a full attack at the end of a charge. In addition, the damage from her claws increases to 1d8 (1d6 if Small) and the claws deal x 3 damage on a critical hit.
Invulnerability: At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.
This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Extreme Endurance: At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (Cold) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
This ability replaces trap sense.
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BACKGROUND
The universe balances on scales – great cosmic concepts which mortals can barely comprehend. Good, Evil, Law, Chaos. Every life is a grain of sand, pouring into these scales in their uncounted billions. To lay a finger on the scales, to tip the balance of the universe, is a task beyond even the Gods, Archdevils or even the unknowable horrors of the Dark Tapestry but some beings can watch the grains of sand and, with a little luck and skill, change the course of a mortal life and in doing so… the universe.
Then there are those, like Nagubel the Ineffable, who meddle simply for their own amusements. Sending great tribulations to one favoured by a god. Leading the mightiest minds down paths impossible. Sometimes it makes a difference, sometimes it is just funny. For Nagubel it doesn’t matter, as long as they benefit.
Natalya Orinsdottir and Thashara the Pure were never meant to know each other. A passing encounter as one fled the scene of a crime and the other ran towards it was nothing to the Universe but Nagubel, sensing the theft of a minor but sentimental trinket, intervened. Taking two utterly different mortals and setting them to work together appealed to the being’s twisted sense of humour. So it did.
Faced with such overwhelming power the two girls grudgingly accepted their fates – not that they had any choice in the matter. Their first mission ended in disaster, the second in failure and the third in Thashara saving Natalya’s life. The flame-kissed woman returned the favour a few months later and the pair slowly moved beyond hatred, through mistrust and finally ended at something that might, maybe, if you squint, be called friendship.
Nagubel has never entirely tired of the pair, although their latest mission might well be the first sign of waning interest.
“Baba Yaga is not answering my messages.” Was the stark introduction to their mission. “This displeases me. You will assist her and resolve whatever problem she is facing. Then she will owe me. It will be most satisfactory.”
A mission to help the Winter Witch of Golarion with a problem she can’t solve… wonderful.