lets optimize a kobold


Advice


like the title says im interested in making a worthwhile kobold character. class isnt a big deal but i dont forsee many worthy martial builds coming from this.

we are level 6 using 25 pointbuy and the standard creation rules.
the only books we can use are the pathfinder books(apg/phb and the like) so to you oh mighty pathfinder masses lets see what we can come up with.

i was thinking wizard or druid but the only wizard ive played is evocation spec'd and i have read its just a bad choice i dont know how i would play one that isnt. our party is rather bloodthirsty so i dont know quite where a non damage char would fit into it


Caster is the easy choice, but rogue works almost as well. Well, a skill monkey rogue, not a 2 handed DPS rogue. Rog/Wiz is a nice synergistic combination, and lets you use wands without having to spend points on UMD. Use spells for mobility and defense (Exped retreat, spiderclimb, mirror image, etc), and a crossbow for ranged sneak attacks from the ceiling, at least until you get a wand that uses ranged touch attacks (Acid Arrow, Scorching Ray). Rog4/ Wiz2 for now, maybe 3/3 if you want 2nd level spells but are willing to be a bit more fragile.


Name: Ko-Bo-Pow

Kobold Monk 6
LE Small humanoid (reptilian)
Init +4 (feat); Senses darkvision 60 ft.; Perception: +15 (total all)

DEFENSE
AC 24 , touch 20, flat-footed 19 Immobilized 11 (+2 Bracer of Armor, +2 Dex, +1 natural +1 natural from Amuet of natural armor, +1 size. +1 defection bonus from Ring of Protection, +1 Dodge Ac, +5 Monk Wisdom bonus untiped)

hp 46 (1d8) = 8+4/per level starting at 2nd, Toughness +3 and +1/per level starting at 4th, +1/per level favorite class, +1 con x 6 level.

Fort = +5 ( +1 Con) = +6 total
Ref = +5 (+2 Dex) = +7 total
Will = +5 (+4 Wis) = +9 total

Weaknesses light sensitivity

OFFENSE
CMB/CMD: -1 size penality.
Speed 50 ft.
Unarmed Damage Melee = (+1 str)(+1 size to hit) Unarmed (1d6 20/x2)
Melee = (+1 str)(+1 size to hit) Mithral Masterwork Spear (1d6+1 20/x3 Range 20) = Counts as Silver weapon
Ranged = (+2 dex to hit) (+1 size to hit) Shuriken ( 1 damage Range 10)

STATISTICS
Str...16 (10p) -4 kobolt = 12 score with +1 bonus to Hit/Damage
Dex .12 ( 2p) +2 kobolt = 14 score with +2 to Hit range and AC
Con .14 ( 5p) -2 kobolt = 12 score with +1 hp per level and +1 fort
Int ....12 ( 2p) +1 skill point per level. +1 languange
Wis ..15 ( 7p) [+1 at 4th] < +2 Headband of Inspired Wisdom> = 18 score with +4 will save
Cha ....9 (-1p) with a -1 penality to influenc others, and cha based skills.

Base Atk = BAB +4, +1 melee (str), +2 range (dex).
Flurry Atk = +4/+4/-1 attack bonuse +1 melee (str)

Skills:
Acrobatics (dex +2) (+3 class) 6 ranks = 11 skill
Perception (wis +4) (+3 class) (+2 race) 6 ranks = 15 skill
Sense Motive (wis+4) (+3 class) 6 ranks = 13 skill
Stelth (dex+2) (+3 class) (+4 size) 6 ranks = 15 skill
Craft: Traps (Int +1) (+3 class) (+2 race) 6 ranks = 12 skill

Feats:
1: Toughness
3: Improved Initiative
5: Quick Draw
Monk bonus 1: Dodge
Monk bonus 2: Defect Arrow
Monk bonus 6: Mobility

Languages Common, Draconic, (Int bonus): Common

6th level Starting gold: 16000
-4000 = Headband of Inspired Wisdom +2 Wis
-4000 = Bracers of Armor +2 ac
-2000 = Ring of Protection +1 Defection bonus to AC
-2000 = Amulet of Natural Armor +1 ac
-2000 = Handy Haverscak
-1802 = Mitheral Masterwork Spear 1d6+1 Crit 20/x3 Range 20 = Counts as Silver weapon

112 gold left over for mundain item purchaces.

Other abilities as a 6th level monk: Evasion, Maneuver training, Still mind, Ki Pool, Slow Fall, High Jump, Purity of body.


Rogue1/Evoker4 (Admixture) /Assassin1 nets you a Death Attack (DC17), Scorching Ray x2 for 6d6 each, which can be made into any energy type with admixture, and a giant bucket of skill points. Craft Wondrous Item effectively doubles your money for most of the purchases. Obviously this would work better with an elf, but hey.
Ready for entry into Arcane Trickster, as well.

Spoiler:

Classes: Rogue1 Evoker4 (Admixture) Assassin1
Hit Points: 51
Experience: 23000 / 35000
Alignment: Neutral Evil
Vision: Darkvision (60 ft.)
Speed: Walk 30 ft.
Languages: Common, Draconic
Stat Score Mod
STR 3 (-4)
DEX 20 (+5)
CON 14 (+2)
INT 22 (+6)
WIS 8 (-1)
CHA 7 (-2)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 14 6.0 5 3
Craft (Traps) 17 6.0 6 5
Disable Device 21 6.0 5 10
Disguise 3 2.0 -2 3
Escape Artist 14 6.0 5 3
Knowledge (Arcana) 15 6.0 6 3
Perception 10 6.0 -1 5
Stealth 23 6.0 5 12

-------------------------- Feats ---------------------------
Craft Wondrous Item
You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Chapter 15 for more information. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Improved Initiative
You get a +4 bonus on initiative checks.

Toughness
Armor Proficiency, Light
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Scribe Scroll
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Chapter 15 for more information.

Simple Weapon Proficiency
-------------------- Special Abilities ---------------------

------------------------ Templates -------------------------

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 17 / 16 / 12
Initiative: +9
BAB: +2
Melee tohit: -1
Ranged tohit: +8
Fortitude: +3
Reflex: +9
Will: +3
Unarmed attack:
to hit: -1
damage: 1d2-4
critical: 20/x2
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS
Belt of Incredible Dexterity +2 1 1lbs
Cloak of Elvenkind 1 1lbs
Eyes of the Eagle 1 0lbs
Goggles of Minute Seeing 1 0lbs
Headband of Vast Intelligence +4 1 1lbs
Masterwork Thieves' Tools 1 1lbs


This is a variant of an NPC I used in a campaign just to mess with the idea that kobolds can't hit hard.

Kobold Barbarian 6 (yup...), invulnerable rager subtype.

Str 14 (17 +1 level -4 kobold)
Dex 12 (10, +2 kobold)
Con 14 (16, -2 kobold)
Wisdom 10
Int 10
Cha 12

Feats: toughness, power attack, weapon focus (greatsword). Rage 16 rounds/day

HP 12 + 12 + 6 + 6 + 32 (68, 80 raging). DR 3/-. Endure elements (fire)
Speed 40ft

fort +7 (+9 raging)
Ref +3
will +2 (+4 raging)

BAB +6/+1

CMB +7 (+9 rage), CMD +18 (+20 raging)

AC 19 (+6 rhino hide armor, +1 natural armor, +1 size, +1 dex) 18 during rage.

Attack Greatsword+1 +11/+6 d10+4. PA +9/+4 d10+10

Raging attack GS +13/+7 d10+7 +bite +7 d3+2. PA +11/+6 d10+13 +bite +6 d3+4

Charge with rage, PA: +13, d10+2d6+13

Rage Powers: Beast totem (lesser), Beast totem, Animal Fury

Sword has cost you 2.5k, armor 5.5k. That leaves you 8,000 to buy strength/con items, etc.

You have 4 points/level and not terrible stats, so some out of combat skills (intimidate at +10 isn't awful) will be ok.


Go half red dragon/sorc 2
This will give u medium size, flight and claw,claw, bite, and breath wpn.
A couple of monk levels and your a badass with touch based uglyness.


Because it needs to be done...

Pun-Pun


I thought the goal was to optimize kobolds, not dig up the ultimate douche bag.


dave.gillam wrote:
I thought the goal was to optimize kobolds, not dig up the ultimate douche bag.

+1 Though he wanted 6th level Class Kobold

RPG Superstar 2012 Top 32

Kobold bard 6. Built as summoner, buffing summoned swarms and other summoned beasties with bardic performance. Maybe squeeze in Augment summoning in there.


This probably isn't close to optimal but i thought it was fun and assuming i got the eidolon right (fairly unlikely considering what i've seen on these boards :P) someone may wanna use it as an annoying badguy.

Jabby & Flappy:
Jabby Jabby CR 5
Male Kobold Summoner 6
LE Small Humanoid (Reptilian)
Init +5; Senses Darkvison Perception +0
--------------------
DEFENSE
--------------------
AC 24, touch 15, flat-footed 119. . (+5 armor, +5 Dex +2 Shield Ally, +1 size, +1 natural)
hp 42 (6d8+12)
Fort +3(5), Ref +7(9), Will +3(5)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Masterwork Morning Star +5 (1d8-1/20/x2) or
Melee Unarmed +5 (1d2-1/20/x2)
Ranged +1 Heavy Repeating crossbow +12 (1d8+1/19-20/x2)
--------------------
STATISTICS
--------------------
Str 8(2pts), Dex 20(13pts)+1 lvl 4, Con 12(5pts), Int 10(2pts), Wis 07(-4pts), Cha 17(7pts) +headband)
Base Atk +4; CMB +2; CMD 18
Feats Mounted Combat, Mounted Archery, Deadly Aim
Traits Hierloom Weapon (Heavy repeating crossbow),
Skills Acrobatics +4, Appraise +1, Bluff +2, Climb -2, Diplomacy +2, Disquise +2, Escape Artist +4, Fly +4, Heal -2, Intimidate +2, Perception +0, Ride (6)+14, Spellcraft (6)+10 Stealth +8, Survival -2, Swim +0 UMD (6)+10
Languages Draconic, Common
SQ ---
Combat Gear +1 Mithril Shirt, +1 Repeating Heavy Xbow, Masterwork Morning Star Headband of Charisma +2, Wand of Gravity Bow
Other Gear Masterwork Backpack, Bedroll, Scroll Case, Explorer's Outfit, Flint and steel, Mirror small steel, Rope silk 50ft, Waterskin, Whetstone Efficient Quiverx2 (1 bolts 1 arrows) roughly 800 gp to spend
--------------------
SPECIAL ABILITIES
--------------------
Spells Level 0 Acid Spash, Detect Magic, Guidance, Mending, Read Magic, Resistance
Level 1 (5/day) Lesser Rejuvinate Eidolon, Feather Fall, Grease, Mage Armor,
Level 2 (4/day) Create Pit, Haste, Protection from Normal Missiles, Summon Eidolon

Flappy
(Winged Crocodile/Centaur)
LE Quadruped Eidolon
Size Medium; Speed 40 ft. Fly 40ft.; HD 5d10+10; Hp 37 AC 26 (+4 Armor (mage armor), +4 Dex +8 natural) ; Saves Fort +6(good), Ref +8(good), Will +2(bad); Attack Melee Bite +8 (1d6+3/20/x2) Claw +8/+8 (1d4+3/20/x2) or Ranged +10 +1 LCB(1d8+4/20/x3) or +8/+8 +1 LCB(1d8+4/20/x3); Ability Scores Str 16, Dex 18, Con 14(+1 lvl 4), Int 7, Wis 10, Cha 11; Skills Fly (5)+12, Perception (5)+9 Stealth (5) +12 Acrobatics (5) +12

Feats
1HD Martial Weapon Profecency Long Bow
3HD Point Blank Shot
5HD Rapid Shot

Free Evolutions bite, limbs (legs) (2).
Evolutions (9)
Limbs Arms (2)
Mount (1)
Improved Natural Armor (1)
Flight (2)
Ability Increase Dexterity (2)
Claws (1)


Tactics: Jabby likes to stay out of reach and shoot at his foes (like any good cowardly kobold does) preferably by flying over them with protection form normal missiles shielding him and his mount with haste active giving them 5 shots/round

In enclosed spaces he uses created pits and grease spells to slow his foes while flappy shoots them.


dave.gillam wrote:
I thought the goal was to optimize kobolds, not dig up the ultimate douche bag.

I jest, all done in good fun of coarse.


Kobold Wizard Idea:

Dragonbreath white kobold
admixer 6
Small humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +3

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 29 (6d6+6)
Fort +3, Ref +4, Will +6
Defensive Abilities +2 trait bonus on saves vs. fear effects
Weaknesses light sensitivity

OFFENSE
Speed 30 ft.
Special Attacks versatile evocation 6/day

STATISTICS
Str 8, Dex 15, Con 12, Int 17, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 13
Feats Heighten Spell (B), Scribe Scroll (B) + 3 more
Traits Courageous, Fast Talker
Skills Bluff +9, Craft (trapmaking) +14, Knowledge (dungeoneering) +12, Linguistics +9, Profession (miner) +12, Spellcraft +12, Stealth +15; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Languages Common, Draconic + 5 more
SQ arcane bond, crafty, prohibited arcane schools (enchantment, necromancy)

SPECIAL ABILITIES
Breath Weapon (Su): You can breathe a 10-foot cone once per round as a move action, forcing a DC 14 Reflex save for half damage. Those who fail the saving throw take 1d8 points of cold damage. After using their breath weapons, dragonbreath kobolds must wait 1d4 rounds before using them again.

Cold Magic (Ex): You gain a +1 bonus to the DC of any spell they cast with the cold subtype.

Crafty (Ex): Craft (trapmaking) and Stealth are always class skills for a kobold.

Light Sensitivity: Kobolds are dazzled as long as they remain in an area of bright light.

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

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