| Duck |
Have a branch of kobolds that are more militeristic, led by a blue dragon, they kill any kobolds that are not blue. Dragon can craft magic arms and armor.
Kobold Fighter 4
LE Small Humanoid (reptilian)
Init +2; senses darkvision 60ft.; Perception +5
Defenses
AC 21, touch 13, flat-footed 19(+6 armor,+2 Dex,+1 Natural, +1 Size, +1 shield)
hp=29 (4d10+4)
Fort +4, Ref +3, Will +0(+1 vs fear)
Weakness: Light sensitivity
Offense
Speed 30ft, (20 if coming back from raid medium encumberance)
Melee +4 spear (1d6-1) x3
Ranged +10 within 30, (1d6+4 + 1d6 lightning) 19-20 x2
Ranged +9 within 80, (1d6+3 + 1d6 Lightning) 19-20 x2
Statistics
Str 9, Dex 14, Con 10, Int 10, Wis 9, Cha 8
Base Atk +4; CMB +3; CMD 14
Feats Weapon Focus Light Crossbow, Point Blank Shot, Rapid Reload, Precise Shot, Weapon Specilization Light Crossbow
Skills: Perception +5, Stealth +8
Treasure NPC gear (Small M.W. Breastplate, Small spear, Small buckler, Small M.W. Light Crossbow 15 normal crossbow bolts, 5 +1 bolts of shock, and around 157 gold 'left' for gems and other stuff)
Will volley fire down robed figures first then move to the ones that sing. They move in groups of 4-8 and sometimes are accompanied by stolen pack animals that will be eaten later.
So to overpowered to underpower? Thoughts? My intitial take is a CR 3
| wraithstrike |
Have a branch of kobolds that are more militeristic, led by a blue dragon, they kill any kobolds that are not blue. Dragon can craft magic arms and armor.
** spoiler omitted **
Will volley fire down robed figures first then move to the ones that sing. They move in groups of 4-8 and sometimes are accompanied by stolen pack animals that will be eaten later.
So to overpowered to underpower? Thoughts? My intitial take is a CR 3
I have them as a CR 3 also.
| Duck |
Just used a basic kobold gave it +1 to dex for being 4th level, I usually dont use the elite array till about 6th level npc's or I just roll the 4d6 and call it good from there. As a 4th level npc they have 1650 gold to spend on stuff broken down. I allocatted a little more to the bolts but still stayed under the 1650.
psionichamster
|
Just going off the Statistics by CR chart, they're a little high in the AC & Attack areas, about average in HP, and weak on saves.
If they use actual commando tactics (covering by fire and movement, readied shots, hit & fade attacks, ambushes, traps, etc) like good Kobolds, I'd put them at CR 4 (CR 3.5 + .5 for tactics)
If, like most kobolds, they break & flee easily, or only attack if they seriously outnumber their foes, CR 3.
| Fergie |
I would say CR 2, mostly just because of their saves and the fact that ranged attacks are not that difficult to mess with. In close combat, they got nothing.
If you have them set up for an ambush or in very favorable terrain I would give them a +1 CR for that, but as is, they are a little too close to being a kobold warrior 4, which is a CR 1.
When I make NPC's I often use the rules for advancing monsters. The first step is to add +4,+4,+2,+2,0,-2 to the ability scores. If you change the kobald's abilities from:
Str 9, Dex 14, Con 10, Int 10, Wis 9, Cha 8
To:
Str 13, Dex 16, Con 12, Int 8, Wis 13, Cha 8
Their saves get a decent boost, and they are a tiny bit better in melee combat.
Also, giving each one a potion of Protection from good, and a potion of cure light, will give them more staying power.
| Dreaming Psion |
CR 3 seems ok to me, but I can throw a team of 8 or so at these at my 9th level party and see how they do. Note a few of your figures are off, stealth should be +11 according to pcgen (i think stealth is always a class skill for kobolds) and your hp should be 30. note that with the gear you posted, the kommando is already encumbered (for my playtest i'll just drop the buckler since the kommandoes won't be using it most of the time anyway).