Teddy the Trapper Kobold


Advice

Grand Lodge

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I'm making a possible Trapper kobold.

Obviously, he isn't a guy you expect to do much /while/ in combat. But before combat, he can get some things really set up, and could do some while in combat as well.

Grand Lodge

what might be more useful is to be human instead, taking racial heritage for kobold, and replacing my bonus feet with the the one that gives me 3 skill focuses.

Scarab Sages

I suggest keeping your strength low like a 7 would be fine. Why? For 1k gold you can purchase Muleback Cords which treats your STR score as EIGHT higher, combine this with a masterwork backpack (yep they stack) for 50g to get an additional +1 str for just carrying stuff. Which means you effectively have a STR for 16 to haul stuff around.

Because this will free up a few points you can spend elsewhere like two into your con. As you advance in level even level three stuff can be hitting for 1d8+4 if not more.


I agree with the low strength. Ranged combat is going to be this kind of characters bread and butter. But a kobold shortbow is only a d4, and getting sneak attack with ranged weapons is always more trouble than its worth.

Maybe Light Crossbow and Rapid Reload?

I'm not sure if the high charisma for Eldritch Heritage is worth it. I'd trade the Cha for something else more Dex or Con, probably, then trade Eldritch Heritage for Kobold Sniper, and buy some bear traps.

The bear trap does more damage, has a good attack bonus, and hampers movement. They're also harder to spot and disable.

For bonus points, ask your DM about throwing them a la the hillbilly zombie in Cabin in the Woods.


Oh. Also. Your Stealh bonus should be higher.

5 ranks +
3 Dex mod +
3 for class skill +
4 for small size
___________________________
+15 Stealth

Might I suggest a Cloak of Elvenkind to bump it up to +20, or +10 when sniping the poor fool who is caught in one of your bear traps.

Grand Lodge

I was thinking with the Cha, I get another set of traps to use.

5 more energy based traps at the start, but with a headband of mental abilities that number could increase. Each lasts a day and doesn't count against my ranger traps.

I think that would be 1d8+cha+Deadly Traps bonus. Honestly I'm less interested in actually hitting an enemy with a sneak attack as I am more interested in hitting them with a trap.

The nice thing about Deadly traps is its not just ranger traps that do 'sneak attack' its any trap I put up~

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