Feedback on a Goblin and Kobold sorcerer


Advice


This is my first time leveling up monsters, so I'd love to get second opinions. I chose to make a goblin and kobold into 3rd level sorcerers. I felt that was best to make them shaman-types, but if you've got a better suggestion (using only the core rulebook, please let me know.) Maybe druid would be my second choice, moreso for the kobold. (I like the goblin having access to fire.)

I basically looked at the leveling rules in the bestiary appendix. Which gives you some stat adjustment rules (I didn't use all of them) and then you just level the creatures up (BAB, saves, pick spells, powers, etc) and set the CR. I gave them each high Cha (using both +4s for the same ability because it was so low.) Alternately, maybe I could have noted that for casting they use a different ability. Or as mentioned in the first paragraph make them a different spellcaster that doesn't use Cha for spells. I also didn't mess with skills yet.

GOBLIN SHAMAN 3:
Init +6; Senses darkvision 60'; Perc -1
DEFENSE
AC 13, touch 13, flat-ft 11 (+2 Dex, +1 size)
hp 14 (3d6+3)
Fort +4, Ref +3, Will +2
Resist fire 10
OFFENSE
Speed 30 ft.
Melee dagger +2 (1d3)
Range sling +4 (1d3)
Spells Known: CL3; 1st(5) burning hands (bloodline), sleep,
mage armor, magic missile; 0(at will) dancing lights, detect
magic, flare, ray of frost, prestidigitation;
STATISTICS
Str 11 Dex 15 Con 12 Int 12 Wis 9 Cha 14
Base Attk +2 CMB +1 CMD 13
Feats: Eschew materials, Improved Initiative
Skills: Ride +10, Stealth +10, Swim +4 Langs: Goblin
Spec Quals: elemental (fire) bloodline
SPECIAL ABILIITIES
Elemental Ray (Sp): 5/day. Can unleash an elemental ray as
a standard action, targeting any foe within 30 feet as a
ranged touch attack. This ray deals 1d6+1 points of fire
damage.
Alter Energy (Ex): Can change the type of energy of spells
that deal energy damage to fire. This also changes the
spell's type to match the type of your bloodline.
NOTES
Goblin sorcerer 3, elemental (fire) bloodline

KOBOLD SHAMAN 3:
Init +1; Senses darkvision 60'; Perc +4
DEFENSE
AC 15, touch 12, flat-ft 14 (+1 Dex, +1 natural, +1 size)
hp 10 (3d6)
Fort +2, Ref +1, Will -1
Resist acid 5 Weakness light sensitivity
OFFENSE
Speed 30 ft.
Melee dagger +2 (1d6-1) or 2 claws +2 (1d3-1)
Range sling +4 (1d3)
Spells Known: 1st(5) burning hands, hypnotism, mage
armor (bloodline), magic missile; 0(at will) acid orb, dancing
lights, detect magic, flare, prestidigitation;
STATISTICS
Str 9 Dex 13 Con 10 Int 12 Wis 9 Cha 16
Base Attk +2 CMB +0 CMD 11
Feats: Eschew Materials, Skill Focus (Perception)
Skills: Craft (trapmaking) +6, Perception +4, Stealth +6
Langs: Common, Draconic
Spec Quals: crafty
SPECIAL ABILIITIES
Crafty (Ex): Craft (trapmaking) and Stealth are always class
skills for a kobold.
Claws (Su): Can grow natural weapon claws as a free
action. Allows two claw attacks as a full attack action using
full base attack bonus. Each of these attacks deals 1d3-1
points of damage.
NOTES
Kobold sorcerer 3, draconic (black) bloodline.

Thanks in advance!


not saying you should have gone with druid but, the druid actually would have had more fire spells than the sorcerer especially since the druid can cast 2nd lvl spells,
1st lvl produce flame
2nd lvl flame blade flaming sphere heat metal, and even firetrap

then you choose fire domain over animal companion and get burning hands and produce flame instead, so if you wanna play with fire I would go druid
not saying that there can not be another reason to not go druid but not gething fire spells are the wrong one


I like your builds here and they're highly effective. For simple shaman types (unnamed npcs) I like to use the NPC class Adept. Its divine powered but has some divine versions of arcane spells and a familiar. Then again, I also like to tweak said NPC class features with class features of the 2 caster types it emulates.

Take an NPC Adept, change 2nd level Familiar to Channel Energy or a Domain at level 2; you've got a more clerical type. Take that same caster and swap the familiar for Claws or an Energy Ray; you've got a sorcerer type. You might also swap for a mystery and curse for an oracle knock-off, perhaps throw them a bond w/a weapon they can grant a +1 to for a Magus type or many other kinds of variations.

I think you've done a really good job with these. I think the goblin especially w/enough range and perhaps a minion to delay the party for a round may be able to completely destroy an APL 1 group on his own! 2 unerring missiles of 1d4+1 fire (fire-based magic missile), 5 rays of 1d6+1 fire and a burning hands for anyone that gets too close, all followed up by a never-ending supply of 1d3 flaming rays (fire-based ray of frost) and you've got a very effective damage dealer. He's great against single targets, so perhaps consider some minions (1 goblin warrior 2 or perhaps 2 goblin warrior 1 makes this a CR 3 encounter) to give the sorcerer the liesure to pick a single target at a time to harrass.


Thanks for the feedback so far, and keep it coming. I'll look at the adept and druid again. But I also wanted to clarify that I'm also looking to make sure my numbers are correct. (except skills which I haven't touched yet.)

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