
Mark Hoover |

Have an upcoming game involving kobolds and looking for some good, low-level builds. PCs are level 1. I'm really bad at low levels and usually end up copping out and just picking/re-skinning monsters, so this time I'm looking for some builds to pep up kobolds for interesting encounters.
Rules: heroic array (15, 14, 13, 12, 10, 8), race must be kobold. So far here's what I came up with:
XP 400
Kobold Ranger 3
LE Small humanoid (reptilian)
Init +1; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 20, touch 15, flat-footed 16(+4 armor, +4 Dex, +1 natural, +1 size)
hp 27 (3d10+6)
Fort +4, Ref +7, Will +1
Weaknesses light sensitivity
OFFENSE
Speed 30 ft.
Melee spear +1 (1d6–1/x3)
Ranged +1 light crossbow +9 (1d6 +6)
STATISTICS
Str 9, Dex 18, Con 12, Int 15, Wis 10, Cha 8
Base Atk +3; CMB +1; CMD 11
Feats Deadly Aim, Endurance, Focused Shot, Point Blank Shot
Skills Climb +5, Craft (trapmaking) +10, Handle Animal +4, Knowledge: Dungeoneering +8, Perception +8, Ride +10, Stealth +10, Survival +6; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
Languages Common, Draconic, Undercommon
Gear +1 light crossbow, masterwork studded leather armor, buckler, spear, 10 crossbow bolts, other gear
SQ crafty, favored enemy: humanoid (dwarf), favored terrain: underground, track, wild empathy
SPECIAL ABILITIES
Crafty (Ex)
Craft (trapmaking) and Stealth are always class skills for a kobold.
Favored Enemy (Ex)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Terrain (Ex)
At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Kind of boring, I know. If anyone has any advice I'd gladly take it. Thanks for any help you can offer.

master_marshmallow |

That guy is mad strong to put against some lvl 1 players, even if they optimize.
Is he the boss battle?
I actually love using racial archetypes for my NPCs, and used the Swarm Fighter for my own kobolds.
mook kobold #1
LE small humanoid (reptillian)
Swarm Fighter 1
Init +3; darkvision 60 ft. Perception +3
DEFENSE
HP 7
AC 16; Touch 13; Flat Footed 13; (2 Armor +3 DEX +1 Natural)
Fort +3; Ref +3; Will +1
OFFENSE
Speed 30
melee light pick +4 (d3-1)
melee spear +0 (d6-1)
STATISTICS
STR 9 DEX 17 CON 12 INT 10 WIS 12 CHA 8
BAB +1; CMB +0; CMD 13
FEATS
Mobility; Weapon Finesse
SKILLS
Climb +2; Perception +3; Craft (traps) +2; Acrobatics +8; Stealth +7
GEAR
leather armor; light pick
mook kobold #2
LE small humanoid (reptillian)
Swarm Fighter 1
Init +3; darkvision 60 ft. Perception +3
DEFENSE
HP 7
AC 16; Touch 13; Flat Footed 13; (2 Armor +3 DEX +1 Natural)
Fort +3; Ref +3; Will +1
OFFENSE
Speed 30
ranged sling +4 (d3)
special attack: smoke pellet, ranged touch attack DC 13 Fort negates, failure means the target is nauseated for 1 round.
STATISTICS
STR 9 DEX 17 CON 12 INT 10 WIS 12 CHA 8
BAB +1; CMB +0; CMD 13
FEATS
Mobility; Point Blank Shot
SKILLS
Climb +2; Perception +3; Craft (traps) +2; Acrobatics +8; Stealth +7
GEAR
leather armor; sling, smoke pellets (4)
Tactics usually include having 2 or more of the ranged kobolds attack an enemy to stun them and then have your melee kobolds swarm in and attack by flanking.

XMorsX |
Kobold Bushwacker 4
STR 9
DEX 17+1
CON 12
INT 10
WIS 14
CHA 8
1 Rapid Reload
3 Kobold Sniper
Give him a musket and play him like a sniper, using stealth after every attack.
Yous should use weker creatures as long as your players are 1 lvl. Standard kobolds will work fine. W8 for them to go 2 lvl before you challenge them with my suggestions or something similar.

Douglas Muir 406 |
Guys, he said his players are Level 1. Unless there are 6 of them, or the players are very experienced, enemies with 4 PC levels will be bosses.
Mark, take a look at the expanded Kobold entry here in the PFSRD. That should give some ideas. Here's a kobold sorceror using that entry.
Red Kobold sorceror 3
Str 6
Con 10
Dex 16
Int 13
Wis 8
Cha 15
AC 20 (+4 Mage armor +3 Dex +1 Size +1 natural +1 Dodge) 14 HP
Fort +1 Reflex +4 Will +2 (+4 vs. fear)
Spells: Burning Hands (3d4+3, DC 15), Color Spray (DC 13), Mage Armor, Minor Image (DC 13)
Relevant skills: Stealth +4, Intimidate +7
Feats: Dodge, Toughness
This guy's job is to capture invaders. He has a team of several ordinary kobolds (between 4 and 8, depending on how big the party is) to help him. He waits in ambush and tries to surprise the party; he may use a minor image of a more powerful monster to distract them and/or give his ambush team cover. He'll open with Burning Hands and then get close to use Color Spray. The other kobolds will first throw nets and then swarm the party. Their goal is to capture at least one PC; if they knock someone out, they may call off the attack against the rest of the party to drag that person away quickly. (There should be a kobold-sized tunnel that they can get through, easy for them to drag an unconscious body through but cramped quarters for medium sized creatures.)
If you want to make this encounter tougher, give some of the kobolds smoke bullets (from the writeup linked above). If you want to make it MUCH tougher, give the sorceror a staring box and have him start combat by opening the box. Against first level characters that may well result in one or more PCs being captured, though, so be ready for that.
Doug M.

Dreaming Psion |

Have an upcoming game involving kobolds and looking for some good, low-level builds. PCs are level 1. I'm really bad at low levels and usually end up copping out and just picking/re-skinning monsters, so this time I'm looking for some builds to pep up kobolds for interesting encounters.
Rules: heroic array (15, 14, 13, 12, 10, 8), race must be kobold. So far here's what I came up with:
** spoiler omitted **...
The Pullstinger here is CR 2 (kobolds only get a -1 CR mod if they only have NPC levels)

Douglas Muir 406 |
Shrieksinger
Green Kobold Bard 2
Str 8
Con 8
Dex 16
Int 13
Wis 8
Cha 15
AC 15 (+3 Dex +1 Size +1 natural) 7 HP
Spells: 0 -- Ghost Sound, Lullaby (DC 12), Mage Hand 1 -- Cause Fear (DC 13), Sleep (DC 13)
Relevant skills: Perception +4, Stealth +12
Feats: Silent Spell
Shrieksinger is another ambusher. He stays hidden with his excellent Stealth and tries to use Silent Lullaby on a single PC, followed by Sleep. He has three or four ordinary kobolds with him; when combat breaks out, he spends a round inspiring courage, and then... he runs. (Hey, he has AC 15, Str 8 and 7 hp.) He'll also use Silent Ghost Sound and Silent Mage Hand to confuse and distract PCs into traps.

XMorsX |
Kobold Snare Settler Rogue 3
STR 10
DEX 17
CON 10
INT 13
WIS 10
CHA 8
1 Learn Ranger Trap (Freezing Trap), Point-Blank Shot
2 Talent: Weapon Training: Weapon Focus (Light Crossbow)
3 Precise Shot
He prepares for an ambush, using his 2 traps (tripwire, freezing) and waiting for the players. When they get struck by them, he ambushes them with his crossbow.

XMorsX |
Kobold Swarm Fighter 4
STR 10
DEX 17+1
CON 10
INT 13
WIS 10
CHA 81 Weapon Finesse
2 Tandem Trip
3 Combat expertise
4 Improved TripUse them as a swarm. Tandem trip will make your kobolds better trippers when they threaten the same enemy.
Take the favored class bonus every lvl.
EDIT: Fixed Con stat.

XMorsX |
Kobold Bushwacker Gunslinger 4
STR 9
DEX 17+1
CON 12
INT 10
WIS 12
CHA 81 Rapid Reload
3 Kobold SniperFavored class bonus every lvl.
Give him a musket and play him like a sniper, using stealth after every attack.
Yous should use weaker creatures as long as your players are 1 lvl. Standard kobolds will work fine. W8 for them to go 2 lvl before you challenge them with my suggestions or something similar.
EDIT: Fixes stats.

Ilja |

More concept and less crunch:
The Possessed
They keep her locked up in a sealed-off part of their lair; she's ancient, and people say she's been possessed by a dragon ancestor. At night her true form can be seen, but during daylight she's a monster.
A synthesist 3, taking the biped form with a draconic appearance, evolution points spent in improved natural armor and similar things, spells fitting for a dragon of the chosen kind (if she's possessed by a blue dragon, things like shocking grasp?) etc.

Mark Hoover |

More concept and less crunch:
The Possessed
They keep her locked up in a sealed-off part of their lair; she's ancient, and people say she's been possessed by a dragon ancestor. At night her true form can be seen, but during daylight she's a monster.A synthesist 3, taking the biped form with a draconic appearance, evolution points spent in improved natural armor and similar things, spells fitting for a dragon of the chosen kind (if she's possessed by a blue dragon, things like shocking grasp?) etc.
Wow. That's awesome! I never looked at the synthesist before. Thanks I-beam!

XMorsX |
For the Synthesist idea:
Kobold Synthesist 3
STR 6
DEX 10
CON 13
INT 13
WIS 12
CHA 14
1 Arcane Strike
3 Resilient Eidolon
Quadruped Eidolon
Evolutions: Claws (1), Pounce (1), Ability Increase (Strenght) (2), Improved Natural Armor (1)
16 Str, Claw/Claw/Bite and Pounce. It is miles ahead in damage comparing it to the other kobolds.

Dosgamer |

Have you looked at Crown of the Kobold King module (or its follow-up module Return of the Kobold King)? Both are great.
I modified them somewhat to include a kobold alchemist (forget the level, maybe level 3) as well as a kobold summoner (with a black dragon-like eidolon). I don't have their stats handy, sorry.
The kobold summoner was a very tough opponent on a low-level party (pit spells took a couple of players out of the fight and a hasted eidolon would have ripped the remaining PCs up if they hadn't decided to "kite it" right off the bat, saved their bacon that did). Good luck! Kobolds are fun opponents.

XMorsX |
Kobold Mindchemist Alchemist 4
STR 9
DEX 16+1
CON 10
INT 15
WIS 10
CHA 8
Feats: Point Blank Shot, Precise Shot
Discoveries: Smoke Bomb, Stink Bomb
Take the favored class bonus every lvl.
Stink Bomb is the highlight of this fellow. Other than that give him a light crossbow for when you run out of bombs.

XMorsX |
Kobold Inquisitor 4
STR 10
DEX 15+1
CON 10
INT 10
WIS 13
CHA 8
Dragon subdomain (associated with Scalykind) (choose a green dragon)
1 Weapon Finesse
3 Tail Terror
Take the Dragonmaw alt racial trait, along with day-rider and gliding wings if you want.
This is a very dragon-like kobold that uses his bite and tail slap attacks and can breath acid once per day.

Ilja |

Here's an NPC sheet for the synthesist. Made it 4th level but focused on defenses, also having nearly no gear; I feel this is a better approach for a single target encounter than making it 3rd level and offensively focused (where it'll either be a walkover or insta-PC-death depending on rolls). It came out too strong for a 1st level party, clearly; synthesists are kind of hard to gauge before you make them. The defenses are quite insane. It could be good as an encounter at late 2nd or early 3rd level though.
It could be lowered to a 3rd level synth but I feel that it'll lose a lot of the draconic feeling if you did that. It will _feel_ a lot weaker, even though it still might be nearly as strong, since you have to drop some of the evolutions that make it feel extra dangerous (reach for example).
The Possessed
They keep her locked up in a sealed-off part of their lair; she's ancient, and people say she's been possessed by a dragon ancestor. At night her true form can be seen, but during daylight she's a monster.
She's larger than any other kobold - around 6 feet tall with a long, slender neck and tail, and two undersized wings protruding from her back. Her skin is covered in thick, deep blue scales and her head is dominated by a large, toothed mouth. She growls constantly, with an almost electric fizz. Around her neck there seems to be something hanging in a chain; it looks like a horn.
Her lair is a section of two high and narrow caves that intersect like an X; she mostly keeps to the higher parts, sleeping on the ledges of the rough cave wall.
She is very wary of everyone, and has a very short temper, but is not automatically hostile to people entering. It would not be impossible to talk to her, provided one has something she is interested in.
XP 600
Kobold Synthesist 4
LE Medium humanoid/outsider (reptilian)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +7
DEFENSE
AC 20, touch 18, flat-footed 12 (+2 Dex, +6 natural, +2 shield)
hp 47 (4d6+8+3d10+6)
Fort +3, Ref +3, Will +6
Weaknesses light sensitivity
Special defenses: +2 vs Sleep & Paralysis. Electricity resist 5, evasion, gliding wings
OFFENSE
Speed 30 ft.
Melee Bite +6 (1d6+3, reach) and 2 claws +6 (1d6+3)
Ranged Acid Splash +5 (1d3)
Special attacks:
Breath Weapon 1/day; Line of electricity 30 ft, 2d6 damage, Ref DC16 for half.
Spells known (DC13+Level)
0 - Acid Splash, Arcane Mark, Daze, Detect Magic, Mage Hand, Resistance
1 (4/day) - Alarm, Protection from Good, Ventriloquism, Unseen Servant
2 (2/day) - Detect Thoughts, Levitate
STATISTICS
Str 17, Dex 14, Con 15, Int 14, Wis 14, Cha 15
Base Atk +3; CMB +6; CMD 18
Feats Draconic Aspect, Draconic Breath
Skills Acrobatics +5, Fly +8, Climb +6, Intimidate +5, Knowledge (History) +6, Linguistics +6, Perception +7, Sense Motive +12, Spellcraft +6, Stealth +7
Languages Common, Draconic, Undercommon, Auran, Infernal
Evolutions: Bite, Improved Natural Armor, Ability Increase (Con), Reach (bite), Skilled (Sense Motive), low-light vision
Gear Dragon Horn
SQ gliding wings, dragon scaled, wyrmcrowned, shielded meld
Since I'm quite obsessed with custom and odd loot, I had to put something in. It could be just sold, or it could be a plot hook for the future, or a nice trophy:
Go my son, with my blessing. When you fear for your life, sound your sister and I will come for her brother.
Sounding the horn gives a weird, tingling sensation, almost like an electrical current through the user's face. The horn detects as faintly magic, but if there are specific powers to it they can't be identified.
The horn can be sold to collectors for around five hundred gold coins on the open market.

RuyanVe |

Did you have a look at the pregens for We be Goblins? You can download the whole bunch following the link right above the line reading Product availability.
Ruyan.

Mark Hoover |
1 person marked this as a favorite. |

A rat-mounted tunnel blocker:
XP 100
Kobold warrior 1
LE Small humanoid (reptilian)
Init +1; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 23, touch 15, flat-footed 19 (+7 armor, +4 Dex, +1 natural, +1 size)
hp 6 (1d10+1)
Fort +3, Ref +4, Will +1
Resist Fire 5, Fort save vs poison +2
Weaknesses light sensitivity
OFFENSE
Speed 30 ft.
Melee spear +1 (1d6–1/x3)
Ranged sling +4 (1d3-1); Fire Bomb shot +5 (1d3 Fire)
STATISTICS
Str 9, Dex 18, Con 12, Int 10, Wis 12, Cha 8
Base Atk +1; CMB –1; CMD 13
Traits: Beast Bond, Dragon-Scaled (Red), Firebug, Resilient
Feats Draconic Aspect (Red)
Skills Handle Animal +4, Perception +5, Ride +2; Racial Modifiers +2 Handle Animal, +2 Ride
Languages Draconic
Gear chain shirt, heavy wooden shield, spear, 10 Fire Bomb shot (+1 Fire damage)
XP 200
N Medium animal
Init +2; Senses low-light vision, scent; Perception +4
DEFENSE
AC 18, touch 13, flat-footed 16 (+2 armor, +2 Dex, +3 natural, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +4, Will +1
OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +2 (1d6 +2 plus disease)
Special Attacks disease
STATISTICS
Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 4
Base Atk +0; CMB 0; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception)
Skills Climb +11, Perception +4, Stealth +11, Swim +11; Racial Modifiers uses Dex to modify Climb and Swim
SPECIAL ABILITIES
Disease (Ex)
Filth fever: Bite—injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Fire Bomb shot is just simply normal sling bullets that add a +1 fire damage to them. I'm making a GM fiat to allow Firebug to work with this ammo, which explains the entry. Hopefully everything else is correct on this guy.

Mark Hoover |

More ideas:
XP 100
Kobold warrior 1
LE Small humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 size)
hp 5 (1d10)
Fort +2, Ref +2, Will +0
Weaknesses light sensitivity
OFFENSE
Speed 30 ft.
Melee bite +3 (1d4-1) or shortsword +3 (1d4 -1/19-20 x2), or shortsword +3 (1d4 -1) and bite -1 (1d4 -1)
Ranged sling +3 (1d3-1)
Special Attack +1d6 electricity w/bite 1/day
STATISTICS
Str 9, Dex 15, Con 10, Int 9, Wis 10, Cha 8
Base Atk +1; CMB –1; CMD 11
Traits: Dragonmaw, Shoulder to Shoulder
Feats Weapon Finesse
Skills Craft: trapmaking +3, Perception +4
Languages Draconic
Gear chain shirt, heavy wooden shield, shortsword, sling, 20 sling bullets
Basically these are the minion mooks scattered around the lair in various places. Their job is to plug holes and act in tandem w/one another or bigger elite type kobolds to grant Aid Another bonuses. These guys are like draconic goblins; oversized heads on scrawny bodies that are ALL mouth.
XP 600
Kobold magus 2
LE Medium humanoid (reptilian)
Init +3; Senses low-light vision; Perception +8
DEFENSE
AC 22, touch 11, flat-footed 21 (+7 armor, +1 Dex, +4 natural)
hp 18 (2d8+4)
Fort +5, Ref +1, Will +4
Resist Electricity 5
OFFENSE
Speed 30 ft.
Melee longsword +3 (1d8 +2/19-20 x2); or Arcane +1 longsword +4 (1d8 +3/19-20 x2); or Arcane Shocking Grasp Spellstrike +1 longsword +4 (1d8 +3 plus 2d6 Electricity/19-20 x2)
Ranged javelin +2 (1d6 +2)
Spells Prepared (CL 2; Concentration +3)
Level 1 Chill Touch, Mirror Strike, Shocking Grasp
Level 0 Arclight, Daze, Light, Mage Hand
STATISTICS
Str 15, Dex 12, Con 14, Int 12, Wis 13, Cha 8
Base Atk +1; CMB +3; CMD 14
Traits: Beast Bond, Day Rider, Dragon-Scaled (Blue), Vigilant (+2 Perception), Reactionary
Feats Draconic Aspect (Blue)
Skills Handle Animal +4, Knowledge: Arcane +6, Perception +8, Ride +2; Racial Modifiers +2 Handle Animal, +2 Ride
Languages Common, Draconic
SQ Arcane Pool 2, Spell Combat, Spell Strike
Gear chainshirt, heavy steel shield, masterwork longsword, spellbook (see below), x2 javelins, 1 scroll: vanish,
Spellbook
Level 1 Chill Touch, Enlarge Person, Mirror Strike, Shocking Grasp, Shock Shield, Vanish
Level 0 All Magus cantrips plus Arclight (exactly the same as Ray of Frost, only electricity)
These elite creatures have the Simple: Giant template applied. They are hulking blue-scaled brutes that stand sentry over important locales in the lair. When accompanied by the regular lightning guards, these dudes time their attacks so that while the mooks use Aid Another they make a single, devastating attack, preferably with Chill Touch or Shocking Grasp added.