
Obsidian |

Kobolds, we all know them and most of us would never dream of playing one as a pc, and almost never as a martial PC. When thinking on this phenomenon I decided to Gish the snare setter rogue and a swarm fighter. I am quite pleased with the outcome and think that the hybrid class is actually pretty well balanced (at least when you consider it is a kobold only hybrid). This class follows the rules established in the ACG for hybrids in which the hybrid cannot gain levels in either of the parent classes. Please let me know what you think.
Kobold Master Commando: hybrid fighter/rogue
It is said, that the only thing Chuck Norris fears is the dreaded Kobold Master Commando .
Saves: good fort & reflex; poor will
BAB: good
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
1. Trapper; Trapsmithing; athletic prowess; mobility
2. Bonus teamwork feat; Safety in Numbers
3. Deadly traps 1d6; rogue talent
4. Bonus combat feat
5. SA 1d6, share space
6. Bonus teamwork feat; evasion
7. Deadly traps 2d6; rogue talent
8. Bonus combat feat; uncanny dodge
9. SA 2d6, strike the underbelly
10. Bonus teamwork feat
11. Deadly traps 3d6; advanced rogue talent
12. Bonus combat feat ; Always underfoot
13. SA 3d6; improved uncanny dodge
14. Bonus teamwork feat
15. Deadly traps 4d6; advanced rogue talent
16. Bonus combat feat
17. SA 4d6
18. Bonus teamwork feat
19. Deadly traps 5d6; advanced rogue talent
20. Bonus combat feat; Soft Underbelly
Trapper (Ex): At 1st level, a Kobold Master Commando gains Learn Ranger Trap (see page 24) as a bonus feat. In addition to the trap granted by this feat, he learns how to construct the tripwire trap for free. For the purposes of this feat, he’s considered a ranger of his Kobold Master Commando level, and uses his Intelligence in place of Wisdom to determine uses per day and the DC of his ranger traps. Whenever the Kobold Master Commando could learn a new rogue trick, he may instead learn a new ranger trap.
Trapsmithing (Ex): A Kobold Master Commando gains a bonus on Perception skill checks to detect traps and on Craft (traps) checks equal to 1/2 his Kobold Master Commando level. He can use Craft (traps) in place of Disable Device to disarm traps, including magical traps.
Athletic Prowess (Ex): A Kobold Master Commando adds Acrobatics and Climb to his class skills, and gains a bonus on checks with these skills equal to 1/2 her Kobold Master Commando level.
Mobility (Ex): The Kobold Master Commando gains Mobility as a bonus feat, even if he does not meet the prerequisites.
Safety in Numbers (Ex): A Kobold Master Commando benefits greatly from the proximity of his allies. he gains a morale bonus on saves against fear effects equal to the number of allies within 20 feet of her. This bonus can’t exceed half her level.
Bonus Teamwork Feats (Ex): At 2nd level and every 4 levels thereafter, the Kobold Master Commando gains a bonus Teamwork Feat.
Deadly Traps (Ex): At 3rd level, the Kobold Master Commando ’s traps deal an additional 1d6 points of damage on the first round they’re activated. This damage is of the same type the trap normally deals. Traps that don’t deal damage are unaffected by this ability. This additional damage increases by 1d6 points every 4 levels beyond 3rd (7th, 11th, 15th, and 19th).
Rogue Talents: As a Kobold Master Commando gains experience, he learns a number of talents that aid him and confound him foes. Starting at 3rd level, a Kobold Master Commando gains one rogue talent. He gains an additional rogue talent for every 4 levels of Kobold Master Commando attained after 3nd level. A Kobold Master Commando cannot select an individual talent more than once.
Bonus Feats (Ex): At 4th level, and every 4 levels thereafter, the Kobold Master Commando gains a bonus combat feat. These are gained as with the fighter’s normal bonus feats class feature (but less frequently).
Sneak Attack (Su): At 5th level, the Kobold Master Commando gains sneak attack +1d6. This functions as the rogue ability of the same name, but the damage increases by 1d6 every 4 levels after 5th (9th, 13th, and 17th).
Share Space (Ex): At 5th level, the Kobold Master Commando can move into the space of another creature at least one size category larger than he is. He may end his movement in, and make attacks from, that space. He must succeed at the Acrobatics check for moving through an occupied square to move into a space occupied by an enemy. While sharing the space of another creature, he gains a +2 shield bonus to AC and a +1 circumstance bonus on Reflex saves.
Evasion (Ex): At 6th level and higher, a Kobold Master Commando can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Kobold Master Commando is wearing light or medium armor or no armor. A helpless Kobold Master Commando does not gain the benefit of evasion.
Uncanny Dodge (Ex): Starting at 8th level, a Kobold Master Commando can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose her Dex bonus to AC if the attacker is invisible. He still loses her Dexterity bonus to AC if immobilized. A Kobold Master Commando with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him. If a Kobold Master Commando already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Strike the Underbelly (Ex): At 9th level, creatures with which the Kobold Master Commando shares a space are denied their Dexterity bonus to Armor Class against the Kobold Master Commando ’s attacks.
Improved Uncanny Dodge (Ex): A Kobold Master Commando of 13th level or higher can no longer be flanked.This defense denies another Kobold Master Commando the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Always Underfoot (Ex): At 13th level, the Kobold Master Commando gains Step Up as a bonus feat. A creature sharing a square with the Kobold Master Commando is considered adjacent for the purposes of this feat. At 17th level, the Kobold Master Commando gains Following Step as a bonus feat.
Soft Underbelly (Ex): At 20th level, any attacks made against creatures with which the Kobold Master Commando shares a space automatically confirm all critical threats.

Aleron |

You didn't actually list the hit dice. Favoured class is excessive in my opinion.
Assuming it is kobolds and kobolds only (no humans with kobold heritage even), it might be okay...but it gets a heck of a lot of stuff every level. Usually 2 things every level actually, that's way too good for most classes.

Obsidian |

Oh d10, since its full BAB.
And yes, kobold only. Its the most secret of all kobold warriors and they would never share their secrets with outsiders.
I will say, I just built one up and I would not say it was incredibly powerful. But it looks like a hell of a lot of fun to play.
Racial traits: shoulder2sholder/dayraider/dragonmaul
10/ 16(21)/ 12(14)/ 14(18)/ 12/ 8
BAB: 12/7/2 Attack: 20/15/15/10
Saves:10/13/7
AC:25 CMD:26
HP: 10d10+48
1. Weapon finesse
1b. Learn ranger trap: poison trap
1b. Mobility
2tw. Precise Strike
3. Piranha strike
3t. Slow reactions
4f. Kobold Ambusher
5. Extra rogue talent: cunning trigger
6tw. Pack attack
7. Iron will
7t. Spell storing trap
8f.
9. Arcane strike
10tw. Coordinated charge
11. Ability focus: ranger traps
11at. Skill mastery: craft:traps, acrobatics, stealth, umd, know:arc, slight of hand, escape artist
12f.
Favored Class: kobold master commando: 2hp/level
Traits:
1. Pragmatic activator
2. Draconic echo
3. Rough and ready
Drawback: power hungry
Item wish list:
Bear trap x4
Muleback cords
Handy haversack
Belt of physical might: Dex +2, con +2
Headband of intelligence +4
+2 agile rapier
+3 sneaky mithril brestplate

Elghinn Lightbringer |

He may not be nasty right now, but give a PC or NPC a few potions of enlarge person, a belt of Strength/Con, and the right combo of feats, then you'll have soemthing akin to a kobold warren champion I created for a 2E encounter a long time ago. He was a two-weapon fighting Ftr, with a belt of strength, a few growth potions, and he ended up taking down both the party's heay hitters, one which was a minotaur with great axe.
More class features doesn't necessarily mean unbalanced or OP. IT all comes down to how it plays. If your features are meant to alleviate some of the issues one faces when playing a Small creature like a Kobold,then I think you are simply leveling the playing field abit. Try it against an equal level Fighter, fully equipped, and give him the belt and potions I was talking about and see what happens.