Skull and Shackles For drowning rats (Kobolds)


Recruitment

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Before I start to work on my Sorcerer, are you okay with the Words of Power system?


I finally got around to working on my entry. My Ancestor Oracle kobold, group healer, diviner, rough library, and general support of all kinds.

Stats:
Syrrex the Speaker
Male Kobold Oracle 1
LN Small Humanoid (Reptilian)
Deity: None Homeland: Taldor

Init +3; Perception +2, Low-light Vision 60'
--------------------
Defense
--------------------
AC 18 Touch 14 Flat-footed 15
HP 9/9
Fort +0 Ref +3 Will +3
Favored Class Oracle
--------------------
Offense
--------------------
Speed 30 ft.
Melee Light Mace +4 (1d4-1/x2)

Spells
1st (DC 14) (4/4) - Bane, Cure Light Wounds, Sun Metal
0th (DC 13) (at will) - Detect Magic, Ghost Sound, Guidance, Mage Hand, Read Magic, Spark

Mystery Ancestor
Revelations Wisdom of the Ancestors (1/1, 80%)
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 13, Wis 12, Cha 16
Base Atk +0; CMB -2; CMD 11
Feats Weapon Finesse
Traits Ancient Explorer, Liquid Tongued, Spirit Sense
Skills Heal +5, Kn. Arcana +5, Kn. Nature +5, Kn. Religion +5, Spellcraft +5
Languages Draconic, Common, Polyglot, Aquan
SQ Crafty, Day Raider
--------------------
Equipment
--------------------
Studded Leather
Light Mace
Backpack
Bedroll
Trail Rations x5

History:
Syrrex was once a humble little miner kobold for the Draketail tribe, occasionally dabbling in the divine arts when the tribe cleric was free to teach him... and not yelling at him for being lazy. But that all changed one day when he was helping the cleric perform a ceremony to summon servants from hell to aid them in their mining operation. A purple worm tore through the tribe's snarl from seemingly nowhere, barreling through in a fit. Its intrusion wrecked the ceremony and tossed Syrrex right into the middle of the chaos. In shock and alarm, he blacked out.

A few hours later, he woke up, the worm gone and much of his tribe seemingly still around... or so he thought. He heard them, that was for sure, but he couldn't find any survivors. It quickly became clear that poor Syrrex was hearing these voices from his own mind. Somehow, some way, he had become connected to the spirits of his brethren, both recently deceased and those that had been around eons ago. Syrrex could hear and communicate with them when he concentrated, and with their aid, he discovered he had become host to divine magic, learning to wield it with the advice chattering to him from his spectral kin.

But over time, he began to hear another voice in his head... more accurately, an echoing roar. It was distant, but he could tell the speaker was mighty and large. Syrrex packed up his things and set out to discover the source of this strange roaring, confident that the aid of his ancestors (at least, the ones who knew what they were doing) would lead him to the answers he seeks. His path has led him to the perilous Shackles and Riddleport, where he has paused to rest and consult his kin about his next course of action...

Personality:
Syrrex is convinced that he can hear and see the spirits of every kobold that has come before him, and regularly speaks with them out of the blue. Whether he really can or not is debatable, but things seem to happen around him that would lend his claim credence: he has answers for things he's never studied, objects move around him without his influence, and almost intelligible speech seems to follow him everywhere. Syrrex pays these oddities little mind, saying he's "grown used to them screwing up everything they touch", which makes it hard to argue with his claim. Of course, he isn't always right, and when he isn't, he often lays the blame on his ancestors, getting grumpy and calling them names.

Because of his penchant for speaking to himself/ancestors, Syrrex doesn't see much need for company - after all, he has generations of kobolds to speak with should he want. However, he also realizes that just as he needs his ancestors, others may need him to stay alive, and he is more than willing to step up and help others... assuming it benefits him in the process. His constant muttering and regular spurts of yelling for quiet can be off-putting, but he is remarkably good at keeping his cool under duress when things get crazy, an attribute he has honed having to sort out the gibberish from the advice when talking with his dead kin.

Edit: Forgot to add traits. Should be fixed now.

Sovereign Court

Kobolds? Pirates? Pirate Kobolds?!?!?! YEEEEESSSSS. I'm definitely taking the bonus die for rolling in order... here goes nothing

4d5 + 3 ⇒ (4, 5, 5, 4) + 3 = 21
4d5 + 3 ⇒ (1, 2, 4, 2) + 3 = 12
4d5 + 3 ⇒ (1, 2, 5, 5) + 3 = 16
4d5 + 3 ⇒ (5, 4, 4, 4) + 3 = 20
4d5 + 3 ⇒ (5, 2, 4, 2) + 3 = 16
4d5 + 3 ⇒ (2, 3, 3, 5) + 3 = 16
1d4 ⇒ 2
1d2 ⇒ 1

EDIT: Holy crap!

Final rolls (no race changes yet)
STR: 17
DEX: 13
CON: 16
INT: 16
WIS: 14
CHA: 14

Sovereign Court

I missed the edit cutoff by seconds, so new post.

I'll build Eepers the Kobold this afternoon. Class depends on one thing -- do the d4 and d2 limitations (<14 / <16) apply to the score you have before or after racial mods?


Hey, just wanted to note that I'm dropping out. While this is awesome, I think I have enough on my plate already. Also, I want to run another game, I think.

So if someone wants to do a barbarian, don't hold back on account of me. Barbarian kobolds are also awesome.

Dark Archive

What sort of game are you running? Also sorry to see you go, GLHF.


"Uh, no. Sorry, but a toll is a toll, and a roll is a roll, and if we don't get no tolls, then we don't eat no rolls."

The ability rolls:
Roll 1: 4d5 + 3 ⇒ (2, 5, 2, 2) + 3 = 14 => 14 - 2 = 12
Roll 2: 4d5 + 3 ⇒ (3, 3, 2, 2) + 3 = 13 => 13 - 2 = 11
Roll 3: 4d5 + 3 ⇒ (5, 2, 5, 4) + 3 = 19 => 19 - 2 = 17
Roll 4: 4d5 + 3 ⇒ (5, 3, 1, 3) + 3 = 15 => 15 - 1 = 14
Roll 5: 4d5 + 3 ⇒ (4, 5, 2, 4) + 3 = 18 => 18 - 2 = 16
Roll 6: 4d5 + 3 ⇒ (4, 5, 4, 1) + 3 = 17 => 17 - 1 = 16

The adjustment rolls:
Roll A: 1d4 ⇒ 1
Roll B: 1d2 ⇒ 1


Hey! This started up! :)
So I have a few thoughts before starting.
1: our racial stats means that anything Melee and durable will be hard to come by (but it seems that's not stopping a barbarian or two), so maybe anyone think of a class with a pet or maybe a summoner?
2: if we don't get much of a front line, we could always go gunline :) aim to sneak around, trap up the place and play rocket tag with anything hoping to get close (BTW trapper alchemist is awesome).
3: as well with our racial stats, swim is a Str skill. Hope no one falls in!!
4: we all have light sensitivity, are we going to be the rare breed that sails in the night, or just suck it up :) While I think that a kobold lookout in the crowsnest would be cool, 60ft Darkvision isn't far!!! (but the deepsight might be a neat idea. Hmmm...)

What I am thinking for myself is to create some type of Captain Fang, a wanabe Captain with a really big hat who aspires to have a crew and ship of his own, so a bard or cavalier (mountless) who aims to inspire his allies, and let them do the dirty fighting. I am thinking of a cavalier with a focus on teamwork feats, his banner and tactics, or a bard who "commands" those around him.

Here's hoping I get a good Cha score!:

Str: 4d5 + 3 - 1 ⇒ (4, 1, 1, 3) + 3 - 1 = 11
Dex: 4d5 + 3 - 1 ⇒ (3, 1, 2, 4) + 3 - 1 = 12
Con: 4d5 + 3 - 1 ⇒ (2, 3, 1, 4) + 3 - 1 = 12
Int: 4d5 + 3 - 1 ⇒ (2, 4, 2, 1) + 3 - 1 = 11
Wis: 4d5 + 3 - 1 ⇒ (5, 2, 4, 1) + 3 - 1 = 14
Cha: 4d5 + 3 - 1 ⇒ (3, 1, 4, 1) + 3 - 1 = 11
1d4 ⇒ 4
1d2 ⇒ 2

Wow. That's a 9pb... Wow. Lots of 1s \^-^/
I'm going to be taking the fallback 25pb!!!
I know that kobolds are weak, but I don't want to be that weak!!!


Personally, I think that whoever our captain is, he or she should take at least a couple of alternate racial traits that make them more draconic. Because how else can you get kobolds to call you their leader?

(Plus, I'd love to see somebody take the gliding wings ability.)


Ack, finally found this thread and I already promised myself that I wouldn't apply to any more games :'(

Might make a character anyway, not sure yet


Bloodred918 wrote:
What sort of game are you running? Also sorry to see you go, GLHF.

Evil-to-neutral E6 game. Thieving, murdering, intruiging and power-struggling. [shamelessplug]The recruitment thread is currently open for busines [/shamelessplug].

Sovereign Court

Just realized I don't see it in the OP - legal sources for character builds? Certain things like classes are listed, but what about spells/feats/etc


I'm looking at creating a Kobold Inspired Blade (Swashbuckler) that will stand toe-to-toe with his enemies. I am considering the alternate trait gliding wings as I would rather like to see him drop out of the skies suddenly and challenge his foes to a duel.


Str: 4d5 + 3 ⇒ (4, 4, 5, 5) + 3 = 21; 17
Dex: 4d5 + 3 ⇒ (1, 1, 3, 1) + 3 = 9; 8
Con: 4d5 + 3 ⇒ (3, 5, 5, 5) + 3 = 21; 18
Int: 4d5 + 3 ⇒ (2, 5, 5, 1) + 3 = 16; 15
Wis: 4d5 + 3 ⇒ (4, 2, 5, 3) + 3 = 17; 15
Cha: 4d5 + 3 ⇒ (2, 4, 1, 2) + 3 = 12; 11

1d4 ⇒ 3; Add to Dex
1d2 ⇒ 2; Add to Dex

Stats (with racial modifiers): Str 13, Dex 15, Con 16, Int 15, Wis 15, Cha 11

Profile updated.


Well I can definitely take dragon related things, in fact I was thinking of taking the dragon Herald archetype and I could definitely take the dragon scales Trait!
I am also thinking of taking the Shoulder to Shoulder Trait, but I am wondering if anyone else would want to as well?
If no one else does I will probably take the wyrmcrowned Trait.

Also, I have to choose a dragon patron and his lair. Can you help me with some ideas for a Red dragon and could Captain Fang claim to know of its secret lair on an island somewhere in the great blue, with him hoping to one day return to it?


I've already committed to Shoulder To Shoulder on my Unchained Rogue, so you're good.


I kinda designed my character (Aramant) as a potential captain... So crossing my fingers here! I wouldn't mind if anyone else wants to and is more specialized, though. :)


I could feasibly prestige into the Dragon Disciple class thanks to the Scaled Disciple feat, since I've got Oracle, if we really want a dragon-esque kobold.

I could also find a way to make that fit into his ancestor mystery as well. Just say he's got a dragon in his lineage and he just channels it through himself. That would definitely work with his Spirit of the Warrior revelation - hulking out as a mighty dragon and wrecking house (or... ship) on everything in range.


Yes. scaled disciple is allowed.

If you want you can link stories with others. You all just get press ganged at the same time. But most would be from different tribes.

Words of Power is a nice system. But the complexity is a little to much. So no Word of power.

The d2 and d4 could be After or before Racial.

Legal sources for Character Building is all official Paizo. But not alt/variant systems (Hero points, Word of power, ...).
Background stills in the only Variant.

People are free to ask if I will allow 'x' or 'y'.

Players and PCs:

Adney de Montchele the Fire dancer Bard.
Andrew L Klein:
Azten:
Bloodred918:
CaptainFord:
Cuan: Druid (Krken Caller)
DekoTheBarbarian:
GenThunderFist:
Gnasher Red Scale the Unchained Rogue
Gobo Horde:
JoshB:
KingmanHighborn:
Mak'e Ral the Swashbuckler
Newbonomicon:
Oteris:
Otm-Shank: Alchemist
Philo Pharyx:
Shub-Higgurath; Sorcerer or shaman
Syrrex the Speaker - Oracle
Tangaroa: Druid
The Archlich: Aramant Drakkuskial Unchained Summoner
The lucky Halfling:
The Morphling:
Umbungo:
Xynen:
YorickRequiem: Gunslinger


Kobold shenanigans on a Fricking pirate ship. Count me in as interested.

Stats: 4d5 + 3 ⇒ (2, 4, 4, 2) + 3 = 15
Stats: 4d5 + 3 ⇒ (1, 4, 3, 3) + 3 = 14
Stats: 4d5 + 3 ⇒ (5, 4, 3, 4) + 3 = 19
Stats: 4d5 + 3 ⇒ (3, 3, 1, 3) + 3 = 13
Stats: 4d5 + 3 ⇒ (4, 5, 3, 5) + 3 = 20
Stats: 4d5 + 3 ⇒ (2, 3, 4, 2) + 3 = 14

13,13,16,12,17,12

Not terrible I shall come up with something wonderful for sure. Spooniness is really hitting home with me at the moment. (Bard and/or Skald) I would love love to be in this.

extra: 1d4 ⇒ 3extra: 1d2 ⇒ 2

Hmm...GM does the d2 and d4 have to be put into different stats or can they be used to bump one stat up to still less then an 18 after racials?


Okay haven't worked a backstory yet but thoughts?

Planning to dip into rogue around lvls 3-4

Dark Archive

I have not made an alias yet as I like to reserve that for PC's I know I'll definitely get to play, but here is my concept for Draazk the Unblooded, Black Scale Kobold Cleric of Nethys:
Draazk (Link)

2 Notes, I have left the Kobold teamwork feat blank, as I feel it would be better to pick one if/when I am chosen to promote team cohesion.

You didn't require a campaign trait, so I didn't take one, but if you'd prefer me to pick one up, I can make a few quick adjustments that should not alter Draazk's back story very much.

Background:

His was an odd egg, black and white, a stark contrast to the rest of the eggs around it. The Dankblade Crew breathed a collective sigh of relief when Draazk hatched and was purely a black Kobold, but those among them who understood magic and the gods felt that the egg had been an omen, and shortly after he was born, Draazk was taught the powerful and often unpredictable nature of Nethys. Although not naturally gifted with magic, his devotions were quickly rewarded, and his divine magic was amplified by spells known only to devoted clerics of the All-Seeing Eye.

Draazk grew up in much the same way as the rest of the hatchlings. He helped lure ships into the traps set by his clan on their home of Raptor Island, and he would bring offerings to the dragon Machazmroh, hoping to win his favor as it scoured the rest of the Shackles for worthy servants. He has, odd, though. He never seemed as excited as the rest of the crew for the capture of a new batch of slaves, and was never seen killing or beating anything. He was always focused on his divine skills and perfecting the magic bestowed on him by Nethys.

When his horns grew in especially prominent, he enjoyed a status boost among his kind, though strange, he was now even more a dragon than the rest, and Draazk quickly learned to use his new fame to his favor, using his silver tongue to convince his clan to leave him out of the raids, so that he may study the arcane. Occasionally, though, he would ask to be brought along on the ships of the crew or their allies, so he might see more of the world and witness the duality of magic so often preached by his deity.

Draazk came of an age where the clans expectations of him changed. No longer a hatchling, he was expected to help provide for the tribes well-being. When he refused, he was exiled. Having never killed an enemy in service of the clan, he would not be allowed back until he had done something significant and could prove his worth. Even his honeyed tongue did not get him out of this situation. So it was that Draazk, the black kobold, worshipper of Nethys and student of magic, wound up in Port Peril one night, and knowing no other way to earn the friendship of non-kobolds he purchased a few drinks and tried to find a way that he could be useful to his tribe, unfortunately, after the first drink, it all goes black as his scales...

Dark Archive

Gobo Horde wrote:


I am also thinking of taking the Shoulder to Shoulder Trait, but I am wondering if anyone else would want to as well?
If no one else does I will probably take the wyrmcrowned Trait.

Dont forget that we all get the teamwork feats at lvl 2,4,6 etc. Since im building a wizard i was hoping to take a spell slinging teamwork feat with one of our (druids/clerics/etc).

Also anyone want to be blue scaled/tribe?


Bloodred918 wrote:
Gobo Horde wrote:


I am also thinking of taking the Shoulder to Shoulder Trait, but I am wondering if anyone else would want to as well?
If no one else does I will probably take the wyrmcrowned Trait.

Dont forget that we all get the teamwork feats at lvl 2,4,6 etc. Since im building a wizard i was hoping to take a spell slinging teamwork feat with one of our (druids/clerics/etc).

Also anyone want to be blue scaled/tribe?

I though it was odd levels, and I suggest stealth synergy. With a group of kobolds we'll be unseeable.

I'll post my character later today.

Dark Archive

Philo Pharynx wrote:
Bloodred918 wrote:
Gobo Horde wrote:


I am also thinking of taking the Shoulder to Shoulder Trait, but I am wondering if anyone else would want to as well?
If no one else does I will probably take the wyrmcrowned Trait.

Dont forget that we all get the teamwork feats at lvl 2,4,6 etc. Since im building a wizard i was hoping to take a spell slinging teamwork feat with one of our (druids/clerics/etc).

Also anyone want to be blue scaled/tribe?

I though it was odd levels, and I suggest stealth synergy. With a group of kobolds we'll be unseeable.

I'll post my character later today.

Too true, very sorry i misunderstood.


I am working on Bucky of the Golden Blade at this point in time, but wanted to throw my 2 cents in on the free teamwork feats. For 1st level, I might suggest the feat lookout. Being able to act in the surprise round is a great boon and extra actions during the surprise round don't hurt either.


Perhaps the whole teamwork feat should be discussed after people are chosen. There's lots of good options, and each will have it's supporters.

BTW, thanks for including teamwork feats as bonus feats. Otherwise nobody chooses them except the classes that get them as bonus feats and get to grant them or use them alone.

Dark Archive

Philo Pharynx wrote:
Perhaps the whole teamwork feat should be discussed after people are chosen. There's lots of good options, and each will have it's supporters.

That's the very reason I left mine blank. Also different teamwork Feats will have a different level of effectiveness based on party makeup.

Sovereign Court

Would Rich Parents + Lair Snake traits be legal for a starting 1100gp? I what to run an ex-miner and give him tons of ammo for coin shot from Heroes of the Streets :)

Silver Crusade

4d5 + 3 - 1 ⇒ (1, 1, 4, 4) + 3 - 1 = 12
4d5 + 3 - 2 ⇒ (4, 5, 3, 2) + 3 - 2 = 15
4d5 + 3 - 1 ⇒ (4, 1, 4, 2) + 3 - 1 = 13
4d5 + 3 - 2 ⇒ (3, 4, 4, 2) + 3 - 2 = 14
4d5 + 3 - 1 ⇒ (4, 1, 4, 4) + 3 - 1 = 15
4d5 + 3 - 2 ⇒ (2, 3, 5, 5) + 3 - 2 = 16

Maybe an Agile Inquisitor of Besmara


I'm trying to figure out how I'm going to build my character. I'd love for it to go combat druid using Dirty Trick manoeuvres, but that's quite feat intensive. Biggest issue though is that unless I want to rely on strength, which obviously is tricky on a kobold, I need another feat as well. Basically I'd be lvl 17 by the time I got it all in place (including Natural Spell) which is a tad late.

I'm looking at a follower of Besmara, as the Kraken Caller archetype dictates. He however sees Besmarra as a godly Brine Dragon that went rogue when she got bored with her existence. In her example he cast off his tribal life and became a pirate, even working to dye his scales in the blue color of the Brine Dragon. The way he sees the holy symbol of Besmara it also features a draconic skull instead of a human skull.


Interesting approach, Cuàn! I loved the idea of having the jolly roger with a draconic skull, we definitely should use this as our flag in the future! Lol


Say hello to Mopsank, a sneaky black-scaled rogue! Originally from a swamp to the west of Bloodcove, Mopsank's tribe were captured to be sold as "exotic pets". Unfortunately for the crew of the ship who took him, they were unprepared for some of the nastier diseases that lived in the swamps. Several of the crewmen came down with nasty infectious diseases and succumbed to "limb rot". The pirates, mostly human as they were, were terribly squeamish about that sort of thing.

Thinking quickly, Mopsank volunteered to take care of the infected limbs for the humans, and made himself nearly invaluable. And all he had to do was hack off a few bits of human; it was basically a dream job! His friends and family were still sold off to collectors, but he was okay, and that's all that matters, right?

That was three years and two ships ago, and frankly, the little kobold has never been happier.

Dark Archive

SnaggleTooth from the Blue Lightening Tribe. Good ole Snags has been made fun of most of his life, first for being different and having magical aptitude at a young age, and then when he grew his adult like teeth one front tooth grew in far larger then the others. As if to add insult to injury he was named Snaggletooth at the Blue Lightening tribes naming ritual, rather then go through most of his tribe life as an apprentice wizard to LightScale his wizard mentor, Snaggletooth set out to become a pirate because no other kobolds he knew were pirates.

will be okay with other kobolds as long as no one calls him snaggletooth

Snaggletooth is a rather clumsy member of the Blue Lightening tribe a rather fierce tribe of kobolds that live near the intersection of a river and the ocean. BLT(<-Tribe) have an affinity for water dragons and sailing their canoes/ rafts out to unsuspecting merchants and plundering the small ships under the cover prepared for them by their tribal wizard Light Scale. Snaggletooth probably would have been killed off for being too weak and clumsy when he was young if not for his magical aptitude.

He can be press-ganged from anywhere as long as he ends up on a ship. Also the Tribe name was not on purpose.

The crunch is basically done and i will post it once i can get to the computer that has it.


Here's Sassarra.

Sassarra comes from seafaring stock, a blackscaled tribe that keeps to the seas. When she was born, their ship was caught between an oncoming storm and the Eye of Abendego. They managed to steer the ship free of both storms shortly afeterwards, but her mother was torn away by the winds as soon as she stepped on deck. She knows that her mother's being taken was the price for her gifts, gifts from the eternal storm. She is linked to it somehow, dreaming of the constant wind and waves.

She knew she had a destiny and came forth to meet others and try to find it.

stats:

Sassarra
Female kobold aerokineticist 1 (Pathfinder RPG Bestiary 183, Pathfinder RPG Occult Adventures 10)
N Small humanoid (reptilian)
Init +4; Senses darkvision 60 ft.; Perception +8
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Defense
--------------------
AC 16, touch 15, flat-footed 12 (+4 Dex, +1 natural, +1 size)
hp 14 (1d8+6)
Fort +4, Ref +6, Will +2
Weaknesses light sensitivity
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Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d3-1/19-20)
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—enveloping winds
. . Infusions—extended range
. . Blasts—electric blast (1d6+1 electricity)
. . Utility—basic aerokinesis
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 14, Int 11, Wis 14, Cha 16
Base Atk +0.75; CMB -2; CMD 12
Feats Stealth Synergy[UC], Toughness
Traits abendego pilot (eye of abendego), draconic echo, touched by the sea
Skills Acrobatics +8, Linguistics +1, Perception +8, Profession (sailor) +8, Stealth +12, Survival +4, Swim +4; Racial Modifiers +2 Perception, +2 Survival
Languages Common, Draconic
SQ burn (1 point/round, max 5), gather power
Other Gear studded leather, dagger, 73 gp
--------------------
Special Abilities
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Abendego Pilot (Eye of Abendego) Treat wind strength as 1 step lower for ranged att, fly checks & being blown away.
Burn 1/round (1 nonlethal/burn, 5/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Electric Blast (Sp) Level 0; Burn 0
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Touched by the Sea Underwater attack penalties are lessened by 1.


Hmm, welp I can't help but try this one out. Alternate Traits: Day Raider, Jester, Pre-hensile Tail. (If the rest of the Kobolds do not take Day Raider then I will of course remove it.) I love the idea of a Dragon Skald and it works well with the flavor of the campaign. Profession Sailor and Craft Carpentry is the Background Skills chosen, and the 1d4 was applied to Cha bring it to 15, then the 1d2 was applied to Cha bringing it to 17. The stats make for a rather interesting Kobold. I shall come up with some crunch later.

Crunch:

Sarag the Strange
Male Skald (Dragon Skald)
CE Small humanoid (Reptilian)
Init +2; Senses Low-Light
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Longbow (+3 1d6-1)
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 14, Int 12, Wis 17, Cha 17
Base Atk +0; CMB -2; CMD 10/8Fl
Feats Point-Blank Shot
Traits Bandit (River Kingdoms), Barroom Talespinner (Sing), Purple Scales
Skills Acrobatics +7, Craft Carpentry +3 (No tools), Perform Percussion +9, Perform Sing +10, Profession Sailor +8, Stealth +10, Swim +3
Languages Common, Draconic, Undercommon
Combat Gear Studded Leather, Longbow
Other Gear
--------------------
Special Abilities
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Bandit (Stealth)
Barroom Talespinner 1/week
Inspired Rage +2 Str/Con +1 will, -1 AC
Low Light Vision
Point-Blank Shot
Prehensile Tail
Raging Song 6/day
---------------------------
Spells/Spell Like Abilities
---------------------------
Lvl 0:Detect Magic, Mage Hand, Prestidigitation, Spark
Lvl 1 2/day: Alter Winds, Obscuring Mist, Summon Monster 1, Touch of Gracelessness

Dark Archive

Vincent Fleming wrote:
Hmm, welp I can't help but try this one out. Alternate Traits: Day Raider, Jester, Pre-hensile Tail. (If the rest of the Kobolds do not take Day Raider then I will of course remove it.)

It's not a teamwork feat so it probably be best for at least one party member to have it so the entire party is not blinded in daylight. So it'd probably be best to keep it anyway.

Also just throwing this out there for roleplay opportunity, in Kobolds of Golarion it says that Kobolds don't have traditional nuclear families, they're mostly raised by the tribe as a whole, so it could be cool to add some flavor on why some tribes have chosen to emulate the rest of the races.


1d4 ⇒ 11d2 ⇒ 1.. add 1 to the 13 and 1 to a 15.

This is Tharasiphs alias for the game.. stats are for a different character atm.

Dark Archive

Crunch for Snaggletooth:
Snaggletooth
Male kobold wizard 1 (Pathfinder RPG Bestiary 183)
N Small humanoid (reptilian)
Init +4; Senses darkvision 60 ft.; Perception +2
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Defense
--------------------
AC 17, touch 14, flat-footed 14 (+2 armor, +3 Dex, +1 natural, +1 size)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +2
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d3-1/19-20)
Special Attacks lightning flash
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
. . At will—feather fall
Wizard Spells Prepared (CL 1st; concentration +5)
. . 1st—mage armor, shocking grasp
. . 0 (at will)—detect magic, jolt[UM], mage hand
. . Opposition Schools Earth
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Statistics
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Str 9, Dex 16, Con 13, Int 17, Wis 11, Cha 15
Base Atk +0; CMB -2; CMD 11
Feats Scribe Scroll, Spell Focus (evocation)
Traits arcane temper, eye for plunder
Skills Acrobatics +0 (-4 to jump), Appraise +8, Fly +4, Knowledge (arcana) +7, Knowledge (history) +7, Perception +2, Spellcraft +7, Stealth +8, Swim -3, Use Magic Device +3; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Undercommon
SQ arcane bond (amulet)
Other Gear armored kilt haramaki[UC], dagger (2), - arcane bond amulet -, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, mess kit[UE], soap, spell component pouch, trail rations (5), waterskin, 102 gp, 9 sp
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Special Abilities
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Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earth You must spend 2 slots to cast spells from the Earth school.
Eye for Plunder +1 to Perception to find concealed/secret objects (including doors/traps).
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lightning Flash (1d6 electricity damage, 6/day, DC 13) (Su) 5 ft burst deals electricity dam and dazzles for 1d4 rds (Ref part).
Spell Focus (Air) Spells from one school of magic have +1 to their save DC.


Im also going to take
Spellcaster Sneak:
Traversing the tunnels near big, nasty, hungry creatures, you learned to keep quiet- and to keep your spells quiet too. You gain a +2 racial bonus on Stealth checks, and once per day you can gain the benefit of the Silent Spell feat on a spell you cast. This racial trait replaces crafty.

and the Racial trait will be Stream Nomad, and Teamwork Feat is open. Also the Players Guide trait will be "eye for plunder"


Well, I hope this does some justice to the game and hopefully will make me a decent applicant.

Background:

To say that Sarag was an oddity was perhaps an understatement. He was far from the typical kobold but still surprisingly useful. His oddities made it hard for him to get along with the rest of the tribe. His eyes were not useful for the dark, but strangely he wasn't blind during the day. His scales were a purplish color, uncommon to say the least. Normally that alone would get him ran out of the tribe. But his daysight made him useful, as was his skills at build things besides traps.

But he grew tired of his life in isolation, so one faithful afternoon under the bright hot sun when all the rest were sleeping. he abandoned his detail as a lookout and set off on an adventure on a raft he had been secretly making. During the night, the river forked while he was asleep and he woke up to the raft being caught up in a whirlpool, he did his best to get himself out of the situation but lost everything but what was on his back. He managed to follow the river out to the ocean before putting it ashore. What he saw amazed him. He'd never seen a settlement so large or a place so bustling with people of all kinds.

He watched the settlement with curiosity, scared that if he entered he would be slaughtered and worried because he was not with his tribe. It wasn't till he saw what looked like a lizardman and another kobold or two scurrying about that he felt somewhat safe. He skittered in after the kobold that he saw and made his way into the port till he made his was into the tavern only to be seen right off the bat. He yelped a bit and begged for his life in the common tongue which caused the whole tavern to laugh at him. This...this was a moment that he could use. He sheepishly put a hand behind his head and tried to play it off as a stunt. He was met with more laughter and some of the tavern asking for him to entertain. He wasn't sure what to do so he did the only thing he could think of and began to sing in Draconic an old song about a dragon that terrorized the seas.


Philo Pharynx wrote:

Here's Sassarra.

Sassarra comes from seafaring stock, a blackscaled tribe that keeps to the seas. When she was born, their ship was caught between an oncoming storm and the Eye of Abendego. They managed to steer the ship free of both storms shortly afeterwards, but her mother was torn away by the winds as soon as she stepped on deck. She knows that her mother's being taken was the price for her gifts, gifts from the eternal storm. She is linked to it somehow, dreaming of the constant wind and waves.

She knew she had a destiny and came forth to meet others and try to find it.

** spoiler omitted **...

Ooh, a kineticist, I love them.


Dancing Dervish and buckler ok or not please?


Backstory: Mak'e Ral is a kobold after his one true love... gold. He loves the way it shines, the way it feels, the way it even tastes when he is biting it to test if it's real or not, he has that itch and has to scratch it, preferably with gold backscratcher if he can get his hands on one. As such he had to leave his traditional tribe, since the gold always went to their dragon ruler, and well...kobolds that tried to take some of the precious for themselves tended to get eaten...or melted...or worse.

When not getting into scraps with people bigger then him just for some gold in a prize, Mak'e makes all sorts of fine crafts out of wood, from sturdy chairs to a peg leg or two. Because outside of having gold, earning his own gold is even better. Since he knows his way around a saw, he has taken on some side training as a ship's surgeon, hacking off limbs and making new wooden replacements that he'd brag were better then the fleshy one the poor fella had before.

Then one night he was tossing a gold coin in the air and catching it, when he heard a lady scream, seeing an opportunity to be a big hero, that'd get him attention...and more chances for gold he rushed around the corner into the alley and then...'thunk'


No need to answer question I can't do that anyway...


Newbonomicon wrote:
Ooh, a kineticist, I love them.

They are a fun class - I think being storm inspired is very appropriate for this campaign. Air and eventually water really work for a naval game.


"Kill 'em all!" G'nasher whispered in draconic. The black masked kobolds in his team nodded silently. The time for retribution had finally arrived.

G'nasher placed his dagger between black stained teeth and silently motioned the signal to advance to his team. Slowly the rogues crept up the ship's rigging. Before crossing the ship's threshold, G'nasher touched the small skull hanging around his neck G'ra, guide my sword. Grant me your strength and fury. By dawn, their hated rivals would rest at the bottom of the sea.

On that moon lit night, death would arrive from the shadows for the drunken pirates. The arrogant humans, whom themselves preyed on the weak and unwary, would learn a new respect for the red scaled killers whom plied the alley ways of Ilizmagorti.

When it was over, G'nasher nodded to his team and wiped the blood from his blades. He took no satisfaction from killing - it was a necessary part of the business they were in. In the Shackles, only the strong survived.

G'nasher turned to his lieutenant and growled, "Disembark the ship. We sail for Port Peril!"

Tonight, they would celebrate at the Formidably Maid ...


Damn this party is going to be fun. :)

Dark Archive

Agreed it looks like a blast, i still imagine the dopey kobolds but i think im slowly losing that image, i mean look at G'nasher thats one rough and tumble kobold.


Bloodred918 wrote:
Agreed it looks like a blast, i still imagine the dopey kobolds but i think im slowly losing that image, i mean look at G'nasher thats one rough and tumble kobold.

I've never seen kobolds as inherently dimwitted or stupid. Weird, absolutely, but never dumb. I've always pictured them as zealous and selfish, which is scary - if they want anything, they go at it with unnerving determination. And heaven help you if you try to take something they think belongs to them.

Maybe it's just me, but I've liked kobolds over creatures like goblins. Chiefly because they can think and plan out an encounter, and they regularly have very little to lose (and they know this), which makes them all the more nasty. Or admirable, if you like.


Syrrex the Speaker wrote:
Bloodred918 wrote:
Agreed it looks like a blast, i still imagine the dopey kobolds but i think im slowly losing that image, i mean look at G'nasher thats one rough and tumble kobold.

I've never seen kobolds as inherently dimwitted or stupid. Weird, absolutely, but never dumb. I've always pictured them as zealous and selfish, which is scary - if they want anything, they go at it with unnerving determination. And heaven help you if you try to take something they think belongs to them.

Maybe it's just me, but I've liked kobolds over creatures like goblins. Chiefly because they can think and plan out an encounter, and they regularly have very little to lose (and they know this), which makes them all the more nasty. Or admirable, if you like.

The way I look at it is that it's a very harsh world and kobolds start with a lot of disadvantages. They have to be clever and nasty simply to claw out the existence they've had. when you play kobolds as smart and working together they can swing way above their weight class.

I once ran a tribe of kobolds where they had their sorcerers making potions all day. Each of them had 3-5 enhancements- they uses scouting tunnels and spy holes to warn people so they could drink their potions. It almost turned into a TPK.

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