Iron Dragons (Iron Gods w / Kobolds!)


Recruitment

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Hour limit.

My own stats are wrong too. Will redo my sheet tomorrow when im home


Well, after recalculating my stuff I'm hoping the group would be alright carrying me until I get that amulet. Once I go wis-to-damage I'll be much more powerful.


ah, sounds like folks are using the PF kobold modifiers. See the top of the thread: -2 str, +2 dex, +2 int. I'm using the modifiers from John Brazer's 3PP Guide to Umbral Kobolds to make them a little tougher.

Xazil- Tiberius (Swashbuckler)
Shogungari- Kolfucious (Monk)

Orcnextdoor- Jurno (Arcanist)
Ira kroll- Krzzt (Sorcerer)
Seth86- Nixit (Sorcerer)

Thanks for the entries, everyone. I'll be travelling this holiday weekend so chuffster, teiidae, BC4Realz, and baja1000 and anyone else, open until Monday.

The Exchange

Dot! I have a treasure hunting ranger I made for this AP that I'll convert to Kobold.


BC4Realz here. I was finally able to get an alias put together with the beginnings of a personality. Want to do some brush up, but at least it is something to look at for now.

Grand Lodge

Ooh, this looks tasty. I like me the underdog slightly silly characters. Let me see what I can work up...

Grand Lodge

Here is my submission: Kricker Godridden, an unusual cleric of Gorum with a bit of Gunslinger thrown in.

Crunch:

Kricker Godridden
Male kobold cleric of Gorum 1/gunslinger (musket master) 1 (Pathfinder RPG Bestiary 183, Pathfinder RPG Ultimate Combat 9, 50)
N Small humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 natural, +1 size)
hp 15 (2 HD; 1d8+1d10)
Fort +4, Ref +4, Will +5
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee greatsword +3 (1d10+1/19-20)
Ranged musket +4 (1d10/×4)
Special Attacks channel positive energy 2/day (DC 9, 1d6), deeds (deadeye, quick clear, steady aim), grit (3)
Cleric Spells Prepared (CL 1st; concentration +4)
. . 1st—divine favor, magic weapon[D], shield of faith
. . 0 (at will)—detect magic, guidance, mending
. . D Domain spell; Domains Conversion inquisition, War (Tactics subdomain)
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 10, Int 12, Wis 16, Cha 9
Base Atk +1; CMB +1; CMD 13
Feats Gunsmithing[UC], Rapid Reload, Technologist
Traits blood of dragons, numerian archeaologist
Skills Craft (alchemy) +5, Craft (firearms) +5, Diplomacy +7, Linguistics +5, Perception +10, Sense Motive +7, Spellcraft +5, Stealth +10, Survival +7; Racial Modifiers +2 Perception
Languages Androffan, Common, Draconic, Dwarven
SQ gunsmith, seize the initiative
Other Gear leather armor, alchemical cartridge (paper)[UC] (5), black powder[UC] (20), firearm bullet[UC] (20), greatsword, musket[UC], alchemy crafting kit[APG], artisan's tools, backpack, belt pouch, candle (10), flint and steel, powder horn[UC], spell component pouch, wooden holy symbol of Ymeri, 4 pp, 7 gp, 13 sp, 8 cp
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 1d6 (2/day, DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Cleric Domain (Tactics)
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Seize the Initiative (6/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Technologist You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject.

Story:

Kricker comes from an unusual tribe of Kobolds. The tribe values technology as the means with which they will overcome the bigger and more powerful races. They have captured many alchemists and gunslingers over the years and tortured or bribed them into teaching the tribe the tricks of their trades. All of the warriors in his clan learn the art of the gun, rather than the crude weapons that other inferior tribes use. But, Kricker was not content to be a simple warrior of his tribe. He had felt a higher calling ever since his youth. The beauty of conflict tugs at his heart and soul. He obeyed his calling and has begun his service to his god.


Nixit Redone:

Nixit
White kobold sorcerer (crossblooded) 2 (Pathfinder Campaign Setting: Classic Monsters Revisited, Pathfinder RPG Ultimate Magic 69)
NE Small humanoid (orc, reptilian)
Init +3; Senses low-light vision; Perception +0
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 13 (2d6+2)
Fort +1, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d3-2/19-20) or
. . quarterstaff +0 (1d4-2)
Ranged sling +5 (1d3-2)
Sorcerer (Crossblooded) Spells Known (CL 2nd; concentration +7)
. . 1st (6/day)—snowball (DC 17)
. . 0 (at will)—detect magic, mage hand, prestidigitation, ray of frost
. . Bloodline Draconic, Orc
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 12, Int 12, Wis 10, Cha 18
Base Atk +1; CMB -2; CMD 11
Feats Eschew Materials, Point-Blank Shot
Traits against the technic league (spells), magical lineage
Skills Bluff +8, Fly +9, Intimidate +8, Knowledge (arcana) +5, Spellcraft +6
Languages Common, Draconic
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), dragon affinity, gliding wings, kobold cryomania, kobold sorcerer, touch of rage
Combat Gear alchemist's fire, liquid ice[APG], sharpstone sling bullets (20); Other Gear dagger, quarterstaff, sling, backpack, bedroll, belt pouch, fishhook (2), flint and steel, hot weather outfit[APG], sewing needle, signal whistle, waterskin, wrist sheath, spring loaded, 6 gp, 5 sp, 6 cp
--------------------
Special Abilities
--------------------
+1 damage to spells that do cold damage. Choose acid, cold, electricity, or fire damage. Add +1/2 point of the chosen energy damage to spells that deal the chosen energy damage cast by the sorcerer.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Cold] spells.
Dragon Affinity Your draconic or kobold bloodline is enhanced.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gliding Wings DC 15 Fly check to fall safely from any height. DC 15 to glide laterally 5ft per 20 ft fallen.
Kobold Cryomania +1 to the save DC of all cold spells you cast.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Touch of Rage +1 (7/day) (Sp) Gain listed morale bonus to attack, damage, and Will saves for 1 rd.

Grand Lodge

Wow, after spending the last 3-4 hours reading over the gameplay thread I must say I am impressed with the feel of the game so far.

I think it is particularly interesting how every fight seems to end up a giant mosh pit of Kobolds pilling onto their tougher opponents. And then dragging themselves back from deaths door.

I feel for Draco, seems to be lots of rather quick turnover. I wouldn't be one of those. I am a frequent poster and plan to play for a long time.

Grand Lodge

I realized that my crunch above is slightly off, so reposting.

Kricker:

Kricker Godridden
Male kobold cleric of Gorum 1/gunslinger (musket master) 1 (Pathfinder RPG Bestiary 183, Pathfinder RPG Ultimate Combat 9, 50)
N Small humanoid (reptilian)
Init +2; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 natural, +1 size)
hp 15 (2 HD; 1d8+1d10)
Fort +4, Ref +4, Will +5
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee greatsword +3 (1d10+1/19-20)
Ranged musket +4 (1d10/×4)
Special Attacks channel positive energy 2/day (DC 9, 1d6), deeds (deadeye, quick clear, steady aim), grit (3)
Cleric Spells Prepared (CL 1st; concentration +4)
. . 1st—divine favor, magic weapon[D], shield of faith
. . 0 (at will)—detect magic, guidance, mending
. . D Domain spell; Domains Conversion inquisition, War (Tactics subdomain)
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 10, Int 12, Wis 16, Cha 9
Base Atk +1; CMB +1; CMD 13
Feats Gunsmithing[UC], Rapid Reload, Technologist
Traits blood of dragons, numerian archeaologist
Skills Craft (alchemy) +5, Craft (firearms) +3, Diplomacy +7, Linguistics +5, Perception +10, Sense Motive +7, Spellcraft +5, Stealth +10, Survival +7; Racial Modifiers +2 Perception
Languages Androffan, Common, Draconic, Dwarven
SQ gunsmith, seize the initiative
Other Gear leather armor, alchemical cartridge (paper)[UC] (5), black powder[UC] (40), firearm bullet[UC] (40), greatsword, musket[UC], backpack, belt pouch, flint and steel, gunsmith's kit[UC], mess kit[UE], powder horn[UC], silk rope (50 ft.), spell component pouch, wooden holy symbol of Gorum, 3 pp, 2 gp, 9 sp, 8 cp
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 1d6 (2/day, DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Cleric Domain (Tactics)
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Seize the Initiative (6/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Technologist You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject.


baja1000 here with my tanky Kobold xD it took a little finesse(pun intended) to figure out how to be tanky and still do good with what I had to work with, and I plan on using the Style feat that makes attacks with bucklers to make my opponent weaker while stabbing with this rapier. Should be loads of fun! Gonna try using smash from the air to help against all the tech too! Lets do this :3


Alright, this looks like the final roster:

Xazil- Tiberius (Swashbuckler)
Shogungari- Kolfucious (Monk)
CAJademan- Kricker (Clr/Gunslinger)
Baja1000- Devzzin (Swashbuckler)

Orcnextdoor- Jurno (Arcanist)
Ira kroll- Krzzt (Sorcerer)
Seth86- Nixit (Sorcerer)
BC4realz- Vrlock (Geokineticist)

Please give me a day or so to look over stats and make a final decision. Thanks everyone, for the interesting entries.


OK, a little conferring and I think we've got two new kobolds to add to the constantly shifting line up. It was a tough decision among some really creative entries.

First of all, kinda shocked there weren't more tech oriented entries. This is Iron Gods after all. How often do you get to go that way? Secondly, you'll notice kobolds clumped into two groups more or less: Spelly and Splatty. We lost one of each and replacing from each category seems appropriate.

Greatsword and Musket is a pretty great combo, so we were all in accord with choosing Kricker.

The caster was a little more difficult. Sorcerers are always good for kobolds, but Jurno just has a little more pizzazz and I'm kinda curious to see how arcanist works out.

So Jurno and Kricker it is. Correct me if I'm wrong, but you both look rather new to the boards so make sure you read up on how to be a good participant. and try to post SOMETHING every weekday even if it's only 'I gnaw on my tail.' Your participation keeps things moving which keeps folks interested.

I still don't think Kricker's stats are right and Jurno will need another avatar as that one's already in play, but go ahead and head over to this link- LINK to discuss.

Thank you to everyone for your entries and patience. Good Gaming!


I'll grab a different one then. Lemme take a look. And thanks for taking a chance with me.


Damn....well, thanks for considering me anyway.


1 person marked this as a favorite.

Good luck to all...

Sovereign Court

I love how every now and then there is a campaign that has just a bunch of kobolds... it's like it's the most popular race... that nobody EVER USES... except when there needs to be a crazy kobold sorcerer or witch ;P

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