What classes would kobolds generally gravitate towards?


Advice

Silver Crusade

I asked this about goblins a few days ago now id like some help for kobolds. As it stands now the only ones I know for certain a kobold might like would either be a draconic sorcerer or even a dex based draconic bloodrager if they are balsy enough.

Any other ideas?


You mean besides all the classes that have specific Kobold archetypes?

Eldritch Scoundrel UnRogue/Arcane Trickster

Sandman Bard/Arcane Trickster
(even better VMC Rogue)

Vexing Mouser multiclass UnRogue/Swashbuckler

Ninjas

Mounted...
Cavalier/Paladin/Samurai

Using the Scaled Disciple feat...
Cleric/Dragon Disciple
Druid/Dragon Disciple
Oracle/Dragon Disciple
Warpriest/Dragon Disciple

Silver Crusade

VoodistMonk wrote:

You mean besides all the classes that have specific Kobold archetypes?

Eldritch Scoundrel UnRogue/Arcane Trickster

Sandman Bard/Arcane Trickster
(even better VMC Rogue)

Vexing Mouser multiclass UnRogue/Swashbuckler

Ninjas

Mounted...
Cavalier/Paladin/Samurai

Using the Scaled Disciple feat...
Cleric/Dragon Disciple
Druid/Dragon Disciple
Oracle/Dragon Disciple
Warpriest/Dragon Disciple

I would like to understand specifically why sandman bard?


Sandman Bard gets Sneak Attack, allowing access to Arcane Trickster. You can do it straight Bard to Arcane Trickster, even without VMC Rogue. Just need the Vagabond Child trait to pick up the one skill Bards don't get. Lol.

Silver Crusade

VoodistMonk wrote:
Sandman Bard gets Sneak Attack, allowing access to Arcane Trickster. You can do it straight Bard to Arcane Trickster, even without VMC Rogue. Just need the Vagabond Child trait to pick up the one skill Bards don't get. Lol.

No I mean why would a kobold go sandman specifically


Because Arcane Trickster is pretty much perfect for Kobolds. And the Sandman's Sneakspell seems to pair well with the Merciless Magic feat for Kobolds.

Silver Crusade

Oh I get it sandman is just the stepping stone for the real prize


Kobolds suffer a -4 penalty to Str and a -2 to Con in exchange for a +2 to Dex. They sort of make up for this by being naturally tanky: +1 Natural Armor and +1 Size bonus to AC. Despite being hard to hit however, kobolds are 5% more likely to succumb to any Fort save they've gotta deal with than most other adventurers and have 1 less HP/HD than other PCs.

In short: this race would likely avoid melee or situations where they might be threatened by poison, toxic gasses, heat exhaustion or other attacks on their delicate constitutions at any cost. If they DO want to engage in a life of adventure they'd then gravitate towards classes that mitigate or negate these penalties, while exemplifying their strengths.

They have a base move of 30' with decent Dex and the Size bonus of +1 to hit with attacks. This race from level one on would be terrific at hitting with Ranged Touch attacks. They'd also focus on weapon-based classes that either have magic and bonuses baked in or grant a lot of feats or finesse to their attacks.

Any weapon damage will be at a disadvantage for kobolds. Even if they get Dex to damage, they start from the Small size for damage dice. Kobolds might go into a class or choose a racial build that gives them lots of natural attacks, figuring that overwhelming amounts of attacks per full attack round might assuage this challenge, but more attacks means less accuracy per attack. Unless lots of natural attacks are coupled with a Full BAB class, this just isn't worth it for most kobolds.

They are natural buffer/de-buffers. High Dex and tanky AC, coupled with a 30' move means that if they can finesse a Reach weapon they can be mobile around a 30' battle area, deliver Aid Another bonuses, use skills and feats based around Dex to move through threatened areas with no AoO's, be hit slightly less than most adventurers by those few AoO's that DO trigger, can use their alternate racial trait Shoulder to Shoulder to great advantage if they're with other kobolds, and then if the kobold takes a class that grants spells or abilities that buff the party their tankiness will help them stay alive round to round to USE those abilities.

However there's also the alternate racial traits Frightener and Wyrmcrowned. If you de-buff using Fear or the Intimidate skill, you're now casting spells with the Fear descriptor at +1 DC, Intimidate is always a Class skill and ON TOP of that, you get a +2 Racial bonus on the skill. Sure, youre slightly less good at Stealth now and you lose your Natural Armor, but by level 3 you're casting Fear spells with potentially a DC 18 or better save, or you're using Intimidate with a minimum of +10 or more.

So... this race would gravitate away from melee weapon damage builds unless it couldn't be avoided. Classes that grant bonuses to Fort saves, abilities to resist or avoid poisons, toxic clouds, and such, and just generally focus on being effective from range would be a natural synergy. Kobolds can be excellent support PCs in large groups.

Look for any spellcaster that plays into that buffer/de-buffer role. I'd also throw Summoner out there for their ability to function well in groups. I imagine that Monks or Brawlers would appeal to melee-hungry kobolds, with perhaps more zealous ones looking to Warpriest. I mention these b/c a portion of their attacks will always increase in both damage dice as well as bonus damage as a function of the class.

U-Rogue leaps out at me. Kobolds are great at Stealth and "skill monkey" roles. Add in that you've got baked in Dex to damage and SA damage, Evasion to avoid AoE threats that might target Fort, and finesse as a class function and you've got lots of synergy for a kobold.

Honestly, outside of draconic sorcerers kobolds get no really great shakes as arcane spellcasters. They've got no bonuses to mental stats and their already low Fort save becomes even more of a lead weight if they're playing a Wizard or Witch where Fort is their worst save.

Draconic blooded sorcerers however can dump their NA bonus for Draconic Affinity and cast spells as if their Cha were 2 higher. If you didn't multiclass and just intended to go Sorcerer for 20 levels, with a 20 point buy you could just spearhead most of your points in to an 18 Cha, take Draconic Affinity, and be dropping level 1 spells with Spell Focus from one school at a DC 17 save.

I focus back on Divine spellcasters though only b/c many Divine casters have a good mix of defensive and buff/de-buff spells and gear. This synergizes with the kobolds' natural tankiness and other de-buffing options I've mentioned above. I feel like a lot of them would go Warpriest; if you want to go natural weapon your bite will only increase in damage dice over time, you've got a couple bonus feats to shore up said natural weapon attacks, decent Fort save, plus spells, Fervor and Blessings to make sure you and your allies are buffed up. You could ALSO build a Cleric built around Necromancy and using Fear effects.


Y'know, what about a build that includes Warpriest (Djinn Caller) up to level 4 at least. This Warpriest isn't about buffing/de-buffing, but is focused on blast damage with a specific element. You do however get the chance to spontaneously cast Summon Monster spells to summon elementals of the type you specialize in, and if you spend a use of Fervor you can change the casting time to 1 Standard and the duration becomes 1 minute/level.

Basically you'd have a dragon zealot kobold whose element reflects the dragon type they worship, say a blue-scaled kobold with the Electricity element. You can summon and Fervor air elementals easily for longer durations, you get Knowledge: Planes, you lose your second blessing but your first one must be the Air blessing, and you eventually speak Auran.

I mention level 4 b/c starting at this level, if you decide to use your Channel Energy ability, you automatically get Elemental Channel for Air elementals and instead of being able to channel damage to heal/harm undead, instead you just do an electrical blast that deals Electricity damage with a Ref save for half.

So you're part Summoner with a minor amount of blasting built in, plus you get the weapons and weapon/armor abilities of a normal Warpriest. By level 4 you could have Small air elementals helping you in combat for 4 minutes at a time, heal them with a Channel, or deal 1d6 electrical damage. Using the Air Blessing for a few minutes per day you could be attacking in melee with a bow or crossbow at no AoO for being in melee or attacking from range with no range penalties. With your 2 feats to this level you could even have Resist Electricity 5, +2 vs Paralysis or Sleep effects, and be able to breathe lightning 1/day at 2d6 electrical damage for a 30' line.

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