radmelon
2012-04-06, 11:50 PM
Kobolds
http://www.herpy.net/gallery/data/media/49/KoboldsRKewl.jpg
Monster Class
Monster Manual
Class:
HD: D6
{table=head]Level|BAB|Fort|Ref|Will|
Special
1st|
+0|
+0|
+2|
+0|Kobold Body, Mob, Attribute Adjustment[/table]
Skill Points: (4 + Int modifier) per level, x4 at first level.
Class Skills: The Kobolds’s class skills (and the key ability for each skill) are Craft (Int), Disable Device (Int), Hide (Dex), Knowledge (Dungeoneering), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession(Miner) (Wis), Search (Int), Use Magic Device (Cha), and Use Rope (Dex).
Proficiencies: The Kobolds gains proficiency with all simple weapons. They are proficient in light armor and shields.
Kobold Body: The Kobolds lose all other racial bonuses and gain reptilian traits. Kobolds are initially small sized creatures with a base movement speed of 30'. They have a racial bonus on Hide equal to half their HD.
Kobolds speak Draconic and heavily accented Common, with additional languages for high intelligence scores as normal.
Attribute Modifiers: Kobolds get +2 Dexterity and -2 Strength and -2 Constitution
Mob: A player who takes a level in the Kobolds monster class does not control one kobold, but three. Much as a swarm, the Kobolds are considered a single entity in most cases - they make a single saving throw against spells, traps and other effects, and the whole group suffers the consequences should they fail the save, with the exception of polymorph effects (See below). They have a single pool of hitpoints (though they suffer casualties, after a fashion, as their hitpoints descend to a certain point, see below) and they both wear and benefit from equipment as a collective whole. As they gain class levels or use class features (such as spells, attacks or maneuvers) it is assumed that the trio is cooperating in the task or that two members of the trio are cheering on the third. As such, they can be considered a single individual except where noted below:
Hitpoints, Unconsciousness and Death:The kobolds have individual hitpoints, equal to their hit point total divided by three (any remainder is distributed evenly, favoring the final kobold where possible). While any hitpoint damage dealt to the group is deducted from their collective pool, should the group take a total amount of damage sufficient to take one kobold out of combat, that kobold collapses, unconscious and the group shrinks by one member (See Left Behind, below, for the mechanical effect of this). A fallen kobold does not die or start dying until all three kobolds have fallen, and they cannot be coup de graced or otherwise finished off until the entire group is helpless. Surviving kobolds can revive an unconscious kobold and pull them to their feet as a full round action that raises that kobold to 1 hp.
Spacing: The kobolds take up three adjacent spaces (such as a 5'x15' area). They can change their formation as part of a movement by subtracting 10' from their movement allowance. Each kobold must stay within 5' of another fellow kobold at all times (diagonals do not count), unless they are using the 'Left Behind' option described below. kobolds can make attacks of opportunity using any and all of the spaces they occupy, but attacks of opportunity do count against their maximum, regardless of which kobold made it. For the purposes of kobolds growing to a larger size category, the effective spacing is essentially four instances of whatever size category they are. As such, kobolds of large size with a space of 5x15' would take up 10'x30' in space, with each kobold taking up a 10'x10' space.
Basic Needs: Kobolds can clothe or equip themselves with the clothing necessary for a single individual... they're not modest. They share any carried equipment between them and need 8 hours of rest as normal. kobolds do eat as much as three individuals, however.
Charges: The kobolds charge in whatever formation they were in as they announced the charge, stopping when one or more kobolds is in reach. If they change formation during the charge, they lose 20' of charge distance.
Attacks: The kobolds can make a standard action attack as normal, using any one of the kobold's weapons, but when full attacking, they can attack as a disorganized group. In doing so, each may make an attack with their equipped weapon (with standard penalties for firing ranged weapons into melee, etc) at a -4 penalty. When the kobolds have +6 BAB, this penalty decreases to -2. The penalty is removed when the kobolds have +12 BAB. kobolds do not gain iterative attacks in the usual fashion, but for every +6 BAB after +12 BAB, one of the kobolds may make an additional attack at a -5 penalty. Should kobolds get an additional attack from another source (such as a natural attack), they simply add one appropriate attack to their mob attack (their full attack equivalent).
Weapons and Shields: The kobolds may each wield a single one-handed weapon or a ranged weapon. Each shield worn by the group (to a maximum of three) offers only half benefit (to a maximum of 1.5 times the benefit), with the group suffering the full penalty for each shield worn (so wearing three light steel shields would impose a -3 armor check penalty and a -15% arcane spell failure chance). A kobold must wield a light weapon alongside a shield.
Equipment/Magic Items: Equipment/Magic items are divided among the kobolds. They still have the same total number of equipment slots, and the ambient benefits of any magic items stretch to encompass the group. However, there is one exception to this in that each member of the group may wield either a magic weapon or a magic shield.
Companions, Familiars, Mounts: The kobolds share a single companion or familiar if they take levels in a class that would grant such to them. In the event of mounts, the kobolds gain a mediumsize mount that they can all ride at once.
Spells and Special Abilities: kobolds that gain special abilities, trigger activation magic items, breath weapons or special attacks from spells simply use the ability as though one individual had them, originating from any kobold-occupied square. Consider them to be acting in concert or that one kobold is performing the action (such as breathing fire) while the others cheer them on or dance in glee at the devastation wrought.
Gang Up: The kobolds that get involved in a grapple with a foe may reroll grapple checks a number of times equal to the number of members in the group (up to three times), taking the higher result. Each time they win a grapple check, as they climb on, bite, poke and pull on their hapless victim, both they and their opponent stumble 5' in the direction of their choice. In the event of a grapple, all three kobolds move into the enemy's space (and are considered to occupy a 5' space for the interim).
Left Behind: The kobolds may leave a member of the group behind as part of a move action. The main group moves and operates as normal, but reduces its base total of hitpoints, number of available attacks and overall space appropriately (these stats/spacing, etc. are taken on by the kobold left behind). kobolds left behind (be it intentionally or as a consequence of being knocked unconscious and then revived while the rest of the group is elsewhere) may (taking their turn after the main group has) make attacks of opportunity, keep watch, perform any free actions the group could or move the shortest, easiest available route back to the main group. Alternately, a kobold may be left behind to revive a fallen kobold in the manner described under Hitpoints, above.
Should the group be entirely split up (with two of the three members left behind), one kobold may shout at another kobold in earshot as a swift action, effectively changing which kobold is performing the actions and which two are left behind. This does not change the group's allowance of movement, standard and swift actions. For example, one kobold might use a move action, use a swift action to call out to a buddy, and then that buddy could use a standard action.
kobolds left behind are not subjected to spells (positive or not) that affect the main group, and vice versa. They make their own saving throws and retain any beneficial or deleterious effects. Should they rejoin the main group, all effects are shared across members.
Polymorph effects: When subject to a polymorph effect, such as the polymorph spell or a druid's wild shape ability, only one kobold is affected. That kobold's space changes to match that of it's new form, and the kobolds can use the new forms abilities in regards to that kobold only.
Comments
This is based off of Hyudra's 'Goblins' (http://www.giantitp.com/forums/showpost.php?p=10446547&postcount=660) class that was abandoned before the project died. When I first saw it, I thought that it was a very cool idea, and was sad when it was abandoned. I recently decided to try to resurruct it, but I prefer Kobolds to Goblins, so this is what I came up with. Kobolds are CR 1/4 rather that 1/3, so you get four of them. This has been removed. I am a little unsure of how powerful this is, as it is mostly copied verbatim from the Goblins class, with a few minor changes. Feedback would be much appreciated.
Changelog
29/04/2012 - Skill points increased.
12/04/2012 - Number of kobolds reduced to three. Technically doesn't follow the IMC formula, but it works much better this way.
11/04/2012 - Copypasta errors removed, polymorph rules added.
06/04/2012 - Initial draft.
http://www.herpy.net/gallery/data/media/49/KoboldsRKewl.jpg
Monster Class
Monster Manual
Class:
HD: D6
{table=head]Level|BAB|Fort|Ref|Will|
Special
1st|
+0|
+0|
+2|
+0|Kobold Body, Mob, Attribute Adjustment[/table]
Skill Points: (4 + Int modifier) per level, x4 at first level.
Class Skills: The Kobolds’s class skills (and the key ability for each skill) are Craft (Int), Disable Device (Int), Hide (Dex), Knowledge (Dungeoneering), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession(Miner) (Wis), Search (Int), Use Magic Device (Cha), and Use Rope (Dex).
Proficiencies: The Kobolds gains proficiency with all simple weapons. They are proficient in light armor and shields.
Kobold Body: The Kobolds lose all other racial bonuses and gain reptilian traits. Kobolds are initially small sized creatures with a base movement speed of 30'. They have a racial bonus on Hide equal to half their HD.
Kobolds speak Draconic and heavily accented Common, with additional languages for high intelligence scores as normal.
Attribute Modifiers: Kobolds get +2 Dexterity and -2 Strength and -2 Constitution
Mob: A player who takes a level in the Kobolds monster class does not control one kobold, but three. Much as a swarm, the Kobolds are considered a single entity in most cases - they make a single saving throw against spells, traps and other effects, and the whole group suffers the consequences should they fail the save, with the exception of polymorph effects (See below). They have a single pool of hitpoints (though they suffer casualties, after a fashion, as their hitpoints descend to a certain point, see below) and they both wear and benefit from equipment as a collective whole. As they gain class levels or use class features (such as spells, attacks or maneuvers) it is assumed that the trio is cooperating in the task or that two members of the trio are cheering on the third. As such, they can be considered a single individual except where noted below:
Hitpoints, Unconsciousness and Death:The kobolds have individual hitpoints, equal to their hit point total divided by three (any remainder is distributed evenly, favoring the final kobold where possible). While any hitpoint damage dealt to the group is deducted from their collective pool, should the group take a total amount of damage sufficient to take one kobold out of combat, that kobold collapses, unconscious and the group shrinks by one member (See Left Behind, below, for the mechanical effect of this). A fallen kobold does not die or start dying until all three kobolds have fallen, and they cannot be coup de graced or otherwise finished off until the entire group is helpless. Surviving kobolds can revive an unconscious kobold and pull them to their feet as a full round action that raises that kobold to 1 hp.
Spacing: The kobolds take up three adjacent spaces (such as a 5'x15' area). They can change their formation as part of a movement by subtracting 10' from their movement allowance. Each kobold must stay within 5' of another fellow kobold at all times (diagonals do not count), unless they are using the 'Left Behind' option described below. kobolds can make attacks of opportunity using any and all of the spaces they occupy, but attacks of opportunity do count against their maximum, regardless of which kobold made it. For the purposes of kobolds growing to a larger size category, the effective spacing is essentially four instances of whatever size category they are. As such, kobolds of large size with a space of 5x15' would take up 10'x30' in space, with each kobold taking up a 10'x10' space.
Basic Needs: Kobolds can clothe or equip themselves with the clothing necessary for a single individual... they're not modest. They share any carried equipment between them and need 8 hours of rest as normal. kobolds do eat as much as three individuals, however.
Charges: The kobolds charge in whatever formation they were in as they announced the charge, stopping when one or more kobolds is in reach. If they change formation during the charge, they lose 20' of charge distance.
Attacks: The kobolds can make a standard action attack as normal, using any one of the kobold's weapons, but when full attacking, they can attack as a disorganized group. In doing so, each may make an attack with their equipped weapon (with standard penalties for firing ranged weapons into melee, etc) at a -4 penalty. When the kobolds have +6 BAB, this penalty decreases to -2. The penalty is removed when the kobolds have +12 BAB. kobolds do not gain iterative attacks in the usual fashion, but for every +6 BAB after +12 BAB, one of the kobolds may make an additional attack at a -5 penalty. Should kobolds get an additional attack from another source (such as a natural attack), they simply add one appropriate attack to their mob attack (their full attack equivalent).
Weapons and Shields: The kobolds may each wield a single one-handed weapon or a ranged weapon. Each shield worn by the group (to a maximum of three) offers only half benefit (to a maximum of 1.5 times the benefit), with the group suffering the full penalty for each shield worn (so wearing three light steel shields would impose a -3 armor check penalty and a -15% arcane spell failure chance). A kobold must wield a light weapon alongside a shield.
Equipment/Magic Items: Equipment/Magic items are divided among the kobolds. They still have the same total number of equipment slots, and the ambient benefits of any magic items stretch to encompass the group. However, there is one exception to this in that each member of the group may wield either a magic weapon or a magic shield.
Companions, Familiars, Mounts: The kobolds share a single companion or familiar if they take levels in a class that would grant such to them. In the event of mounts, the kobolds gain a mediumsize mount that they can all ride at once.
Spells and Special Abilities: kobolds that gain special abilities, trigger activation magic items, breath weapons or special attacks from spells simply use the ability as though one individual had them, originating from any kobold-occupied square. Consider them to be acting in concert or that one kobold is performing the action (such as breathing fire) while the others cheer them on or dance in glee at the devastation wrought.
Gang Up: The kobolds that get involved in a grapple with a foe may reroll grapple checks a number of times equal to the number of members in the group (up to three times), taking the higher result. Each time they win a grapple check, as they climb on, bite, poke and pull on their hapless victim, both they and their opponent stumble 5' in the direction of their choice. In the event of a grapple, all three kobolds move into the enemy's space (and are considered to occupy a 5' space for the interim).
Left Behind: The kobolds may leave a member of the group behind as part of a move action. The main group moves and operates as normal, but reduces its base total of hitpoints, number of available attacks and overall space appropriately (these stats/spacing, etc. are taken on by the kobold left behind). kobolds left behind (be it intentionally or as a consequence of being knocked unconscious and then revived while the rest of the group is elsewhere) may (taking their turn after the main group has) make attacks of opportunity, keep watch, perform any free actions the group could or move the shortest, easiest available route back to the main group. Alternately, a kobold may be left behind to revive a fallen kobold in the manner described under Hitpoints, above.
Should the group be entirely split up (with two of the three members left behind), one kobold may shout at another kobold in earshot as a swift action, effectively changing which kobold is performing the actions and which two are left behind. This does not change the group's allowance of movement, standard and swift actions. For example, one kobold might use a move action, use a swift action to call out to a buddy, and then that buddy could use a standard action.
kobolds left behind are not subjected to spells (positive or not) that affect the main group, and vice versa. They make their own saving throws and retain any beneficial or deleterious effects. Should they rejoin the main group, all effects are shared across members.
Polymorph effects: When subject to a polymorph effect, such as the polymorph spell or a druid's wild shape ability, only one kobold is affected. That kobold's space changes to match that of it's new form, and the kobolds can use the new forms abilities in regards to that kobold only.
Comments
This is based off of Hyudra's 'Goblins' (http://www.giantitp.com/forums/showpost.php?p=10446547&postcount=660) class that was abandoned before the project died. When I first saw it, I thought that it was a very cool idea, and was sad when it was abandoned. I recently decided to try to resurruct it, but I prefer Kobolds to Goblins, so this is what I came up with. Kobolds are CR 1/4 rather that 1/3, so you get four of them. This has been removed. I am a little unsure of how powerful this is, as it is mostly copied verbatim from the Goblins class, with a few minor changes. Feedback would be much appreciated.
Changelog
29/04/2012 - Skill points increased.
12/04/2012 - Number of kobolds reduced to three. Technically doesn't follow the IMC formula, but it works much better this way.
11/04/2012 - Copypasta errors removed, polymorph rules added.
06/04/2012 - Initial draft.