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Kyace
2008-07-30, 05:54 AM
Fireminders

Fireminders, sometimes called fire kobolds by other races, appear as normal kobolds unless they've recently came in contact with a flame. A fireminder readily and harmlessly catches fire. These flames are pleasant to the kobold to the point that most will sleep in lit fireplaces and campfires if given the opportunity.

Personality: Fireminder kobolds share much of the typical kobold personlity. They are comparatively brazen, not as afraid of larger races and fire breathing dragons as their brethren, although still respectful of dragons. They tend to avoid white dragons, in both the local and the geological sense.
Physical Description: Their skin appears slightly less scaly than a normal kobold. Flames light off of any exposed flesh when lit and fireminders tend to wear clothes made from the leather of creatures with fire resistance or immunity, out of necessity.
Relations: Fireminders relate best and interact most often with the kobold race as a whole. Generally, fireminders readily integrate into kobold society, often as smiths and sorcerers. A fireminder may never come into contact with fire and live their entire life mining without knowing they were different than most. Fireminder kobolds detest gnomes as much as normal kobolds.
Alignment: Fireminder kobolds tend to vary in alignment more often than normal kobolds, due to their common place part of but slightly outside of normal kobold society. Outside of kobold mines, chaotic pyromaniacs and good protectors are nearly as common as lawful evil fireminders.
Lands: Fireminder kobolds are most comfortable in areas that contain both heat and minable soil, such as rocky deserts and volcanoes. Out of necessity, they often live aside their more common brethren in temperate lands. Uncommonly, an entire mine will be populated by fireminder kobolds.
Language: Draconic. Bonus Languages: Common, Goblin, Ignan, Undercommon

Fireminder Kobold Racial Traits

-4 Str, +2 Dex, +2 Charisma. Fireminder Kobolds are nimble and confident but share the kobold trait of weakness.
Humanoid (Dragonblood, Fire, Reptilian). Fireminders are scaly humanoids with ties to dragons, like normal kobolds. They have an uncommon tie to the element of fire and with it, a weakness to cold.
Small size: Fireminders get a +1 bonus to AC and attack rolls, +4 bonus to hide checks (but see below), -4 penalty to grapple checks, can only lift and carry 3/4 as much as medium creatures and must use smaller weapons and armor.
A fireminder kobold's base land speed is 30 feet (but see below).
Natural weapons: 2 claws [1d3] and 1 bite [1d3]
Cloak of Fire(Su): When a Fireminder Kobold would normally take Fire damage, they instead become wreathed with flames. This has the following effects:

They gain Concealment (20% miss chance) due to the flames and the smoke. They can only use this concealment to hide if there are other flames to blend in with.
They give off light as a Sunrod (30' Bright, 60' Shadowy).
Unarmed or natural attacks against them deals 1d3 fire damage to the attacker.
Creatures grappling with a fireminder kobold takes 1d6 fire damage per round. This includes Swallowed Whole and other similar Special Attacks.
A fireminder's own natural and unarmed attacks deal +1 fire damage. Any effect that deals Cold damage or could extinguish a campfire ends the cloak of fire and causes the fireminder to become fatigued for five minutes, or exhausted if already fatigued. The kobold may extinguish their own cloak of fire as a full round action without becoming fatigued.
Fire Stupor (Ex): A Fireminder kobold may conserve energy by resting in a fire. In this stupor, the kobold retains some awareness of their surroundings and may perform small, non-strenuous activities, such as adding a log to fire or speaking softly. This ability to keep feeding a fire while resting gives the race its common name. Four hours of this stupor is considered a full night's rest (they still need 8 hours of non-strenuous activity to regain spells). A kobold may make spot and listen checks as normal in this state, but have a -4 penalty to initiative.
Fireminder kobolds have Fire Immunity and vulnerability to cold.
Automatic Language: Draconic. Bonus Languages: Common, Goblin, Ignan, Undercommon
Favored Class: Sorcerer
Level Adjustment: +1


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Race format template ripped off from The Vorpal Tribble. Any suggestions about balance (especially for the cloak of fire ability VS LA +1) or anything else appreciated.

Updated: being on fire gives concealment instead of DR.

DracoDei
2008-07-30, 02:41 PM
A maximum duration on the flaming would PROBABLY help, otherwise the only reason they would ever turn it OFF would be to avoid burning down structures or starting brushfires/forestfires etc, or if they needed to be stealthy. OTOH maybe that is exactly the flavor you want...

Possibilities:
-Limited duration per external flame source. "Cooldown" period (pun intended) before they can do it again. Alternatively duration is based on the amount of fire damage they would have taken.

-Limit (HD+level based?) on how long they can be on fire in a given day.

The Demented One
2008-07-30, 02:54 PM
On the fire armor ability, gaining damage reduction from being on fire doesn't make much sense at all. Maybe concealment from being wreathed in smoke or somesuch?

Djinn_in_Tonic
2008-07-30, 03:43 PM
I'd also be careful with that, as many kobolds would begin to carry torches especially for that purpose...it gives benefits that are far over +1 LA (DR among other things), and if your party wizard has the fire reserve feat...

I think you can see where I'm going.

Kyace
2008-07-31, 12:30 AM
Aye, I had considered requiring the kobold to recharge their fire with with fuel or absorbing heat, but wasn't for sure yet how to work it out. The rough(er) draft version of this had the ability to turn part of it's damage into nonlethal, then heal the nonlethal by absorbing more fire/heat, but was told that method seemed overly complicated for play.

Tried replacing the DR with concealment at the Demented One's suggestion.