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Thread: Leave Them Kids Alone (PEACH)

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    Titan in the Playground
     
    Bhu's Avatar

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    Mar 2008
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    Default Re: Leave Them Kids Alone (PEACH)

    KOBOLD BOMBER



    "So he says to me, 'You gotta do something smart, baby. Something BIG! He says, 'You wanna be a super villain, right?' And I go yeah, baby, YEAH! YEAH! WHAT DO I GOTTA DO? He says, 'You got bombs, blow up the comet club, it's packed with super heroes, you'll go down in SUPER VILLAIN HISTORY!' And I go yeah, baby, 'cause I'm the Evil Midnight Bomber What Bombs at Midnight! Aaaaaa-hahahahaha!"

    What with their tendencies to be miners and or trapmakers Kobolds have a certain...proficiency with making things that go boom. Little buggers. Never can turn your back on them.

    BECOMING A KOBOLD BOMBER
    A Kobold pretty much just needs to meet the skill requirements and find someone crazy who makes explosives that's willing to teach him.

    ENTRY REQUIREMENTS
    Race: Kobold
    Skills: Craft (Alchemy) 8 ranks, Disable Device 8 ranks
    Feats: Brew Potions, Create Wondrous Item
    Class Abilities: Must be able to create 3rd level Infusions
    Special: Must have been accepted by a veteran Kobold Bomber as an apprentice.


    Class Skills
    The Kobold Bomber's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (Arcana, Architecture and Engineering)(Int), Profession (Wis), Search (Int), Spellcraft (Int), Use Magic Device (Cha).
    Skills Points at Each Level : 4 + int

    Hit Dice: d6

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Craft Explosives, Poison Use, Crafting
    2. +1    +0     +0     +3    Demolitions Expert
    3. +1    +1     +1     +3    The Most Bang For Your Buck
    4. +2    +1     +1     +4    Craft Explosives
    5. +2    +1     +1     +4    Demolitions Expert
    6. +3    +2     +2     +5    The Most Bang For Your Buck
    7. +3    +2     +2     +5    Craft Explosives
    8. +4    +2     +2     +6    Demolitions Expert
    9. +4    +3     +3     +6    The Most Bang For Your Buck
    10.+5    +3     +3     +7   I'm the Evil Midnight Bomber What Bombs at Midnight!
    Weapon Proficiencies: A Kobold Bomber gains no new weapon or armor proficiencies.

    Craft Explosives (Ex): A Kobold Bomber can make Grenades at 1st level. These are 1 use Wondrous Items. He can choose from the following list of spells to use (all spells may be found in the PHB or Spell Compendium):
    1st: Ice Dagger, Lesser Orb of Acid/Cold/Electricity/Fire/Sound, Sonic Blast
    2nd: Blast of Force, Cloud of Bewilderment, Combust, Firebust, Ice Knife, Malevolent Miasma, Melf's Acid Arrow, Pyrotechnics, Shatter
    3rd: Contagious Fog, Fireball, Flashburst, Scintillating Sphere, Shatterfloor, Stinking Cloud
    4th: Blistering Radius, Defenestrating Sphere, Forcewave, Orb of Acid/Cold/Electricity/Fire/Force/Sound
    The costs to make are as follows:
    1st: 50 GP, 1 day, 2 XP
    2nd: 300 GP, 1 day, 6 XP
    3rd: 900 GP, 1 day, 36 XP
    4th: 1400 GP, 2 days, 56 XP
    A grenade weighs 1 lb., and can be used by anyone. Pulling the pin and throwing it is a standard action, it activates when it hits something or 1 round later, whichever comes first. They affect a 5' area unless the spells Area of Effect is already greater. If the spell is normally a ranged touch attack it is now treated as a grenade like weapon, and a Reflex Save is allowed for half damage if you are within the Area of Effect. These spells are also added to the Artificers Infusions list, and he can make temporary grenades with them (usually destroying whatever item he infuses with the spell once it detonates. Mines and Bombs may also be made as Infusions.

    At 4th level the Bomber can make Mines. A mine weighs 5 lbs, and can be set as a pressure trap or proximity trap. If set as a pressure trap it is hidden in the floor/ground, and anything stepping on it that outweighs the mine causes it to go off. If set as a proximity trap, anything other than the creator and up to 1 ally per point of Intelligence Modifier (who must be designated during creation) approaching within 5' of the mine causes it to go off. Mines affect a 10' area unless the spells Area of Effect is already greater. The spell used can be any spell used for grenades, and any of the following:

    5th: Ball Lightning, Cacophonic Burst, Cloudkill, Greater Fireburst, Hold Monster, Mind Fog, Shard Storm, Vitriolic Sphere.
    The costs to make are as follows:
    5th: 2250 GP, 2 days, 90 XP

    At 7th level the Bomber can make actual bombs. Larger explosive devices that can hit big areas. Bombs weigh 25 lbs., and when activated the creator decides how long it will be before the bomb goes off (from 1 round to 1 day). Bombs affect a 30' area unless the spells Area of Efect is already greater. The spell used can be any of the spells used fro grenades or mines as well as the following:

    6th: Acid Fog, Acid Storm, Circle of Death, Otiluke's Freezing Sphere
    The costs to make are as follows:
    6th: 3300 GP, 3 days, 132 XP

    Poison Use (Ex): You may handle and use poisons with no chance of accidentally exposing yourself.

    Crafting (Su): Your Kobold Bomber and Artificer levels stack for purposes of determining his Craft Reserve, and for purposes of determining how many Infusions per day you get.

    Demolitions Expert (Ex): At 2nd level you can negate area of effect spells, spell-like abilities, or supernatural abilities (even if it's an item) as a Free Action if you can succeed in a level check. In the case of a power it's d20 plus your Effective Character Level versus the opponent spellcaster (or versus the Caster Level to make the item if it's an item, or Hit Dice is it's a SLA used by something that has it as a racial ability). The power/spell to be negated must be an Area of Effect that is a Radius or explosion of some sort, not a Line/Cone.

    At 5th level you do not set off magical traps that activate due to your proximity (such as Mines).

    At 8th level you gain a +4 Racial Bonus on all Saves against normal or magical explosions or area of effect attacks.

    The Most Bang For Your Buck (Ex): Beginning at 3rd level, you begin to learn to make the most of the materials at hand when making explosives. At 3rd level you lower the GP and XP cost by 5%. This increases to 10% at level 6, and 15% at level 9. This stacks with the Artisan Feats from the Eberron Handbook (so at level 9 you could have a 40% reduction). You only get these bonuses for your Craft Explosives class ability.

    I'm the Evil Midnight Bomber What Bombs at Midnight! (Su): The Save DC of all Explosives you create using your Class Ability are increased +4. They also gain a Bonus to damage rolls equal to your Intelligence Modifier. You gain Resistance 10 against all damaging spells, spell-like abilities, and supernatural abilities with an Area of Effect.

    PLAYING A KOBOLD BOMBER
    Inhaling fumes from the many poisonous ingredients you make your bombs from maaaaay have made you a lil bit crazy. Just maybe. I mean everyone else says you're crazy after blowing up the local orphanage, so who are you to disagree?
    Combat: You aren't much for brawling. If someone cheeses you off, you can always just blow up his house later. It'll be fun for the whole neighborhood. "Weenies, bring us weenies!". You can hear them singing now...
    Advancement: Kobold Bombers consider being able to make bigger and better things what goes boom to be rue advancement. Everything else is pointless.
    Resources: Kobold Bombers almost always have someone in need of their resources. Governments, terrorists, anarchists, ghosts wanting a non-subtle physical means of retribution, you name it. As quick as you can scrape out the bombs, the quicker you rakes in the cash.

    KOBOLD BOMBERS IN THE WORLD
    "That boys wound just a little too tight for me."
    Kobold Bombers interact with the world by watching it go up in flames, usually because of something they did. They kinda have some teensy anger management issues. Leaving them alone or just nodding and agreeing with them is generally for the best.
    Daily Life: You spend your days getting ingredients to make bombs, making bombs, researching how to make bigger bombs, and actually using them if you're lucky and haven't blown yourself to hell while working on them.
    Notables: Percy (CN Male Kobold Artificer 6/Kobold Bomber 6) is rightly regarded by his people as a complete lunatic. But he has his wartime uses...
    Organizations: Due to their unstable nature the Bombers have only the loosest of associations with each other. Get too many unstable personalities in one room and bad things happen.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    KOBOLD BOMBERS IN THE GAME
    This PrC will tend to draw forth your players more rotten tendencies. Be prepared for them to blow up whatever clues you put out.
    Adaptation: This could work in any style of campaign, although being as it's for Kobolds silly ones probably work best.
    Encounters: PC's will encounter the handiwork of bombers more than they do the architects of it. The city should have a few scars on it before they find their elusive little anarchist.

    Sample Encounter
    EL 12: It's a lovely Sunday. You and the gang are having a nice brunch on the patio. A giggling Kobold runs past. There's an explosion down the rode. Dead fish rain from the sky. Apparently the little monkey bastard blew up the Fish Market this time.


    Percy
    CN Male Kobold Artificer 6/Kobold Bomber 6
    Init +2, Senses: Listen +0, Spot +0, Dark Vision
    Languages Draconic, Common, Undercommon
    ------------------------------------------------
    AC 25, touch 13, flat-footed 23 (+1 Size, +2 Dex, +2 Natural, +10 Armor)
    hp 42 (12 HD)
    Fort +4, Ref +6, Will +10
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +1 Morningstar +3/-2 melee (1d6-2 plus 1d6 fire)
    Ranged +1 Sling +8 (1d3 plus 2d6 fire)
    Base Atk +7, Grp +0
    Infusions 1st: 4
    2nd: 4
    3rd: 4
    4th: 2
    5th: 2
    -----------------------------------------------
    Abilities Str 4, Dex 15, Con 10, Int 16, Wis 10, Cha 16
    SQ Light Sensitivity, Craft Reserve 700, Artificer Knowledge (+9), Artisan Bonus, Disable Trap, Metamagic Spell Trigger, Item Creation, Retain Essence
    Feats Exceptional Artisan, Extraordinary Artisan, Legendary Artisan, Lucky Fingers, Survivor's Luck, Brew Potions (B), Craft Homunculus (B), Craft Magic Arms and Armor (B), Create Wondrous Item (B), Empower Spell (B)
    Skills Appraise +9, Concentration +15, Craft (Alchemy) +18, Craft (Trapmaking) +5, Disable Device +18, Knowledge (Architecture and Engineering) +7, Open Lock +17, Profession (Miner) +2, Search +10, Use Magic Device +18
    Possessions Explosive Sling, +5 Breastplate, +1 Flaming Burst Morningstar
    Type III Bag of Holding, 542 GP


    EPIC KOBOLD BOMBER

    Hit Die: d6
    Skills Points at Each Level : 4 + int
    Bonus Feats: The Epic Kobold Bomber gains a Bonus Feat every 2 levels higher than 20th
    Last edited by Bhu; 2009-04-16 at 03:52 AM.
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