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  1. - Top - End - #841
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    I remember it from Stormwrack, I just wanted to flesh it out a bit.
    Ah. Sorry & don't mind me, then. I'm just way too used to your stuff being original stuff or conversions.

  2. - Top - End - #842
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    Default Re: Orc/Goblinoid Resources

    No worries, I wasn't offended.

    REAVER (Ravenloft)



    "Hissssssssssssssss!"

    Reavers are 7 foot tall, fish-like humanoids. Their webbed hands and feet are clawed, and their body is covered in sharp scales.

    REAVER RACIAL TRAITS
    · +8 Str, +4 Con, +4 Wis, +2 Cha, -4 Int
    · Size Class: Medium.
    · Type: Monstrous Humanoid, giving it 90 ft. Darkvision, with the Aquatic and Amphibious Subtypes.
    · Base land speed 20 ft.
    · Base swim speed 60 ft.
    · Improved Grab (Ex): If the Reaver hits a Medium or smaller opponent with it's Claw attack, it can attempt to start a grapple as a free action without provoking an attack of opportunity.
    · Cutting Scales (Ex): Anyone Grappling, or grappled by, a Reaver takes 1d6 slashing damage each round. This damage is also taken by anything attacking the Reaver with an Unarmed Strike or Natural attack.
    · +6 Natural AC Bonus
    · Ultrasonic Language (Ex): The Reaver language goes into the ultrasonic range, and can only be heard by those with a Racial or magical Bonus to Listen Checks.
    · Reavers have 4 Racial Hit Dice, giving it the following: 4d8 Hit Points, +4 Base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Move Silently, Spot, Survival and Swim. It also gets 2 Feats.
    · Reavers have a primary Claw attack doing 2d4 plus Str modifier, and a Secondary Bite attack doing 1d6 plus 1/2 Str modifier. It gets 2 Claws and a Bite with a Full attack.
    · A Reaver has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Reavers have a +4 racial bonus on Hide, Listen, Move Silently, Spot and Survival checks.
    · Automatic Languages: Reaver. Bonus Languages: None.
    · Level Adjustment: +3
    · Favored Class: Fighter

    STARTING AGE
    Adulthood: 15
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 50
    Old: 75
    Venerable: 100
    Maximum Age: +5d20 years

    HEIGHT AND WEIGHT
    Base Height: 6'4"
    Height Modifier: +2d8"
    Base Weight: 220 lbs.
    Weight Modifier: x(2d6)lbs.

    REAVER CHARACTERS
    You're meant to be an aquatic beatstick, so this will be a species best meant for underwater campaigns. Unless you take levels in a class that boosts your land speed.
    Adventuring Race: Reavers go on adventures because they've been exiled, and against all odds befriended some adventurers you didn't eat for some reason.
    Character Development: You'll want to invest in some items that disguise you or keep people away, cause Reavers have a reputation for unnecessary mayhem.
    Character Names: Reaver names are not audible to most other species.

    ROLEPLAYING A REAVER
    You like ripping things apart and flinging the blood everywhere. Mostly because no one's taught you any better.
    Personality: Given your attitude towards other races, and your lack of facial expression, most species think you happen to be a psychopath.
    Behaviors: Reavers are mostly appetite, so they zealously practice stealth and hunting.
    Language: Reavers have their own language, which is mostly inaudible to Humanoid ears.

    REAVER SOCIETY
    Reavers form hunting packs of a dozen or more, and have barely evolved tool usage. They are highly territorial, and will kill anything nearby.
    Alignment : Reavers are universally Chaotic, and a majority are Evil as well.
    Lands : Most Reavers live in the Sea of Sorrows.
    Settlements : Exiled Reavers will move to inland lakes and rivers.
    Beliefs :No one has been able to ascertain the Reavers religious beliefs.
    Relations: Other races are food.

    REAVER ADVENTURES
    · A Master Sea Spawn has taken over your pack, and you must find a way to defeat him.
    · You have been exiled, and must prove yourself to return to the tribe.
    · A group of adventuring Sea Elves were standing over you when you woke up with no memory..



    Reaver Racial Feats

    Ultrasound Location
    You can 'see' people by screaming silently.
    Prerequisites: Reaver, Con 17+
    Benefits: As a Swift Action you can let loose an ultrasonic scream that gives you Blindsight in a 20 foot cone.


    Ultrasound Cavitation
    You can do some damage underwater.
    Prerequisites: ultrasound Location
    Benefits: When using your Ultrasound location Feat, everything in the Cone takes 2d6 Sonic damage, unless it makes a Fortitude Save for half damage (Save DC is Con based). You may use this Feat every 1d4 rounds.


    Improved Cavitation
    Your breath weapon does more damage.
    Prerequisites: Ultrasound Cavitation
    Benefits: Your Ultrasound Cavitatin Feat does +1d6 damage.. This Feat can be taken multiple times.


    Shred
    You have improved your grappling.
    Prerequisites: Reaver, Str 20+
    Benefits: You can do 1 Claw plus 1 Bite plus your Cutting Scales damage with a successful Grapple Check.

    Reaver Racial Substitution Levels

    Scout
    Levels 3+: When you gain Fast Movement, you can choose which movement speed to enhance.
    Levels 4+: When you can choose a Bonus Feat, you may opt to choose a Racial or Monster Feat instead.

    Ranger
    Levels 2, 6 and 11: You have the following two options for Combat Style: Screamer and Grappler
    At 2nd Level Screamer gains you Ultrasound Location, at 6th Level you gain Ultrasound Cavitation, and at 11th Level you gain Improved Cavitation.
    At 2nd Level Grappler gains you Multiattack, at 6th Level you gain Improved Multiattack, and at 11th Level you gain Shred.

    Fighter
    Level 1+: When you get to choose a Fighter Feat you can opt to choose a Monster/Monstrous Feat or a Racial Feat instead.
    Last edited by Bhu; 2023-08-05 at 06:47 PM.
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  3. - Top - End - #843
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    REAVER (Ravenloft)
    REAVER RACIAL TRAITS
    · Ultrasonic Language (Ex): The Reaver language goes into the ultrasonic range, and can only be heard by those with a Racial or magical Bonus to Listen Checks.
    While certainly niche in utility, THIS IS SO COOL. The sonic feats are lovely as well and this here makes 'em quite thematic.

    Reavers have 4 Racial Hit Dice
    · Level Adjustment: +2
    I don't think this checks out, nonetheless. This is not the same weight class as the Centaur or Equiceph, let alone poor Ogres. I'd recommend increasing the LA by a point.

  4. - Top - End - #844
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    Default Re: Orc/Goblinoid Resources

    Anyone got any other old 2e races they want converted? This was the last one I had:

    GYERIAN



    "Shinies!"

    Gyerians are bird like humanoids with light tan or brown plumage. They have large, bulging eyes, and sharp, curved beaks. Most of them are 3-4 feet tall, with 1 in 10 males being larger individuals standing 5 feet or more. They are known as Cockrobins. One of these per group eventually becomes a Rooster, standing 7 feet tall.

    GYERIAN RACIAL TRAITS
    · +2 Dex, -2 Str
    · Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are 3/4 those of a Medium character.
    · Type: Monstrous Humanoid, giving it 60 ft. Darkvision.
    · Base land speed 40 ft.
    · Sneeze (Ex): As a Standard Action (or as an Immediate Action if it fails a Saving Throw against a Fear effect) the Gyerian can sneeze violently. Opponents within a 10 ft. Line must make a Reflex Save (Save DC is Con based) or be knocked Prone and take 1d4 damage.
    · Call (Ex): As a Swift action, a Gyerian may let out a call for help that can be heard a half mile.
    · Bird Dodge (Ex): Gyerians gain a +5 Dodge Bonus to AC (this stacks with other Dodge Bonuses).
    · Gyerians have 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +3 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +3 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Move Silently, Search, Spot, Survival and Swim. It also gets 2 Feats.
    · Gyerians have a primary Claw attack doing 1d4 plus Str modifier, and a Secondary Bite attack doing 2d4 plus 1/2 Str modifier. It gets 2 Claws and a Bite with a Full attack.
    · Automatic Languages: Gyerian. Bonus Languages: Common.
    · Level Adjustment: +1
    · Favored Class: Scout

    COCKROBIN RACIAL TRAITS
    · +2 Dex, -2 Cha
    · Size Class: Medium
    · Type: Monstrous Humanoid, giving it 60 ft. Darkvision.
    · Base land speed 40 ft.
    · Sneeze (Ex): As a Standard Action (or as an Immediate Action if it fails a Saving Throw against a Fear effect) the Gyerian can sneeze violently. Opponents within a 10 ft. Line must make a Reflex Save (Save DC is Con based) or be knocked Prone and take 1d4 damage.
    · Call (Ex): As a Swift action, a Gyerian may let out a call for help that can be heard a half mile.
    · Bird Dodge (Ex): Gyerians gain a +5 Dodge Bonus to AC (this stacks with other Dodge Bonuses).
    · +1 Natural Armor Bonus to AC
    · Gyerians have 5 Racial Hit Dice, giving it the following: 5d8 Hit Points, +5 Base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Listen, Move Silently, Search, Spot, Survival and Swim. It also gets 2 Feats.
    · Gyerians have a primary Claw attack doing 1d6 plus Str modifier, and a Secondary Bite attack doing 2d6 plus 1/2 Str modifier. It gets 2 Claws and a Bite with a Full attack.
    · Automatic Languages: Gyerian. Bonus Languages: Common.
    · Level Adjustment: +1
    · Favored Class: Scout


    ROOSTER RACIAL TRAITS
    · +4 Str
    · Size Class: Medium
    · Type: Monstrous Humanoid, giving it 60 ft. Darkvision.
    · Base land speed 40 ft.
    · Sneeze (Ex): As a Standard Action (or as an Immediate Action if it fails a Saving Throw against a Fear effect) the Gyerian can sneeze violently. Opponents within a 10 ft. Line must make a Reflex Save (Save DC is Con based) or be knocked Prone and take 1d4 damage.
    · Call (Ex): As a Swift action, a Gyerian may let out a call for help that can be heard a half mile.
    · Bird Dodge (Ex): Gyerians gain a +5 Dodge Bonus to AC (this stacks with other Dodge Bonuses).
    · +2 Natural Armor Bonus to AC
    · Gyerians have 7 Racial Hit Dice, giving it the following: 7d8 Hit Points, +7 Base Attack Bonus, +2 Fort Save, +5 Ref Save, +5 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Hide, Intimidate, Listen, Move Silently, Search, Spot, Survival and Swim. It also gets 3 Feats.
    · Gyerians have a primary Claw attack doing 1d8 plus Str modifier, and a Secondary Bite attack doing 2d8 plus 1/2 Str modifier. It gets 2 Claws and a Bite with a Full attack.
    · Automatic Languages: Gyerian. Bonus Languages: Common.
    · Level Adjustment: +2
    · Favored Class: Fighter

    STARTING AGE
    Adulthood: 15
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 35
    Old: 53
    Venerable: 70
    Maximum Age: +2d20 years

    HEIGHT AND WEIGHT
    Base Height: Male: 3' Female: 2'10"
    Height Modifier: +2d4"
    Base Weight: Male: 40 lbs. Female: 35 lbs.
    Weight Modifier: x1 lb.

    COCKROBIN HEIGHT AND WEIGHT
    Base Height: Male: 4'10"
    Height Modifier: +2d10"
    Base Weight: Male: 120 lbs.
    Weight Modifier: x(2d4) lbs.

    ROOSTER HEIGHT AND WEIGHT
    Base Height: Male: 6'4"
    Height Modifier: +2d8"
    Base Weight: Male: 220 lbs.
    Weight Modifier: x(2d6) lbs.

    GYERIAN CHARACTERS
    Much like Halflings, the Gyerians are stereotypically sneaky party members.
    Adventuring Race: Gyerians go on adventure because they have to, or they're scared to be alone.
    Character Development: Gyerians are perfect for those who like to RP shy characters trying to come out of their shell.
    Character Names: Gyerians use names based on personal appearance or accomplishment, such as 'Yellow Feather', "Bad Wrestler" or "Uneasy Smile."

    ROLEPLAYING A GYERIAN
    Fighting is best left for others. Not that you aren't capable, you just feel your time is better invested elsewhere.
    Personality: Gyerians are shy, but curious. They tend to avoid others until they feel safe, or their curiosity gets the better of them. They're easily obsessed with shiny objects.
    Behaviors: As every villager is responsible for watching the hatchlings, Gyerians actively practice awareness of their surroundings.
    Language: Gyerians speak their own language, and common..

    GYERIAN SOCIETY
    Gyerians are a patriarchal, tribal society. They form collectives of 40 or so individuals, usually in hidden nests woven nests of straw and mud. They are very shy, and tend to migrate with the seasins.
    Alignment : Most Gyerians are both Chaotic and Good..
    Lands : Gyerians typically live in temperate grasslands or forests.
    Settlements : If they must settle, Gyerians prefer areas with plenty of cover they can hide behind.
    Beliefs : It's uncertain if the Gyerians have a religion, and they haven't really volunteered any information about it..
    Relations: With the exception of Elves, Gyerians generally avoid other humanoid races..

    GYERIAN ADVENTURES
    · The Hivebrood are on the march, and you must notify the villages!
    · Somehow, one of your party has insulted a Rakasta, and you were chosen as his second in case it came down to a duel. Guess what?
    · A group of Elves is behaving oddly in the forest. You have been asked to find a polite way to tell on them to their fellows. And by 'odd', we mean 'a bit murdery'.



    Gyerian Racial Feats

    Improved Sneeze
    Your sneeze is more powerful.
    Prerequisites: Gyerian, Con 15+
    Benefits: Your sneeze now effects all creatures in a 15 foot Cone.


    Greater Sneeze
    Your sneeze is more powerful still.
    Prerequisites: Improved Sneeze
    Benefits: Should targets fail the Saving throw, they are pushed back 10 feet and knocked prone, taking 3d4 damage.



    Cockrobin
    You are mentally tougher than some.
    Prerequisites: Cockrobin
    Benefits: You gain a Resistance Bonus on Willpower Saves equal to your Hit Dice divided by 4.


    Rooster
    You are an inspiration to your fellows.
    Prerequisites: Rooster, Cockrobin Feat
    Benefits: All allies who can see you share you're Bonus to Willpower Saves from the Cockrobin Feat.

    GGyerian Racial Substitution Levels

    Scout
    Levels 4+: When you can choose a Bonus Feat, you may opt to choose a Racial or Monster Feat instead.

    Ranger
    Levels 2, 6 and 11: You have the following two options for Combat Style: Claws and Runner
    At 2nd Level Runner gains you Dodge, at 6th Level you gain Mobility, and at 11th Level you gain Spring Attack.
    At 2nd Level Claws gains you Multiattack, at 6th Level you gain Improved Multiattack, and at 11th Level you gain Improved Critical (Beak).

    Fighter
    Level 1+: When you get to choose a Fighter Feat you can opt to choose a Monster/Monstrous Feat or a Racial Feat instead.
    Last edited by Bhu; 2023-08-19 at 04:02 PM.
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  5. - Top - End - #845
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    Anyone got any other old 2e races they want converted? This was the last one I had:
    Unfortunately, I'm not quite so familiar with 2e as to be of any help on that front. Also, presently, I'm currently being kind of distracted by


    GYERIAN



    "Shinies!"

    Gyerians are bird like humanoids with light tan or brown plumage. They have large, bulging eyes, and sharp, curved beaks. Most of them are 3-4 feet tall, with 1 in 10 males being larger individuals standing 5 feet or more. They are known as Cockrobins. One of these per group eventually becomes a Rooster, standing 7 feet tall.

    GYERIAN RACIAL TRAITS
    just HOW MUCH A BIRDY this one over here is!! No, seriously, I love the fluff (very fluffy and feels like something a bird would do!) and the mechanical side of things (also very fittingly birdlike) in equal measure. I mean, sneeze away things when scared? Call the flock from afar? Just bounce away like a pro if thatdoesn't resolve the issue quick enough? This is beautiful. Worth every single point of ECL.


    COCKROBIN RACIAL TRAITS
    ROOSTER RACIAL TRAITS
    What I'm really not sure about is these guys. They cost 2 extra HD and 4 extra HD plus a point of LA, respectively, and what they offer in return isÂ… Well, not much to Call home about. The NA is a take or leave, losing Small size is quite strictly bad and gaining better damage… Well, the basic Little Bird Gyerian's potential damage output and to-hit is already quite impressive, whereas the Big Ones' is only kind of reasonable for a claw/claw/bite routine.

    Adventuring Race: Gyerians go on adventure because they have to, or they're scared to be alone.
    Awww.

    Character Names: Gyerians use names based on personal appearance or accomplishment, such as 'Yellow Feather', "Bad Wrestler" or "Uneasy Smile."
    AWWW.

    Improved Sneeze
    Your sneeze is more powerful.
    Prerequisites: Gyerian, Con 15+
    Benefits: Your sneeze now effects all creatures in a 15 foot Cone.


    Greater Sneeze
    Your sneeze is more powerful still.
    Prerequisites: Improved Sneeze
    Benefits: Should targets fail the Saving throw, they are pushed back 10 feet and knocked prone, taking 3d4 damage.
    …and this makes the Little Birds sound even better.

    Cockrobin
    You are mentally tougher than some.
    Prerequisites: Cockrobin
    Benefits: You gain a +2 Bonus on Willpower Saves (this stacks with Feats like Iron Will).
    Whereas this is too little too late and

    Rooster
    You are an inspiration to your fellows.
    Prerequisites: Rooster, Cockrobin Feat
    Benefits: All allies who can see you share you'er +2 Bonus to Willpower Saves from the Cockrobin Feat.
    this, though incredibly wholesome which I like to bits, is easily surpassed in cost/efficacy by being a Marshal, of all things.
    Last edited by Metastachydium; 2023-08-06 at 12:19 PM. Reason: Â.

  6. - Top - End - #846
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    Default Re: Orc/Goblinoid Resources

    I could make it stack with Marshal abilities?
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  7. - Top - End - #847
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    I could make it stack with Marshal abilities?
    That's not really the issue. It should already stack (different sources and all that). But a Marshal with a measly 14 for CHA can do pretty much the same thing with Force of Will at level 1. This one comes with ECL 9 as, basically, a prerequisite.

  8. - Top - End - #848
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    Default Re: Orc/Goblinoid Resources

    Hmm...I'll try to think of something. Only the roosters can do that in 2e.
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  9. - Top - End - #849
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    Hmm...I'll try to think of something. Only the roosters can do that in 2e.
    You could make it scale somehow? Let Cockrobin (the feat) give 2+1/every 3 HD or something and let Rooster (the feat) impart that?

  10. - Top - End - #850
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    Default Re: Orc/Goblinoid Resources

    I have made some edits. I f I can't find more races to do, I may start with some PrC's for the scaly races I've been meaning to do.
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  11. - Top - End - #851
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    I have made some edits.
    If you're going with resistence bonus, could it at least be +1 per every 4 HD to reach +5 at 20?

    I f I can't find more races to do, I may start with some PrC's for the scaly races I've been meaning to do.
    At any rate, if you did actually manage to cover everything, that's kinda badass, so congrats are in order!

  12. - Top - End - #852
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    If you're going with resistence bonus, could it at least be +1 per every 4 HD to reach +5 at 20?



    At any rate, if you did actually manage to cover everything, that's kinda badass, so congrats are in order!
    Done. I'll be adding some PrC's till i find more races. This is an older one I did that I modified somewhat, because there's other species in the thread it'd be appropriate for.

    LIL STABBITY KOBOLD



    "I'm down here _______."

    Being that they're quite short, many Kobolds tend to be stepped on accidentally, overlooked, pushed around, etc. Some use this to their advantage. Especially the spiteful, mean ones who like pointy things.

    BECOMING A LIL STABBITY KOBOLD
    Most Lil Stabbity Kobolds begin their careers as Scouts or Rogues for several levels before taking on the path to stabbitiness.

    ENTRY REQUIREMENTS
    Race: Kobold, Cayman, Cayma, Silt Runner, Grung, Poison Dusk Lizardfolk
    Skills: Hide 8 Ranks, Move Silently 8 Ranks
    Feats: Achilles Fallen Arches ( http://www.giantitp.com/forums/showpost.php?p=4881120& postcount=184 ) (Note that while the class and the prerequisite Feat mention Kobolds only, there's no reason to not open this up to any Small or smaller reptilian race)
    Class Abilities: Sneak Attack, Sudden Strike, or Skirmish +3d6
    Special: Must be sponsored and trained by another Lil Stabbity Kobold


    Class Skills
    The Lil Stabbity Kobold's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local, Nobility)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex).
    Skills Points at Each Level : 6 + int

    Hit Dice: d8

    [PRE] BAB Fort Ref Will Abilities
    1. +1 +0 +2 +0 Aim Low
    2. +2 +0 +3 +0 Kneecapper
    3. +3 +1 +3 +1 Pre-emptive Revenge
    4. +4 +1 +4 +1 I'm Down Here
    5. +5 +1 +4 +1 Aim For The Soft Bits
    6. +6 +2 +5 +2 Veteran Kneecapper
    7. +7 +2 +5 +2 Aim for the Knees
    8. +8 +2 +6 +2 Or Maybe I'm Behind You
    9. +9 +3 +6 +3 Don't Feel So Tall Now DO You?
    10.+10 +3 +7 +3 Stickin' It To The Man[/PRE]

    Weapon Proficiencies: Lil Stabbity Kobolds become proficient with all Simple and Martial weapons. They gain no new armor proficiencies.

    Aim Low (Ex): Choose 1 weapon to train with that you have proficiency in. This must be a Light Melee weapon or the Club. That weapons critical threat range increases by (Lil Stabbity Kobold Levels divided by 3). For example a Dagger held by a Rogue 6/Lil Stabbity Kobold 9 threatens a critical hit on a 16-20. This bonus only applies to opponents of a larger Size Class than yourself and does not stack with other effects that increase critical threat range.

    Kneecapper (Ex): As a Standard Action you may make a single melee attack against an opponent. If it successfully does damage, you may automatically make a Trip Attack as a Free Action without provoking an Attack of Opportunity (and you take no Size Penalties to the Opposed check).

    Pre-emptive Revenge (Ex): Lil Stabbity Kobolds gain an Insight Bonus to Initiative rolls against any creature of a Larger Size Class equal to their Lil Stabbity Kobold level divided by 3. This stacks with effects such as the Improved Initiative Feat.

    I'm Down Here (Ex): You are considered to be Flanking any opponent whose Size Class is larger than yours for the first round of combat if you have no allies, or for the entire combat as long as an ally is in melee with him regardless of your actual position (you must still be within melee range).

    Aim for the Soft Bits (Ex): Choose 1 weapon to train with that you have proficiency in. This must be a Light Melee weapon or the Club. That weapons critical multiplier increases by (Lil Stabbity Kobold Levles divided by 5). For example a Dagger held by a Rogue 6/Lil Stabbity Kobold 5 does x3 damage on a successful critical hit. This must be the same weapon you chose for Aim Low. This bonus only applies to opponents of a larger Size Class than yourself and does not stack with other effects that increase critical multiplier.

    Veteran Kneecapper (Ex): When using your Kneecapper ability successfully, your opponent must now also make a Fortitude Save (DC is 10 plus half hit dice plus Dex modifier) or his movement is halved for 1 minute, and standing up from a Prone position during that time is now a Standard Action.

    Aim for the Knees (Ex): When rolling to confirm a Critical hit with the weapon you chose for Aim Low, you take no penalties of any kind to the roll. This bonus only applies to opponents of a larger Size Class than yourself.

    Or Maybe I'm Behind You (Ex): This works like the Hide in Plain Sight ability on page 48 of the PHB with 2 exceptions: It may only be used on opponents whose Size Class is larger than yours, and it may be used anywhere as opposed to just natural terrain.

    Don't Feel So Tall Now DO You? (Ex): You gain a Competence Bonus on to hit and damage rolls against Prone opponents equal to half your Lil Stabbity Kobold Levels.

    Stickin' It To The Man (Ex): When attacking a Prone opponent you add your Sneak attack, Sudden Strike or Skirmish damage whether you would normally qualify for using it or not.

    PLAYING A LIL STABBITY KOBOLD
    Kobolds are generally born with a chip on their shoulder. Unlike Gnomes and halflings they have a problem with the other races giving them crap about being short, and they lack the sense of humor the pinkies have. So instead of dishing it back out verbally, they tend to hire themselves out as knee-capping assassins. Some of them work cheap if the target is tall enough or doesn't like short folk.
    Combat: You tend to be better against foes who are a larger Size Class than yourself. You're also pretty good at flanking or sneak attacks since being short many of the dumber big folk forget you're there in the heat of the combat. Which really ticks you off, but thankfully you have a lot of knives on you.
    Advancement: Lil Stabbity Kobolds tend to stick with what they do best: whacking things taller than they are.
    Resources: Most Lil Stabbity Kobolds belong to Assassin's Guilds of other short folk who want to prove to the world that big deaths can come in small packages.

    LIL STABBITY KOBOLDS IN THE WORLD
    "You got some healing potions Myrna? I don't know what it was but something put 7 knives in Mr. Winky."
    Generally the world is oblivious to you, and considers you to be beneath notice due to your lack of height. Usually after you've broken somebody's knees though, he becomes all attentive like. People forget afterwards, but that just means you have more of them to kneecap...
    Daily Life: If you aren't researching or stalking a target you're probably challenging tall people to fights in bars. Partly to test yourself, but mostly because beating up drunk guys is fun.
    Notables: Stabbin' Bob (NE Male Kobold Rogue 6/Lil Stabbity Kobold 6) is a regular local celebrity. He spends much time in bars for adventurers insulting people passing through town before humiliating them in a knife fight.
    Organizations: Many Lil Stabbity Kobolds are trained by the Screaming SHort Bastards Association, who find kindred souls in the small reptiles. They get more recruits in the fight against the evil big folk, and the Kobolds get to say "Well...yeah I did stab him 45 times, but it's my job. I don't come to your workplace and tell you how to do your job do I? Is this because I'm short? Y'know people like you really ____ me off!"

    NPC Reaction
    NPC's reactions depend a great deal on their height (Short people consider them heroes), and whether or not they have ever insulted a Lil Stabbity Kobold in the past...

    LIL STABBITY KOBOLDS IN THE GAME
    This class might actually make Small melee types inspire nervousness more often. Not that that's a bad thing.
    Adaptation: This fits humorous campaigns better obviously. I mean lets face it, psychos training Kobold assassins certainly doesn't sound very serious....
    Encounters: PC's will generally encounter Lil Stabbity Kobolds the same way the rest of the world does: a sudden painful sensation in the knee or groin, followed by them hitting the ground.

    Sample Encounter
    EL 12: "HEY!! Hey you the fat human Barbarian! Do your people believe in bathing? Is it against your weird pinky religion to not offend the rest of us with your horrifying miasma of body odor and general scabbiness? How long has it been since you've seen your feat anyway?"


    Stabbin' Bob
    NE Male Kobold Rogue 6/Lil Stabbity Kobold 6
    Init +5 (+7 if Medium against Medium or Bigger), Senses: Listen +8, Spot +9, Dark Vision 60', Light Sensitivity
    Languages Draconic, Common
    Pre-Emptive Revenge (+2)
    ------------------------------------------------
    AC 21, touch 16, flat-footed 16 (+1 Size, +5 Dex, +1 Natural, +4 Armor)
    hp 48 (12 HD)
    Fort +4, Ref +15, Will +4
    Evasion, Uncanny Dodge
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +1 Rapier +17/+12 (1d4/16-20, x3)
    Base Atk +10, Grp +6
    Atk Options Sneak Attack +3d6, Aim Low (Rapier), Kneecapper, Aim For the Soft Bits (Rapier), I'm Down Here, Veteran Kneecapper (DC 21)
    Combat Gear 2 Potions of Cure Serious Wounds
    -----------------------------------------------
    Abilities Str 10, Dex 20, Con 10, Int 13, Wis 10, Cha 8
    SQ Trapfinding, Trap Sense +2
    Feats Achilles Fallen Arches, Flick of the Wrist, Giantbane, Quick Draw,
    Weapon Finesse
    Skills Balance +9, Bluff +4, Climb +4, Disable Device +6, Escape Artist +9, Gather Information +4, Hide +20, Intimidate +3, Knowledge (Local, Nobility) +5, Listen +8, Move Silently +20, Open Lock +10, Search +6, Sense Motive +5, Sleight of Hand +13, Spot +9, Tumble +10, and Use Magic Device +4
    Possessions Robe of Blending, +1 Deadly Precision Maiming Rapier, Greater Boots of the Mountain King, +4 Bracers of Armor, 2 Potions of Cure Serious Wounds, 680 GP

    EPIC LIL' STABBITY KOBOLD

    Hit Die: d8
    Skills Points at Each Level : 6 + int
    Bonus Feats: The Epic Lil' Stabbity Kobold gains a Bonus Feat every 2 levels higher than 20th



    LIL STABBITY KOBOLD (Rogue Subclass)
    The subclass is named after it's species of origin, but they can have easily taught it to non-Kobolds. You specialize in fighting critters bigger than you.

    AIM LOW
    At 3rd Level you have Advantage on Initiative rolls if there is a hostile creature present that is at least one size category bigger than yourself, or your opponents are unaware of you. You also have Advantage on attack rolls against opponents who are bigger than you.

    KNEECAPPER
    At 9th Level, if you successfully attack an opponent who is at least one size category larger than yourself, it must make a Strength Saving Throw (8 + your Proficiency Bonus + your Dexterity modifier).

    DOWN HERE
    At 13th Level you can hide behind, or move through the space of, any creature larger than your self.

    STICKIN' IT TO THE MAN
    At 17th Level you do one extra Sneak Attack die against larger creatures.
    Last edited by Bhu; 2023-09-02 at 05:01 PM.
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  13. - Top - End - #853
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    Quote Originally Posted by Bhu View Post
    Done.
    Thanks!

    LIL STABBITY KOBOLD
    YES!

    ENTRY REQUIREMENTS
    Race: Kobold, Cayman, Cayma, Silt Runner, Grung
    Any chance Poison Dusk LizardfolkMM3 could get on the list? They are Small, and basically always in "wait in ambush and dirty tactics things to death" (they have camouflage skin, Poison Use and proficiency with stuff like bolas). I think they'd fit in just fine.

    Aim for the Soft Bits (Ex): Choose 1 weapon to train with that you have proficiency in. This must be a Light Melee weapon or the Club. That weapons critical multiplier increases by (Lil Stabbity Kobold Levles divided by 5). For example a Dagger held by a Rogue 6/Lil Stabbity Kobold 5 does x3 damage on a successful critical hit. This must be the same weapon you chose for Aim Low. This bonus only applies to opponents of a larger Size Class than yourself and does not stack with other effects that increase critical multiplier.
    Why is this on a level not divisible by 5?

    Stickin' It To The Man (Ex): When attacking a Prone opponent you add your Sneak attack damage whether you would normally qualify for using it or not.
    By Sneak Attack damage you mean precision damage (incl. Skirmish and Sudden Strike), right?

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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    Thanks!

    Why is this on a level not divisible by 5?
    It just sort of ended up there. I have made modifications for the other stuff.
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    It just sort of ended up there.
    But… It doesn't do anything at the level it is gained. Same goes for Pre-Emptive Revenge. What would break if Kneecapper was the 2nd level feature, Pre-Emptive the 3rd level one, I'm Down Here the one for level 4, leaving level 5 open for the Soft Bits?

    I have made modifications for the other stuff.
    I'm not sure I see what changed.

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    wth, the changes didn't save. Let me try this again.
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    Default Re: Orc/Goblinoid Resources

    Forgot this thread was a thing. I made goblin swordsage racial substitution levels a while back for the 3.X Ancillary Contest VII. Hope everyone enjoys.
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Temotei View Post
    Forgot this thread was a thing. I made goblin swordsage racial substitution levels a while back for the 3.X Ancillary Contest VII. Hope everyone enjoys.
    Good to see you!


    And for today, another update to an older PrC I've done.

    KOBOLD SWARMFIGHTER



    "Leave now, or you're goin' down Pinkie."

    "Yeah? Whose gonna make me leave?"


    Enter: 40 Kobolds

    "We are."


    Kobolds often train in small packs to take advantage of their superior numbers vs their larger opponents.

    BECOMING A KOBOLD SWARMFIGHTER
    Usually Kobold Swarmfighters are multiclassed Fighter/Rogue's.

    ENTRY REQUIREMENTS
    Race: Kobold (Note: there isn't any reason this class can't be used by any stereotypically 'evil' race that is Small or smaller)
    Feats: Combat Reflexes, Pack Tactics, Swarmfighting *
    Skills: Hide 6 ranks, Intimidate 6 ranks, Move Silently 6 ranks
    Base Attack Bonus: +5

    * Pack Tactics is from the Dragon Magazine Compendium, Swarmfighting is from Complete Warrior.

    Class Skills
    The Kobold Swarmfighter's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering, Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).
    Skills Points at Each Level : 6 + int

    Hit Dice: d6

    [PRE] BAB Fort Ref Will Abilities
    1. +0 +2 +2 +0 Team Feat
    2. +1 +3 +3 +0 +1d6 Sneak Attack
    3. +2 +3 +3 +1 Group Tactics
    4. +3 +4 +4 +1 Team Feat
    5. +3 +4 +4 +1 +2d6 Sneak Attack
    6. +4 +5 +5 +2 Group Tactics
    7. +5 +5 +5 +2 Team Feat
    8. +6 +6 +6 +2 +3d6 Sneak Attack
    9. +6 +6 +6 +3 Group Tactics
    10.+7 +7 +7 +3 Superior Group Tactics[/PRE]

    Weapon Proficiencies: Kobold Swarmfighters gain no new weapon or armor proficiencies.

    Team Feat: At 1st, 4th, and 7th levels the Kobold Swarmfighter gains a Feat from the following list if he meets the Prerequisites: Close-Quarters Fighting, Formation Expert, Giantbane, Hamstring, Hold the Line (From Complete Warrior), Deft Opportunist, Expert Tactician (Complete Adventurer), Adaptable Flanker, Vexing Flanker (from PHB II).

    Sneak Attack (Ex): At 2nd, 5th, and 8th levels the Kobold Swarmfighters Sneak Attack dice increase by +1d6 (this stacks with Sneak Attack dice gained from other levels).

    Group Tactics (Ex): Due to intense study, the Kobold Swarmfighter gains one special attack from the following list at levels 3, 6, and 9:

    Group Defense: You gain a Competence Bonus to Armor Class equal to the number of Allies within 60 ft. who also have the Group Defense ability (or +1 if none of your Allies have this ability).

    Group Mind: As long as there are Allies within 60 ft. who have the Group Mind ability, none of you are considered Flanked unless all of you are.

    Group Smiting: If one of you get an Attack of Opportunity against an opponent, all Allies within Reach of the opponent who have this ability can make one as well.

    Group Aid: 3 times per day when performing a skill check you may gain a Competence Bonus to the check equal to the number of Allies within 60 ft. who also have this ability (or +1 if none of your Allies have this ability).

    Group Offense: When making opposed checks in combat (such as a Disarm, Trip, etc) or rolling to confirm a critical you gain a Competence Bonus equal to the number of Allies within 60 ft. who also have this ability (or +1 if none of your Allies have this ability).

    Group Ambush: When successfully making a Sneak Attack, you may increase your Sneak Attack by +1d6 for each ally within melee striking range of the opponent who also have this ability (or +1d6 if none of your allies have this ability).

    Group Spearwall: If you Ready an attack action against a charging opponent, you gain +1d6 damage on a successful hit for every Ally who also has this ability in adjacent squares (minimum of +1d6).

    Group Benefits: When using Teamwork benefits (See PHB II), the Task Leader requires 2 ranks less in each skill listed as a prerequisite, and a BAB of 1 less if it is listed as a prerequisite.

    Superior Group Tactics (Ex): If you or an Ally with this ability successfully strike an opponent each successful hit after the first gains a cumulative +1d6 and his critical threat range increases by 1. For example say 4 of you are surrounding one man and armed with spears (criticals on a 20). You hit and do normal damage. If Kobold number 2 hits, he does +1d6 and threatens a critical on a 19-20.. If Kobold number 3 hits he does +2d6 and threatens a critical on an 18-20. If Kobold number 4 hits he does +3d6 and threatens a critical on a 17-20.

    PLAYING A KOBOLD SWARMFIGHTER
    Your battle brothers are closer than your own family. You do everything together. Everything. Sometimes you can even complete each others sentences.
    Combat: Swarmfighters fight as a team and will take Feats meant to enhance that approach. If one of them has a Feat, they all probably have it.
    Advancement: Due to this classes insistence on conformity, advancement tends to be cramped depending on what the majority of the group wants.
    Resources: Kobold Swarmfighters are either mercenaries or employed by the military of their people. They usually have some chain of command to draw on, and how stingy it will be will vary with the circumstances.

    KOBOLD SWARMFIGHTERS IN THE WORLD
    "Barkeep 6 Kobolds just bit my left buttcheek in unison. Give me a whiskey. A really, really big whiskey."
    Swarmfighters tend to interact with the world in stereo. They eat together, crap together, go shopping together, etc. Besides being a great fighting team, they are pretty damned annoying.
    Daily Life: Training, training, training. A Swarmfighters life consists of nothing but training interspersed with brief fights with the evil Pinky humans.
    Notables: Yapyap's (LE Male Kobold Rogue 4/Fighter 2/Kobold Swarmfighter 6) band has recently achieved some small fame by taking out a local Paladin of St. Cuthbert. They hope to take out a few more as well.
    Organizations: There are organizations (usually the Kobold military) devoted to training Swarmfighting, but not really much of any kind of support. Once the group is trained they are their own small organization.

    NPC Reaction
    NPC's look at Kobold Swarmfighters the way they would look at a swarm of rabid, undead mice. Some disgust, and perhaps a small amount of fear. A very small amount. Until a bunch of spears start poking them. Then the fear is very real.

    KOBOLD SWARMFIGHTERS IN THE GAME
    The Swarmfighter is kind of sort of intended to be played in a group of similar individuals. In other words a party of all Kobold Swarmfighters. If the party wants to do that it's all good, but if they don't you may wish to pick another PrC. Optionally you can get Leadership and make all your followers take this PrC.
    Adaptation: Equally adaptable to serious or silly campaigns, the Swarmfighter definitely makes the Kobolds more of a military threat due to their intense teamwork and tactics. Larger targets are in a world of trouble when they have to fight all the Kobolds at once...
    Encounters: PC's will encounter Swarmfighters when they intrude on Kobold territory and need to be warned off, during war, during the occasional raid, and sometimes just because the boys are out to prove themselves...

    Sample Encounter
    EL 12: The PC's are drunk, and one of them insults a Kobold. The Kobolds buddies hold the PC down, while the rest of the Kobolds begin dropping the elbow.


    Yapyap
    LE Male Kobold Rogue 4/Fighter 2/Kobold Swarmfighter 6
    Init +5, Senses: Listen +12, Spot +12, Dark Vision 60'
    Languages Draconic, Common
    ------------------------------------------------
    AC , touch , flat-footed (+1 Size, +5 Dex, +1 Natural, +8 Armor)
    hp 46 (12 HD)
    Fort +9, Ref +14, Will +5
    Evasion, Uncanny Dodge
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +1 Spear +7 (1d6-2/x3)
    Ranged +1 Sling +14 (1d3)
    Base Atk +9, Grp +3
    Atk Options +4d6 Sneak Attack, Group Tactics (Group Offense, Group Smiting)
    Combat Gear 4 Cure Serious Wounds Potions, 4 Haste Potions, 4 Heroism Potions, 1 Remove Paralysis Potion
    -----------------------------------------------
    Abilities Str 6, Dex 20, Con 10, Int 13, Wis 14, Cha 8
    SQ Trapfinding, Trap Sense +1
    Feats Combat Expertise, Combat Reflexes, Improved Trip, Pack Tactics, Swarmfighting, Adaptable Flanker (B), Vexing Flanker (B)
    Skills Balance +11, Bluff +5, Climb +8, Hide +15, Intimidate +8, Jump +6, Knowledge (Dungeoneering, Local) +7, Listen +12, Move Silently +15, Search +9, Sense Motive +8, Spot +12, Survival +10, Swim +6, and Tumble +13
    Possessions +2 Deadly Precision Impaling Spear, +5 Studded Leather Armor, +1 Distance Precise Sling, Bag of Holding I, 4 Cure Serious Wounds Potions, 4 Haste Potions, 4 Heroism Potions, 1 Remove Paralysis Potion, 423 GP


    EPIC KOBOLD SWARMFIGHTER

    Hit Die: d6
    Skills Points at Each Level : 6 + int
    Sneak Attack: At level 22 and every 3 levels thereafter you gain an additional Sneak Attack die.
    Group Tactics: At level 23 and every 3 levels thereafter you gain an additional special attack from the Group Tactics list.
    Bonus Feats: The Epic Kobold Swarmfighter gains a Bonus Feat every 2 levels higher than 20th


    KOBOLD SWARMFIGHTER (Rogue Subclass)
    Originally taught by the Kobold armies, this is a subclass for small species that want to gang up on the bigger Humanoids.

    PACK TACTICS
    At 3rd Level, you have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. If that ally has Sneak Attack, your own Sneak Attack dice increase by +1d6.

    GROUP TACTICS
    At 9th Level, when you qualify to use Pack Tactics, you can also gain one of the following abilities (choose one when you get this level):

    Any hostile creature that has you and at least one ally within 5 feet of it takes Disadvantage on attack rolls against you (as long as neither of you are Incapacitated).

    As long as at least one Ally, who isn't Incapacitated, and within 60 feet of you, isn't surprised, neither are you.

    If you successfully score a critical hit, any ally who isn't Incapacitated, and within 5 feet of the target, gets an opportunity attack.

    MILITARY TRAINING
    At 13th Level choose one of the following:

    Your attacks against targets bigger than you score a critical on a 19 or 20.

    You gain proficiency with shields. As long as both you and one or more allies all have shields, aren't Incapacitated, and are within 5 feet of one another, you all get +2 AC.

    If you successfully strike an opponent, any ally within 5 feet (10 feet f they have a Reach weapon) that isn't Incapacitated gets an Opportunity attack against that target as a Bonus Action.

    SWARM
    At 17th if you, or any Ally within 5 feet of the same hostile creature have Advantage on attack rolls, all of you do.
    Last edited by Bhu; 2023-09-02 at 05:00 PM.
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    DAMN. This is a bit difficult to make good use of on a PC (although I can see the appeal of the ALL KOBOLD PARTY!), on a group of NPCs… This is brutal. I approve.

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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    DAMN. This is a bit difficult to make good use of on a PC (although I can see the appeal of the ALL KOBOLD PARTY!), on a group of NPCs… This is brutal. I approve.
    Thanks!

    Yeah some of the Kobold classes are gonna be better for all kobold parties or npc's, or very odd campaigns.
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    Quote Originally Posted by Bhu View Post
    Thanks!

    Yeah some of the Kobold classes are gonna be better for all kobold parties or npc's, or very odd campaigns.

    Are there campaigns involving all Kobold parties that aren't very odd?

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    IRON KOBOLD



    "You hit like a Pixie!"

    Iron Kobolds have gone through painful and expensive magical augmentation to make their skin as hard as possible. They inject minute amounts of magically liquefied metals into their scales one at a time. This painful process tends to produce erratic but powerful results. At least that's the current rumor. Former rumors include blood injections from an "adamantine dragon," skin transfusions from fiends, etc. They get worse every year.

    BECOMING AN IRON KOBOLD
    Most fighting type classes will allow you to become an Iron Kobold.

    ENTRY REQUIREMENTS
    Race: Kobold (or any Small or smaller 'evil' race)
    Feats: Diehard, Endurance, Great Fortitude
    BAB: +6
    Base Fortitude Save: +5
    Skills: Concentration 4 ranks
    Special: Must undergo a painful magical procedure each new level costing 100 GP and lasting 4 hours.

    Class Skills
    The Iron Kobold's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), and Survival (Wis).
    Skills Points at Each Level : 2 + int

    Hit Dice: d12

    [PRE] BAB Fort Ref Will Abilities
    1. +1 +2 +0 +0 Iron Skin +3
    2. +2 +3 +0 +0 DR 1/-
    3. +3 +3 +1 +1 Fortification
    4. +4 +4 +1 +1 Iron Skin +6
    5. +5 +4 +1 +1 DR 3/-
    6. +6 +5 +2 +2 Fortification
    7. +7 +5 +2 +2 Iron Skin +9
    8. +8 +6 +2 +2 DR 5/-
    9. +9 +6 +3 +3 Fortification
    10.+10 +7 +3 +3 Teensy Juggernaut[/PRE]

    Weapon Proficiencies: Iron Kobold’s gain no new weapon or armor proficiencies.

    Iron Skin (Ex): At first level the Iron Kobold's Natural Armor Bonus increases by 3. This increases by another 3 at levels 4 and 7.

    Damage Reduction (Ex): At second level the Iron Kobold gains DR 1/-. This increases to DR 3/- at 5th level, and DR 5/- at 8th level. This stacks with DR gained from Feats or other Classes.

    Fortification (Ex): At 3rd level the Iron Kobold has a 50% chance of ignoring a successful critical hit. At 6th level the chance rises to 75%. At 9th level the Iron Kobold is immune to Critical hits.

    Teensy Juggernaut: At 10th level the Iron Kobolds transformation is final. His DR increases to 8/-, and his Natural Armor Bonus increases another +1. For this and every level after (even from other classes) the Iron Kobold gains maximum hit points per die, he doesn't need to roll.

    PLAYING AN IRON KOBOLD
    You are bad. The baddest of the bad. There is no one you can't whoop. 'Cept maybe dragons and some deities. But that day is a' comin'. Unlike many Kobolds you might not be of Lawful alignment. It's all the stuff they juice you up with. Makes you crazy.
    Combat: Iron Kobolds tend to win fights through attrition. In other words they try to outlast you through sheer number of hit points and toughness. They aren't great tacticians, but they do have bravado.
    Advancement: Iron Kobolds usually just keep trying to get tougher. It doesn't normally occur to them to branch out and diversify.
    Resources: Iron Kobold's usually have the backing of their tribes military, so they have them to draw on, especially in times of trouble.

    IRON KOBOLDS IN THE WORLD
    "I can't believe I broke my sword on that things hide."
    The Iron Kobolds only see their trainers, backers, and the mages who experiment on them. On a lucky day they get to go out and fight the enemies of the tribe and vent their frustration.
    Daily Life: The daily life of an Iron Kobold is constant pain and training. They are to be the elite of their tribe, an invincible super warrior. They don't always end up that way, but they are experimental after all.
    Notables: Frak (LE Male Kobold Fighter 6/Iron Kobold 6) is an experimental super warrior for his tribe. If he does well, the tribe will produce more Iron Kobolds.
    Organizations: The Iron Kobolds themselves don't have organizations as such, but they are usually elite military units for their people. So they do usually have backing of some sort.

    NPC Reaction
    NPC's tend to look at Iron Kobold's the same as any other Kobold: a nuisance. That is until they actually fight one...

    IRON KOBOLDS IN THE GAME
    This class will tend to make PC's a little more paranoid about Kobolds (assuming their proficiency with traps hasn't done that already).
    Adaptation: This one could go in either serious or silly campaigns. Silly probably works better though.
    Encounters: PC's will usually encounter Iron Kobolds when invading a Kobold nest, or when the experimental warrior is sent out to test his abilities by harassing the local pinkies.
    Sample Encounter
    EL 12: Frak is looking to make a name for himself and pondering on how to do that when he spots 4 humanoids trying to sneak through the Hall of Traps. Eeeeexceellent...


    Frak
    LE Male Kobold Fighter 6/Iron Kobold 6
    Init +1, Senses: Listen +1, Spot +1, Dark Vision 60'
    Languages Draconic
    ------------------------------------------------
    AC 35, touch 15, flat-footed 34 (+1 Size, +1 Dex, +7 Natural, +3 Deflection, +13 Armor)
    hp 96 (12 HD)
    Fort +13, Ref +5, Will +5
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +1 Spear +12/+7/+2 (+13/+8/+3 w/Gauntlets) (1d6+6)(1d6+7 w/Gauntlets)
    Base Atk +12, Grp +8 (+9 w/Gauntlets)
    Combat Gear 1 Potion of Cure Serious Wounds
    -----------------------------------------------
    Abilities Str 10 (12 w/Gauntlets), Dex 12, Con 13, Int 10, Wis 13, Cha 12
    SQ Light Sensitivity, DR 3/-, Exceptional Toughness 75%
    Feats Diehard, Endurance, Enduring Life, Great Fortitude, Steadfast Determination, Improved Toughness (B), Intimidating Strike (B), Weapon Focus (Spear, B), Weapon Specialization (Spear, B)
    Skills Climb +3, Concentration +11, Intimidate +7, Jump +3, Survival +5
    Possessions +5 Full Plate, +1 Collision Returning Spear, +3 Ring of Protection, Dragonfang Gauntlets, Belt of One Mighty Blow, 1 Potion of Cure Serious Wounds, 185 GP




    EPIC IRON KOBOLD

    Hit Die: d12
    Skills Points at Each Level : 2 + int
    Iron Skin At level 21 and every 3 levels thereafter the Iron Kobold's Natural Armor Bonus increases by another +3.
    Damage Reduction At level 22 and every 3 levels thereafter the Iron Kobold's Damage Reduction increases by 1.
    Teensy Juggernaut The Iron Kobold continues to receive maximum hit points per die.
    Bonus Feats: The Epic Iron Kobold gains a Bonus Feat every 4 levels higher than 20th


    IRON KOBOLD (Rogue Subclass)
    Iron Kobolds are magical experiments designed to toughen people up.

    UNARMORED AC BONUS
    At 3rd Level, when you are unarmored (you can still use a Shield if proficient with one) your AC equals 10 + your Dexterity modifier + your Constitution modifier.

    DAMAGE RESISTANCE
    At 9th Level you gain Resistance to Bludgeoning, Piercing and Slashing damage.

    TOUGHNESS
    At 13th Level your Constitution Score improves by 2, to a maximum of 20.

    TEENSY JUGGERNAUT
    At 17th your current and maximum hit points increase by (your character level times 3).
    Last edited by Bhu; 2023-09-04 at 03:16 PM.
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  23. - Top - End - #863
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    IRON KOBOLD
    Exceptional Toughness (Ex): At 3rd level the Iron Kobold has a 50% chance of ignoring a successful critical hit. At 6th level the chance rises to 75%. At 9th level the Iron Kobold is immune to Critical hits.
    I don't know about the name. Toughness as a game term in 3.x usually just implies "you get extra hp", whereas this is basically Fortification.

    Teensy Juggernaut: At 10th level the Iron Kobolds transformation is final. His DR increases to 8/-, and his Natural Armor Bonus increases another +1. For this and every level after (even from other classes) the Iron Kobold gains maximum hit points per die, he doesn't need to roll.
    I'd revise the wording here. It's literally impossible to take more levels in Iron Kobold after taking the last level in Iron Kobold.

  24. - Top - End - #864
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Metastachydium View Post
    I don't know about the name. Toughness as a game term in 3.x usually just implies "you get extra hp", whereas this is basically Fortification.



    I'd revise the wording here. It's literally impossible to take more levels in Iron Kobold after taking the last level in Iron Kobold.
    If you get to EPic Levels, you can take those in Iron Kobold.
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    If you get to EPic Levels, you can take those in Iron Kobold.

    I think I should probably sleep more. Ignore me.

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    Quote Originally Posted by Metastachydium View Post

    I think I should probably sleep more. Ignore me.
    All good. What would I do without my best editor? I feel you on the lack of sleep though. Keep an eye on the critter thread, the week after next will have a birdy or two.
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  27. - Top - End - #867
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    Quote Originally Posted by Bhu View Post
    All good. What would I do without my best editor? I feel you on the lack of sleep though.
    [Happy Flower vocalizations.] Hey, thanks!

    Keep an eye on the critter thread, the week after next will have a birdy or two.
    Did you say BIRDIES? You know I'll be there. (Incidentally, I am keeping track of the thread; I just fell somewhat behind and had a few rough weeks and I was afraid I'll make too many math errors while zooming through all those Beholderkin statblocks.)

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    Glad to see this thread active still. Might borrow a few things for an upcoming game.
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  29. - Top - End - #869
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    Default Re: Orc/Goblinoid Resources

    another oldie I've revised

    KOBOLD NIBBLER



    "RRAAAAAWWRR!" *munch*

    Kobold Nibblers are tribal warriors who have been magically altered by an insane mage. Eventually he was slain, and the tribe rescued their now half crazy brethren who were never quite the same. And unfortunately their children inherited their condition. Thankfully they love fightin,g so anytime there's a war or a raid they're first in line.

    BECOMING A KOBOLD NIBBLER
    Most Kobolds who take this are Barbarians all the way. Some multiclass, but not very many (and if they do it's usually Ranger or Rogue).

    ENTRY REQUIREMENTS
    Race: Kobold (though honestly it could be any species given that it's a magical experiment)
    Class Abilities: Rage
    BAB: +6
    Skills: Hide 4 ranks, Intimidate 4 ranks, Jump 4 ranks, Move Silently 4 ranks, Survival 4 ranks, Swim 4 ranks
    Feats: Instantaneous Rage, Stealthy


    Class Skills
    The Kobold Nibbler's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
    Skills Points at Each Level : 4 + int

    Hit Dice: d12

    [PRE] BAB Fort Ref Will Abilities
    1. +1 +2 +0 +0 Enhanced Bite, Twitchy
    2. +2 +3 +0 +0 Latch On
    3. +3 +3 +1 +1 Sneak Attack+1d6
    4. +4 +4 +1 +1 Enhanced Bite
    5. +5 +4 +1 +1 Latch On
    6. +6 +5 +2 +2 Sneak Attack+2d6
    7. +7 +5 +2 +2 Enhanced Bite
    8. +8 +6 +2 +2 Latch On
    9. +9 +6 +3 +3 Sneak Attack+3d6
    10.+10 +7 +3 +3 Baby Crocodile[/PRE]

    Weapon Proficiencies: Kobold Nibblers become proficient with the Natural Weapons they gain.

    Enhanced Bite (Ex): At 1st level the Kobold Nibbler's mutations begin to finally kick in. Their musculature alters, making them more powerful, especially their neck and chest. It makes their bite quite powerful, doing 1d6 plus double Strength Modifier, and their natural Armor Bonus increases to +2. The Bite is their Primary attack, but the Kobold can wield weapons as secondary attacks if they use it (or they may opt to just make iterative attacks with their weapons).

    At 4th level their bite does 2d4+double Strength Modifier, and Natural Armor Bonus increases to +4.

    At 7th level their bite does 2d6+double Strength Modifier, and Natural Armor Bonus increases to +6.

    Twitchy (Ex): Your Barbarian and Kobold Nibbler levels stack for purposes of determining how many times per day you can Rage.

    Latch On (Ex): At 2nd level whenever the Kobold Nibbler is successful with a Bite Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. It also no longer takes a Size Penalty to Grapple Checks. This is equivalent to having Improved Grab for any Feat that requires it as a prerequisite, but unlike Improved Grab may be used on any being up to 1 Size Class larger.
    At 5th level your Strength increases by an additional +2 while Raging, for a total of +6.

    At 8th level your Strength increases by an additional +4 while Raging, for a total of +8.

    Sneak Attack (Ex): At 3rd level the Kobold Nibbler gains +1d6 Sneak Attack (this stacks with dice of Sneak Attack gained from other classes). See PHB page 50 for ability description.

    At 6th level this increases to +2d6, and at 9th level it increases to +3d6.

    Baby Crocodile (Ex): You may now add your Sneak Attack damage to successful Grapple Checks as you thrash about, ripping and tearing your opponent.

    PLAYING A KOBOLD NIBBLER
    You have a pretty darn big chip on your shoulder The other Kobolds never let you forget they had to rescue you, and use your condition as an excuse to deny you opportunities to move up in life. But you're stronger than they are. You'll show 'em one day. And then they'll see who the real tough Kobold is...
    Combat: Nibblers prefer to hide, and ambush. They wait until a victim comes into range, and explode from hiding simultaneously going into Rage. Most of the pinkies don't see it coming...
    Advancement: Socially Nibblers are considered second class citizens, and are pretty limited in what they can do. They're advancement in most Kobold cities will be limited to a combat brute, because that's what they're stereotyped as being.
    Resources: Nibblers can draw upon the friendship of other like them, and a few regular Kobold sympathizers, but that's about it. Unless you count the would be Evil Overlords.

    KOBOLD NIBBLERS IN THE WORLD
    "See this here hunk 'o my thigh thats missin'? Yup. Kobold did thet."
    The other humanoids despise you for being a Kobold, and your own kind despise you for being different (i.e. not Lawful). Your enhanced temper doesn't help much, and if it weren't for them needing you to fight for the tribe, you'd have been imprisoned or exiled.
    Daily Life: You're always hunting for food for the tribe in peace time, or fighting in war time. You don't really get much other opportunity.
    Notables: Warup (NE Male Kobold Barbarian 6, Kobold Nibbler 6) is darn sick and tired of being a nobody, when he knows he's stronger than the other Kobolds. So he and his buddies have been raiding without permission to find a way to prove themselves (or at least get enough power to stage a coup).
    Organizations: There really aren't any organizations devoted to Nibblers, although some do form informal gangs.

    NPC Reaction
    NPC's tend to be a bit more leery of you than the average Kobold. After all you're bigger, and you look possibly crazy.

    KOBOLD NIBBLERS IN THE GAME
    This at least gives you an option to play a Kobold different than the sneaky trapmaker stereotype.
    Adaptation: This class does kind of bring up social issues like prejudice in the Kobold society. That might make people uncomfortable, so drop that if it does.
    Encounters: PC's will tend to encounter Nibblers in combat situations, or may find a few off hunting for food.

    Sample Encounter
    EL 12: The PC's are quietly fishing by a forest river when all of a sudden Kobolds explode from the bushes and begin biting them furiously before running away. Yeah it's gonna be one of those days...


    Warup
    NE Male Kobold Barbarian 6, Kobold Nibbler 6
    Init +2, Senses: Listen +5, Spot +5, Dark Vision 60'
    Languages Draconic
    ------------------------------------------------
    AC 28, touch 14, flat-footed 26 (+1 Size, +2 Dex, +4 Natural, +10 Armor)
    AC Raging 26, touch 12, flat-footed 24 (-2 Rage, +1 Size, +2 Dex, +4 Natural, +10 Armor)
    hp 90 (12 HD), 114 Raging
    Fort +11 (+13 Raging), Ref +6, Will +5 (+7 Raging)
    uncanny Dodge, Improved Uncanny Dodge
    ------------------------------------------------
    Speed 40 ft. (8 squares)
    Melee Bite +12 (2d6)
    Melee Raging Bite +15 (2d6+6)
    Melee +1 Spear +13/+8/+3 (1d6+1)
    Melee Raging +1 Spear +16/+11/+6 (1d6+7)
    Ranged +1 Spear +15 (1d6+1)
    Base Atk +12, Grp +12 (+17 Raging)
    Atk Options +2d6 Sneak Attack, Rage 4/day, Enhanced Bite, Latch On, Twitchy
    Combat Gear 2 Cure Serious Wounds Potions, 1 Heroism Potion
    -----------------------------------------------
    Abilities Str 11 (17 Raging), Dex 15, Con 12 (16 Raging), Int 10, Wis 12, Cha 8
    SQ Light Sensitivity, Fast Movement, Illiteracy, Trap Sense +2
    Feats Extend Rage, Improved Natural Attack, Instantaneous Rage, Mad Foam Rager, Stealthy
    Skills Climb +8 (+11 Raging), Craft (Trapmaking) +2, Hide +10, Intimidate +3, Jump +8 (+11 Raging), Listen +5, Move Silently +10, Profession (Miner) +3, Search +2, Spot +5, Survival +5, Swim +4 (+7 Raging)
    Possessions +5 Silent Moves Shadow Breastplate, +1 Seeking Returning Axiomatic Spear, Ring of Invisibility, 2 Cure Serious Wounds Potions, 1 Heroism Potion, 595 GP



    EPIC KOBOLD NIBBLER

    Hit Die: d12
    Skills Points at Each Level : 4 + int
    Rage The Kobold Nibbler gains an additional use of Rage at level 24 and every 4 levels thereafter.
    Sneak Attack At level 23 and every 3 levels thereafter the Kolbold Nibbler's Sneak Attack increases by +1d6.
    Enhanced Bite At Level 20 and every 3 levels thereafter the Epic Kobold Nibbler's Bite increases by another +1d6.
    Bonus Feats: The Epic Kobold Nibbler gains a Bonus Feat every 4 levels higher than 20th


    KOBOLD NIBBLER (Barbarian Subclass)
    Nibblers are angry little Kobolds who volunteered to undergo magical experimentation in order to be better warriors, only to see rejection by their peers due to the results. You embody the phrase 'war time hero, peace time (beep) up'. Granted your drunken shenanigans do tend to be over the top. Being in a near coinstant state of anger gives you a lot of steam to burn off.

    ENHANCED BITE
    At 3rd Level you gain a Strength based Bite attack doing 1d6 plus Strength modifier (2d4 when Raging) Piercing damage. It increases to 2d4 (2d6 when Raging) at Level 6, and is considered a magic attack. Your damage Bonus from Rage increases by an additional +2.

    LOCKING JAWS
    At 6th Level you gain Advantage on attack rolls with your Bite, and if you succeed with it, you attach to the target. While attached, you don't attack. Instead, at the start of each of your turns, the target takes your Bite damage.

    You can detach yourself by spending 5 feet of your movement. A creature, including the target, can use its action to detach you by making a Strength (Athletics) Check. You can Grapple creatures up to two Size Categories larger than you.

    SNEAK ATTACK
    At 10th Level you gain +2d6 Sneak Attack (this stacks with any Sneak Attack dice you may gain from multi-classing.

    DEATH ROLL
    At 14th, you automatically add your Sneak attack damage when attached to a target.
    Last edited by Bhu; 2023-09-16 at 04:23 PM.
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  30. - Top - End - #870
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    Default Re: Orc/Goblinoid Resources

    Quote Originally Posted by Bhu View Post
    KOBOLD NIBBLER



    "RRAAAAAWWRR!" *munch*
    Feats: Instantaneous Rage, Stealthy
    Murderkobolds all the way! Good. Stealthy as a feat prerequisite hurts a tad, though, especially on a dedicated martial heavy.

    Enhanced Bite (Ex): At 1st level the Kobold Nibbler's mutations begin to finally kick in. Their musculature alters, making them more powerful, especially their neck and chest. It makes their bite quite powerful, doing 1d6 plus double Strength Modifier, and their natural Armor Bonus increases to +2. The Bite is their Primary attack, but the Kobold can wield weapons as secondary attacks if they use it (or they may opt to just make iterative attacks with their weapons).

    At 4th level their bite does 2d4+double Strength Modifier, and Natural Armor Bonus increases to +4.

    At 7th level their bite does 2d6+double Strength Modifier, and Natural Armor Bonus increases to +6.
    Single natural weapons can be tricky to make good once iteratives are already on, but yeah, after a while this one does outdamage most Small weapons. I guess this would work.

    At 5th level your Strength increases by an additional +2 while Raging.

    At 8th level your Strength increases by an additional +4 while Raging.
    +2 and then +2 for a total of +4, or +2 and then +4 for a total of +6?

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