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  1. - Top - End - #421
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    Bhu's Avatar

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    Default Re: Leave Them Kids Alone (PEACH)

    added a few abilities to the miner
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  2. - Top - End - #422
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    PirateGirl

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    Default Re: Leave Them Kids Alone (PEACH)

    I think that Miners have too many prerequisites. I'd give them Kobold Tunneler as a bonus feat at first level. Maybe you could move stonecunning to third, poison use to 5th, leave level 7 alone and give them some cool stuff at levels 9 and 10.

    I've been reading Bluffside: City on the Edge which has a society of miners and has tunnel fighter prestige class and I'm trying not to let that influence me.

    I'd give them something along the lines of metalsense.

    Metalsense (Ex): Kobold tunnelers can sense the location and amount of any metal within a distance of 30 feet. This makes it nearly impossible to sneak up on a kobold tunneler when wearing metal armor or wielding metal weapons. Like blindsense, opponents the kobold tunneler can’t actually see still have total concealment against the kobold tunneler.

    Look at the minotaur's natural cunning. Is that worth giving to a kobold tunneler or is it too specific to minotaurs?

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  3. - Top - End - #423
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    Default Re: Leave Them Kids Alone (PEACH)

    I lowered the prereqs a bit. The Minotaurs ability is a hold over from greek myth. the whole labyrinth thing. I do have some ideas now though
    Last edited by Bhu; 2009-02-25 at 05:50 AM.
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  4. - Top - End - #424
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    Default Re: Leave Them Kids Alone (PEACH)

    Bhu, are you gonna post the new feat (Kobold Tunnler)? Inquiring minds want to know....

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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  5. - Top - End - #425
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    I'd remove the Craft skill requirement from the Miner, as really, the miner bit is covered by the Profession skill, from getting the ore out of the ground to smelting and whatnot. Craft would only cover what you do with the rocks, minerals and metals after they're in a craftable stage and I don't think that fits with the flavor of the Miner at all.
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  6. - Top - End - #426
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    The craft skill was for whatever siege weapons they used. Since thats mostly poison gasses and explosives I should probably just change that to Craft (Alchemy)
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  7. - Top - End - #427
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    Quote Originally Posted by Debihuman View Post
    Bhu, are you gonna post the new feat (Kobold Tunnler)? Inquiring minds want to know....

    Debby
    It's coming :D

    I wanna peek through the underdark rules before I put it up
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  8. - Top - End - #428
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    Default Re: Leave Them Kids Alone (PEACH)

    I revised Tunnel fighting big time, added the tunneler Feat, and the Kobold Maintenance Man has Epic levels.
    Last edited by Bhu; 2009-02-27 at 07:37 AM.
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  9. - Top - End - #429
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    Bhu, boy have you been busy! They all look good.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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  10. - Top - End - #430
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    Default Re: Leave Them Kids Alone (PEACH)

    lil stabbity kobold now has epic levels
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  11. - Top - End - #431
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    Kobold Swarmfighter now has Epic levels, and the Miner now has it's capstone.
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  12. - Top - End - #432
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    Whilst I await commentary on the Miner I believe I shall get a head start on the next one:



    FOREST VIPER

    [IMG]Picture URL[/IMG]

    "You don't wanna go in there. Bad things live in that forest."

    "But don't you live in the forest too?"

    "Look this conversation isn't about me..."

    Forest Vipers are the Kobold servants of Green Dragons. Many also happen to be related to them (okay all of them really). They usually try to convince people trespassing in their area to leave by smoothtalking them or intimidation. If that doesn't work, there's always poison.

    BECOMING A FOREST VIPER
    Forest Vipers generally begin as Dragonfire Adepts, usually the children of Green Dragons.

    ENTRY REQUIREMENTS
    Race: Kobold
    Feats: Dragon Wrought, Draconic Senses
    Skills: Bluff 4 ranks, Climb 4 ranks, Diplomacy 4 ranks, Intimidate 4 ranks, Sense Motive 4 ranks
    Class Abilities: Breath Weapon, Breath Effects (Sickening Breath, Acid Breath)
    Alignment: Must be Evil

    Class Skills
    The Forest Viper's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
    Skills Points at Each Level : 4 + int

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +2     +2    Fangs
    2. +1    +0     +3     +3    Poison Breath
    3. +2    +1     +3     +3    Viper Form
    4. +3    +1     +4     +4    Fangs
    5. +3    +1     +4     +4    Poison Breath
    6. +4    +2     +5     +5    Viper Form
    7. +5    +2     +5     +5    Fangs
    8. +6    +2     +6     +6    Poison Breath
    9. +6    +3     +6     +6    Viper Form
    10.+7    +3     +7     +7   Wyrmform
    Weapon Proficiencies: Forest Vipers gain no new weapon or armor proficiencies.

    Fangs (Ex): You now have a Primary Bite Attack doing 1d3 plus Strength Bonus plus a weak poison (Injury, Save DC is Constitution Based, Initial and Secondary damage is 1d2 Dex).

    At 4th level your Bite attack does 1d4 damage, and the Initial and Secondary damage of your venom is 1d4 Dex.

    At 7th level your venom now Does Con damage instead of Dex.

    Poison Breath (Ex): When using your Breath Weapon you may breathe out a 15' Cone of poisonous mist instead. At second level this poison is weak (Inhaled, Save DC is Constitution Based, Initial and Secondary damage is 1d2 Str).

    At 4th level the Initial and Secondary damage of your venom is 1d4 Str.

    At 7th level your venom now Does Con damage instead of Str.

    Viper Form (Su): At 3rd level you may assume the form of a small serpent at will. In small Viper Form you gain the following: +4 Dex, Natural Armor Bonus to AC increases +1, climb and swim speed equal to your base land speed, Scent, and a +8 Circumstance Bonus on Climb and Swim checks. You may use your Strength or Dexterity modifier for Climb checks whichever is better. Assuming Viper Form is a Standard Action, and lasts for 3 rounds plus 1 round per point of Charisma modifier. Once you leave Viper Form, you cannot assume it again for 1 hour. All non magical items (and magical items you cant wield or don't have an appropriate body slot for) merge with your body and cease functioning. You retain your Poison Bite and Poison Breath abilities in Viper Form.

    At 6th level you become a Medium Viper, gaining the following in addition to what you gain in small Viper Form: +2 Str, and a +4 Circumstance Bonus to Hide, Listen, and Spot checks.

    At 9th level you become a Large Viper, gaining the following in addition to what you gain in Medium Viper Form: +4 Str, +2 Dex, and Natural Armor Bonus to AC increases another +2, and your Bite is 1d6 damage.

    Wyrmform (Su): At 10th level you can become a Forest Landwyrm (see Draconomicon) instead of a Viper. You gain the following in Wyrmform: Base Land Speed 60'. Burrow Speed 10', Bite damage increases to 2d6, you gain 2 secondary claw attacks doing 1d8 damage, Size class becomes large, Natural Armor Bonus to AC increases to +9, you gain Frightful Presence (80', affect creatures with less Hit Dice than yourself, Willpower Save negates, Save DC is Charisma Based, opponents who fail are Shaken 5d6 rounds, if they succeed they are immune to your Frightful Presence for 24 hours), Strength becomes 23, and you gain a +4 Circumstance Bonus to Hide checks in Forest Environments (+8 if you remain immobile). You are Exhausted once you leave Wyrmform, and may not assume Wyrmform again until you are no longer Exhausted. You retain your Poison Bite and Poison Breath abilities in Wyrmform.

    PLAYING A FOREST VIPER
    Forest Vipers defend their father quite fiercely. Perversely as long as your goals are beneficial to his they can also be quite loyal to you. Otherwise they'll be biting the crap out of you. And then burying your poison bloated butt in the forest.
    Combat: Forest Vipers tend to talk first before attacking. They try to convince people to leave before making an actual assault. If talk proves ineffectual, they open up with breath weapons before closing in to poison their opponents.
    Advancement: Forest Vipers advancement is decided upon by their master. They have little to no say in how they will progress in their career unless their master dies.
    Resources: Forest Vipers have their clan to ask for help, especially if it's in the interests of their master. Sometimes they might even be able to ask the Dragon himself for help.

    FOREST VIPER IN THE WORLD
    "There's something odd about the Kobolds in the forest. We avoid them."
    Your world revolves around your parent and family. Despite being evil, you are perversely loyal to one another, a concept that baffles most outsiders. They're used to evil opponents backstabbing one another, and diehard loyalty isn't something most do-gooders encounter so often.
    Daily Life: 5 PM: Wake up. Eat and go out for morning guard duty hidden in the trees. Poop on travelers while cooing like a Dire Pigeon just for giggles.
    10 PM: Kill intruders.
    10:30 PM: Bury intruders. Man the humans are some fat beer swilling monkeys.
    12 PM: Scare the local villagers by staring at them till they wake up and then delivering warnings to avoid the mysterious monsters in the forest.
    1 AM: Attempt to steal the cows on the way back home.
    1:15 AM: Realize how heavy cows actually are and say screw it.
    2 AM: Apologize to dad for not bringing home beef takeout.
    5 AM: Leave work. Get mind bendingly drunk on fungus beer.
    9 AM: Seepy times.
    Notables: The Big Green Yap (LE Male Dragon Dragonfire Adept 6/Forest Viper 6) is his fathers head enforcer.
    Organizations: Forest Vipers are small (sometimes not so small) groups of personal spies, assassins, and enforcers for Green Dragons. Since they tend to be related to their master, killing them is sometimes a bad idea...

    NPC Reaction
    NPC's are surprisingy nervous around you. You seem awfully confident and sure of yourself for a Kobold. They aren't used to that.

    FOREST VIPER IN THE GAME
    This is a good NPC class, unless the campaign is based around serving an evil Dragon.
    Adaptation: This is more for serious campaigns based on dragon or monster hunting.
    Encounters: PC's will usually encounter Forest Vipers when they enter the forests that are their home. Sometimes their Dragon master will send them on errands outside the forest, but not often. They're his personal servants.

    Sample Encounter

    EL 12: The PC's are searching a local forest in search of monsters rumored to live there when they notice Kobolds in the trees watching them. One scuttles down and introduces himself as their leader, and politely tells the PC's that where they are going is a dangerous, forbidden place and if they know what they're doing they'll leave now.


    Name
    LE Male Dragon Dragonfire Adept 6/Forest Viper 6
    Init +3 (+5 Viper Form), Senses: Listen +3 (+7 V), Spot +0 (+4 V), Dark Vision
    Languages Draconic
    ------------------------------------------------
    AC 26, touch 18, flat-footed 23 (+1 Size, +3 Dex, +2 Natural, +6 Armor, +4 Deflection)
    AC Small Viper 19, touch 16, flat-footed 14 (+1 Size, +5 Dex, +3 Natural)
    AC Medium Viper 18, touch 15, flat-footed 1 (+5 Dex, +3 Natural)
    hp 66 (12 HD)
    Fort +8, Ref +10 (+12 Viper), Will +10
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Speed Viper Form 30 ft. (6 squares), Climb 30 ft., Swim 30 ft.
    Melee Fangs +11 (1d4-1 plus poison)
    Melee Medium Viper Fangs +11 (1d4 plus poison)
    Base Atk +7, Grp +2 (+7 Medium Viper)
    Atk Options Breath Weapon 3d6, Breath Effects (Sickening Breath, Acid Breath), Poison (DC 17), Poison Breath (DC 17)
    Combat Gear
    Incantations Known Least: Beguiling Influnce, See the Unseen
    Lesser: Walk Unseen
    -----------------------------------------------
    Abilities Str 8, Dex 16, Con 12, Int 9, Wis 10, Cha 16
    Abilities Small Viper Str 8, Dex 20
    Abilities Medium Viper Str 10, Dex 20
    SQ Light Sensitivity, Scales, DR 2/Magic, Dragonkin, Viper Form
    Feats Draconic Senses, Dragonwrought, Weapon Finesse, Dragontouched (B)
    Skills Bluff +7, Climb +7 (+20 Viper), Concentration +3, Diplomacy +7, Hide +7, Intimidate +7, Knowledge (Nature) +3, Listen +4 (+8 Viper), Move Silently +7, Search +3, Sense Motive +4, Spot +0 (+4 Viper), Swim -1 (+7 Small Viper, +8 Medium), and Use Magic Device +6
    Possessions +6 Bracers of Armor, +4 Ring of Protection, 4 Green Dragon Draught's, Dragonscale Cloak, 1000 GP



    EPIC FOREST VIPER

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Bonus Feats: The Epic Forest Viper gains a Bonus Feat every 2 levels higher than 20th
    Last edited by Bhu; 2009-03-14 at 05:38 AM.
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  13. - Top - End - #433
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    Default Re: Leave Them Kids Alone (PEACH)

    maybe it's just me but waiting to specialize at level 13 seems to leave a character a little behind; if there were choices earlier on the PRC, then there'd be good reason to have caps to that specialization at the end but to be generic till you top out and branch off then just seems off. Getting the spells three times or once per day doesn't feel like much of a cap, either.

    Something more dramatic seems to be in order, i think. Perhaps gaining a burrow speed, a bonus to Constitution, maybe even gaining the Earthglide ability and the Earth subtype would be more in flavor with the PRC, I would say. The spells per day just feels like its stepping on the toes of the old Stonelord PRC from Complete Warrior.
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  14. - Top - End - #434
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    Default Re: Leave Them Kids Alone (PEACH)

    Kobold Seductress now has epic levels

    I shall revise the Miner somehow
    Last edited by Bhu; 2009-03-04 at 03:27 AM.
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  15. - Top - End - #435
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    Default Re: Leave Them Kids Alone (PEACH)

    Objects are unaffected by critical hits arent they??
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  16. - Top - End - #436
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    Default Re: Leave Them Kids Alone (PEACH)

    Yes, objects are immune to critical hits, unless you're playing Neverwinter Nights.
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  17. - Top - End - #437
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    Default Re: Leave Them Kids Alone (PEACH)

    Second question:

    Dragonwrought Feat vs Dragontouched Feat. If you're a Dragonwrought Kobold you lose the Dragonblood subtype. If you take the Dragontouched Feat you gain the Dragonblood subtype. A Kobold Dragonfire Adept gains both at 1st level. So does he have the Dragonblood subtype or not?
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  18. - Top - End - #438
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    Default Re: Leave Them Kids Alone (PEACH)

    Kobold Miners capstone has been changed.
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    Default Re: Leave Them Kids Alone (PEACH)

    In Races of the Dragon, Kobolds are assumed to be dragonblooded and have the subtype. If a Kobold has the Dragonwrought feat, they change type to Dragon and lose the subtype, since it doesn't make sense to apply the subtype to a dragon, since all dragons are dragonblooded, given they're dragons and all. Any dragon can take a feat or ability w/ the dragonblooded requirement, as described at the beginning of Races of the Dragon.
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  20. - Top - End - #440
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    Default Re: Leave Them Kids Alone (PEACH)

    Also, the new capstone for the Miner is sweet. I like it much better than the original. =D
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  21. - Top - End - #441
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    Default Re: Leave Them Kids Alone (PEACH)

    Quote Originally Posted by Cieyrin View Post
    Also, the new capstone for the Miner is sweet. I like it much better than the original. =D
    Was hoping you'd liek

    update to Forest Viper
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  22. - Top - End - #442
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    Default Re: Leave Them Kids Alone (PEACH)

    WHilst i work o nteh forest viper, any more requests?
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  23. - Top - End - #443
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    Default Re: Leave Them Kids Alone (PEACH)

    Miner is finished and has epic levels, FOrest Viper is up except for capstone
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    The poison gas attack of the forest viper seems a bit off in its delivery system. Contact poisons assume touching something and it being absorbed by the skin. I think you meant for it to be inhaled, which is what poison gas attacks are primarily, as they affect you via the tear ducts and other orifices of the body, besides physically breathing it.
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  25. - Top - End - #445
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    Default Re: Leave Them Kids Alone (PEACH)

    Fixed. Should have Wyrm Form up soon.
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  26. - Top - End - #446
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    Default Re: Leave Them Kids Alone (PEACH)

    Forest Viper is all but done, any comments before I start the next one?
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  27. - Top - End - #447
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    Bhu's Avatar

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    Default Re: Leave Them Kids Alone (PEACH)

    Guess not. So what shall I try next? Dragon Shaman PrC perhaps?
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  28. - Top - End - #448
    Troll in the Playground
     
    PirateGirl

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    Default Re: Leave Them Kids Alone (PEACH)

    Sorry about not reviewing the forest viper earlier. I think it would be awesome for an NPC kobold. Now I want to see the Green Dragon that would have such a minion.

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  29. - Top - End - #449
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    Bhu's Avatar

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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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  30. - Top - End - #450
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Leave Them Kids Alone (PEACH)

    I know you need to be ale to cast spells for Craft: Alchemy. Artificers qualify for that or not? The Mad Bomber will need Craft: Alchemy to make explosives.
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