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<  Proposal  ~  Playing Kobolds
Aur Ain Soph
PostPosted: Sun Dec 07, 2008 1:29 am  Reply with quote
Very Old Dragon


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There are still oceans actually. Water Kobolds can share space with the halfling and human dominated Thousand Coasts.

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oghma
PostPosted: Sun Dec 07, 2008 4:57 am  Reply with quote
Ancient Dragon


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@Xtian

I've already finished the alpha for GFC, that is why there has been little to no activity.

As for Kobolds, elements are good, but then that's what Genasi are doing now, right?

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Xtian
PostPosted: Sun Dec 07, 2008 8:07 am  Reply with quote
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That's good to hear. Please update your post. It is not a final version yet so there's no reason to stop posting updates.



Quote:
As for Kobolds, elements are good, but then that's what Genasi are doing now, right?

Kobolds are cuter...

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Xtian
PostPosted: Mon Dec 29, 2008 9:27 am  Reply with quote
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I will post something ... very soon ... maybe tomorrow morning.

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BJ
PostPosted: Tue Dec 30, 2008 12:44 am  Reply with quote
He Who Founds Wyrmlings


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Stickied. This is a priority article.
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erwin
PostPosted: Tue Dec 30, 2008 2:05 am  Reply with quote
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erwin wrote:
--ERRATAS:--
Kobolds get lowlight vision, instead of normal.

--HEROIC FEATS--
Kobold Vision
Prereq: Kobold
Benefit: You now have darkvision.
In additiion, you have +1 feat bonus to Perception checks.
(name needs work)

Improved Trap Sense
Prereq: Kobold, Trap Sense racial feature, Trained in Thievery
Benefit: Your trap sense bonus to defense improves to +3.
Also, You get +2 feat bonus to Perception to find traps.

Dragonshield Tactics
Prereq: kobold, defender role
Benefit: As an immediate reaction, when an adjacent enemy shifts away or an enemy moves adjacent to you, you can shift 1 square.
Special: You must be wielding a shield to benefit from this feat.
(Name needs work)

--PARAGON FEATS--
Improved Shifty
Prereq: 11th level, Kobold, Shifty racial power
Benefit: Your shifty racial power allows you to shift 2 squares, instead of 1.

--EPIC FEATS--
Epic Shifty
Prereq: Kobold, shifty class feature, Improved Shifty
Benefit: Your shifty racial power now allows you to shift 3 squares.


Ok. I'll probably starting from this list I've created already, as these are good (I think)

Some changes:
*Kobold Vision to Sight of Lizard
*Will probably remove Dragonshield Tactics, as it not really a good one, works better as a power :/

Will add/remove more soon.

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Xtian
PostPosted: Tue Dec 30, 2008 9:49 am  Reply with quote
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Iron Tail Kobolds
Iron Tail Clan of Mt. Baqqal is a proud clan of kobolds whose origins, as they claim, is from a race of dragons with diet consisted of metals. Like all other clan of kobolds sorcery flows within their veins. Iron Tail Clan kobolds appearance differs a little from other kobolds. Their scales have metallic hue and the specific scale colors depend on the specific kobold’s family. Kobold Guinto scales are metallic yellow while Kobold Tingga have bluish tint. Kobold Pilaque have grayish white metallic scales. Kobolds with no specific family or with mixed colors scales are just referred to as kobold Baqqal.

Iron Tail kobolds have iron stomachs; they can almost metabolize anything organic such as bones, nails, and leather. It is said that trapped kobold miners can eat their leather clothing for their own sustenance until rescuers can come. In addition, they can also metabolize any kind of metal but rarely do so. It is a custom for pregnant kobolds to consume small amounts of any kind of metal in belief that doing so their hatchlings would be stronger and healthier than normal!

Iron Tail Kobold society includes miners, warriors, adepts, and experts. Iron Tail kobolds advance through merit – the most experienced soldier becomes the general and the most powerful magicians become the head of sorcerer’s guild. When an egg hatches, the kobold wyrmling is put into a series of test to find out which role he is most fit. Kobolds with stronger than normal inclination to magic becomes sorcerer, kobolds with inclination to do mechanical things become skilled mechanics, and so on.
Iron Tail Kobolds mix magic and technology and they draw little distinction between them. Magic and technology complements each other. They use technology to make their works easy and magic can do the same.

Iron Tail Clan During Godfall Wars
xtian: To Be Decided if they were against or with gods.
During the Godfall Wars Iron Tail kobolds constructed a huge number of war machines to fight their enemies. While sheer numbers most of the time wins the war for any kobolds they avoid any prolonged engagement and very rarely participate in a full scale war. With their own survival on the line, the constructed war machines to destroy their enemies.
The war machines were the product of Iron Tail Kobold investment on research of magic and technology. Before the war, these war machines were used by kobolds to help their work easier, like mining, cutting trees, digging, and defending from hostile creatures. During the war, their machine that helped them level a mountain helped them level their enemies. A beam of magic that helped them tunnel their way the mountain was the same magic they used to transform their enemies into ashes.

Unique war machine: The Abyss
“I want a war machine with as many firepower as possible, as invulnerable as possible, as big and as fast as possible, and as ugly and dreadful as conceivable so that fear itself will be our ally” – General Sala Guinto

Of all the war machines Iron Tail Kobolds had constructed during Godfall Wars , nothing can be more terrifying and powerful than the Abyss. Ordered to be constructed by General Guinto the Abyss was a foreboding war machine to behold. The mighty dragon was the first thing the came into mind of the kobold engineers as it immediately satisfied the general’s specifications. The base body of the war machine was modeled after dragon; it had wings, tail, and claws. Instead of one, the engineers decided to use five heads and each head resembled five different creatures that gave nightmares to any living creatures: balor, pit fiend, red dragon, orc skull, and yuanti. Its mechanical wings are folded and it is unknown if it was used to fly. The scales were made out of slain red dragon scales scavenged during the war covering internal adamantine armor. It was said that each head could unleash different breath weapons all at the same time, and all were dangerous as they could quickly eliminate any opposition. Should the opposition survive, bites, claws, and tails attack would take care of them.
The Abyss is truly a monster to behold… according to the stories. Now with its entire creators dead the Iron Tail kobolds do not know how to use or its purpose. They just use it for quarry.

Mythological Iron Tail Kobolds
Darriqo Acerodragon – transmuter kobold. Has mechanical arms and legs. Can transmute and conjure anything.
Maog Adamantinobaiauaq – kobold of legendary strength and toughness. Almost immune to anything.
Ballarni Batumbaqqalbuttiqui – kobold from Dis. Has magnetokinesis.
Abbaryento Asoguebubuli – silvery white kobold with elastic body and extraordinary speed.
Boi Baqqalqobold – an artificer of great renown with his trademark glove of power.


________
draft. critiques are always welcome. you will get most of the references here. if you don't ... then you are not geek enough ...

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erwin
PostPosted: Wed Dec 31, 2008 3:39 pm  Reply with quote
Master of None


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Here's the new list, after 2 days of thinking Razz
_______________________________________________________________

--ERRATAS--
Kobolds get lowlight vision, instead of normal.

--HEROIC FEATS--
Sight of the Lizard
Prerequisite: Kobold
Benefit: You now have darkvision.
In additiion, you have +1 feat bonus to Perception checks.

Trap Savvy
Prerequisite: Kobold, Trap Sense Class Feature
Benefit: You get +2 feat bonus to Perception checks to find traps.
In addition, you get +2 feat bonus to Thievery checks regarding traps (disabling, resetting, etc.)

Evasive Runner
Prereq: Kobold, Dex 13
Benefit: You do not grant combat advantage when running.
In addition, you get +1 bonus to speed when running.

--PARAGON FEATS--
Improved Shifty
Prereq: 11th level, Kobold, Shifty racial power
Benefit: Your shifty racial power allows you to shift 2 squares, instead of 1.

Cheap Scratch
Prereq: 11th level, Kobold
Benefit: Once per round, whenever you use your Shifty racial power, you may make a basic melee attack as a free action.

--EPIC FEATS--
Epic Shifty
Prereq: Kobold, shifty class feature, Improved Shifty
Benefit: Your shifty racial power now allows you to shift 3 squares.
____________________________________________________________

I remove Improved Trap Sense, and instead added Trap Savvy.
Removed Dragonshield Tactics.
Added Evasive Run (running kobolds are cool Cool )
Added Cheap Scratch (another cool move Twisted Evil)

Comments and suggestions are always welcome.


Last edited by erwin on Mon Jan 05, 2009 4:32 pm; edited 1 time in total

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BJ
PostPosted: Sun Jan 04, 2009 9:36 pm  Reply with quote
He Who Founds Wyrmlings


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Finalize your list, erwin. You're past your deadline. then we'll pass it over to fluff to add in text above it.

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erwin
PostPosted: Sun Jan 04, 2009 11:29 pm  Reply with quote
Master of None


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It's the final list. Very Happy

I was just waiting for comments, in case something might be wrong/broken/imba, but if no one disagrees, it's final.

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BJ
PostPosted: Mon Jan 05, 2009 7:02 am  Reply with quote
He Who Founds Wyrmlings


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Okay. How about PP's? Do you plan on having any?

And the racial entry itself: Is it done?

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erwin
PostPosted: Mon Jan 05, 2009 4:31 pm  Reply with quote
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I have no plans of making a PP for the kobolds. I do plan on making for Sinaghari/Illawith, but still undeveloped ideas.

Here is racial entry:
______________________________________________________________

Kobold
Average Height: 3 6˝ – 4 0˝
Average Weight: 60–75 lb.

Ability Scores: +2 Constitution, +2 Dexterity
Size: Small
Speed: 6 squares
Vision: Low-light

Languages: Common, Draconic
Skill Bonuses: +2 Stealth, +2 Thievery
Trap Sense: You gain a +2 bonus to defenses against traps.
Shifty: You can use shifty as an at-will power.

Shifty Kobold Racial Power
You skitter and scamper through the ranks of your enemies,
much to their chagrin.

At-Will
Minor Action Personal
Effect:
You shift 1 square.
____________________________________________________________

The only changes I made from the MM entry is in red, which is vision.

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BJ
PostPosted: Sun Jan 18, 2009 4:25 pm  Reply with quote
He Who Founds Wyrmlings


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Things we still need:

*Two organizational benefits: One for the Lizardbones, and another for the Skylords. Perhaps something regarding vehicle speed for the Skylords?
*A funny kobold PP will be funny.

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erwin
PostPosted: Tue Jan 20, 2009 12:43 am  Reply with quote
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Here's the notes from the DesignJam:

FLUFF (by AAS)
Skylords
*establish a reason kobolds have sole ownership of the skyship
*give them a "nest"
*kobolds need a code of conduct, a mimicry of the Dragonborn's: clannish
*the sundering: example of kobold leaders
*skylord airship map
*skylord tech
*skylord military structure (+NPC role): (from highest to lowest)
-Captain (leader, artillery?)
-officers (almost any)
-engineers/artificers (artillery, leader)
-soldiers (lurker, skirmisher, soldier)
-grunts/minions/lackeys (minion)
>REVAN ADD: Skylords are more trade than military. Establish trade hierarchy

Iron Kobolds
*They belong to the Iron-handed God??
*Armored Cavalry
*Current Status
*Live near 'The Abyss'


TECH: (by erwin)
I was suppose to do the kobold threats, but I never made a monster stat before (only built NPCs) so I had a hard time. I've only jot down the names of possible threats.
*Air Raiders (skirmisher flyers; elite(special) agents)
*Bombers (lurker with alchemical potions/etc)
*Skylord Captain (leader flyers; leans to warlord)
*Engineers (artillery/leader trapmakers; leans to artificer)

Needs more, primarily the soldiers and land skirmishers. and minions as well, though I'll probably just heighten the level of the existing one, plus additional abilities/powers probably.


In addition, we had an idea of making Iron Kobolds separate from MM Kobolds, making them an entirely different race.

DRAFT:

Iron Kobold (name still tentative)
Average Height: 3 6˝ – 4 0˝ (Are we making them taller?)
Average Weight: 60–75 lb. (I believe they'll be bulkier, but by how much?)

Ability Scores: +2 Constitution, +2 Intelligence
Size: Small
Speed: 5 squares
Vision: Low-light

Languages: Common, Draconic
Skill Bonuses: +2 Arcana, +2 Thievery
Trap Sense: You gain a +2 bonus to defenses against traps.
Kobold Kin: Iron Kobolds count as Kobolds for the purposes of feats and paragon path prerequisites.
--TENTATIVE ENOCUNTER POWER:--
Devour Metal Kobold Racial Power
You voraciously munch on a metal object, restoring your scratched hide by doing so
Encounter
Standard Action Melee Touch
Target One held metallic object
Attack Constitution +2 vs. Fortitude
Increase to Constitution +4 at 11th level, and Constitution +6 at 21st level
Hit 1d6 + Constitution modifier damage, and you may spend a healing surge. If you do, regain an additional number of hit points equal to the damage dealt.
Special Increase to 2d8 + Constitution modifier at 11th level and 3d12 + Constitution modifier at 21st level (see the 4E D&D Dungeon Master's Guide for rules on damaging objects)

The ones not normally in red are the changes from the MM Kobold. I've added Iron Hide, though it's still tentative. We need to think the racial power for it too.
_________________________________________
EDIT LOG:
erwin EDIT: removed Iron Hide (+1 racial to AC); changed speed to 5 squares; added Kobold Kin; added Devour Metal Encounter Power.


Last edited by erwin on Wed Jan 21, 2009 12:59 am; edited 2 times in total

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BJ
PostPosted: Tue Jan 20, 2009 9:47 am  Reply with quote
He Who Founds Wyrmlings


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Comments:

*I'd be interested in seeing them reduced to 5sq of speed. They are small, and made of iron, so they can't move as fast as other kobolds.
*+1 AC for a race is a no-no. Think of the races that had nat armor in 3.5: warforged, duergar, minotaur, etc. None of them have +1 AC in 4e. How about +1 racial to Fortitude?
*I'm curious as to why we're using Arcana. I'm not against it, mind, I just don't get it atm.
*Add an entry: Kobold Clan - For the purposes of effects and prerequisites that refer to race, you are considered a kobold.
*Racial Power: I'm thinking of a healing surge encounter.

Devour Metal Kobold Racial Power
You voraciously munch on a metal object, restoring your scratched hide by doing so
Encounter
Standard Action Melee Touch
Target One held metallic object
Attack Constitution +2 vs. Fortitude
Increase to Constitution +4 at 11th level, and Constitution +6 at 21st level
Hit 1d6 + Constitution modifier damage, and you may spend a healing surge. If you do, regain an additional number of hit points equal to the damage dealt.
Special Increase to 2d8 + Constitution modifier at 11th level and 3d12 + Constitution modifier at 21st level (see the 4E D&D Dungeon Master's Guide for rules on damaging objects)

Shocked You can tweak as much as you want, or tell me to scrap the idea if it's too complicated. Firstly, I'm half-thinking of standardizing the damage to 1d6-2d6-3d6, but that makes the ability subpar to the word powers. But then, that may not necessarily be a bad thing.

By the way, if you're asking about the scaling of attack rolls, even though object defenses don't scale, I wrote it this way because I'm interested in seeing a racial feat that makes this ability usable against constructs.

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erwin
PostPosted: Wed Jan 21, 2009 12:53 am  Reply with quote
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BJ wrote:
*I'd be interested in seeing them reduced to 5sq of speed. They are small, and made of iron, so they can't move as fast as other kobolds.

You're probably right about that. Will change appropriately.

BJ wrote:
*+1 AC for a race is a no-no. Think of the races that had nat armor in 3.5: warforged, duergar, minotaur, etc. None of them have +1 AC in 4e. How about +1 racial to Fortitude?

Hmm, ok, so a +1 racial to AC is bad then. A +1 Fortitude may be bad, as its +2 Con already does that. So far in non-MM races none of them seem to go with that trend (a double increase in any defense), except human.

BJ wrote:
*I'm curious as to why we're using Arcana. I'm not against it, mind, I just don't get it atm.

Xtian wrote:
Iron Tail Kobolds mix magic and technology and they draw little distinction between them.

Flavor seems to go with it, unless changed.

BJ wrote:
*Add an entry: Kobold Clan - For the purposes of effects and prerequisites that refer to race, you are considered a kobold.

Oh, I like that. I'll be adding that Very Happy

BJ wrote:
*Racial Power: I'm thinking of a healing surge encounter.

Devour Metal Kobold Racial Power
You voraciously munch on a metal object, restoring your scratched hide by doing so
Encounter
Standard Action Melee Touch
Target One held metallic object
Attack Constitution +2 vs. Fortitude
Increase to Constitution +4 at 11th level, and Constitution +6 at 21st level
Hit 1d6 + Constitution modifier damage, and you may spend a healing surge. If you do, regain an additional number of hit points equal to the damage dealt.
Special Increase to 2d8 + Constitution modifier at 11th level and 3d12 + Constitution modifier at 21st level (see the 4E D&D Dungeon Master's Guide for rules on damaging objects)

Shocked You can tweak as much as you want, or tell me to scrap the idea if it's too complicated. Firstly, I'm half-thinking of standardizing the damage to 1d6-2d6-3d6, but that makes the ability subpar to the word powers. But then, that may not necessarily be a bad thing.

By the way, if you're asking about the scaling of attack rolls, even though object defenses don't scale, I wrote it this way because I'm interested in seeing a racial feat that makes this ability usable against constructs.

Hmm, sort of Orc's Warrior's Surge, except object. Very Happy
At first, it may actually looks weak, seeing it only works on metallic objects.
But if we create a feat for it to work on constructs, it may look too powerful, having more damage output than Orc's Warrior's Surge, but then again, he used a feat for it Wink
I have no problems with it so far, so let's use it for the moment.

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erwin
PostPosted: Wed Jan 21, 2009 2:47 am  Reply with quote
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Here is tentative feat, to go with tentative encounter power.

Construct Cruncher
Prereq: Iron Kobold, Devour Metal racial power
Benefit: You could use your Devour Metal racial power on constructs. If you do, change the damage to 2d6+Con modifier at 11th level, and 3d6+Con modifier at 21st level.

There. If he used it against constructs, the damage output will be the same as Warrior's Surge, though I think the wording still needs work.

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BJ
PostPosted: Wed Jan 21, 2009 10:01 am  Reply with quote
He Who Founds Wyrmlings


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erwin wrote:
Construct Cruncher
Prereq: Iron Kobold, Devour Metal racial power

Change to:
Prereq: Kobold, Devour Metal racial power
Devour Metal prereq ensures that it is limited to Irongut Kobolds.

Quote:
Benefit: You could use your Devour Metal racial power on constructs. If you do, change the damage to 2d6+Con modifier at 11th level, and 3d6+Con modifier at 21st level.


Idea: Having a power's damage nerfed by taking a feat feels weird. Instead, Let's just use your new values for the whole power, shall we?

so then, the feat will read like this:

Benefit: Your Devour Metal racial power can target creatures with the construct or living construct keyword instead of a held metallic object.

There. What do you think?

Also, are you familiar with the feats Sun Elf Grace and moon Elf Resilience? They are both available to eladrin, but you can only take one or the other. this represents different subspecies, like Caucasian humans and African American humans.

What we could do is develop different feats for the mithral-skinned (speed-boost?), Adamantine-skinned, etc of kobolds. I don't know how to deal with the specifics yet, but feel free to toy with the idea. Wink

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erwin
PostPosted: Wed Jan 21, 2009 10:08 pm  Reply with quote
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The thing is, if the feat just gives additional targets (constructs/living constructs), it's too strong IMO.
Note that I'm comparing it to Warrior's Surge.

WS: 1d6->2d6->3d6+Str ; healing surge
DM + feat: 1d6->2d8->3d10(12?) : healing surge plus damage dealt (average 4-5, assuming Con 16)

That's just my opinion.

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BJ
PostPosted: Thu Jan 22, 2009 8:46 am  Reply with quote
He Who Founds Wyrmlings


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(1st off, Warrior's Surge is 1[W] -> 2[W])

You don't get me.

I said, change the whole racial power already to conform with your new values. I'm telling you that instead of nerfing the power by taking a feat, nerf the power itself.

Let me spell it out for you: I was suggesting that you change the racial power to this.

Quote:
Devour Metal Kobold Racial Power
You voraciously munch on a metal object, restoring your scratched hide by doing so
Encounter
Standard Action Melee Touch
Target One held metallic object
Attack Constitution +2 vs. Fortitude
Increase to Constitution +4 at 11th level, and Constitution +6 at 21st level
Hit 1d6 + Constitution modifier damage, and you may spend a healing surge. If you do, regain an additional number of hit points equal to the damage dealt.
Special Increase to 2d6 + Constitution modifier at 11th level and 3d6 + Constitution modifier at 21st level (see the 4E D&D Dungeon Master's Guide for rules on damaging objects)


That way, the feat can be just written as:

Quote:
Construct Cruncher
Prerequisite: Kobold, Devour Metal racial power
Benefit: Your Devour Metal racial power can target creatures with the construct or living construct keyword instead of a held metallic object.


I was never against your damage values. In fact, I was unsure of the damage value right after finishing the first draft. But think about it; osn't it weird? Having two different damage values for the same power? That's what I was questioning, not your values.

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erwin
PostPosted: Fri Jan 23, 2009 12:04 am  Reply with quote
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Oh, sorry, must be me i guess.
Misunderstood your previous post, so sorry about that.

i'm good with the Xd6 damage thing.

And the power as well.



AS of now, I'm completely stumped. I haven't had good ideas for Kobold threats, and since I'm gonna be work day tomorrow, there's minimal chance that I'd post something here.
I'll try posting something tomorrow, don't know what though.

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Revan
PostPosted: Fri Jan 23, 2009 10:12 pm  Reply with quote
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Fluff note on the airship kobolds:

Looking through our kobold fluff, I picked out one thing: The proper name/poetic title for the airship kobolds is Sons of the Skylord, as the 'Skylord' is one of the titles used by the Emperor Wyrm. Do we keep on referring to these guys as Skylords? Or can anyone think of another handy and catchy name? If not, we'll at least need to tweak that old fluff bit.

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BJ
PostPosted: Fri Jan 23, 2009 10:24 pm  Reply with quote
He Who Founds Wyrmlings


Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa

Well, aren't they descended from the elder wyrm to begin with? I think we can keep both, but I'm not sure.

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BJ
PostPosted: Thu Feb 26, 2009 3:04 pm  Reply with quote
He Who Founds Wyrmlings


Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa

BUZZ!

We need:
*Monster write-ups!
*Fluff to glue them together!
*We're done!

It's not that hard!

erwin, as tech team head, assign someone to do the monsters! Set a deadline, and give incentive to stick to that deadline! Assign boy_bakal to it if need be; he has expressed some interest in doing it, all that remains to be done is have the task officially handed to him with a friggin' deadline!

Revan, as fluff head, assign someone to do bring them all together! Set a deadline, and give incentive to stick to that deadline!

It's not THAT hard! You people keep answering attendance calls, but I don't see you attending to the tasks!

This is NOT beyond our capacity to do, COPALs! We can't keep pushing this, or our data becomes outdated, we go back to the drawing board, and we get delayed some more!

MOVE! Or unsubscribe to COPAL.

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erwin
PostPosted: Mon Apr 06, 2009 11:12 pm  Reply with quote
Master of None


Joined: 06 Dec 2006
Posts: 2932
Location: Searching...

Currently doing this. I got some sort of inspiration, after watching some movies lately. Very Happy

My only problem now is I don't have MM to compare my stats with, though the org DMG is with me currently.

Will try to post ASAP, so fluff can put it to play.

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erwin
PostPosted: Sun May 10, 2009 6:30 pm  Reply with quote
Master of None


Joined: 06 Dec 2006
Posts: 2932
Location: Searching...

Skywym Diver Level 15 Skirmisher
Small natural humanoid, kobold XP ---
Initiative +16 Senses Perception +10; low light vision
HP 132;Bloodied 66
AC 29;Fortitude 25,Reflex 27,Will 24; see also trap sense
Speed 6, fly 7
---
Spear (standard, At-Will) * Weapon
+20 VS AC, 1d8+2 damage
---
Pressing Dive (standard, at-will) * Weapon
Requires spear; the skywyrm diver can fly up to its speed and make one melee basic attack at any point during the move. The skywyrm diver doesn't provoke opportunity attacks when moving away from the target of the attack.
In addition, if the attack hits, the skywyrm diver makes a secondary attack against the same target. Secondary Attack: +18 vs Fort; the target is knocked prone.
---
Shifty (minor, at-will)
The skywyrm shifts 1 square.
---
Aerial Advantage
The skywyrm diver deals an extra 1d6 damage with attacks made against any target that has a lower elevation than him.
---
Trap Sense
The skywyrm diver gains a +2 bonus on defenses against traps.
---
Alignment --- Languages Common, Draconic
Skills Acrobatics +19, Stealth +21, Thievery +21
Str 15 (+9) Dex 24 (+14) Wis 17 (+10)
Con 20 (+12) Int 15 (+9) Cha 18 (+11)
Equipment leather armor, spear

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erwin
PostPosted: Sun May 10, 2009 6:43 pm  Reply with quote
Master of None


Joined: 06 Dec 2006
Posts: 2932
Location: Searching...

Notes:

-even though I put in shifty, i don't think it would be use to him since it can't shift while flying (i'm guessing this guy's gonna fly all the time,tactics wise)
-No alignment, is it any? or unaligned?
-Is the level right? I'm not sure of that.
-As for tactics, I imagine it trying to fly up high its 1st turn, then uses Pressing Dive to enemies below, possibly knocking them prone, which takes advantage of his aerial advantage. Now why with the knocked prone part? Because this would allow other enemy fliers, when hit, go down its elevation, keeping the skywyrm divers' aerial adv against them.
-I believe Aerial Advantage has a problem with wording, I need help for that one.


-------------


AS for other threats, here's what I have in mind:

-Skywyrm Champion: patterned out from Dragonborn Champion, I'm wondering if I'll give the resistances as well.
-Skywyrm Assaulter: sort of an artificer artillery.
-Skywyrm Grunt/Private still unsure of name. basically a minion, though I believe minions have other roles now, so I think it would be minion skirmishers.


BTW, I proposed Skylord Kobolds should be named as Skywyrms, I believe that the name isn't final anyway, and it sort of sounds better than calling them Skylords.

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Aur Ain Soph
PostPosted: Sun May 10, 2009 9:15 pm  Reply with quote
Very Old Dragon


Joined: 29 Aug 2007
Posts: 693

Quote:
-even though I put in shifty, i don't think it would be use to him since it can't shift while flying (i'm guessing this guy's gonna fly all the time,tactics wise)


At least until a player asks the DM if he can go whack the shiny metal wings instead. >_>;;

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Xtian
PostPosted: Sun Aug 02, 2009 1:40 am  Reply with quote
Goderator


Joined: 30 Nov 2006
Posts: 3260
Location: Avernus

Have you guys "decided" for me if the Iron-Tail kobolds fought with or side by side the gods? I prefer if they were allies but I will follow any established canons.

Dragonbord... allies or enemies of IT kobolds? I prefer if they are enemies but as said, I will follow any established canons

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erwin
PostPosted: Sun Aug 02, 2009 2:56 pm  Reply with quote
Master of None


Joined: 06 Dec 2006
Posts: 2932
Location: Searching...

Xtian wrote:
Have you guys "decided" for me if the Iron-Tail kobolds fought with or side by side the gods? I prefer if they were allies but I will follow any established canons.

Dragonbord... allies or enemies of IT kobolds? I prefer if they are enemies but as said, I will follow any established canons


I don't recall someone deciding about it. No established canons are made, since Irontail Kobolds are most likely encountered at high paragon/epic.

No idea about that either.

Since you made the write-up anyway, I believe you decide.

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