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< Proposal ~ Playing Kobolds |
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Posted:
Thu Oct 09, 2008 11:47 pm
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Master of None
Joined: 06 Dec 2006
Posts: 2932
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TECH TEAM PROJECT: KOBOLD
basicaly this is a thread I separated from the original TTT for it to be strictly about kobolds, and possibly its acceptance as a playable race.
For one, I propose they get darkvision.
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--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.
____________________________________________________________
Comments and suggestions would be most appreciated.
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EDIT LOG:
10/10/08: erwinedit: Added Kobold Vision; changed prereq of Mob Attack; added prereq of Imp Trap Sense
10/10/08a: erwinedit: Added Epic Shifty
17/10/08: BJ Edit: Moved, as this is a proposal.
19/10/08: erwinedit: removed Mob Attack |
Last edited by erwin on Sun Oct 19, 2008 7:32 am; edited 6 times in total _________________ There is happiness for those who accept their fate. There is glory for those who defy their fate
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Posted:
Fri Oct 10, 2008 12:38 am
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He Who Founds Wyrmlings
Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa
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First: I am against the race getting DV, if only because of Game Balance. No other BT playable race has DV save the drow. And they have a very strong *coughemocough* one-with-darkness feel.
I suppose we could give it low-light vision though, and maybe a racial feat that could improve it to DV.
Feats:
Mob Attack. Not too fond of this one. While they do have a tendency to mob, but then again, so do almost every other small humanoid enemies.
Improved Trap Sense. I have no problems with this one. Although training in thievery could be an interesting requirement...
Dragonshield Tactics. If we're going to call it that, then yes, the shield requirement works. Instead of the Defender Role, though, how about Proficiency with shields?
Shifty. First off, change the name to Improved Shifty or something. Second, I think this one is a tad bit too strong. I actually have a different idea with this (also a Paragon Feat, of course):
SHIFTIER[KOBOLD]
Prerequisites: Kobold, shifty racial power
Benefit: The shiftier racial utility power replaces one of your utility powers. The power it replaces must be 12th level or higher. If you do not yet have a 12th-level or higher power, you can replace the appropriate power when you gain it.
Effectively, you could do other shifts (say, with the Wizard Utility Expeditious Retreat) as a minor action. You could probably extend end of turn to end of round so that you can use it in conjunction with the immediate shift Utilities.
EDIT: Hmm, after some thinking, that still needs t be reworded. A lot. But the basic idea of what i want to do is there. |
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Posted:
Fri Oct 10, 2008 6:53 am
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Master of None
Joined: 06 Dec 2006
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For the purposes of simplicity, I'll just be editing my first post. I'll just post in my later posts (such as this) what I edited and whatnot. And I'll put an editlog in the first post. (so should those who edits something there.)
Quote: |
I suppose we could give it low-light vision though, and maybe a racial feat that could improve it to DV.
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I'm good with that. I actually just find kobolds having normal vision, mechanical or RP-wise, weird. :/
So, we make kobolds have low-light vision, and we'll do a feat for it to have darkvision (kind of reminds me of dragonborn feat to make them see low-light)
Here's what I got:
Quote: |
Kobold Vision
Prereq: Kobold
Benefit: You now have darkvision.
In additiion, you have +1 feat bonus to Perception checks.
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I based that from the dragonborn "improve vision" feat. Also made it feat bonus so it won't stack with Imp Trap Sense
Name still needs work though.
Quote: |
Mob Attack. Not too fond of this one. While they do have a tendency to mob, but then again, so do almost every other small humanoid enemies.
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Hmm.. maybe we could deviate something out of it then.
...Oh wait, small you say..
how about instead of kobold only feat, make the prereq be small and probably Wis 13 too.
Quote: |
Improved Trap Sense. I have no problems with this one. Although training in thievery could be an interesting requirement...
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Oh, good point. Adding that.
Quote: |
Dragonshield Tactics. If we're going to call it that, then yes, the shield requirement works. Instead of the Defender Role, though, how about Proficiency with shields?
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Hmm, do you think you should give it a different name then? The names aren't final or anything, just copied it directly from MM.
Shield Proficiency as prereq somehow makes it a little too easy to pass. What I had in mind is actually somehow similar to Combat Challenge feats of fighter, being it actually is a defenderish ability anyway.
Also, you really think we shouldn't make it a power?
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Shifty. First off, change the name to Improved Shifty or something. Second, I think this one is a tad bit too strong. I actually have a different idea with this (also a Paragon Feat, of course):
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Oh, sorry about the name, didn't see that
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Nice layout
Hmm, I actually find that weak. Racial power becoming utility replaces a utility slot? Also, doesn't seem to have the strength of a 12th level utility power.
Racial feats should improve the race's primary characteristic, which in case of kobolds (as I see it) is mobility, and trap-involving matters.
Now that I think about it, my first idea (shifting 2 squares) isn't overpowered or unbalanced IMHO, though strong. Not that I've played paragon level 4ed, but in theory it shouldn't be gamebreaking.
Also, this allows them to shift into difficult terrain
Or instead,we could just give some sort of bonus after or before doing shifty or something, no ideas so far. |
_________________ There is happiness for those who accept their fate. There is glory for those who defy their fate
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Posted:
Fri Oct 10, 2008 8:36 am
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Goderator
Joined: 30 Nov 2006
Posts: 3260
Location: Avernus
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Speaking of kobolds, do kobolds already have an identity on BT?
BJ, have you used kobolds in your BT campaign? If so, what are their traits/personalities?
We can split this discussion if you like.
Erwin, since this is about kobolds, I'll whip you with wet noodles if you ever abandon this. |
_________________ solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!" |
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Posted:
Fri Oct 10, 2008 8:56 am
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He Who Founds Wyrmlings
Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa
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Okay.
*I don't know what to do with Mob attack yet, but at it's current state, it's too vanilla for my taste. Also, why Wis 13?
*Kobold Vision: This could work.
*Dragonshield Tactics:
Quote: |
Quote: |
Dragonshield Tactics. If we're going to call it that, then yes, the shield requirement works. Instead of the Defender Role, though, how about Proficiency with shields?
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Hmm, do you think you should give it a different name then? The names aren't final or anything, just copied it directly from MM.
Shield Proficiency as prereq somehow makes it a little too easy to pass. What I had in mind is actually somehow similar to Combat Challenge feats of fighter, being it actually is a defenderish ability anyway.
Also, you really think we shouldn't make it a power?
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I actually like having a shield as a prereq to using the feat. Thinking about it, you're defender prereq is indeed better. We'll stick to the defender role requirement.
Although I should point out the interesting idea of having it require Distracting Shield (and thus making it fighter only) instead.
____________________
Some Designing notes: The following philosophies may help. You're actually on the right path here; I just want to share.
*Even if you make 4e feat prerequisites hard to get, don't make it unwordy. For example, if you shoehorn in requirement after requirement, it's bad design. (remember those 3.5 feats that had like six requirements? )
*In general, if you want feats to provide powers, you either swap it with an existing power, or it's a new way to use a race/class feature. No new powers out of nowhere (at least, not yet).
______________________
Back to the discussion!
Quote: |
Hmm, I actually find that weak. Racial power becoming utility replaces a utility slot? Also, doesn't seem to have the strength of a 12th level utility power.
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1st off, the shifty power stays. So you can use shiftier, then use shifty with it. Although in practice, you'll just use a normal shift after shiftier.
2nd, yes, it replaces a utility slot. I don't find that weak, in the same way that I don't find the power-swap MC feats to be weak.
3rd, please explain why it doesn't have the "strength" of a 12th level utility. It's an at-will, allows me to effectively use Tumble as a minor action, and when used in conjunction with Improved Shifty...
In any case, Shiftier is back to the drawing board, for the reason that I find the current wording abusable.
Improved Shifty is okay in its current form. I want to tinker around with Shiftier a bit more, though. |
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Posted:
Fri Oct 10, 2008 5:06 pm
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Master of None
Joined: 06 Dec 2006
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Xtian wrote: |
Erwin, since this is about kobolds, I'll whip you with wet noodles if you ever abandon this.
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Don't worry, this will go through, since I'll be kobold in a campaign.
BJ wrote: |
*I don't know what to do with Mob attack yet, but at it's current state, it's too vanilla for my taste. Also, why Wis 13?
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It's vanilla, that's why I made the requirement small size instead of kobold.
I got Wis 13 from Warforged tactics. And it quite makes sense to put it.
BJ wrote: |
1st off, the shifty power stays. So you can use shiftier, then use shifty with it. Although in practice, you'll just use a normal shift after shiftier.
2nd, yes, it replaces a utility slot. I don't find that weak, in the same way that I don't find the power-swap MC feats to be weak.
3rd, please explain why it doesn't have the "strength" of a 12th level utility. It's an at-will, allows me to effectively use Tumble as a minor action, and when used in conjunction with Improved Shifty... Twisted Evil
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Actually, what I had in mind is that it's strength depends on what class, or to be specific, power, you have. A wizard would be happy using Expeditious Retreat as a free action (though in actuality it's minor). A rogue (as you have pointed out) will love it too. But how about those without that type of powers?
Another is that the wording does need work. How will it interact with powers/abilities that allows me to shift AND do something else (like Ranger's Nimble Strike)? Will I get to do all of it for free? Is the shift effect the only thing done for free? Or would it not work in the first place?
I actually had an idea of an epic feat:
Quote: |
Epic Shifty
Prereq: Kobold, shifty class feature, Improved Shifty
Benefit: your shifty racial power now allows you to shift 3 squares.
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![Twisted Evil](images/smiles/icon_twisted.gif) |
_________________ There is happiness for those who accept their fate. There is glory for those who defy their fate
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Posted:
Sat Oct 11, 2008 1:53 am
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He Who Founds Wyrmlings
Joined: 04 Dec 2006
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Location: Sa sikmura ng Bakunawa
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Quote: |
I got Wis 13 from Warforged tactics. And it quite makes sense to put it.
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It makes sense for Warforged Tactics. Not for Mob Attack. While it does the same thing, the flavor is different.
Your other points stand. As I've said, I'm looking into rewording my idea now.
Anyone else have input on these?
PS. Maybe we should look at Races of the Dragon for some more inspiration...
PPS. Just saw your post, Xtian. Yeah, kobolds have been used. The dragon-worsipped remained, but notable is their aptitude for not just traps, but for all things mechanical. The first warforged (in BT, Warforged have a "Phyrexian" look to them) were corpses animated through tech and the divine energies of the godstone K'maht. Kobolds were the ones who made the warforged. |
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Posted:
Sun Oct 12, 2008 10:16 pm
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Master of None
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Quote: |
It makes sense for Warforged Tactics. Not for Mob Attack. While it does the same thing, the flavor is different.
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Oh. I was thinking of pack tactics.
or maybe we could name it that way, so at least it has another req?
Quote: |
PS. Maybe we should look at Races of the Dragon for some more inspiration...
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Yeah, i'll be trying that. |
_________________ There is happiness for those who accept their fate. There is glory for those who defy their fate
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Posted:
Mon Oct 13, 2008 10:28 pm
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Goderator
Joined: 30 Nov 2006
Posts: 3260
Location: Avernus
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BJ wrote: |
PPS. Just saw your post, Xtian. Yeah, kobolds have been used. The dragon-worsipped remained, but notable is their aptitude for not just traps, but for all things mechanical. The first warforged (in BT, Warforged have a "Phyrexian" look to them) were corpses animated through tech and the divine energies of the godstone K'maht. Kobolds were the ones who made the warforged.
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BT kobold alignment(s)? Are kobolds united or there are diff factions? Are all kobolds like technological necromancers? |
_________________ solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!" |
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Posted:
Mon Oct 13, 2008 10:49 pm
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Sith'ari, Chosen Heart of the Force
Joined: 04 Dec 2006
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Location: Korriban
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May Fluff team butt in on the fluff matter?
in general, unaligned. Culturally, we've got at least two distinct groups: subterranean cave dwellers who are somewhat like classic kobold miners, and the Sons of the Skylord, kobold clans adopted by the dragon god before its death, and who now wander the skies in magical airships ala Weatherlight and Predator. Those would be the techies. Imagine entire crews of kobold Squees...
Oh, and Kleomenes Dragonheart is an infamous captain of the Dragonheart Argosy. Team Fagnus has already met with Diomedes Dragonheart of the skyship Sparrowhawk, Kleo's (nephew/son/grandson?). |
_________________ Words are the only bullets in truth's bandolier. And poets are the snipers.
-George Wu (The Hyperion Cantos, Dan Simmons) |
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Posted:
Tue Oct 14, 2008 1:53 am
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Master of None
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So are we good on this?
One thing I should know, are you guys good with kobolds having lowlight, and the feat gives darkvision, or normal vision and the feat gives lowlight instead? Just to finalize my character.
BTW, what are kobolds' subtype? the MM doesn't state that. |
_________________ There is happiness for those who accept their fate. There is glory for those who defy their fate
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Posted:
Tue Oct 14, 2008 7:58 pm
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He Who Founds Wyrmlings
Joined: 04 Dec 2006
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Let's limit this to kobold feats only, so offhand, I'd say allow everything but Mob Tactics.
And kobolds are humanoids in 4e. They don't have the reptile subtype, even. @.@ Maybe we should at least give them that. |
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Posted:
Tue Oct 14, 2008 10:56 pm
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Sith'ari, Chosen Heart of the Force
Joined: 04 Dec 2006
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Flavor suggestion. The playable kobolds in MM lose DV, right? Why not make the playable kobolds members of the Skylord clans? Solves two things:
1. Any kobolds from here would have some exposure to other species so that they wouldn't be totally out of place among other adventurers.
2. You could also claim that the Skylord clans lost their DV as they no longer functioned in underground environments.
Recommend:
-2 tier system for "recovering" kobold vision. A Heroic feat for low-light, and then a Paragon feat for DV. |
_________________ Words are the only bullets in truth's bandolier. And poets are the snipers.
-George Wu (The Hyperion Cantos, Dan Simmons) |
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Posted:
Wed Oct 15, 2008 11:39 pm
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Master of None
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Hmmm. that's good fluff Revan, but I'd go for lowlight vision.
Revan wrote: |
2. You could also claim that the Skylord clans lost their DV as they no longer functioned in underground environments.
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they did "downgrade", but not up to normal vision. Let's say they developed lowlight vision in them as they navigate their ships at night. They may have completely lost their vision at the dark, since it's not always dark anymore, but they could still see good at lowlight.
BJ wrote: |
Let's limit this to kobold feats only, so offhand, I'd say allow everything but Mob Tactics.
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I'm good with that. ![Very Happy](images/smiles/icon_biggrin.gif) |
_________________ There is happiness for those who accept their fate. There is glory for those who defy their fate
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Posted:
Sun Oct 19, 2008 7:29 am
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Master of None
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I'll be declaring the feats and/or errata above as final, unless you guys have other concerns. |
_________________ There is happiness for those who accept their fate. There is glory for those who defy their fate
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Posted:
Sun Oct 19, 2008 11:21 am
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He Who Founds Wyrmlings
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Posted:
Mon Oct 27, 2008 12:57 am
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Master of None
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Ok, then the 1st post is final.
BTW, I'm trying to come up with a Skylord Captain, leader class PP for kobolds affiliated with the Skylord Clan (is the name final anyway?).
I'd like to ask for more info about them (Skylord Clan), though my idea was the captain was given mechanical wings, as symbol of their authority. ![Very Happy](images/smiles/icon_biggrin.gif) |
Last edited by erwin on Mon Oct 27, 2008 1:27 am; edited 1 time in total _________________ There is happiness for those who accept their fate. There is glory for those who defy their fate
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Posted:
Mon Oct 27, 2008 1:14 am
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Goderator
Joined: 30 Nov 2006
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erwin wrote: |
Ok, then the 1st post is final.
BTW, I'm trying to come up with a Skylord Captain, leader class PP for kobolds affiliated with the Skylord Clan (is the name final anyway?).
I'd like to ask for more info about them, though my idea was the captain was given mechanical wings, as symbol of their authority.
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Kobold powah!!!
Does the pair of mechanical wings allow them to fly? |
_________________ solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!" |
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Posted:
Mon Oct 27, 2008 1:28 am
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Master of None
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Xtian wrote: |
Kobold powah!!!
Does the pair of mechanical wings allow them to fly?
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I was thinking it will give them overland flight (about half their normal speed or more, about 3-5), and their daily power would give them full flight for the encounter. |
_________________ There is happiness for those who accept their fate. There is glory for those who defy their fate
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Posted:
Wed Oct 29, 2008 9:05 am
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Goderator
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Posted:
Wed Oct 29, 2008 11:51 am
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He Who Founds Wyrmlings
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Overland Flight is very difficult, as Paragon Paths by default grant combat bonuses. It's best to keep these things to rituals.
An option would be to give it a Utility power to make them fly. The kobold will retroactively gain flight faster than a wizard, though...
How about making the flight clumsy? |
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Posted:
Wed Oct 29, 2008 4:49 pm
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Master of None
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Isn't overland flight supposedly weaker than normal flight?
As I understand it, overland flight allows you to fly during your movement, but you have to land on a surface at the end of your movement. Or did I misunderstood it? ![Embarassed](images/smiles/icon_redface.gif) |
_________________ There is happiness for those who accept their fate. There is glory for those who defy their fate
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Posted:
Wed Oct 29, 2008 5:25 pm
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He Who Founds Wyrmlings
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Overland Flight is "out-of-combat" flight. It lets you cver great distances, but usually ends when you take damage or whatnot. |
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Posted:
Wed Oct 29, 2008 8:18 pm
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Master of None
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Oh i guess i did misunderstood, or misread
I was planning to give it at 16th level (mechanical wings). I'll give it flight, but needs to land at each movement. Then a daily power that gives flight until EoE. (kinda like that cleric PP).
If you think mechanical wings are hard to put, I was thinking steam-powered jet packs
Also, I need more flavor stuff about Skylord Clan (HELP FLUFF TEAM!). I kinda need it for inspiration for other abilities and powers.
So, should I post the rough idea (and discussion) here, or should we give it a separate thread? |
_________________ There is happiness for those who accept their fate. There is glory for those who defy their fate
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Posted:
Sun Nov 09, 2008 11:02 pm
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Master of None
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@Xtian: Even though you don't know much about 4ed, ideas maybe helpful.
I'm still stuck at giving it mech wings, and so far no other possible benefits of being Skylord Captain. Also, I'm still thinking whether making it a leader class PP, or fighter, paladin, warlord PP (like than PP from FRPG, Cormyr related, cant remember). |
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Posted:
Thu Dec 04, 2008 10:01 am
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Goderator
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Posted:
Thu Dec 04, 2008 9:59 pm
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Master of None
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Not really, though this thread may act as one for the mean time.
Have any ideas on hand? |
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Posted:
Sat Dec 06, 2008 11:24 am
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Goderator
Joined: 30 Nov 2006
Posts: 3260
Location: Avernus
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Kobolds!
We have the air kobolds (Skylord Clan) and their flying ship.
I have an idea of iron kobolds who have instead a dragon engine as a their counterpart of air kobold flying ship. Initially, my idea was a warforged titan or colossus or something mechanical and very big and it was to supplement oghma's history of godforged colossus as a remnant of early wars. It seems oghma is no longer interested on developing the class I am giving the idea instead to our cute huggable kobolds. And instead of humanoid colossus, I made it a dragon. Like the airship it seems it houses endless number of kobolds.
I know that you can see some elements of M:tG here (airship? dragon engine? wtf?) but see it more as an opportunity to expand ideas. It would be interesting if Godfall war history (or rumors) is included about two powerful siblings duking it out with each other (he he!).
I am also thinking of a unique iron kobold which is invincible to almost all damage (flavorwise). Think of it like Colossus (X-men) except that he is a kobold and with his powers always on. The SKylord counterpart could either be like pre-Apocalypse Angel (X-men) or the emo post-Apocalypse Angel (the corrupted) with mechanical wings.
Maybe we can expand this further more with fire and/or water kobold. Fire clan kobolds have giant worm-like mechanical construct (mechanical hellion?) and water clan kobolds have tortoise (think B't X) or kraken or leviathan.
so.....what do you think? please don't throw anything at me |
_________________ solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!" |
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Posted:
Sat Dec 06, 2008 11:45 pm
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Sith'ari, Chosen Heart of the Force
Joined: 04 Dec 2006
Posts: 1552
Location: Korriban
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I like these ideas. I'm not so sure on the sibling rivalry thing, and I'm not so sure about elemental kobolds, but I love the idea of having numerous ancient war machines wandering the wildlands of BT.
Dragon Engines FTW. And that would really go well with the fact that the "tinker" kobolds were adopted by the Emperor Wyrm. |
_________________ Words are the only bullets in truth's bandolier. And poets are the snipers.
-George Wu (The Hyperion Cantos, Dan Simmons) |
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Posted:
Sun Dec 07, 2008 12:38 am
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Goderator
Joined: 30 Nov 2006
Posts: 3260
Location: Avernus
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Since water is a scarce resource water clan kobolds is out... Snow or ice kobolds is still viable. On elemental kobolds, I'm still not sure with extended versions (fire, ice or water, earth, etc) but I am sure with air and iron kobolds.
Me too, I like the idea of wandering siege engines wandering around full of kobolds who have no idea what the hell those engines for. |
_________________ solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!" |
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