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Posted: Fri Oct 29, 2010 8:56 am
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Posted: Fri Oct 29, 2010 4:32 pm
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Posted: Fri Oct 29, 2010 6:18 pm
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Posted: Fri Oct 29, 2010 9:16 pm
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Posted: Fri Oct 29, 2010 11:04 pm
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Posted: Fri Oct 29, 2010 11:56 pm
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Posted: Sat Oct 30, 2010 12:37 am
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Posted: Sat Oct 30, 2010 1:15 am
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Posted: Sat Oct 30, 2010 1:23 am
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Posted: Sat Oct 30, 2010 11:42 am
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Raganui Minamoto Well, for one, trying to decide what I can do about that Light Sensitivity. It hurts. Especially since not all kobolds live in deep caves. Second, the biggest balance I've seen in the colored kobold system in Pathfinder. They gain a breath weapon based on color, but it's always d8 (never improves) and only a 15 foot line or cone (choose each time you breathe), and some minor bonus. Unfortunately, Light Sensitivity still makes the kobold nearly useless in any surface game. The only other thing would be like, a claw attack. Well, Earth Kobolds give you -2 Str instead of -4 Str, which is pretty kickass. You might also wanna check the desert Kobold, which loses the light sensitivity but keeps the -4 Str.
Either way, the Light Sensitivity thing is balanced out by the Kobold's small bonuses, since they get +1 to attack but get -1 to attacks cause they're dazzled. Either way, doesn't the dazzle last a turn or so?
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Posted: Sat Oct 30, 2010 2:16 pm
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Actually, the daze doesn't balance out the small size. Gnomes and Halflings get far more for their LA and they're a CORE RACE. LA +0
Let's compare for a moment, shall we? I'll take just the basic of the races, no elemental or environmental race. Straight from the Player's Handbook and MMI
Kobold -4 Strength, +2 Dexterity, -2 Constitution. Darkvision out to 60 feet. Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks. +1 natural armor bonus. Special Qualities (see above): Light sensitivity. Automatic Languages: Draconic. Bonus Languages: Common, Undercommon. Favored Class: Sorcerer. So we have a total of -4 racial mods, some help in normal darkness, a boost to NA, and a necessity to get at least a 12 in Int for any of the core races to understand it. Yeoch.
Gnome +2 Constitution, -2 Strength. Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons. +2 racial bonus on saving throws against illusions. Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects. +1 racial bonus on attack rolls against kobolds and goblinoids. +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. +2 racial bonus on Listen and Craft (alchemy) checks. Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description. Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level. Favored Class: Bard. Total of +0 racial mods, needs light in normal darkness, small help in weapons, boost in saving throws, boost in DC of certain spells, boost in some attacks and sometimes AC, boost in some skills, can always understand a Core race, SLAs. That's a LOT for a core race, and yet the Whisper Gnome of Races of Stone gets some more and still remains LA +0.
Halfling +2 Dexterity, -2 Strength. +2 racial bonus on Climb, Jump, Listen, and Move Silently checks. +1 racial bonus on all saving throws. +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general. +1 racial bonus on attack rolls with thrown weapons and slings. Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. Favored Class: Rogue. Total of +0 racial mods, some boost to skills, saving throws, and some weapons, and sometimes against spells. They always understand other core races.
So, when lined up like this, keeping in mind all of the above are Small, well... the Kobold really doesn't look that great. If anything, like it's been kicked in the metaphorical balls too many times.
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Posted: Sat Oct 30, 2010 2:43 pm
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Keith Valken Lionheart Seph Baelzara Toughness x3 /Joking Seriously, what'cha got so far? Class, and feat-wise, that is. Thalion the Intermediate Fey-blooded Fire Elf.Only feat I got so far is Weapon Finesse. I will probably take Weapon Focus (Rapier), Two Weapon Fighting and Two Weapon Defense as my remaining feats. Weapon Focus (Rapier) Shield Specialization Improved Toughness
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Posted: Sat Oct 30, 2010 3:43 pm
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Seph Baelzara Keith Valken Lionheart Seph Baelzara Toughness x3 /Joking Seriously, what'cha got so far? Class, and feat-wise, that is. Thalion the Intermediate Fey-blooded Fire Elf.Only feat I got so far is Weapon Finesse. I will probably take Weapon Focus (Rapier), Two Weapon Fighting and Two Weapon Defense as my remaining feats. Weapon Focus (Rapier) Shield Specialization Improved Toughness I don't plan on using a shield, so that's a no. I'll just take TWF and TWD.
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Posted: Sat Oct 30, 2010 4:43 pm
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Posted: Sat Oct 30, 2010 8:28 pm
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