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Kobolds in 4e

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Arc Vembris
Crew

PostPosted: Thu Apr 19, 2012 1:19 am
http://www.wizards.com/dnd/files/excerpts/dsh_excerpt_2.pdf

Dungeon Survival Handbook has a plethora of goodies, but the only one I can think of right now is that it adds three new races to the game: Kobolds, Goblins, and Svirfneblin. Above is a pdf to the kobold excerpt. Kobolds get +2 Con, and +2 Dex or Cha, and they don't use Shifty anymore. The power is called Shifty Maneuver, move action, and all allies in burst 2 shift 1 and a free action.  
PostPosted: Thu Apr 19, 2012 2:22 am
I much preferred the Shifty power from MM1, but maybe it was a little OP. It's just that the new encounter power feels much more like a leader's power, but the mentality of Kobolds makes it hard for me to see them playing anything that's not a striker (or maybe controller). I mean, Kobolds are meant to be cowardly, only caring about themselves, making the original power seem much more appropriate. Plus I just love getting to say the words shifty shift. >.<

Still, it's cool that they've been given Darkvision. I thought they should have gotten that before.  

joe-dude667


Arc Vembris
Crew

PostPosted: Thu Apr 19, 2012 6:50 pm
Craven kobolds know the value of strength in numbers, they'll never attack you alone. Unless they're using a bitchin' Assassin build.

Oddly these kobolds make great Battleminds  
PostPosted: Sat Apr 21, 2012 8:56 pm
I actually like Kobolds, as is. They're a bit underpowered, as far as races go, especially considering how far into 4e we are but they are officially released with some interesting feats and capabilities. They're no pixie, but they're not nearly as bad as some other 'official'(non MM) races.  

Virulent Lover

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arononkorr

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PostPosted: Sat Apr 21, 2012 9:30 pm
I've only played 3rd and 3,5 edition kobolds, so I wouldn't know.  
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