Kobolds may have a large (or loud/ active) fan base here on the forums. But a new race should be attractive to new/ casual players too imho. A new race that a couple of insiders love is OK, but a new race that all players would like to play would be even better. In terms of marketing I would see more potential with Tieflings, Genasis or Chapeshifters. The last one would fit good to the eberron lore too. Perhaps playable Koblolds whould make a great reward for the last tier of favor reward someday?
I don't want to be a Kobold.
Originally Posted by zex95966
Kobolds are for killin'.
And collecting my crystals.
Though, occasionally, they aren't bad fried in a little butter, garlic, and splashed with Tobasco.
Honestly, while I love the idea of playing as a Kobold (and always hating you, due to the haunting memorial to all those lost in the Waterworks), a Tiefling/Genasis would be more practical and marketable. Either that or Kalashtar.
Originally Posted by Jiirix
Though it'd be interesting to see a "memorial" in the Waterworks, put up by the Kobolds for all their fallen brethren. ;)
Tiefling = Enhanced Human
Aasimar = Enhanced Human
Why would anyone ever play a human/elf/drow again?
The idea of these races appeals to tho power gamer amongst all of us.
Kalashtar/Shifter = Eberron specific races - No problems accepting either.
Genasi I've never heard of.
Gnomes I would love to see.
Kobolds - Hell yeah
...actually, the entire concept is hard to do without horribly unbalancing everything. However, honestly, the Kobold would be fairly gimpy to start with - it's a halfling, without the saves bonus, the added sneak attack bonuses, the useful dragonmarks, or the benefits to a group...but the ability to pull aggro. Oh, and with the constitution of a drow.
Thus, maybe having a totally ridiculous racial PrE would be...appropriate. If said character would remain pretty gimpy due to either MAD or losing a major class benefit...
...like such, normal 4/2/2 progression:
See original Kobold race description: http://forums.ddo.com/showpost.php?p...9&postcount=15
Kobold Color Dragon Paragon I
Counts as Monk. Available at Level 7
While most kobolds accept their draconic heritage as a given, you have meditated and studied your place in the prophecy. Your devotion has been rewarded with further draconic traits. You gain an additional 2 stacking resistance to appropriate element, a BAB equal to your character level when fighting unarmed, and all unarmed melee attacks do an additional 1d3 of appropriate elemental damage.
Requires One of: Path of the Tenacious Badger I, etc. Monk animal paths...
Requires One of: Adept of Appropriate Element to Color, Appropriate Elemental Manipulation III
Requires All of: Improved Concentration II, Kobold Appropriate Element Draconic Lineage I, Feat: Two-Weapon Fighting
Kobold Color Dragon Paragon II
Available at level 13
Requires One of: Master of Appropriate Element, Appropriate Elemental Manipulation V
Requires All of: Improved Concentration III, Kobold Appropriate Element Draconic Lineage II, Kobold Appropriate Element Dragon Breath
Excludes: Rise of the Phoenix, Touch of Death (in other words, you cannot take these enhancements and the Kobold Paragon line, as they reflect a devotion to a path outside of Draconic study)
You have a deeper understanding of the role of the Kobold race in the prophecy. Your unarmed attacks deal 1d6 elemental burst damage on critical hits, and you receive the feat Improved Critical:Claws. In addition, you have another 3 points of stacking elemental resistance, an addtional DR 2/piercing, and the cooldown on your breath attack is reduced to 180s.
Kobold Color Dragon Paragon III
Available at level 19
Requires one of: Grandmaster of Appropriate Element, Appropriate Elemental Manipulation VII,
Requires all of: Improved Concentration IV, Feat: Kobold Wings
Your place in the prophecy is assured. You are no longer considered a small creature, gaining full carrying capacity, but losing your bonus to hide, move silently, to-hit, and AC. You receive a +2 to hit bonus while fighting unarmed, an additional 5 stacking elemental resistance (total of 10). In addition, you receive a +3 bonus to intimidate, bluff, and UMD checks, and an additional DR 2/piercing (total, with racial bonus, of DR 5/piercing). Your elemental burst damage has been upgraded to 2d6 on any critical, and on a natural 20 your claws have a small chance of producing an Elemental Vorpal effect. You are immune to most knockdown effects, but are still affected by slippery surfaces. Your breath attack's cooldown is reduced to 120s. Enemies see you as more of a threat. Your attacks produce an additional 15% hatred (25% with racial penalty). In addition, the Stormreaver hates you forever (just in case of epic Gianthold).
Inherent Ability: Elemental Vorpal
On a natural 20, your claws have a small chance of dealing 100 points of elemental damage to a creature with over 1000 hit points, or destroying outright a creature with under 1000 hitpoints with a massive burst of elemental damage. Creatures immune to your chosen element are immune to this effect, as well as creatures immune to instant death effects.
So, either - as a monk - you have insane unarmed slashing damage, or you have an evasion caster with a highly-buffed breath attack, which will draw massive aggro. As a Savant, you'll have huge elemental resistances. As a PM, you'll have the Easter Egg'd "dracolich" benefits. As a monk, you'll be some kind of horrifying beast with vorpal 2d10 17-20x2 claws and inherent elemental burst...at the cost of either of the very nice Monk PrEs and Touch of Death/Rise of the Phoenix.
I'm a Kobold
You're a Kobold
He's a Kobold
She's a Kobold
Wouldn't you like to be a Kobold too?
Kobolds still hate me after slaughtering them and if I'm a kobold I'll just do it again and they'll hate me again. that'd break my weak kobold mind and I'd have to commit suicide.
Originally Posted by Trillea
I'd love to make my Kobold tumble :D
Kobolds are known to be tribal in Stormreach so would have no problems fighting others of their own kind.
Just like Drow PCs have no problems going into Searing Heights or VoN 3 and wiping out their brethren and sistren.
The largest problem quest for me in this way is PURGE THE HERETICS - No Cleric or Paladin of the Sovereign Host should be anywhere near this quest.
Kobold love hate... they should have like 500%incite racially
No I would rather have sadistic xenophobic lizards than shorter fat halflings with magic as player characters.
Originally Posted by Blank_Zero
Kobold racial enhancements:
Abundant step 1 ap, ml 1
Stand on air 1 ap, ml 3, requires abundant step
Kobold still hate you 1/2/3 ap, ml 2/4/6, racial bonus to incite 200/400/800%
Kobold barrels 1/2/3/4/5/6 ap no min lvl, inrease carry capacity by mulitiplier x2/4/6/8/10/12
Kobold movement priority 4 ap, ml 10, kobolds have tamed the lag monster, and everything is pushed aside for you movement.
Sorry about the lack of descrition and format but I am typing this up on my phone at work.
Originally Posted by DawnofEntropy
You've never seen Punpun, have you?
Originally Posted by DawnofEntropy
But seriously, they're weak as per the Monster Manual. But enhancements can easily make up for it. Give them hella enhancements, that let you turn your AP into awesomesauce, and they're certainly feasible.
Kobolds would make -amazing- sorcs and rogues as-is.
eh that was said so I could hopefully break a few Kobold fan spirits so they'd come to the Goblin side, after I realized that having kobolds are better than having neither I'm back on the Kobold side.
Originally Posted by Hollowgolem
-4 STR, +2 DEX, -2 CON
Dragon Disciple racial pre (ability boosts, breath weapon, energy resistance, natural armor and wings, elemental damage boost, counts as scorcerer)
Racial evasion I/II/III (35%/20%/0% damage on a successful reflex save for 2/4/6 AP)