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  1. #101
    Community Member ferd's Avatar
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    Quote Originally Posted by stretchcore View Post
    Another dragonmarked house (sivis) .
    Interesting choice.


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  2. #102
    Community Member dlsidhe's Avatar
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    Default And one more time...

    Revised Kobold Koncept based on the most recent feedback (and that I agree, actually, that giving them a wisdom bonus is both OP and totally ridiculous). Remember, of course, that player kobolds are exceptional examples of their race.

    Kobold

    Base Stats

    Str: 6
    Dex: 8
    Con: 8
    Int: 8
    Wis: 8
    Cha: 10

    Kobolds are a common reptilian race in Eberron claiming draconic descent. While not possessing the physical power of other races, those few that brave the outside world in pursuit of adventure have a confidence in their abilities that few other races can match.

    Racial Trait Feats

    Kobolds are treated as small creatures, and as such gain +2 to hide and move silently checks, and a natural +1 to armor class, attack, and dodge. However, they have only 3/4 the carrying capacity of a standard creature of comparable strength.

    Kobold Scales: A kobold's skin affords it some minor protection in the form of DR 1/piercing.

    Kobold Natural Weapons: All unarmed melee attacks by a kobold are considered to be slashing-type damage rather than bludgeon, dealing 1d4 base damage with a 19-20x2 critical range and multiplier. A kobold monk retains the slashing damage and critical profile while scaling the damage dice.

    Kobold Resistance: Kobolds eat anything without ill effects, and accordingly have immunity to natural diseases and poisons. Magical and supernatural diseases and poisons are not affected by this feat.

    Kobold Agility: Kobolds gain an inherent +4 bonus to jump and tumble.

    Kobold Paranoia: Kobolds gain +2 to Spot, Listen, and Search checks, and +2 to Saves vs. Traps.

    Kobold Trapmaking: A kobold with the trapmaking feat receives a +2 to Disable Device checks and has a higher chance of scavenging parts from disabled traps than other races.

    Kobold Hatred: Kobold always hate you. Consequently, most other living, intelligent creatures hate kobolds. All kobolds generate 10% more hate and have a +2 to Intimidate checks, a -2 to Haggle, and a -4 to Diplomacy.

    Kobold Confidence: Through raw self-assurance, kobolds gain an inherent +2 to UMD checks. Kobold will make the shiny work.

    Kobold Goblinoid Hatred: Kobolds hate goblinoids. They receive a bonus +1 to hit and damage against any goblinoid creature.

    Racial Automatic Feats

    Kobold Memory (autogrant, requires Wizard, Druid, or Cleric level 3): Kobold never forgets, and a cleric, druid, or wizard kobold can use this feat to change spells from their book without resting. 15 minute cooldown, does not reset with rest.

    Kobold Wings (requires Kobold level 17, autogrant): A kobold channels its draconic heritage to fly for short periods. Mimics the effects of the monk's Abundant Step. 5 uses, recharges every 20 seconds in quests and wilderness areas, 5 seconds in public areas. As this is a physical ability rather than a magical/ki-based one, there is no cost associated, but it does not benefit from any enhancements that affect Leap of Faith, Abundant Step, or Wind Dance.

    Racial Selectable Feats

    Advanced Kobold Trapmaking (requires Trapmaking and character level 12): Kobolds love of traps prevents Disable Device checks from automatically failing on a roll of 1.

    Kobold Charm: Removes the effects of Kobold Hatred, including the +2 to intimidate.

    Kobold Gourmet (requires character level 10): Kobolds who have enjoyed a wide variety of...food...are heartier than their companions, gaining a +8 bonus to saves against all diseases and poisons, and no longer failing automatically on a roll of 1.

    Racial Enhancements

    Kobold Color Dragon Lineage I (AP Cost: 2, AP Progression: 8AP spent): You gain a stacking 5-point resistance to appropriate element damage. Lineage II would cost 4AP at 32AP spent for a stacking 10-point resistance to an elemental damage type. Repeat for each dragon color.

    Kobold Color Dragon Breath (AP Cost: 4, AP Progression: 42 AP spent, requires Kobold Color Dragon Lineage II): You may create a small AOE damage effect dealing 1d2+2 per character level of appropriate element damage. This ability has a 240s cooldown, and is treated as a level 4 spell for enhancement purposes.

    Racial Charisma Enhancements

    Scent Fighting (AP Cost 2/4/6, available at character level 5/9/13): A kobold fights by smell as well as sight, and ignores up to 10/20/35% of displacement, blur, or incorporeality.

    Kobold Natural Weapon Damage (AP Cost 2/4): A Kobold gains +1/2 to damage when using any natural weapons. This applies to wildshaped kobold druids as well.

    Kobold Natural Weapon Attack (Ap Cost 2/4): A Kobold gains +1/2 to attack when using any natural weapons. This applies to wildshaped kobold druids as well.

    Thickened Scales (AP Cost 1/2/3): Adds +2/3/4 to the DR/Piercing natural to kobolds, for a total of DR/(3/4/5).

    Faith Line

    2 Available. Kobolds do not gain access to Sovereign Host or Silver Flame lines, as the Iredar place their faith only in their draconic heritage.

    Paragon of the Iredar: Grants proficiency in Tower Shields and Bastard Swords. FvS Capstone - DR 10/Mithral, Aid as an SLA. (Note: The FvS Granted Feats that add to weapon damage/attack only add to the bastard sword portion. Shield bonuses require taking the associated feats). Advanced Faith Enhancement: Bonded Weapon - Cooldown 10 minutes, the Paragon bonds with their weapon and receives natural fighting bonuses and a BAB equal to character level while wielding it. Kobolds with monk levels treat the chosen weapon as a ki weapon for the duration of the enchantment. Duration is 5 minutes at first level and an additional minute for every character level past 5th. This counts as a weapon enchantment. Weapons can have only one enchantment at a time.

    Disciple of the Prophecy: Grants monk attack animation and speed, though not the flurry of blows feat for the attack bonus. FvS Capstone - DR 10/Mithral, Bless as an SLA. Advance Faith Enhancement: Draconic Power - Cooldown, 10 minutes, grants a +6 insight bonus to strength, a BAB equal to character level while unarmed, and a 15% bonus to attack speed for 45 seconds.

    As a racial PrE, following the idea of the enhancement update, I would suggest either Angel of Vengeance or (depending on the mechanic of the PrE) Divine Avenger.
    Last edited by dlsidhe; 08-15-2012 at 11:09 PM.
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  3. #103
    Community Member Asmodeus451's Avatar
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    Quote Originally Posted by dlsidhe View Post
    Revised Kobold Koncept based on the most recent feedback (and that I agree, actually, that giving them a wisdom bonus is both OP and totally ridiculous). Remember, of course, that player kobolds are exceptional examples of their race.

    Kobold

    Base Stats

    Str: 6
    Dex: 8
    Con: 8
    Int: 8
    Wis: 8
    Cha: 10

    Kobolds are a common reptilian race in Eberron claiming draconic descent. While not possessing the physical power of other races, those few that brave the outside world in pursuit of adventure have a confidence in their abilities that few other races can match.

    honestly, i would give them a +2 bonus to Dex as well, offset by a -2 to Con

    Racial Trait Feats

    Kobolds are treated as small creatures, and as such gain +2 to hide and move silently checks, and a natural +1 to armor class, attack, and dodge. However, they have only 3/4 the carrying capacity of a standard creature of comparable strength.

    Kobold Scales: A kobold's skin affords it some minor protection in the form of DR 1/piercing.

    Kobold Natural Weapons: All unarmed melee attacks by a kobold are considered to be slashing-type damage rather than bludgeon, dealing 1d4 base damage with a 19-20x2 critical range and multiplier. A kobold monk retains the slashing damage and critical profile while scaling the damage dice.

    Kobold Resistance: Kobolds eat anything without ill effects, and accordingly have immunity to natural diseases and poisons. Magical and supernatural diseases and poisons are not affected by this feat.

    Kobold Agility: Kobolds gain an inherent +4 bonus to jump and tumble.

    Kobold Paranoia: Kobolds gain +2 to Spot, Listen, and Search checks, and +2 to Saves vs. Traps.

    Kobold Trapmaking: A kobold with the trapmaking feat receives a +2 to Disable Device checks and has a higher chance of scavenging parts from disabled traps than other races.

    Kobold Hatred: Kobold always hate you. Consequently, most other living, intelligent creatures hate kobolds. All kobolds generate 10% more hate and have a +2 to Intimidate checks, a -2 to Haggle, and a -4 to Diplomacy.

    Kobold Confidence: Through raw self-assurance, kobolds gain an inherent +2 to UMD checks. Kobold will make the shiny work.

    Kobold Goblinoid Hatred: Kobolds hate goblinoids. They receive a bonus +1 to hit and damage against any goblinoid creature.

    these look great

    Racial Automatic Feats

    Kobold Memory (autogrant, requires Wizard, Druid, or Cleric level 3): Kobold never forgets, and a cleric, druid, or wizard kobold can use this feat to change spells from their book without resting. 15 minute cooldown, does not reset with rest.

    Kobold Wings (requires Kobold level 17, autogrant): A kobold channels its draconic heritage to fly for short periods. Mimics the effects of the monk's Abundant Step. 5 uses, recharges every 20 seconds in quests and wilderness areas, 5 seconds in public areas. As this is a physical ability rather than a magical/ki-based one, there is no cost associated, but it does not benefit from any enhancements that affect Leap of Faith, Abundant Step, or Wind Dance.

    these seem slightly OP. particularly the "swap spells without resting." also, i dont like the "wings" idea from a lore perspective. ever seen a kobold with wings? Call it "Incredible Leap" and keep the same mechanics

    Racial Selectable Feats

    Advanced Kobold Trapmaking (requires Trapmaking and character level 12): Kobolds love of traps prevents Disable Device checks from automatically failing on a roll of 1.

    Kobold Charm: Removes the effects of Kobold Hatred, including the +2 to intimidate.

    Kobold Gourmet (requires character level 10): Kobolds who have enjoyed a wide variety of...food...are heartier than their companions, gaining a +8 bonus to saves against all diseases and poisons, and no longer failing automatically on a roll of 1.

    these seem mostly ok, tho i would increase the level req on Gourmet to 12 or 15

    Racial Enhancements

    Kobold Color Dragon Lineage I (AP Cost: 2, AP Progression: 8AP spent): You gain a stacking 5-point resistance to appropriate element damage. Lineage II would cost 4AP at 32AP spent for a stacking 10-point resistance to an elemental damage type. Repeat for each dragon color.

    like it, not too powerful, but nice to have

    Kobold Color Dragon Breath (AP Cost: 4, AP Progression: 42 AP spent, requires Kobold Color Dragon Lineage II): You may create a small AOE damage effect dealing 1d2+2 per character level of appropriate element damage. This ability has a 240s cooldown, and is treated as a level 4 spell for enhancement purposes.

    keep the AOE small, like Burning Hands small, and it sounds like a nice ability, tho for 4 AP i dont think a AOE more akin to Scorch would be unwarranted

    Racial Charisma Enhancements

    Scent Fighting (AP Cost 2/4/6, available at character level 5/9/13): A kobold fights by smell as well as sight, and ignores up to 10/20/35% of displacement, blur, or incorporeality.

    another good one

    Kobold Natural Weapon Damage (AP Cost 2/4): A Kobold gains +1/2 to damage when using any natural weapons. This applies to wildshaped kobold druids as well.

    i think what you meant was +.5[w] on natural attacks, if so, for that cost, it looks like a good one

    Kobold Natural Weapon Attack (Ap Cost 2/4): A Kobold gains +1/2 to attack when using any natural weapons. This applies to wildshaped kobold druids as well.

    again, if my assumption that you mean +5% to-hit (like Precision) is correct, nice enhancement

    Thickened Scales (AP Cost 1/2/3): Adds +2/3/4 to the DR/Piercing natural to kobolds, for a total of DR/(3/4/5).

    6 ap for DR 5/Piercing? meh. some might take it, some will skip it, which is a mark of good design

    Faith Line

    2 Available. Kobolds do not gain access to Sovereign Host or Silver Flame lines, as the Iredar place their faith only in their draconic heritage.

    Paragon of the Iredar: Grants proficiency in Tower Shields and Bastard Swords. FvS Capstone - DR 10/Mithral, Aid as an SLA. (Note: The FvS Granted Feats that add to weapon damage/attack only add to the bastard sword portion. Shield bonuses require taking the associated feats). Advanced Faith Enhancement: Bonded Weapon - Cooldown 10 minutes, the Paragon bonds with their weapon and receives natural fighting bonuses and a BAB equal to character level while wielding it. Kobolds with monk levels treat the chosen weapon as a ki weapon for the duration of the enchantment. Duration is 5 minutes at first level and an additional minute for every character level past 5th. This counts as a weapon enchantment. Weapons can have only one enchantment at a time.

    Disciple of the Prophecy: Grants monk attack animation and speed, though not the flurry of blows feat for the attack bonus. FvS Capstone - DR 10/Mithral, Bless as an SLA. Advance Faith Enhancement: Draconic Power - Cooldown, 10 minutes, grants a +6 insight bonus to strength, a BAB equal to character level while unarmed, and a 15% bonus to attack speed for 45 seconds.

    As a racial PrE, following the idea of the enhancement update, I would suggest either Angel of Vengeance or (depending on the mechanic of the PrE) Divine Avenger.
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  4. #104
    Community Member Khalesh's Avatar
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    Aasimar and/or Tieflings

  5. #105
    Community Member FranOhmsford's Avatar
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    Quote Originally Posted by dlsidhe View Post
    Revised Kobold Koncept based on the most recent feedback (and that I agree, actually, that giving them a wisdom bonus is both OP and totally ridiculous). Remember, of course, that player kobolds are exceptional examples of their race.

    Kobold

    Base Stats

    Str: 6
    Dex: 8
    Con: 8
    Int: 8
    Wis: 8
    Cha: 10

    Kobolds are a common reptilian race in Eberron claiming draconic descent. While not possessing the physical power of other races, those few that brave the outside world in pursuit of adventure have a confidence in their abilities that few other races can match.

    Racial Trait Feats

    Kobolds are treated as small creatures, and as such gain +2 to hide and move silently checks, and a natural +1 to armor class, attack, and dodge. However, they have only 3/4 the carrying capacity of a standard creature of comparable strength.

    Kobold Scales: A kobold's skin affords it some minor protection in the form of DR 1/piercing.

    Kobold Natural Weapons: All unarmed melee attacks by a kobold are considered to be slashing-type damage rather than bludgeon, dealing 1d4 base damage with a 19-20x2 critical range and multiplier. A kobold monk retains the slashing damage and critical profile while scaling the damage dice.

    Kobold Resistance: Kobolds eat anything without ill effects, and accordingly have immunity to natural diseases and poisons. Magical and supernatural diseases and poisons are not affected by this feat.

    Kobold Agility: Kobolds gain an inherent +4 bonus to jump and tumble.

    Kobold Paranoia: Kobolds gain +2 to Spot, Listen, and Search checks, and +2 to Saves vs. Traps.

    Kobold Trapmaking: A kobold with the trapmaking feat receives a +2 to Disable Device checks and has a higher chance of scavenging parts from disabled traps than other races.

    Kobold Hatred: Kobold always hate you. Consequently, most other living, intelligent creatures hate kobolds. All kobolds generate 10% more hate and have a +2 to Intimidate checks, a -2 to Haggle, and a -4 to Diplomacy.

    Kobold Confidence: Through raw self-assurance, kobolds gain an inherent +2 to UMD checks. Kobold will make the shiny work.

    Kobold Goblinoid Hatred: Kobolds hate goblinoids. They receive a bonus +1 to hit and damage against any goblinoid creature.

    Racial Automatic Feats

    Kobold Memory (autogrant, requires Wizard, Druid, or Cleric level 3): Kobold never forgets, and a cleric, druid, or wizard kobold can use this feat to change spells from their book without resting. 15 minute cooldown, does not reset with rest.

    Kobold Wings (requires Kobold level 17, autogrant): A kobold channels its draconic heritage to fly for short periods. Mimics the effects of the monk's Abundant Step. 5 uses, recharges every 20 seconds in quests and wilderness areas, 5 seconds in public areas. As this is a physical ability rather than a magical/ki-based one, there is no cost associated, but it does not benefit from any enhancements that affect Leap of Faith, Abundant Step, or Wind Dance.

    Racial Selectable Feats

    Advanced Kobold Trapmaking (requires Trapmaking and character level 12): Kobolds love of traps prevents Disable Device checks from automatically failing on a roll of 1.

    Kobold Charm: Removes the effects of Kobold Hatred, including the +2 to intimidate.

    Kobold Gourmet (requires character level 10): Kobolds who have enjoyed a wide variety of...food...are heartier than their companions, gaining a +8 bonus to saves against all diseases and poisons, and no longer failing automatically on a roll of 1.

    Racial Enhancements

    Kobold Color Dragon Lineage I (AP Cost: 2, AP Progression: 8AP spent): You gain a stacking 5-point resistance to appropriate element damage. Lineage II would cost 4AP at 32AP spent for a stacking 10-point resistance to an elemental damage type. Repeat for each dragon color.

    Kobold Color Dragon Breath (AP Cost: 4, AP Progression: 42 AP spent, requires Kobold Color Dragon Lineage II): You may create a small AOE damage effect dealing 1d2+2 per character level of appropriate element damage. This ability has a 240s cooldown, and is treated as a level 4 spell for enhancement purposes.

    Racial Charisma Enhancements

    Scent Fighting (AP Cost 2/4/6, available at character level 5/9/13): A kobold fights by smell as well as sight, and ignores up to 10/20/35% of displacement, blur, or incorporeality.

    Kobold Natural Weapon Damage (AP Cost 2/4): A Kobold gains +1/2 to damage when using any natural weapons. This applies to wildshaped kobold druids as well.

    Kobold Natural Weapon Attack (Ap Cost 2/4): A Kobold gains +1/2 to attack when using any natural weapons. This applies to wildshaped kobold druids as well.

    Thickened Scales (AP Cost 1/2/3): Adds +2/3/4 to the DR/Piercing natural to kobolds, for a total of DR/(3/4/5).

    Faith Line

    2 Available. Kobolds do not gain access to Sovereign Host or Silver Flame lines, as the Iredar place their faith only in their draconic heritage.

    Paragon of the Iredar: Grants proficiency in Tower Shields and Bastard Swords. FvS Capstone - DR 10/Mithral, Aid as an SLA. (Note: The FvS Granted Feats that add to weapon damage/attack only add to the bastard sword portion. Shield bonuses require taking the associated feats). Advanced Faith Enhancement: Bonded Weapon - Cooldown 10 minutes, the Paragon bonds with their weapon and receives natural fighting bonuses and a BAB equal to character level while wielding it. Kobolds with monk levels treat the chosen weapon as a ki weapon for the duration of the enchantment. Duration is 5 minutes at first level and an additional minute for every character level past 5th. This counts as a weapon enchantment. Weapons can have only one enchantment at a time.

    Disciple of the Prophecy: Grants monk attack animation and speed, though not the flurry of blows feat for the attack bonus. FvS Capstone - DR 10/Mithral, Bless as an SLA. Advance Faith Enhancement: Draconic Power - Cooldown, 10 minutes, grants a +6 insight bonus to strength, a BAB equal to character level while unarmed, and a 15% bonus to attack speed for 45 seconds.

    As a racial PrE, following the idea of the enhancement update, I would suggest either Angel of Vengeance or (depending on the mechanic of the PrE) Divine Avenger.
    Really much better!

    Just a coupla things:

    1. The Faith Lines you've set up for FavSouls ONLY - What do kobold Clerics get?
    I know Kobolds won't be a great choice as Clerics but let's not go too far the other direction.

    2. Dragon Breath - Pointless - Make it Burning Hands / Scorch / Fireball / Delayed Blast Fireball {as per the spells} and it may become worth taking.

    As for the replies from Asmodeus 451:

    1. How on earth can you consider Kobold Memory OP? Did you read the description properly? 15 Minute Cooldown {does not reset with rest} - This would be an Oh S**t button - Nothing more!

    2. As I said before Kobold Constitution shouldn't be low imo + we all know how a minus to Con causes issues in DDO.
    I'll take the 8 base Dex for 8 base Con - +2 Cha/-2 Str seems fair to me.

  6. #106
    Community Member Asmodeus451's Avatar
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    Quote Originally Posted by FranOhmsford View Post
    As for the replies from Asmodeus 451:

    1. How on earth can you consider Kobold Memory OP? Did you read the description properly? 15 Minute Cooldown {does not reset with rest} - This would be an Oh S**t button - Nothing more!

    2. As I said before Kobold Constitution shouldn't be low imo + we all know how a minus to Con causes issues in DDO.
    I'll take the 8 base Dex for 8 base Con - +2 Cha/-2 Str seems fair to me.
    1. if it were ONE spell every 15 min, fine, but every slot? OP

    2. agree with you, but thematically +dex -con is appropriate
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  7. #107
    Community Member FranOhmsford's Avatar
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    Quote Originally Posted by Asmodeus451 View Post
    1. if it were ONE spell every 15 min, fine, but every slot? OP

    2. agree with you, but thematically +dex -con is appropriate
    It never even occured to me that it could be construed as being every single slot!

    Of course now you've brought this up obviously there would have to be a limit.

    Let's say 1 Spell Level per 2 Kobold levels.

    So:

    Lvl 2 Kobold Wizard can swap one first Lvl spell every 15 minutes {How many lvl 2 quests don't have a shrine at least every 15 mins?}?

    Lvl 5 Kobold Wizard could swap 1 Lvl 2 or 2 Lvl 1 spells every 15 mins.

    Lvl 9 Kobold Wizard could swap 1 Lvl 3 and 1 Lvl 1 or 2 Lvl 2s or 4 Lvl 1s etc. every 15 mins.

    Lvl 18 Kobbie Wizard could swap 1 Lvl 9 or some other combination every 15 mins.

    But once swap is made - whether 1 spell has been swapped or 5 spells - Timer starts - You get one shot - No coming back later.

    Tbh I'd be able to get behind 1 slot but that may be considered too weak by some.



    Thematically a minus to Con can hardly be considered appropriate for Kobolds in Stormreach's Sewer system!

    PnP rules don't apply to DDO any longer and have changed drastically over the decades anyway.

    Before DDO and Eberron I doubt anyone would have ever considered giving Kobolds a Charisma bonus after all!

    Thematically should be in keeping with the world we're playing in and it's version of Kobolds.
    Last edited by FranOhmsford; 08-16-2012 at 04:07 PM.

  8. #108
    Community Member HongKongKid's Avatar
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    Quote Originally Posted by ormsbygore View Post
    Yeah, it's beed discussed many times. A lot of us really want it. Especially if they're anything like the Dragonwrought Kobolds from 3.5 Edition.

    Ok, so the stats are sucky(-4 Str, +2 Dex, -2 Con), but they're just awesome. I'm totally for the Playable Kobold Race.

    Let the wave of Gimpy Kobold Awesomeness Reign Over Stormreach!

    ~Nim
    Bad, they should have another +2 stat since they are losing 4 str. Like +2 wisdom.

    Oh and just to finish off:
    Ugh, another request for Kobold race, really, really?
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    I like this thread,it breaks the monotony of my day.
    Quote Originally Posted by PuppiesAndRainbows View Post
    Kobold make a wonderful satisfying crunch sound when killed; you can't kill just one.

    Vampires scream ranks up there with kobold crunch for satisfying slays.

  9. #109
    Community Member LightBear's Avatar
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    Then will they set up house in WW?

    And how does PvP kills effect my monster manual slayer count?

  10. #110

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    Quote Originally Posted by HongKongKid View Post
    Bad, they should have another +2 stat since they are losing 4 str. Like +2 wisdom.

    Oh and just to finish off:
    Ugh, another request for Kobold race, really, really?
    Plenty of races already give a wis bonus.
    Make it +2 int instead, since it seems that nearly every kobold spellcaster you encounter is throwing arcane spells, not divine! This would give a good alternative race for a wiz / arti / rogue to get a small int boost other than going drow.

  11. #111
    Community Member Ssdprref's Avatar
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    Quote Originally Posted by bhgiant View Post
    - A Kobolt has friends hiding everywhere. Using this ability will summon 10 Kobolds seemingly out of thin air to come and fight with you. This ability can be used once per dungeon.

    This is actually a good ability, Paragons are even hard to hit by players with semi-decent gear let alone ten scaled.
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  12. #112
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    Quote Originally Posted by MalarKan View Post
    Im aware of how this would require special and developed knowledge of the game mechanics in order to be non gimped, as it would surely turn out if it was a "free to VIPs!" playable race, for the new-to-the-game player. Thats why i would suggest this would be a race that should be unlocked after proving you have experience in playng and building characters in the game... what about unlocked via favors only, or after you hit level 20 with any other race, or after true reincarnating for the first time...

    this is such an oportunity for the implementation of a vast number of NPC races and monster that would make a vast number of players to regain their interest in the game, along wiht placing another objective for new players: unlocking the monsters you often fight against as playable characters! and not just reaching lvl 20, get more stuff... reincarnate, level to 20... rinse and repeat :P ...

    My humble 2 cents
    Easy, make it a new unlock for the Monster Manual!

  13. #113
    Community Member Nephilia's Avatar
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    -What if they would be not classic kobold but the medium sizes tainted kobolds like the "enter the kobold" kind?
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  14. #114
    Hero Nahual's Avatar
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    Im calling mine Kasquikjr
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  15. #115
    Community Member Todkaninchen's Avatar
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    Quote Originally Posted by FranOhmsford View Post
    Really much better!

    Just a coupla things:

    1. The Faith Lines you've set up for FavSouls ONLY - What do kobold Clerics get?
    I know Kobolds won't be a great choice as Clerics but let's not go too far the other direction.

    2. Dragon Breath - Pointless - Make it Burning Hands / Scorch / Fireball / Delayed Blast Fireball {as per the spells} and it may become worth taking.

    As for the replies from Asmodeus 451:

    1. How on earth can you consider Kobold Memory OP? Did you read the description properly? 15 Minute Cooldown {does not reset with rest} - This would be an Oh S**t button - Nothing more!

    2. As I said before Kobold Constitution shouldn't be low imo + we all know how a minus to Con causes issues in DDO.
    I'll take the 8 base Dex for 8 base Con - +2 Cha/-2 Str seems fair to me.
    Still would love to see a base running speed boost...

    Just for grins.

  16. #116
    Community Member beilschmidt's Avatar
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    I wonder how many of us has considered this idea, thinking about Deekin...

    (best hireling in NWN)
    English is not my native language, so please excuse my mistakes.
    Thelanis: Fossette (Your DC'ing raid cleric), Ampora (party's gimp CC bard), Eridana (worst Paladin tank in your party), Laeressa ("kill before you get killed" Barbarian), Dualscar (uncharismatic WF sorcerer)

  17. #117
    Community Member Todkaninchen's Avatar
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    Quote Originally Posted by beilschmidt View Post
    I wonder how many of us has considered this idea, thinking about Deekin...

    (best hireling in NWN)
    For me, I never played Neverwinter Nights or even heard about Deeking until after posting in threads about playable Kobolds.

    I just like the idea of an anti-conventional character, play rogue and artificer a lot, and think some of the more interesting ideas in character creation is to take a less-used strategy and make it work well. I mean, think about the fun of playing an epic version of what's assumed to be a gimped race and showing it's more about the person playing's decisions than the "OMG! You're not a WF Arcane or a Horc Barbarian!!!"

  18. #118
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    Still not sure why the basic 3E stats wouldn't work (they would and if we were to see kobolds, that's what I'd prefer they use), but wanted to mention this:

    Quote Originally Posted by dlsidhe View Post
    Kobolds are treated as small creatures, and as such gain +2 to hide and move silently checks, and a natural +1 to armor class, attack, and dodge.
    You might want to note that this is specifically a Size Bonus.

    Otherwise, no, don't much care for your write up.

  19. #119
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    Quote Originally Posted by FranOhmsford View Post
    Thematically a minus to Con can hardly be considered appropriate for Kobolds in Stormreach's Sewer system!
    Wrong. They just reproduce quickly.

    PnP rules don't apply to DDO any longer and have changed drastically over the decades anyway.
    They should, and the rule set this is based on hasn't really changed all that much over the decades.

    Before DDO and Eberron I doubt anyone would have ever considered giving Kobolds a Charisma bonus after all!
    You'd be wrong, and the idea was wrong every time it was proposed before.

    Thematically should be in keeping with the world we're playing in and it's version of Kobolds.
    Thematically, the kobolds in Eberron are pretty much teh same as the standard 3E kobolds. Which is what should be used if they were to be introduced as a player species.

  20. #120
    Community Member bartharok's Avatar
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    Default reproduction

    fast reproduction means also fast adaption.

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