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  1. #121
    Community Member dlsidhe's Avatar
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    I'm revisiting this after...amazingly...researching kobolds. So, a few notes leading in:

    1) The wisdom bonus was stupid.
    2) For flavor, these aren't "paragon" kobolds. These are the sewer kobolds we love.

    And, so, playable. Kobold. Race. Final version.

    Kobold

    Base Stats


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

    Kobolds are a common reptilian race in Eberron claiming draconic descent. Most kobolds of note fall into the services of dragons or fiends, but some city-dwelling kobolds have turned their innate paranoia into an advantage in the defense of their homes, seeking peace with and respect from other civilized races.

    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. Kobolds, however, cannot take the vorpal strikes epic feat.

    Weapon Proficiencies: All throwing weapons and light repeating crossbows.

    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.

    Sewer Life: Kobolds have a stacking 5 resistance to acid, and a +4 to swim.

    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 like mice hate cats. They receive a bonus +1 to hit and damage against any goblinoid creature.

    Racial Automatic Feats

    Kobold Gourmet (granted at 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 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.

    Racial Enhancements

    Scent Fighting: A kobold fights by smell as well as sight, and ignores up to 5/7/10% of displacement or blur

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

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

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

    Kobold Advanced Paranoia: Adds +2/3/4 to Spot, Listen, and Search, and +2/3/4 to saves against traps, while granting -2/3/4 to diplomacy and haggle. Grants active stance: Panic.

    *** Panic: When in panic stance, the kobold is immune to sneak attacks and critical hits, has a small chance of becoming raged for 10 seconds when attacked, a small chance of being paralyzed from fear for 5 seconds when attacked, and -15 to concentration.

    Kobold Enhanced Traps: Grenades, mines, and other traps receive +1/2/3 to their DCs.

    Racial PrE

    Rogue Mechanic, obviously.
    Thelanis - First Shire Dragons
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  2. #122
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    Talking

    Quote Originally Posted by Full_Bleed View Post
    Kobolds are for killin'.

    And collecting my crystals.

    Though, occasionally, they aren't bad fried in a little butter, garlic, and splashed with Tobasco.
    They're hard to clean though. There's a reason they call the drink a dirty kobold. But as it happens, I like my kobolds dirty anyway.

  3. #123
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    Talking Race change

    I think DDO needs to incorperate an option to change the race of toons. Ever since the latest changes I dislike my WF bar bar. I have like three or more toons I would love to change there race!!!

  4. #124
    Community Member Todkaninchen's Avatar
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    Quote Originally Posted by dlsidhe View Post
    I'm revisiting this after...amazingly...researching kobolds. So, a few notes leading in:

    1) The wisdom bonus was stupid.
    2) For flavor, these aren't "paragon" kobolds. These are the sewer kobolds we love.

    And, so, playable. Kobold. Race. Final version.

    Kobold

    Base Stats


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

    Kobolds are a common reptilian race in Eberron claiming draconic descent. Most kobolds of note fall into the services of dragons or fiends, but some city-dwelling kobolds have turned their innate paranoia into an advantage in the defense of their homes, seeking peace with and respect from other civilized races.

    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. Kobolds, however, cannot take the vorpal strikes epic feat.

    Weapon Proficiencies: All throwing weapons and light repeating crossbows.

    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.

    Sewer Life: Kobolds have a stacking 5 resistance to acid, and a +4 to swim.

    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 like mice hate cats. They receive a bonus +1 to hit and damage against any goblinoid creature.

    Racial Automatic Feats

    Kobold Gourmet (granted at 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 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.

    Racial Enhancements

    Scent Fighting: A kobold fights by smell as well as sight, and ignores up to 5/7/10% of displacement or blur

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

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

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

    Kobold Advanced Paranoia: Adds +2/3/4 to Spot, Listen, and Search, and +2/3/4 to saves against traps, while granting -2/3/4 to diplomacy and haggle. Grants active stance: Panic.

    *** Panic: When in panic stance, the kobold is immune to sneak attacks and critical hits, has a small chance of becoming raged for 10 seconds when attacked, a small chance of being paralyzed from fear for 5 seconds when attacked, and -15 to concentration.

    Kobold Enhanced Traps: Grenades, mines, and other traps receive +1/2/3 to their DCs.

    Racial PrE

    Rogue Mechanic, obviously.
    I still think they should have a higher move speed--as they do in PnP--than halflings... So, like a Barbarian...

    That would just be the topper...

  5. #125
    Community Member ThePrincipal's Avatar
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    Instead of the DR enchancement line, it should be Dodge %. Kobold Agility afterall. 1%Dodge plus 2/3/4 more for AP for 5% total.

    As a special, Turbine should offer the first people to buy Kobold Race a Kobold pet. Only thing better than one kobold is two kobolds.

    I know youre going for balance, but the Paranoia negatives are too much.
    Last edited by ThePrincipal; 02-13-2013 at 06:34 PM.

  6. #126
    Community Member dlsidhe's Avatar
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    Quote Originally Posted by Todkaninchen View Post
    I still think they should have a higher move speed--as they do in PnP--than halflings... So, like a Barbarian...

    That would just be the topper...
    A 10% move speed bonus would be sweet.

    Quote Originally Posted by ThePrincipal View Post
    Instead of the DR enchancement line, it should be Dodge %. Kobold Agility afterall. 1%Dodge plus 2/3/4 more for AP for 5% total.

    As a special, Turbine should offer the first people to buy Kobold Race a Kobold pet. Only thing better than one kobold is two kobolds.

    I know youre going for balance, but the Paranoia negatives are too much.
    I was REALLY torn on Paranoia. I agree with dodge bonus rather than DR. How would this work for Advanced Paranoia/Panic:

    Kobold Advanced Paranoia: Adds +2 to saves against traps and +2 to bluff, with a -2 penalty to diplomacy. Grants active ability: Panic

    *** Panic (shares cooldown with Uncanny Dodge): You become panicked for 15 seconds. When panicked, a Kobold gains a 25% dodge bonus, +6 to saves against traps, +10 to jump and tumble, and immunity to sneak attacks, but takes a -5 penalty to concentration, search, open lock and disable device, and has a 3% chance of being struck with a fear effect when damaged. There is also a small chance of your panic timer resetting when damaged, which extends the time of the panic, but stacks neither bonuses nor penalties.

    ETA: Oh, and a racial capstone for the new enhancements.

    Capstone: Always Hate You! (multiselector): Choose one type of enemy. Against that enemy, you are treated as though in a berserker rage, gaining +5 damage, +5 to saves, -5AC, +5 to hit. On critical hits, you add +3 to damage before multipliers.
    Last edited by dlsidhe; 02-14-2013 at 07:10 PM.
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  7. #127
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    No kobold playable race makes kobold sad!

  8. #128
    Community Member ddobard1's Avatar
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    I read some core rule books about dnd and never saw Kobold as playable race.

    /not signed

  9. #129
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    Kobold wants you to look harder. Kobold know its in a book and of course kobold know it wouldn't be in a CORE rule book. Kobold questions your intelligence.


    WHO DA KOBOLD

  10. #130
    Community Member ddobard1's Avatar
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    Quote Originally Posted by Raliar
    ....and of course kobold know it wouldn't be in a CORE rule book....
    this game has success because its related to dnd, thats my humble opinion....

  11. #131
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    Kobolds aren't related to dnd? A small reptile character makes as much sense as a living golem aka warforged. Why do you hate kobolds so. Your arguement, while your own opinion is null and void. It is completely related to dnd and would only make a huge amount of people happy that they have another race and a cute one at that!
    Last edited by Raliar; 03-05-2013 at 04:35 PM.

  12. #132
    Community Member donfilibuster's Avatar
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    Quote Originally Posted by ddobard1 View Post
    this game has success because its related to dnd, thats my humble opinion....
    It's right there in the monster manual, which is a core book.
    Core books are as per the instructions in any of those three books, it says you need those three books to play.

    D&D is not limited to core, all "official" 3.5e books published by WotC are branded D&D for this very purpose.
    They explained it when they invented the d20 licence to distribute the two licences separately.

    Non-core books are fair game for DDO, we already have a lot of stuff, mostly from the "complete" series.
    One tipically calls non-core the official books, and "3rd party" for other publishers.
    Remember the books are more of a world building kit than a full game, so the DM is free to pick what fits.

    The stuff in the SRD do count as core, the actual SRD of course, after all it's the reference we can cite.
    The various sites hosting it expand with more licenced content from other books, like epics and psionics.

    Here's the kobold: http://www.d20srd.org/srd/monsters/kobold.htm
    The "core" kobold is pretty weak, it's just that by the MM all humanoid monsters are playable.
    However, the kobold is expanded in the various official books related to dragons, where they became playable and powerful.

    What the devs can do with the kobold is entirely another matter, they will custom tailor them for DDO.
    When they do it is more of the question here, with the kobolds pulling the gnomes beards as a strong contender.

  13. #133
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    I am not sure why they couldn't add kobold. It's not like they're adding something rediculous like werewolves or dragons. They have the model implemented, they know the audience loves them. So I ask why not? They could make an entire expansion based off of kobolds. Like an entire kobold kingdom. They could give you a kobold starting area just for kobolds and yes their stats might be wonky but they could have very good racial abilities, they also wouldn't make the stats as severe as they're in 3.5.

    Make kobold happy!

    Make kobold a playable class!

    You dah Kobold!

  14. #134
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    Not signed.

    Kobolds are monsters, they are evil creatures which are killed on sight in both Ebberon and Forgotten Realms. There can be exceptions, like Deekin or that kobold trainer in the harbor, but it'd make no sense to have hundreds of them wandering in the city, bartering goods and drinking ale at the Rusty Nail tavern...

    I know a lot of people would be interested in playing them, but I think they'd lose interest as it becomes less special and less unique, kind of like the dual scimitar wielding, chaotic good drow, it was cool before, not anymore.

    Besides, a lot of players just hate the idea of having kobold as playable race, I know I do. The devs would do better to add a race that might be less popular but more serious and faithful to the setting, a race like Gnome for exemple. Not many people would be surprised or dissapointed if they added Gnome, unlike Kobold.

  15. #135
    Community Member Clapton's Avatar
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    Quote Originally Posted by Cathimon View Post
    Not signed.

    Kobolds are monsters, they are evil creatures which are killed on sight in both Ebberon and Forgotten Realms. There can be exceptions, like Deekin or that kobold trainer in the harbor, but it'd make no sense to have hundreds of them wandering in the city, bartering goods and drinking ale at the Rusty Nail tavern...

    I know a lot of people would be interested in playing them, but I think they'd lose interest as it becomes less special and less unique, kind of like the dual scimitar wielding, chaotic good drow, it was cool before, not anymore.

    Besides, a lot of players just hate the idea of having kobold as playable race, I know I do. The devs would do better to add a race that might be less popular but more serious and faithful to the setting, a race like Gnome for exemple. Not many people would be surprised or dissapointed if they added Gnome, unlike Kobold.
    Try actually reading these forums and you'll find there's a significant amout of people who loathe Gnomes {some even going so far as to post TRHEADS about how they should NEVER be added to DDO!

    I am not one of those people.
    I want Both Kobolds and Gnomes added to this game thank you very much!

    Oh and you also might want to learn something about the world you're playing in too.
    Eberron has Lawful Good Doomsphere's, Red Dragons, Liches - What have Kobolds done that makes them MOAR Evil than these eh?

    Drow in D&D ARE CHAOTIC EVIL in alignment!
    Yet we have Drizz't Do'Urden (the reason for all those Dual Scimi wielding Drow Even though he was a ONE-OFF!).
    Drow in Eberron can be ANY alignment!
    Why the problem with Kobolds again?

    Hobgoblins have their own nation in Eberron - Much more civilized than in other D&D Worlds!
    Orcs are the DRUIDS in Eberron!
    YET YOU SIMPLY CAN'T COUNTENANCE GOOD KOBOLDS?

    I assume you're talking about Goldscuttle when you say that traitor in the Harbour?
    What about The Exile (Favoured Soul trainer in the Marketplace)
    What about the Sorceror Trainer in the Harbour?
    What about all the Kobolds in Reaver's Refuge?

    Oh and I'd like you to consider the population of Stormreach {Kobolds DWARF THE OTHER RACES Here!}.
    We're coming out into the light whether you like it or not /Yark!

  16. #136
    Community Member FranOhmsford's Avatar
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    Quote Originally Posted by dlsidhe View Post
    I'm revisiting this after...amazingly...researching kobolds. So, a few notes leading in:

    1) The wisdom bonus was stupid.
    2) For flavor, these aren't "paragon" kobolds. These are the sewer kobolds we love.

    And, so, playable. Kobold. Race. Final version.

    Kobold

    Base Stats


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

    Kobolds are a common reptilian race in Eberron claiming draconic descent. Most kobolds of note fall into the services of dragons or fiends, but some city-dwelling kobolds have turned their innate paranoia into an advantage in the defense of their homes, seeking peace with and respect from other civilized races.

    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. Kobolds, however, cannot take the vorpal strikes epic feat.

    Weapon Proficiencies: All throwing weapons and light repeating crossbows.

    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.

    Sewer Life: Kobolds have a stacking 5 resistance to acid, and a +4 to swim.

    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 like mice hate cats. They receive a bonus +1 to hit and damage against any goblinoid creature.

    Racial Automatic Feats

    Kobold Gourmet (granted at 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 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.

    Racial Enhancements

    Scent Fighting: A kobold fights by smell as well as sight, and ignores up to 5/7/10% of displacement or blur

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

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

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

    Kobold Advanced Paranoia: Adds +2/3/4 to Spot, Listen, and Search, and +2/3/4 to saves against traps, while granting -2/3/4 to diplomacy and haggle. Grants active stance: Panic.

    *** Panic: When in panic stance, the kobold is immune to sneak attacks and critical hits, has a small chance of becoming raged for 10 seconds when attacked, a small chance of being paralyzed from fear for 5 seconds when attacked, and -15 to concentration.

    Kobold Enhanced Traps: Grenades, mines, and other traps receive +1/2/3 to their DCs.

    Racial PrE

    Rogue Mechanic, obviously.
    Not far off Perfection!

    A Few notes though:

    1. Carrying Capacity - Have you NEVER played Crystal Cove? - Kobolds can carry serious amounts!

    2. DR = Pointless / An Invuln item is going to make your DR/Piercing a waste of time!

    3. No to Light Repeaters as a Racial Feat - Leave these to Rogue Mechs/Artis pls!

    4. Scent Fighting is not borne out in the game - Plus with Ghostly becoming more widely available Pointless anyway!

    5. -2 Con - No, Just No!
    -2 to Intelligence instead - Kobold bonuses to traps will offset this for Rogues/Artis.
    Kobolds are Cunning and Wily {Wisdom} But aren't well known for their Intelligence!
    There's many Kobold Shamans & Witch Doctors around {Wis/Cha} But Mages are Rare {Int}!

  17. #137
    Community Member DynaTheCat's Avatar
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    Kobold yes?

    Practice Speed paint kobold modeled after ddo's model ref.

    Mmm.. makes me appreciate kobolds more....

  18. #138
    Community Member DynaTheCat's Avatar
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    I pity Kobolds. So, when a stupid knight raids a Kobold camp to steal their loot and gold; he meets the epitome of Kobold Kind!

    MUAHAHHAAH

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