Thursday, July 4, 2019

[Classes] Four Kobold Classes

All these classes are Kobolds. If you're a kobold, you're a small cold-blooded dragonic minion. Kobolds are about as smart as humans, just weaker and with less self preservation instinct, so you generate your Strength with a 1d8+1 roll and have a base AC of 12 from being small and scaly. Also, you have the innate move of Sacrifice. Whenever another party member takes a hit, you can jump in front of the attack if you're adjacent and take the damage instead. Additionally, all Kobolds can pick locks about as well as a first level thief, but isn't capable of picking locks more complex without further training. If you want to play a Kobold and not be one of these silly classes, you can play anything that's not a Fighter.

Kobolds also need Warm. Warm is a resource you need every day, like food with a ration. If you do not have at least one Warm, you treat this condition as filling your inventory spaces; you become sluggish and encumbered from the chill in your blood. Going multiple days without Warm can kill you. If you have more then one Warm, you can give it to another Kobold through touch. This is why Kobolds often sleep in big piles. Needless to say, you lose any Warm you have if your character is hit by a cold spell or attack that deals 2 or more damage.
Art @ExitStageLeft
Shiny-Finder
HD- d6
Max AC- 15 / Minimum Hit-Points- 4

Kobolds have a different definition of bravery then humans do. To a Kobold, life is less about conquering and overcoming obstacles and more about avoiding them and twisting them to your advantage. To deftly avoid danger is a Kobold heroic trait. Think about it- no Kobold will ever be able to beat up an ogre. To Kobolds, dodging under an Orc's swing and running between their legs to grab the jewels, then collapsing the tunnel behind you? That's a heroic feat akin to a human slaying that orc. Fighters just remind kobolds of the brutes in the dungeons they live around, Rogues are more worthy of praise.

You're a mix of a miner, thief, and warrior. You can use pickaxes like a d6 weapon if you couldn't already. You get +1 damage with all attacks at 3rd level and 7th level. You get +1 to hit with all weapons at 1st, 4th, and 8th level.

Kobolds aren't great at fighting, but they are fast and agile. They're great at climbing on people. You'll lose almost any grapple as a Kobold, but you can make a combat saving throw to wriggle out of people's grasp if you couldn't already. Plus, whenever you make this save, you can then make an attack roll with advantage against the being which grappled you on your next action, stabbing or striking them from that sneaky position. Also, give yourself +1 AC naturally.

At 10th level, you will find a massive diamond worth 100,000c. This is a major spell component that can be used to cast wishes, or sold to generate some real cash. Anyone bigger and stronger then you is likely to try and take it if your secret gets out.

Warm-Maker
HD- d6
Max AC- 14 / Minimum Hit-Points- 3

You make warm. You're a combination of a crafter, armor smith, survivalist, and pyromanic. You can create armor from feathers, leaves, spiderwebs, and other insulating material which helps prevent cold weather from sapping the warm from kobolds. Your knowledge of sewing is akin to sorcery for other kobolds- though other races wouldn't need a special skill to do this. You can also repair clothes and armor pretty fast too, taking a turn to repair a patch or hole.

You can start fires with anything flammable and an exploration turn of time. You can also add your level to outside survivalist rolls to find warm shelter or to find food. If your system doesn't use rolls like this, just allow the Warm-Maker to find a cave to use as shelter that can fit a maximum number of creatures equal to their level, starting at 3rd level and above. Also, gain +1 maximum hit point every odd level 3rd level and up.

Warm Makers also deal additional damage with fire. You can throw firebombs, use torches as weapons, use flame rods or other magic items to great effect. You get +2 to hit and damage with any flaming object or spell effect, though you can't cast spells yourself.

At 6th level, increase your maximum AC by +1. At 8th level, you lose the Kobold's weakness to cold based spells and attacks, and gain a +1 resistance to fire.

At 10th level, you gain the inner flame. You generate two Warm per day naturally, and can light any small, flammable object you can hold in your hands on fire at your will, magically, and can burn people dealing 1 damage per round you grab them with your flaming hands. Warm-Makers of this level may aspire to learn how to breath fire, to emulate the power of the Dragons.

Kill-Trapper
HD- d4
Max AC- 14 / Minimum Hit-Points- 3

You are adept with machines. Kobolds are naturally talented with mechanisms, traps, and dungeon hazards. It's an instinct like walking and talking for humans, or swimming for dogs. Even a Kobold raised in the woods that stumbled across a bear trap would know instantly what it was, how to trigger it, how to modify it, and would quickly come up with plans to use it to catch food- that's how innate Kobold's are with traps. To a Kobold, a trap primed and ready is a weapon like any other; luring someone into a trap is no different then slaying them with your own hand, the concept of “honorable combat” as other races define it is laughable.

The Kill-Trapper specializes in mechanisms and traps. You can pick locks equal to a Rogue, and can apply that same ability to machines. You can modify a trap that deals a number of damage die equal to your level or less to not trigger, or only trigger under certain broad conditions, such as making the pressure point less sensitive- It won't trigger for you, but will for a heavier creature. You can also use this ability to disable a trap temporarily, but not permanently disarming it. At 8th level and above, you can also interface with magical runes and traps by closing your eyes and scratching tiny modifications to the runes; however this does require you to have a friendly magician teach you some basics about that particular Runic spell.

Additionally, you gain +1 to hit with all weapons at 5th level. You gain advantage on all trap saving throws at 6th level and above. If this is too strong, just let the Kill-Trapper learn a new secret weapon instead.

At 10th level, you become so skilled with traps that you venture to create your own gauntlet. The gauntlet is a single floor of a dungeon, retrofitted to your design, one floor in a friendly character's tower you build for their protection, a large space to defend your treasure hoard, etc. The gauntlet is filled to the brim with traps. Every tile or 5ft area moved in the gauntlet has a 1 in 6 chance to activate a devious trap. All traps mapped out, avoided, or disarmed have an extra 1 in 6 chance to activate a secondary back up trap, which was just a decoy for the real traps. Traps in this place deal 1d6 damage on each failed save, growing by another die for each save you fail on a single trip. The first time you fail you are hit with an arrow that deals 1d6, then you're struck by a lightning spine for 2d6, then shoved into an acid pit that deals 3d6, and so on until you escape or die.

The gauntlet can be circumvented by the Kill-Trapper who made it, and anyone who they personally coach on the secret method to avoid the traps. If this method gets out, then whoever learns it can make their way through in absolute safety. If an enemy learns your method, you get a final 1 in 10 chance for a secret surprise trap to activate anyway, causing a save vs death to the offending intruder.

Proud-Crier
HD- d3
Max AC- 13 / Minimum Hit-Points- 2

Kobold Wizards. Criers are known to be quite fearsome- their spells lack none of the potency that a human mage might have and may be taught by dragons themselves. The crier has the ability to make their voice boomingly loud at their will, which echoes through caverns and dungeons incredibly well. This will almost certainly attract wandering monsters (5 in 6 chance), but is terrifying to kobolds and other intelligent creatures that respect the Wizard's power, causing a morale check.

You can cast spells. You are probably illiterate, but can 'learn' spells by listening to the invocations made by other Wizards, mimicking their voice in your own yippy shrill voice to learn spells that way. You must listen to spell incantations at least once per spell level of the spell. If you eventually do learn how to read and write, you can learn spells that way too.

At 8th level, you gain the power to focus your voice into a weapon. You can shout a cone of force that deals 1d4+1 damage to anyone struck by it. You can use this power 3 times a day before losing your voice, which will also stop you using any spells if you stress your throat.

At 10th level, you gain a 4th Circle spell slot, and you can also focus your voice and use your voice weapon power as many times a day as you want. Additionally, your voice has given you special status. Intelligent dungeon monsters regardless of their strength will give pause before attacking you if you speak in your Proud voice- make a morale check to attack, but they do not flee on a failed roll. Proud-Criers are among the only messengers between the kobolds' camps, and are also known for brokering trade agreements and alliances between different monster factions, as the only Kobold who can be taken seriously is one with incredible arcane might.

Proud-Crier Spell Table
Level
1st Circle
2nd Circle
3rd Circle
4th Circle
1
1



2
2



3
2
1


4
3
1


5
3
2


6
3
2
1

7
3
2
2

8
3
2
2

9
3
3
2

10
3
3
2
1

1 comment: