Kobold Twins [Archive] - Wizards Community

Post/Author/DateTimePost
Thomar_of_Uointer

01-18-07, 02:07 AM
Okay, I feel totally uninspired about this. This is a pair of kobolds with a sun and moon theme (but it's not necessary, I just want them to nearly be polar opposites even though they get along very well). Any ideas on interesting backstory NPCs would be appreciated, as the only kobold character I have on hand is an antisocial werecat.

Here's what I have so far.

Solnze and Luna are twin kobolds, hatched from the same egg. Among their tribe, twins are heralded as mystics with deep connections to the spirit world, capable of wielding great magical abilities. Unfortunately, when Solnze and Luna came of age, it was prophesized that they would bring a terrible cataclysm upon the world. Forced into exile, they now wander the upper levels of the Underdark in search of more prophetic hints as to what role they may play.
Both of the twins have identical patterns of dull yellow scales streaked with a grayish blue. However, where Solnze has a yellow circle on his forehead, Luna's is a crescent.
Solnze is the more boisterous and agressive of the pair. He is constantly on his toes, ready to spring into a fight at a moment's notice.
Conversely, Luna is calm and laid back. She is not willing to engage in conflict unless absolutely necessary, and likes humanoids of any species.

And various crunchy stuff.
Solnze
m kobold battle sorcerer 1
TN small humanoid (reptilian)
Init +3; Senses darkvision 60'; Listen +2, Spot +2
Light sensitivity
Languages Draconic, Common

AC 15 (+1 size, +1 natural armor, +3 Dex), touch 14, flat-footed 12
Can't be flat-footed or flanked unless Luna is too.
hp 9 (1 HD)
Fort +1, Ref +3, Will +4

Speed 30' (6 squares)
Melee heavy pick -2 (1d4-3 piercing/x4)
Ranged crossbow +4 (1d8 piercing/19-20) increment 80'
Space 5'; Reach 5'
Base Atk +0; Grp -7
Combat Gear 3 flasks of acid (3 lb, in pockets), 20 Small bolts (.5 lb, on belt)
Spells (CL 1):
1 (3) - shield
0 (4) - detect magic, disrupt undead, flare

Abilities Str 4, Dex 16, Con 12, Int 12, Wis 15, Cha 15
SQ Darkvision 60', light sensitivity
Feats Fated
Ranks Concentration 4, Intimidate 4, Spellcraft 4
Skills Concentration +5, Intimidate +6, Spellcraft +5
Posessions subterranean explorer's outfit (worn), Small heavy pick (3 lb, on belt), Small light crossbow (2 lb, on belt), -53 gp
Light 9.75, medium 19.5, heavy 29.25

+2 racial bonus to Craft (trapmaking), Profession (miner), and Search checks

Light sensitivity (Ex): Dazzled in bright sunlight (-1 to attack, Search, and Spot).


Luna
f kobold cleric of light and darkness 1
TN small humanoid (reptilian)
Init +3; Senses darkvision 60'; Listen +2, Spot +2
Light sensitivity
Languages Draconic, Common

AC 15 (+1 size, +1 natural armor, +3 Dex), touch ##, flat-footed ##
Can't be flat-footed or flanked unless Solzne is.
hp 9 (1 HD)
Fort +3, Ref +3, Will +4

Speed 30' (6 squares)
Melee touch -2
Ranged general +4
Space 5'; Reach 5'
Base Atk +0; Grp -7
Special Actions rebuke undead, greater rebuking, good fortune
Combat Gear flask of holy water (1 lb, in pocket), 3 flasks of alchemist's fire (3 lb, in pockets)
Spells (CL 1):
1 - cure light wounds, summon monster I, cloud eyes
0 - cure minor wounds, cure minor wounds, create water

Abilities Str 4, Dex 16, Con 12, Int 12, Wis 15, Cha 15
SQ Darkvision 60', light sensitivity
Feats Fated
Ranks Craft (alchemy) 4, Diplomacy 4, Heal 4
Skills Craft (alchemy) +5, Diplomacy +6, Heal +6
Posessions subterranean explorer's outfit (worn), Small backpack (.5 lb, on back), alchemy kit (5 lb, in backpack), -52 gp
Light 9.75, medium 19.5, heavy 29.25

+2 racial bonus to Craft (trapmaking), Profession (miner), and Search checks

Light sensitivity (Ex): Dazzled in bright sunlight (-1 to attack, Search, and Spot).

Good Fortune (Su): 1/day, reroll any one die.
Greater Rebuking (Su): 1/day, as a rebuke attempt command any undead that would normally be rebuked.


Build Notes:
These characters use 32 point buy. In theory, these could be played in place of a single character with a Level Adjustment of +1, or having experience that would normally be distributed to a single character split evenly between the two (the cleric/sorcerer combo just gets better as they progress, and is comparable to established/broken things like Leadership). Their forte is ranged combat and sneak attacks, but running away or hiding is preferable.

Solnze should invest in anything that allows ranged touch attacks and keeps himself alive if he has to screen. Luna should choose spells that keep her and Solnze alive.


Solzne uses the Battle Sorcerer variant from UA. He has d8 Hit Dice, 3/4 BAB, replaces Bluff with Intimidate as a class skill, is proficient with one light/onehanded martial weapon and light armor, does not incur ASF from light armor, has one less spell slot per spell level, and knows one less spell per spell level (minimum one per spell level).


Custom material:

Shadow Domain
Once per day, you can perform a greater rebuking against undead in place of a regular rebuking. The greater rebuking is like a normal rebuking except that the undead creatures that would be rebuked are commanded instead.
Shadow Domain Spells
1: Cloud eyes
2: Darkness
3: Deeper darkness
4: Shadow conjuration
5: Shadow evocation
6: Shadow walk
7: Shadow conjuration, greater
8: Shadow evocation, greater
9: Shades

Cloud Eyes
Necromancy [Darkness]
Level: Clr 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Short (25' + 5'/2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Fort negates
Spell Resistance: Yes
For the duration of the spell, the target suffers concealment (20% miss chance) to all of its attacks.

Fated [General]
You and another creature are inexplicably linked, almost as though you share the same soul.
Prerequisite: Must take this feat at the same time as another individual.
Benefit: As long as you and your companion are within 50 miles, you are in constant communication. If one is aware of a particular danger, you both are. If one is not flat-footed, neither of you are. When together, neither of you is considered flanked unless both of you are.

Twilight Arc, Lesser
Evocation [Light, Darkness]
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action; see text
Range: Close (25' + 5'/2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Reflex negates, Fortitude partial
Spell Resistance: Yes
You emit a coruscating arc of alternating light and darkness, dealing 1d6 points of damage per caster level (to a maximum of 5d6) and the target must make a Fortitude save or be dazzled (-1 to attack, Search, and Spot) for one round per caster level.
If an ally has lesser twilight arc, twilight arc, or greater twilight arc prepared and the target is within range when you cast this spell, he may cast it as an immediate action to bolster you. Lesser twilight arc grants a +1 enhancement bonus to your caster level and a +1 enhancement bonus to the save DC. Twilight arc grants a +2 enhancement bonus to your caster level and a +2 enhancement bonus to the save DC. Greater twilight arc grants a +3 enhancement bonus to your caster level and a +3 enhancement bonus to the save DC.

Twilight Arc
Evocation [Light, Darkness]
Level: Brd 4, Clr 4, Sor/Wiz 4
Range: Medium (100' + 10'/level)
Duration: Instantaneous, see text
Saving Throw: Reflex negates, Fortitude partial
As lesser twilight arc, but the spell deals 1d6 damage (to a maximum of 10d6) and the target must make a Fortitude save or be blinded for one round per caster level.

Twilight Arc, Greater
Evocation [Light, Darkness]
Level: Brd 6, Clr 6, Sor/Wiz 6
Range: Medium (400' + 10'/level)
Duration: Instantaneous, see text
Saving Throw: Reflex negates, Fortitude partial, Will partial
As lesser twilight arc, but the spell deals 1d6 damage (to a maximum of 15d6), the target must make a Fortitude save or be blinded for one round per caster level, and the target must make a Will save or be stunned for one round.

Lifefated [General]
You and your companion have such a strong bond that you are nearly like one person with two bodies.
Prerequisite: Fated
Beneift: You and your companion gain abilities based on your level. Your companion does not gain these abilities unless she also takes this feat.
Level Ability
1st-5th Alertness
6th-10th Aid
11th-15th Transfer Harm
16th-20th Shield other
Alertness (Ex): As long as your companion is within arm's reach, you gain the Alertness feat.
Aid (Ex): As long as your companion is within arm's reach, she gains a +1 insight bonus to AC and saving throws.
Transfer Harm (Su): With a touch, you may transfer your companion's afflictions to yourself. Your companion heals any amount of damage you choose (it is possible to bring yourself to 0 or fewer hit points), and you lose an equal number of hit points. This damage cannot be resisted or bypassed in any way, damage reduction and regeneration do not lessen or change this damage, and the damage is typeless. Alternately, you may use this ability to absorb one poison or one disease afflicting your companion into yourself. When you absorb a poison or disease, you do not take any of the damage previously dealt to your companion by the affliction, but you do assume the burden of making the secondary and/or continuing Fortitude saves to combat the affliction. Finally, you may transfer ability damage to one ability score from your companion to yourself.
Shield Other (Sp): You may cast shield other on your companion (as the spell as a caster of your level) once per day.

Spellfated [General]
You and your companion have such a strong bond that magic affects you like you are the same person.
Prerequisite: Fated
Beneift: You and your companion gain abilities based on your level. Your companion does not gain these abilities unless she also takes this feat.
Level Ability
1st-5th Mind barrier
6th-10th Share spells
11th-15th Deliver touch spells
16th-20th Scrying
Mind Barrier (Ex): If you fail a saving throw against a mind-affecting effect, your companion may choose to buffer you at her expense. Your companion also becomes subject to the effect if possible, and if she succeeds on her save so do you.
Share Spells: At your option, you may have any spell (but not spell-like ability) you cast on yourself also affect your companion. The companion must be within 5' at the time of the casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting your companion if she moves farther than 5' away and will not affect her again even if she returns before the duration expires. Additionally, you may cast a spell with a target of "You" on your companion (as a touch range spell) instead of on yourself. You and your companion may share spells even if the spells normally do not affect creatures of your companion's type.
Deliver Touch Spells (Su): Your companion can deliver touch spells for you. If you and your companion are in contact at the time you cast a touch spell, you can designate your companion as the "toucher." You companion can then deliver the touch spell just as you could (using its own base attack bonus). As usual, if you cast another spell before the touch is delivered, the touch spell dissipates.
Scrying (Sp): You may scry on your companion (as if casting the scrying spell as a caster of your level) once per day.
Thomar_of_Uointer

01-23-07, 12:18 AM
Kicks thread.

One more try, here's my next draft. Any comments? I might be completely restatting these two later on, the custom spells are from my stock.

Among the Oightgard tribe of kobolds, twins hatched from the same egg are held to have a special connection to the Spirit World. Many such pairs have become mighty champions of the tribe, always wielding sorcerous or divine powers in tandem.
Solnze and Luna were hatched from the same egg, and thus were destined to great things. However, on the night that they were to be named and their fate traced out in the ancient tongue, their tribe's elder keeled over dead with no sign of illness or injury. The sudden death of the elder caused a schism in their tribe that lasted for an entire month as various leaders sought power. Hoping to reunite the tribe, the spiritual leaders offered to kill the twins as a peace offering, and it was found to be acceptable to all parties involved.
However, the twins had already detected a hostile climate, and were long gone with a significant portion of the tribe's stores.

Both of the twins have identical patterns of dull yellow scales streaked with a grayish blue. However, where Solnze has a yellow circle on his forehead, Luna's is a downward-facing crescent.
Solnze is the more boisterous and agressive of the pair. He is constantly on his toes, ready to spring into a fight at a moment's notice. Solnze wields fire and light magic, focusing on creativity and destruction.
Conversely, Luna is calm and laid back. She is not willing to engage in conflict unless absolutely necessary, and likes humanoids of any species. She wields ice and dark magic, focusing on predictability and creation.
Together, the twins are highly resourceful and powerful. In a two-thousand mile trek from an unknown and unexplored part of the underworld to the surface, they have achieved more than most wizards have achieved in an entire lifetime.