Dark Explosive Kobold Kamikaze Crop Dust [Archive] - Wizards Community

Post/Author/DateTimePost
lekosis

04-07-08, 05:56 PM
I admit it. I only made an account on this forum so I could show this off.

Keep in mind that this little gem comes from the same group that built the stats for the DnD Death Star, which is better than the original Death Star because there is no exhaust port.


DARK EXPLOSIVE VAMPIRIC KOBOLD KAMIKAZE CROP DUST

STEP ONE: Take the Leadership feat and acquire a vampire cohort. Make sure the vampire cohort has the Corpsecrafter/Explosive Undead feat.
STEP TWO: Buy every kobold slave in Faeruun (sp?) or as many as you can afford.
STEP THREE: Vampirize all kobolds, diplomacize them into following you (or pre-dominate them).
STEP FOUR: (Optional, dependent on available funds) Give the kobolds Goggles of Day and Collars of Umbral Metamorphosis (they get a full-round action before sunlight destroys them, and their base land speed is increased by 10. The Endure Sunlight feat will give them a second full-round action).
STEP FIVE: Order kobolds into gaseous form and store them in flying, sunproof containers.
STEP SIX: Send flying containers over the enemy and release gaseous form kobolds.
STEP SEVEN: Kobolds use their full move action to pack in around the enemy.
STEP EIGHT: A turn later, sunlight kills kobolds and they explode, dealing 1d6 negative energy damage each.
STEP NINE: ???
STEP TEN: Profit.



This plan was constructed for a game that was strictly limited to 3.5 material. Had we been allowed 3.0 material, I would have used the vampiric creature template and applied it to a herd of warponies (or possibly something with the Stampede ability, for maximum negative energy damage).

The following stats are for a mostly unaltered kobold with a rough vampire spawn template (and the dark template) cobbled on top. Most of this data is entirely extraneous. The key information is the one hit die and the move speed.

Small humanoid (Reptillian, extraplanar)

HP: 6
Initiative: +5
Speed: 40 feet
AC: +1 size +1 Dex +1 natural +2 leather =15, touch 12, flatfooted 14
BAB: +1
Attack: Spear +1 melee (1d6-1/x3) or sling +3 ranged (1d3)
Darkvision 60, light sensitivity

Fort: --
Ref: +3
Will: -1

STR: 9
DEX: 13
CON: --
INT: 10
WIS: 9
CHA: 8

Endure Sunlight
Combat Reflexes
Dodge
Improved Initiative
Lightning Reflexes

Bluff +4, Craft trapmaking +2, Hide +10, Listen +6, Move Silently +6, Search +4, Sense Motive +4, Profession (miner) +2, Search +2, Spot +6

Blood Drain: 1d4 Con damage to pinned opponent, +5 temporary hit points
Domination: DC 14 will save, dominate person 5th level caster, 30 foot range.
Energy Drain: Slam attack DC 14 Fort save, negative level, +5 temporary hit points.
Fast Healing 2
Gaseous form: standard action, fly speed 30 perfect.
Spider Climb
Hide in Plain Sight (shadow)
Resistance to cold 10
Superior Low-light vision
Explosive: 1d6 negative energy, 10 foot radius when killed

Goggles of Day



One of our party members broke Faeruun's economy and got his hands on infinite cash, so this little ploy was going to deal something like 5 million d6 energy damage in one turn.

Threaten your DM with this the next time he pulls out the Faeruun campaign setting. Maybe he'll cry. *grin*