Team Kobold [Archive] - Wizards Community

Post/Author/DateTimePost
GreatSiron

07-30-07, 01:50 PM
Celebrating my obtaining Sojourner From The Mist Kingdom, (and my ever present boredom), presenting the first all Kobold adventuring team!

Ixen, mistress of metamagic and the draconic language

Sorcerer 5/Dracolexi 10

Str: 6 Con: 12 Dex: 14 Int: 14 Wis: 8 Cha: 16

1 Sorcerer Feat: Empower Spell Sub Lvl: Metamagic Specialist
2 Sorcerer
3 Sorcerer Feat: Eschew Materals
4 Sorcerer Boost Cha
5 Sorcerer
6 Dracolexi Feat: Practical Metamagic (Empower) Word: Speak
7 Dracolexi B. Feat: Still Spell
8 Dracolexi Boost Cha
9 Dracolexi Feat: CWI Word: Prolong
10 Dracolexi
11 Dracolexi
12 Dracolexi Feat: Quicken Spell Word: Replensh
13 Dracolexi
14 Dracolexi
15 Dracolexi Feat: Transdimensional Spell Word: Burn


Larc, mighty dragonblood warrior

Fighter 15

Str: 13 Con: 12 Dex: 16 Wis: 9 Int: 10 Cha 8
1 Fighter Sub: Spear Focus, Dodge, Dragon Wings
2 Fighter Sub: +2 Con Feat: Power Attack
3 Fighter Feat: Two Weapon Fighting
4 Fighter Sub: +2 Str Boost Str
5 Fighter
6 Fighter Feats: Improved Dragon Wings, Two-Weapon Pounce
7 Fighter
8 Fighter Feat: Oversized Two-Weapon Fighting Boost Str
9 Fighter Feat: Power Attack
10 Fighter Feat: Improved Bull Rush
11 Fighter
12 Fighter Feats: Shock Trooper, Improved Flight Boost Str
13 Fighter
14 Fighter Feat: WS (Shortspear)
15 Fighter Feat: MWM (Piercing)

Aderi, supplicant of the great song

Cleric 5/ Singer of Concordance 10

Str:8 Dex:12 Con:12 Int:12 Wis:15 Cha:10

Domains: Travel and Dragon

1 Cleric Feat: Dragonwought Gold Sub Level: Dragonblood Cleric (Fire)
2 Cleric
3 Cleric Feat: Augment Healing Sub Level: Divine Restoration (Lose Dragon Domain power)
4 Cleric Boost Wis
5 Cleric
6 Singer Feat: CWI
7 Singer
8 Singer Boost Wis
9 Singer Feat: Domain Spont. Travel
10 Singer
11 Singer
12 Singer Feat: Extend Spell Boost Wis
13 Singer
14 Singer
15 Singer Feat: Quicken Spell


Nupo, dragon of the wilds

Druid 14/ Beastmaster 1

Str:8 Con:12 Dex:14 Int:12 Wis:16 Cha:8

1 Druid Feat: Dragonwrought (Bronze)
2 Druid
3 Druid Feat: Skill Focus (Handle Animal)
4 Druid Boost Wis
5 Druid
6 Druid Feat: Natural Spell
7 Druid
8 Beastmaster Boost Wis
9 Druid Feat: CWI
10 Druid
11 Druid
12 Druid Feat: Extend Spell
13 Druid
14 Druid
15 Druid Feat: Quicken Spell


Teepo, Wings of Sharp Death

Fighter 8/Ranger 7

Str 12 Con 12 Dex 17 Wis 12 Int 8 Cha 8

1 Ranger Sub: Racial Enemy Fey Feat: Dragon Wings
2 Fighter Feat: Point Blank Shot
3 Ranger Feat: Precise Shot B. Feat: Rapid Shot
4 Fighter Sub:+2 Con Boost Dex
5 Ranger Sub: Kobold Endurance
6 Fighter Feat: Improved Dragon Wings
7 Fighter Sub: +2 Str
8 Ranger Sub: Dire Weasel, Kobold Spells Boost Dex
9 Ranger Feat: Improved Flight
10 Fighter
11 Ranger B. Feat: Manyshot
12 Fighter Feats: WS (Longbow), WF (Longbow) Boost Dex
13 Fighter
14 Ranger Sub : Subterranean Stride
15 Fighter Feats: Improved Precise Shot, RWM (Piercing)

and last but not least

Arc, Sneak and sniper

Rogue 1/Sorcerer 4/Unseen Seer 2/Spellwarp Sniper 5/Fatespinner 3

Str 8 Con 12 Dex 16 Int 14 Wis 8 Cha 14

1 Rogue Sub: Rapid Retreat, S.Trapfinding +2 Feat: Point Blank Shot
2 Sorcerer Sub: Metamagic Specialist
3 Sorcerer Feat: Empower Spell
4 Sorcerer Boost Cha
5 Sorcerer
6 Unseen Seer Feat: PM Empower
7 Unseen Seer B. Feat Still Spell
8 Spellwarp Sniper Boost Cha
9 Spellwarp Sniper Feat: Split Ray
10 Spellwarp Sniper B.Feat: Precise Shot
11 Spellwarp Sniper
12 Spellwarp Sniper Feat: PM (Split Ray)
13 Fatespinner
14 Fatespinner
15 Fatespinner Feat: Tactile Trapsmith


They may not be the most powerful adventures on Oreth, but they have what it takes to go the distance. The group is highly moblie (by APL 10, all members can fly without assistance) and has the tools to deal with just about anything Castle Greyhawk can throw their way. Arc can handle scouting and trap disarming, Aderi, with a little help from Ixen and Arc with disguse, is the perfect face. Larc and Nupo can keep monsters at bay and away from other party members, and Ixen can make sure those monsters have a hard time doing anything.

Update: Both Hariman's and Jay's builds were far superior to my own, so they have replaced my builds in the lineup.
Mithreinmaethor

07-30-07, 03:08 PM
I am still trying to figure out how all the 1st level Kobolds are going to get past the gate guards to play the Greyhawk Ruins arc myself :)
Pint_Glass_Crusader

07-30-07, 03:36 PM
That's why I fancy a Kobold Marshal... I'll use diplomacy to get past!

... and maybe stuff some ranks into [cross-class] disguise. Then breeze past the Greyhawk Gate... well maybe in my dreams, but a Marshal is a pretty good starting class for kobolds. Your aura can offset some of your poor stats, by giving damage bonuses etc.

... with the average spread of stats [3x14, 2x12, 1x10] you can get a nippy little Kobold, with "Improved Initiative" [level 1] and "weapon finesse" [to add extra "to hit" bonus at level 3] combined with the damage buffs [from "master of tactics" minor aura and "motivate ardor" major aura]... you get a pretty good level 3 Kobold with a different flavor to the [already] traditional Dragonblooded Sorcerer/Dracolexi or Flying Rogue.

Maybe add some levels of Rogue later for "sneak attack" to boost damage again, or even Paladin! (for a Dire Weasle mount!)
clannagh

07-30-07, 08:25 PM
I am still trying to figure out how all the 1st level Kobolds are going to get past the gate guards to play the Greyhawk Ruins arc myself :)

especially the ones that do not speak common
Jay_Ibero_911

07-30-07, 09:11 PM
Teepo, Wings of Sharp Death has no reason to take the hover feat when he can just take improved flight to get good manueverability and gain the ability to hover as a benefit of his improved manueverability.
RedKnightofKet

07-30-07, 09:24 PM
I have four words for my plan (although I still need two more volunteers):

"Teenage Mutant Ninja Kobolds!"

All some variation on monks.... and probably more funny than effective, but oh well :D
GreatSiron

07-30-07, 09:32 PM
Teepo, Wings of Sharp Death has no reason to take the hover feat when he can just take improved flight to get good manueverability and gain the ability to hover as a benefit of his improved manueverability.

Really, I thought you had to have perfect manueverablity to be able to hover without the feat?

EDIT: You're right. The Hover feat said you needed to have perfect, but the DMG says you only need to have good, so I will change it.
_metz_

07-30-07, 11:40 PM
Larc, mighty dragonblood warrior

Fighter 4/Barbarian 3/Sorcerer 1/DD 4/EWM 3

Str: 11 Con: 12 Dex: 16 Wis: 8 Int: 10 Cha 12

1 Fighter Feat: EWP:Spiked Chain,Weapon Finesse Retrain at 9
2 Fighter Sub: +2 Con
3 Barbarian Feat: Extra Rage
4 Barbarian Boost Str
5 Fighter
6 Barbarian Feat: Power Attack
7 Fighter Sub: +2 Str
8 Sorcerer Sub: Draconic Heritage (Brass) Boost: Str
9 DD Feats: WF (Spiked Chain) WS (Spiked Chain)
10 DD
11 DD
12 DD Feat MWM (Piercing) Boost Str
13 EWM Flurry of Strikes
14 EWM Trip Attack
15 EWM Feat: Reckless Rage Exotic Reach


Several Issue with this.

1. You will need to buy a +2 str booster to take power attack where you have it. Str 13 is required for power attack.

2. Why have you taken 3 Barbarian levels? 2 is where you should stop, if not 1st level.

3. Start as Barbarian. You need all the hit points/Skills you can get.

4. You lose 2 BAB in this build, and I think are too focused on the spiked chain. Especially as you aren't using it for battlefield control (no tripping and disarming feats). Might I suggest a damage producer? seeing as that seems to be what you are after.

5. Oh yeah, your points are off.

6. Your feats don't make much sense... (How are you getting 2 at level 9?)

Ok, seeing as you are taking an xp penalty ANYWAYS, here is my proposed build.

Draconic Kobold Fighter: (use a Greatsword or a Falchion)

Str: 13
Dex: 16
Con: 12
Wis: 8
Int: 8
Cha 11

1 Barbarian 1: Extra Rage
2 Fighter1: Power Attack
3 Fighter2: Sub: +2 Con
4 Fighter3:Stat Boost Str
5 Fighter4: Sub +2 Str <now you are str 16>
6 Hexblade1: Weapon Focus: (Greatsword?)
7 Hexblade2:
8 Hexblade3: Stat boost Cha. *Mettle
9 Hexblade4: Weapon Specialisation: Greatsword
10 DD1:
11 DD2: +2 Str
12 DD3: Melee Weapon Mastery: Slashing
13 DD4: +2 Str
14 Barbarian2: Uncanny Dodge
15 Some PrC1: Feat Reckless Rage?

You end up with a Str 21 kobold without items not raging. That will actually do some damage methinks, Unlike the str 11 version without tactical feats.

It still needs some work, but frankly I think that character will be much better at doing damage than the spiked chain fighter, and it only loses 1 BAB. Your spiked chain fighter doesn't disarm, use its reach, or trip, so I think you are just a little too over excited about it.
GreatSiron

07-31-07, 12:15 AM
Yeah, I guess I should have double checked my math on that one. I'll fix it. However, my build doesn't take an exp pen, since sorcerer is favored for kobolds, and the barbarain and fighter lvls are within one level of each other. I do not want to take one either. I'd prefer to lose a BAB or two. Now he's got a more powerful weapon, but EWM does nothing but add BAB. Anyone got a better Prestige Class?
delewobmesid

07-31-07, 12:30 PM
My submission for team kobold (this guy would be face for the group with losts of disguise pretending to be a halfling

Greyhawk Ruins arcana/trap funk Kobold 8,16,12,14,8,14
1 Rogue (racail sub of course) Dragonwrought
2 Bard
3 Rogue Dragon wings
4 Bard
5 Rogue (Racial sub)
6-10 Trapsmith (practiced spellcaster) & Craft something
11-15 sublime chord

funky spell progression and lots of skill requirements, but doable without retraining. not as solid as an unseen seer, but stranger by far...
LachlarlanIII

07-31-07, 02:56 PM
I am still trying to figure out how all the 1st level Kobolds are going to get past the gate guards to play the Greyhawk Ruins arc myself :)

The way I'll explain it is that my kobold was part of a diplomatic expedition to Greyhawk City. They came carrying the flag of parley, and were, at some length, found to be non-aggressive and allowed into the city.

Most of the inhabitants might not like the idea of a kobold staying in the city, but I don't expect any citizens of the largest cosmopolitan city in the Flanaess to be any less than unfriendly.
nicklaw17

07-31-07, 03:15 PM
The way I'll explain it is that my kobold was part of a diplomatic expedition to Greyhawk City. They came carrying the flag of parley, and were, at some length, found to be non-aggressive and allowed into the city.

Most of the inhabitants might not like the idea of a kobold staying in the city, but I don't expect any citizens of the largest cosmopolitan city in the Flanaess to be any less than unfriendly.

The trick is ensuring that the party trapsmith is primered on the finer points of hanging the "do not disturb" sign on the door at the inn.

One dead chambermaid, and it's all over for us...
control freak

07-31-07, 03:53 PM
only if you are caught
Jay_Ibero_911

07-31-07, 08:37 PM
Race:Kobold
Alignment: Neutral (Chronepsis)

STR-16 (10)-4
DEX-14 (6)+2
CON-15 (8)-2
INT-8 (0)
WIS-12 (4)
CHA-8 (0)

Lv1(Fighter)Dragon Wings, Weapon Focus (Scythe)
Lv2(Kobold Fighter)+2 CON
Lv3(Fighter)True Believer
Lv4(Kobold Fighter)+2 STR, +1 CON
Lv5(Barbarian)
Lv6(Pious Templar)Extra Rage
Lv7(Pious Templar)
Lv8(Pious Templar)Weapon Specialization (Scythe), +1 STR
Lv9(Pious Templar)Power Attack, Improved Dragon Wings
Lv10(Fighter)
Lv11(Fighter)Melee Weapon Mastery (Piercing)
Lv12(Fighter)Improved Flight, +1 STR
Lv13(Fighter)Improved Toughness
Lv14(Fighter)
Lv15(Fighter)Extra Smiting, Feat

Yes, he suffers a multiclassing penalty, oh well. At 15th he'll be able to do a Raging power dive smite that looks like this (assuming +6 strength belt):
15 bab + 8 STR + 3 feats + 1 weapon + 4 smite + 2 charge - 15 power attack=+18 attack
(1d6 + 30 power attack + 4 Smite + 4 specialization/mastery + 12 STR)x2=2d6+100 damage
Hand_OF_Mystra

08-01-07, 11:03 AM
The kobold teams could take swarmfighting and pluses to hit when they all melee together (I guess a downside to swamfighting is spells that target a square get all of them.)
LachlarlanIII

08-01-07, 11:18 AM
Race:Kobold
Alignment: Neutral (Chronepsis)

STR-16 (10)-4
DEX-14 (6)+2
CON-15 (8)-2
INT-8 (0)
WIS-12 (4)
CHA-8 (0)

Lv1(Fighter)Dragon Wings, Weapon Focus (Scythe)
Lv2(Kobold Fighter)+2 CON
Lv3(Fighter)True Believer
Lv4(Kobold Fighter)+2 STR, +1 CON
Lv5(Barbarian)
Lv6(Pious Templar)Extra Rage
Lv7(Pious Templar)
Lv8(Pious Templar)Weapon Specialization (Scythe), +1 STR
Lv9(Pious Templar)Power Attack, Improved Dragon Wings
Lv10(Fighter)
Lv11(Fighter)Melee Weapon Mastery (Piercing)
Lv12(Fighter)Improved Flight, +1 STR
Lv13(Fighter)Improved Toughness
Lv14(Fighter)
Lv15(Fighter)Extra Smiting, Feat

Yes, he suffers a multiclassing penalty, oh well. At 15th he'll be able to do a Raging power dive smite that looks like this (assuming +6 strength belt):
15 bab + 8 STR + 3 feats + 1 weapon + 4 smite + 2 charge - 15 power attack=+18 attack
(1d6 + 30 power attack + 4 Smite + 4 specialization/mastery + 12 STR)x2=2d6+100 damage

I'd drop Improved Toughness and take Improved Bull Rush, then at 15th, take Shock Trooper as your undecided feat.

That way you get to keep your BAB. Only downside is you need to hope you killed your target before it attacks back because your AC will be so low.
Jay_Ibero_911

08-01-07, 02:31 PM
I'd drop Improved Toughness and take Improved Bull Rush, then at 15th, take Shock Trooper as your undecided feat.

That way you get to keep your BAB. Only downside is you need to hope you killed your target before it attacks back because your AC will be so low.

Not a bad idea...it's a LONG way off, but good call.
Tanath

08-03-07, 02:41 PM
Here is my kobold build, similer to the Scythe one


"Croc the Terrible"

Starting stats
14 Str
15 Dex
10 Con
8 Int
8 Wis
11 Chr

He is a flying hammer type. He takes ALL the kobold
subsititution levels. Feats are in paranthesis

**********
1st Ftr Sub 1 "DragonWings" "Dodge" "SpearFocus"

Our kobold kinda sucks at this level, but not too bad.
Use a Spear and a large shield, to get an AC of 21
out the door

4 Armor + 2 Shield + 2 Dex + 1 Size + 1 Nat + 1 Dodge
= 21

***********
2nd Ftr Sub 2 +2 Con

The 2nd level kobold sub level nets a +2 con, easily
worth it.

**********
Ftr 3 "Improved DragonWings"

Use a longspear as your primary at this point, but
keep the shield if you need to.

At third level, the Kobold is flying with a reach
weapon. Use this to control the battlefield, if
possible.

This is the First money level. On a diving charge,
our kobold is doing 2d6+6, enough to take out any APL
2 bad guy, and maybe enough to take out an APL 4 guy.

**********
4th Ftr 4 +2 Str

2d6+8...getting better

*********
5th Sorc 1

Take "Enlarge" and "True Strike"

***********

6th Dragon Disciple "Weapon Spec: Longspear"

This is the Second money level, where the build starts
working. Assuming you enlarge yourself, purchase a +2
Str item and a magic weapon, on a diving charge, our
kobold is doing

2d8+20

A FAR cry better than before.

This keeps going up.

********
7th Dragon Disiciple +2 Str

2d8 +24

********
8th Dragon Disciple put your second natural ability
point into str, making it 24 when enlarged

2d8+26

**********
9th Dragon Disiciple +2 Str "Power Attack"

Here is your third money level

2d8+66 damage on a flying charge, assuming enlarged,
+4 str item, and +2 weapon. Pretty damn huge.

Keep going all the way up.

at 15th, assuming a +5 weapon and +6 str item and
enlarged

34 Str

(1d8+ 18 Str +5 weapon + 2 Spec + 22 Power attack) x2
= 2d8+94 on a diving charge, at +18 to hit, +38 if
True Strike.

You can add haste, bless, and heroism from other
casters to make that go waaaay up. Also, a bard would
increase his damage quite a bit as well.

Not too bad. I'm sure we can sweeten the pot and add
all kinds of goodies here.
GreatSiron

08-03-07, 02:47 PM
Here is my kobold build, similer to the Scythe one


"Croc the Terrible"

Starting stats
14 Str
15 Dex
10 Con
8 Int
8 Wis
11 Chr

He is a flying hammer type. He takes ALL the kobold
subsititution levels. Feats are in paranthesis

**********
1st Ftr Sub 1 "DragonWings" "Dodge" "SpearFocus"

Our kobold kinda sucks at this level, but not too bad.
Use a Spear and a large shield, to get an AC of 21
out the door

4 Armor + 2 Shield + 2 Dex + 1 Size + 1 Nat + 1 Dodge
= 21

***********
2nd Ftr Sub 2 +2 Con

The 2nd level kobold sub level nets a +2 con, easily
worth it.

**********
Ftr 3 "Improved DragonWings"

Use a longspear as your primary at this point, but
keep the shield if you need to.

At third level, the Kobold is flying with a reach
weapon. Use this to control the battlefield, if
possible.

This is the First money level. On a diving charge,
our kobold is doing 2d6+6, enough to take out any APL
2 bad guy, and maybe enough to take out an APL 4 guy.

**********
4th Ftr 4 +2 Str

2d6+8...getting better

*********
5th Sorc 1

Take "Enlarge" and "True Strike"

***********

6th Dragon Disciple "Weapon Spec: Longspear"

This is the Second money level, where the build starts
working. Assuming you enlarge yourself, purchase a +2
Str item and a magic weapon, on a diving charge, our
kobold is doing

2d8+20

A FAR cry better than before.

This keeps going up.

********
7th Dragon Disiciple +2 Str

2d8 +24

********
8th Dragon Disciple put your second natural ability
point into str, making it 24 when enlarged

2d8+26

**********
9th Dragon Disiciple +2 Str "Power Attack"

Here is your third money level

2d8+66 damage on a flying charge, assuming enlarged,
+4 str item, and +2 weapon. Pretty damn huge.

Keep going all the way up.

at 15th, assuming a +5 weapon and +6 str item and
enlarged

34 Str

(1d8+ 18 Str +5 weapon + 2 Spec + 22 Power attack) x2
= 2d8+94 on a diving charge, at +18 to hit, +38 if
True Strike.

You can add haste, bless, and heroism from other
casters to make that go waaaay up. Also, a bard would
increase his damage quite a bit as well.

Not too bad. I'm sure we can sweeten the pot and add
all kinds of goodies here.

You can't take improved dragon wings at 3rd, you'd have to take it when you have 6hd or more. Take Power Attack at 3rd and take Improved Dragon Wings at 6th, moving WS to 9th. (Or just take Improved Dragon Wings at 9th)
Jay_Ibero_911

08-03-07, 07:59 PM
You can't take improved dragon wings at 3rd, you'd have to take it when you have 6hd or more. Take Power Attack at 3rd and take Improved Dragon Wings at 6th, moving WS to 9th. (Or just take Improved Dragon Wings at 9th)

Also, with 8 INT you don't have enough skill points to get into DD with just fighter4/sorc1.
Hariman

08-04-07, 02:49 PM
Arc, Sneak and sniper

Rogue 3/Sorcerer 2/Unseen Seer 5/Spellwarp Sniper 5

Str 8 Con 12 Dex 16 Int 12 Wis 8 Cha 15

1 Rogue Sub: Rapid Retreat, S.Trapfinding +2 Feat: Point Blank Shot
2 Rogue
3 Sorcerer Sub: Metamagic Specialist Feat: Practiced Caster
4 Sorcerer Boost Dex
5 Rogue Sub: Improved Trap Sense +2, S.Trapfinding +4
6 Unseen Seer Feat: Tactile Trapsmith
7 Unseen Seer B. Feat Still Spell
8 Unseen Seer Boost Dex
9 Unseen Seer Feat: Split Ray
10 Spellwarp Sniper
11 Spellwarp Sniper
12 Spellwarp Sniper Feat: PM(Split Ray) B.Feat: Precise Shot Boost Cha
13 Spellwarp Sniper
14 Spellwarp Sniper
15 Unseen Seer Feat: WF: Ray

AUGH! NO! Bad greatSiron, BAD! No giving up three caster levels!

Skip out on levels 2 and 3 of rogue. Retrain skill ranks to keep your search/disable device high if you must. Losing those two extra levels of spellcasting will KILL this character more than once. I should know, I have a Rogue2/Wizard3 that wishes he could get rid of his Rogue level 2 (And evasion, which hasn't helped on those failed reflex saves.)

I recommend:

Rogue1
Sorcerer4
UnseenSeer2
Spellwarp Sniper5
Fatespinner3

Use Retraining to make the skill requirements and take Metamagic Specialist.

You'll want to have Empower Spell and Practical Metamagic at level6. And preferably Split Ray by 9 and Practical Metamagic by level 12.

Skip Practiced Spellcaster, as it's not really worth it if you don't take more than 2 levels in Unseen Seer. 1 caster level isn't that much.

Personally, I recommend taking only a few area spells (Blast of Flame, Vitriolic Sphere and Arc of Lightning being solid choices at higher levels.)

Or you could skip out on Spellwarp Sniper altogether and just go Unseen Seer 10. (With Practiced Spellcaster) This would net you more Sneak Attack (Better than Raystrike, as it's usable with orbs) more divination spells from other class lists (There are spells other than GraveStrike to take.)

Near Horizon (Complete Mage) is a good one. (Take no range penalties for 3 rounds with ranged weapons) Buff yourself up, put Sonic Weapon and Flame Arrow on your bow/arrows, go invisible, and snipe from a distance to conserve spells when you can. Plus, if you get access, you can craft Horizon Goggles.

Also, Unseen Seer lets you take Practical Metamagic (Still Spell), which means you could wear armor without a problem. Especially if you take Rapid Metamagic! Just cast fly, overland flight, or another speed enhancing spell to make up for the movement lost and take a few spells without somatic components so you can move around when you need to. (Until you get rapid metamagic.)
GreatSiron

08-04-07, 04:54 PM
AUGH! NO! Bad greatSiron, BAD! No giving up three caster levels!

Skip out on levels 2 and 3 of rogue. Retrain skill ranks to keep your search/disable device high if you must. Losing those two extra levels of spellcasting will KILL this character more than once. I should know, I have a Rogue2/Wizard3 that wishes he could get rid of his Rogue level 2 (And evasion, which hasn't helped on those failed reflex saves.)

I recommend:

Rogue1
Sorcerer4
UnseenSeer2
Spellwarp Sniper5
Fatespinner3

Use Retraining to make the skill requirements and take Metamagic Specialist.

You'll want to have Empower Spell and Practical Metamagic at level6. And preferably Split Ray by 9 and Practical Metamagic by level 12.

Skip Practiced Spellcaster, as it's not really worth it if you don't take more than 2 levels in Unseen Seer. 1 caster level isn't that much.

Personally, I recommend taking only a few area spells (Blast of Flame, Vitriolic Sphere and Arc of Lightning being solid choices at higher levels.)

Or you could skip out on Spellwarp Sniper altogether and just go Unseen Seer 10. (With Practiced Spellcaster) This would net you more Sneak Attack (Better than Raystrike, as it's usable with orbs) more divination spells from other class lists (There are spells other than GraveStrike to take.)

Near Horizon (Complete Mage) is a good one. (Take no range penalties for 3 rounds with ranged weapons) Buff yourself up, put Sonic Weapon and Flame Arrow on your bow/arrows, go invisible, and snipe from a distance to conserve spells when you can. Plus, if you get access, you can craft Horizon Goggles.

Also, Unseen Seer lets you take Practical Metamagic (Still Spell), which means you could wear armor without a problem. Especially if you take Rapid Metamagic! Just cast fly, overland flight, or another speed enhancing spell to make up for the movement lost and take a few spells without somatic components so you can move around when you need to. (Until you get rapid metamagic.)

You can't put Practical Metamagic on Still Spell, since Practical Metamagic cannot lower the level adjustment below +1 (You need metamagic school focus to do that). Second, I don't see how he will have enough skill points to get into Unseen Seer by 5th level, even with retraining.
Jay_Ibero_911

08-04-07, 08:09 PM
Here's another idea I had for a Kobold fighter:

Race:Kobold
Alignment:

STR-17 (13)-4
DEX-14 (6)+2
CON-14 (6)-2
INT-10 (2)
WIS-9 (1)
CHA-8 (0)

Lv1(Kobold Fighter)Spear Focus, Dodge, Dragon Wings
Lv2(Kobold Fighter)+2 CON
Lv3(Fighter)Two-Weapon Fighting
Lv4(Kobold Fighter)+2 STR, +1 STR
Lv5(Fighter)
Lv6(Fighter)Improved Dragon Wings, Two-Weapon Pounce
Lv7(Fighter)
Lv8(Fighter)Oversized Two-Weapon Fighting, +1 STR
Lv9(Fighter)Power Attack
Lv10(Fighter)Improved Bull Rush
Lv11(Fighter)
Lv12(Fighter)Shock Trooper, Improved Flight, +1 STR
Lv13(Fighter)
Lv14(Fighter)Weapon Specialization
Lv15(Fighter)Melee Weapon Mastery (Piercing)

6th level Diving Pounce (assuming +1 weapon, +2 str item):
6 bab +4 str +1 feat +1 weapon +1 size -4 twf=+9/+9
Primary Damage (1d4 +4 str +1 weapon)x2=2d4+10
Off-hand Damage (1d4 +2 str +1 weapon)x2=2d4+6

12th level Heedless Diving Pounce (assuming +1 weapon, +6 str item):
12 bab +7 str +1 feat +1 weapon +1 size -2 twf=+22/+22
Primary (1d4 +7 str +1 weapon +12 power attack)x2=2d4+40
Off-hand (1d4 +3 +1 weapon +12 power attack)x2=2d4+32

15th level Heedless Dive Pounce (assuming +1 weapon, +6 str item):
15 bab +7 str +3 feats +1 weapon +1 size -2 twf=+25/+25
Primary Damage (1d4 +7 str +4 feats +1 weapon +15 power attack)x2=2d4+54
Off-Hand Damage (1d4 +3 str +4 feats +1 weapon +15 power attack)x2=2d4+46

Uses 2 shortspears. Generally start out combat by throwing 1 spear or making one melee attack, then flying up and drawing another so you have 2 ready for next turn, when you make your diving two weapon pounce. Assuming the target survives, next round drop one spear and full attack with one using 2 handed power attack. The main weakness of this build is being grappled, and the fact that it needs to plan what type of attacks to use when to be able to make dive attacks as often as possible. Also has the charm of being a 15th level fighter.
Hariman

08-05-07, 02:35 AM
You can't put Practical Metamagic on Still Spell, since Practical Metamagic cannot lower the level adjustment below +1 (You need metamagic school focus to do that). Second, I don't see how he will have enough skill points to get into Unseen Seer by 5th level, even with retraining.

That's out of the FAQ, and thus sometimes missed, isn't it. (Practical metamagic's limits.)

Rogue one provides 4 x 8 skill points to start. More if you have 12 or 14 INT. That's at least 32. When you retrain, you retrain skill RANKS, not skill points AND you can retrain skill ranks into ANY class skill that you have. So, if you retrain 4 skill ranks from Bluff to Spellcraft (after having put those 4 skill ranks into bluff with your rogue level), you lose nothing.

In fact, you spend less skill points retraining than you would if you'd just put the skill points directly into spellcraft as a first level rogue.

Although, I'm pretty sure the skill points will still be stretched thin. The good news is, higher INT means extra uses of the Metamagic Specialist ability.

Actually, if this weren't Team Kobold, I'd recommend Wizard over Sorcerer. BUT, my rogue wizard's greatest problem is the smaller number of spells per level. So sorcerer is cool. Especially with Practical Metamagic.

Hariman

PS: Taking Metamagic School Focus is possible with this build, but I think Practical Metamagic is better. Especially when you stack metamagic feats like Empower and Split Ray.
Potato Weasel

08-05-07, 08:19 AM
How about taking bear warrior for a kobold barbarian?

You become a medium with a lot of boosts, and probably dealing better damage than you do with small weapons.
GreatSiron

08-05-07, 09:32 AM
That's out of the FAQ, and thus sometimes missed, isn't it. (Practical metamagic's limits.)

Rogue one provides 4 x 8 skill points to start. More if you have 12 or 14 INT. That's at least 32. When you retrain, you retrain skill RANKS, not skill points AND you can retrain skill ranks into ANY class skill that you have. So, if you retrain 4 skill ranks from Bluff to Spellcraft (after having put those 4 skill ranks into bluff with your rogue level), you lose nothing.

In fact, you spend less skill points retraining than you would if you'd just put the skill points directly into spellcraft as a first level rogue.

Although, I'm pretty sure the skill points will still be stretched thin. The good news is, higher INT means extra uses of the Metamagic Specialist ability.

Actually, if this weren't Team Kobold, I'd recommend Wizard over Sorcerer. BUT, my rogue wizard's greatest problem is the smaller number of spells per level. So sorcerer is cool. Especially with Practical Metamagic.

Hariman

PS: Taking Metamagic School Focus is possible with this build, but I think Practical Metamagic is better. Especially when you stack metamagic feats like Empower and Split Ray.

I wanted to take Rogue 3 for the bonus to Disable Device, till I read that a first level spell can do the same thing and make it an instant check. So by lowering his CHA to 14 and putting those two points into INT, I have found that it CAN be done, but it costs quite a bit in retraining and loses 3 points to cross classing.

Lvl 1: Full 4 ranks in 10 skills (4,4,4,4)
Lvl 2: Retrain 4 ranks into spellcraft, put 4 points in Concentration (4,4,4,4,4)
Lvl 3: Retrain 2 ranks into Search, put 2 more ranks in Concentration (6,4,4,4,4)
Lvl 4: Retrain 3 ranks into Spot, Cross class ranks into Search, put one point in Concentration and Knowledge (Arcana) (7,7,4,4,4)
Lvl 5: Retrain ranks into Hide, and Cross class last ranks into Search and Spot. (All requirements met). (8,8,8,4,4)

Every level save the first is sorcerer, but now I have to figure out what to put in the place of practiced caster.
Hariman

08-05-07, 11:46 PM
I wanted to take Rogue 3 for the bonus to Disable Device, till I read that a first level spell can do the same thing and make it an instant check. So by lowering his CHA to 14 and putting those two points into INT, I have found that it CAN be done, but it costs quite a bit in retraining and loses 3 points to cross classing.

Lvl 1: Full 4 ranks in 10 skills (4,4,4,4)
Lvl 2: Retrain 4 ranks into spellcraft, put 4 points in Concentration (4,4,4,4,4)
Lvl 3: Retrain 2 ranks into Search, put 2 more ranks in Concentration (6,4,4,4,4)
Lvl 4: Retrain 3 ranks into Spot, Cross class ranks into Search, put one point in Concentration and Knowledge (Arcana) (7,7,4,4,4)
Lvl 5: Retrain ranks into Hide, and Cross class last ranks into Search and Spot. (All requirements met). (8,8,8,4,4)

Every level save the first is sorcerer, but now I have to figure out what to put in the place of practiced caster.

I'm glad that I could help. The only thing that I'd change now, is taking Tactile Trapsmith. At 15th level I'd take another metamagic feat. Taking Quicken Spell would actually be feasible, since Metamagic Specialist lets you use Quicken spell.

I WOULDN'T retrain PM (Split Ray) into Quicken Spell and take Practical Metamagic (Quicken Spell) as the 15th level feat, as that would rob you of your +2 Split Empowered Rays.

But Quicken + Empower on a 2nd level spell can still be very useful in getting extra damage on a target or tossing out one more buff.

Sure, you'll bleed high level spell slots to do this. But unless you deliberately choose swift and immediate action spells, you'll have no other use for the swift action.


EDIT: AUGH! How could I forget about Arcane Trickster? You can easily take 3 levels of Arcane Trickster with a character like Arc. (Instead of Fatespinner.)

You'd end up getting an extra D6 of sneak attack, and one use each of Ranged Legerdemain and Impromptu Sneak Attack.
duhtroll

08-08-07, 06:01 PM
Isn't the spell "enlarge person?"

In which case it wouldn't work on a kobold? Unless there's a different version of the spell for kobolds of course.

Here is my kobold build, similer to the Scythe one


"Croc the Terrible"

Starting stats
14 Str
15 Dex
10 Con
8 Int
8 Wis
11 Chr

He is a flying hammer type. He takes ALL the kobold
subsititution levels. Feats are in paranthesis

**********
1st Ftr Sub 1 "DragonWings" "Dodge" "SpearFocus"

Our kobold kinda sucks at this level, but not too bad.
Use a Spear and a large shield, to get an AC of 21
out the door

4 Armor + 2 Shield + 2 Dex + 1 Size + 1 Nat + 1 Dodge
= 21

***********
2nd Ftr Sub 2 +2 Con

The 2nd level kobold sub level nets a +2 con, easily
worth it.

**********
Ftr 3 "Improved DragonWings"

Use a longspear as your primary at this point, but
keep the shield if you need to.

At third level, the Kobold is flying with a reach
weapon. Use this to control the battlefield, if
possible.

This is the First money level. On a diving charge,
our kobold is doing 2d6+6, enough to take out any APL
2 bad guy, and maybe enough to take out an APL 4 guy.

**********
4th Ftr 4 +2 Str

2d6+8...getting better

*********
5th Sorc 1

Take "Enlarge" and "True Strike"

***********

6th Dragon Disciple "Weapon Spec: Longspear"

This is the Second money level, where the build starts
working. Assuming you enlarge yourself, purchase a +2
Str item and a magic weapon, on a diving charge, our
kobold is doing

2d8+20

A FAR cry better than before.

This keeps going up.

********
7th Dragon Disiciple +2 Str

2d8 +24

********
8th Dragon Disciple put your second natural ability
point into str, making it 24 when enlarged

2d8+26

**********
9th Dragon Disiciple +2 Str "Power Attack"

Here is your third money level

2d8+66 damage on a flying charge, assuming enlarged,
+4 str item, and +2 weapon. Pretty damn huge.

Keep going all the way up.

at 15th, assuming a +5 weapon and +6 str item and
enlarged

34 Str

(1d8+ 18 Str +5 weapon + 2 Spec + 22 Power attack) x2
= 2d8+94 on a diving charge, at +18 to hit, +38 if
True Strike.

You can add haste, bless, and heroism from other
casters to make that go waaaay up. Also, a bard would
increase his damage quite a bit as well.

Not too bad. I'm sure we can sweeten the pot and add
all kinds of goodies here.
ToddMorgan

08-08-07, 06:53 PM
Per Enlarge Person: This spell causes instant growth of a humanoid creature...

As kobolds are humanoids, it works on them, UNLESS they are dragonwrought, then they are considered dragons.

By the way, duhtroll wouldn't be Andy, would it???
duhtroll

08-08-07, 07:51 PM
That's what I was getting at, and yes.
Hariman

08-15-07, 11:04 PM
I wanted to take Rogue 3 for the bonus to Disable Device, till I read that a first level spell can do the same thing and make it an instant check. So by lowering his CHA to 14 and putting those two points into INT, I have found that it CAN be done, but it costs quite a bit in retraining and loses 3 points to cross classing.

Lvl 1: Full 4 ranks in 10 skills (4,4,4,4)
Lvl 2: Retrain 4 ranks into spellcraft, put 4 points in Concentration (4,4,4,4,4)
Lvl 3: Retrain 2 ranks into Search, put 2 more ranks in Concentration (6,4,4,4,4)
Lvl 4: Retrain 3 ranks into Spot, Cross class ranks into Search, put one point in Concentration and Knowledge (Arcana) (7,7,4,4,4)
Lvl 5: Retrain ranks into Hide, and Cross class last ranks into Search and Spot. (All requirements met). (8,8,8,4,4)

Every level save the first is sorcerer, but now I have to figure out what to put in the place of practiced caster.

Greatsiron, I'm sorry but I have to break your heart here.

I was just reminded that retraining caps skill points at the STARTING level, not the FINISHING level. So at level 3, you could only retrain ONE rank into search.

The problem it creates is that you need either 6 skill points a level to directly Cross Class those final 3 skill ranks (6 cross class skill points) OR a draconic heritage feat for spot or search or hide as a class skill and 5 skill points a level.

Which means that you need a sorcerer with 16 Intelligence to get into Unseen Seer at level 6. AND no metamagic specialist unless you burn a feat slot on Draconic Heritage.

On the upside, this means that a few skill points can be spared for concentration or knowledge arcana. (Retrain between levels 4 and 5 to save three skill points. Retrain at earlier levels to gain higher concentration and other useful skills.) And later skill points will be really high.

But, it's far more economical to wait an extra level and save a few points from getting dumped into INT. Heck, you can save 4 skill points just by waiting one level. (Retrain the third Unseen Seer entry skill ranks straight up to 8, so you don't need to cross class them.)
bertman4

08-28-07, 01:49 PM
The way I'll explain it is that my kobold was part of a diplomatic expedition to Greyhawk City. They came carrying the flag of parley, and were, at some length, found to be non-aggressive and allowed into the city.

Most of the inhabitants might not like the idea of a kobold staying in the city, but I don't expect any citizens of the largest cosmopolitan city in the Flanaess to be any less than unfriendly.

Greyhawk Ruins Dispel Confusion is out.
http://www.wizards.com/default.asp?x=lg/lgif/20070828a

As a Kobold, you can't automatically get into City of Greyhawk.

Q: The background text says that humanoids and monsters are not allowed through the city gates. Does this mean that humans, elves, and so on can’t enter the Free City?

A: No, this is not the intent of the flavor text (in which a bit of 2nd edition language snuck in). It means that no creatures obviously thought of as monsters – orcs, trolls, wyverns, and so on may not enter the city except in truly exceptional circumstances (which would be detailed in an adventure). Several special cases exist: centaurs are not viewed as monsters and can freely enter as for some time now, centaurs have been allowed into Hardby. (Their aid in combating the perfidious Rary has also gained them many admirers in the Free City).

Kobolds, however, receive no special treatment and must either sneak into the Free City or bribe one of the gate guards. To sneak in, a kobold must succeed on an opposed Hide check made against a watchman’s Spot check (+1 modifier, not modified for distance). Success indicates that the kobold has snuck in. Failure indicates that he is spotted and chased off. Alternatively, a kobold can try to disguise himself as a different race to gain entry by making a successful Disguise check opposed by a watchmen’s Spot check (+1). Finally, if all else fails a kobold can bribe his way in by using a Diplomacy check to raise an indifferent watchman’s attitude to friendly (DC 15) and by offering him a 2 gp bribe. If a kobold fails this check, he must offer an additional 2 gp for each level of attitude the watchman has below friendly. (For example, an indifferent watchman requires 4 gp to admit the kobold while an unfriendly watchman requires 6 gp).