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    Default Kobolds! [3.5, Improved Monster Class] (PEACH)

    Kobolds

    Monster Class
    Monster Manual

    Class:
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    HD: D6

    {table=head]Level|BAB|Fort|Ref|Will|
    Special

    1st|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Kobold Body, Mob, Attribute Adjustment[/table]

    Skill Points: (4 + Int modifier) per level, x4 at first level.
    Class Skills: The Kobolds’s class skills (and the key ability for each skill) are Craft (Int), Disable Device (Int), Hide (Dex), Knowledge (Dungeoneering), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession(Miner) (Wis), Search (Int), Use Magic Device (Cha), and Use Rope (Dex).


    Proficiencies: The Kobolds gains proficiency with all simple weapons. They are proficient in light armor and shields.


    Kobold Body: The Kobolds lose all other racial bonuses and gain reptilian traits. Kobolds are initially small sized creatures with a base movement speed of 30'. They have a racial bonus on Hide equal to half their HD.

    Kobolds speak Draconic and heavily accented Common, with additional languages for high intelligence scores as normal.

    Attribute Modifiers: Kobolds get +2 Dexterity and -2 Strength and -2 Constitution

    Mob: A player who takes a level in the Kobolds monster class does not control one kobold, but three. Much as a swarm, the Kobolds are considered a single entity in most cases - they make a single saving throw against spells, traps and other effects, and the whole group suffers the consequences should they fail the save, with the exception of polymorph effects (See below). They have a single pool of hitpoints (though they suffer casualties, after a fashion, as their hitpoints descend to a certain point, see below) and they both wear and benefit from equipment as a collective whole. As they gain class levels or use class features (such as spells, attacks or maneuvers) it is assumed that the trio is cooperating in the task or that two members of the trio are cheering on the third. As such, they can be considered a single individual except where noted below:

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    Hitpoints, Unconsciousness and Death:The kobolds have individual hitpoints, equal to their hit point total divided by three (any remainder is distributed evenly, favoring the final kobold where possible). While any hitpoint damage dealt to the group is deducted from their collective pool, should the group take a total amount of damage sufficient to take one kobold out of combat, that kobold collapses, unconscious and the group shrinks by one member (See Left Behind, below, for the mechanical effect of this). A fallen kobold does not die or start dying until all three kobolds have fallen, and they cannot be coup de graced or otherwise finished off until the entire group is helpless. Surviving kobolds can revive an unconscious kobold and pull them to their feet as a full round action that raises that kobold to 1 hp.

    Spacing: The kobolds take up three adjacent spaces (such as a 5'x15' area). They can change their formation as part of a movement by subtracting 10' from their movement allowance. Each kobold must stay within 5' of another fellow kobold at all times (diagonals do not count), unless they are using the 'Left Behind' option described below. kobolds can make attacks of opportunity using any and all of the spaces they occupy, but attacks of opportunity do count against their maximum, regardless of which kobold made it. For the purposes of kobolds growing to a larger size category, the effective spacing is essentially four instances of whatever size category they are. As such, kobolds of large size with a space of 5x15' would take up 10'x30' in space, with each kobold taking up a 10'x10' space.

    Basic Needs: Kobolds can clothe or equip themselves with the clothing necessary for a single individual... they're not modest. They share any carried equipment between them and need 8 hours of rest as normal. kobolds do eat as much as three individuals, however.

    Charges: The kobolds charge in whatever formation they were in as they announced the charge, stopping when one or more kobolds is in reach. If they change formation during the charge, they lose 20' of charge distance.

    Attacks: The kobolds can make a standard action attack as normal, using any one of the kobold's weapons, but when full attacking, they can attack as a disorganized group. In doing so, each may make an attack with their equipped weapon (with standard penalties for firing ranged weapons into melee, etc) at a -4 penalty. When the kobolds have +6 BAB, this penalty decreases to -2. The penalty is removed when the kobolds have +12 BAB. kobolds do not gain iterative attacks in the usual fashion, but for every +6 BAB after +12 BAB, one of the kobolds may make an additional attack at a -5 penalty. Should kobolds get an additional attack from another source (such as a natural attack), they simply add one appropriate attack to their mob attack (their full attack equivalent).

    Weapons and Shields: The kobolds may each wield a single one-handed weapon or a ranged weapon. Each shield worn by the group (to a maximum of three) offers only half benefit (to a maximum of 1.5 times the benefit), with the group suffering the full penalty for each shield worn (so wearing three light steel shields would impose a -3 armor check penalty and a -15% arcane spell failure chance). A kobold must wield a light weapon alongside a shield.

    Equipment/Magic Items: Equipment/Magic items are divided among the kobolds. They still have the same total number of equipment slots, and the ambient benefits of any magic items stretch to encompass the group. However, there is one exception to this in that each member of the group may wield either a magic weapon or a magic shield.

    Companions, Familiars, Mounts: The kobolds share a single companion or familiar if they take levels in a class that would grant such to them. In the event of mounts, the kobolds gain a mediumsize mount that they can all ride at once.

    Spells and Special Abilities: kobolds that gain special abilities, trigger activation magic items, breath weapons or special attacks from spells simply use the ability as though one individual had them, originating from any kobold-occupied square. Consider them to be acting in concert or that one kobold is performing the action (such as breathing fire) while the others cheer them on or dance in glee at the devastation wrought.

    Gang Up: The kobolds that get involved in a grapple with a foe may reroll grapple checks a number of times equal to the number of members in the group (up to three times), taking the higher result. Each time they win a grapple check, as they climb on, bite, poke and pull on their hapless victim, both they and their opponent stumble 5' in the direction of their choice. In the event of a grapple, all three kobolds move into the enemy's space (and are considered to occupy a 5' space for the interim).

    Left Behind: The kobolds may leave a member of the group behind as part of a move action. The main group moves and operates as normal, but reduces its base total of hitpoints, number of available attacks and overall space appropriately (these stats/spacing, etc. are taken on by the kobold left behind). kobolds left behind (be it intentionally or as a consequence of being knocked unconscious and then revived while the rest of the group is elsewhere) may (taking their turn after the main group has) make attacks of opportunity, keep watch, perform any free actions the group could or move the shortest, easiest available route back to the main group. Alternately, a kobold may be left behind to revive a fallen kobold in the manner described under Hitpoints, above.

    Should the group be entirely split up (with two of the three members left behind), one kobold may shout at another kobold in earshot as a swift action, effectively changing which kobold is performing the actions and which two are left behind. This does not change the group's allowance of movement, standard and swift actions. For example, one kobold might use a move action, use a swift action to call out to a buddy, and then that buddy could use a standard action.

    kobolds left behind are not subjected to spells (positive or not) that affect the main group, and vice versa. They make their own saving throws and retain any beneficial or deleterious effects. Should they rejoin the main group, all effects are shared across members.

    Polymorph effects: When subject to a polymorph effect, such as the polymorph spell or a druid's wild shape ability, only one kobold is affected. That kobold's space changes to match that of it's new form, and the kobolds can use the new forms abilities in regards to that kobold only.



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    This is based off of Hyudra's 'Goblins' class that was abandoned before the project died. When I first saw it, I thought that it was a very cool idea, and was sad when it was abandoned. I recently decided to try to resurruct it, but I prefer Kobolds to Goblins, so this is what I came up with. Kobolds are CR 1/4 rather that 1/3, so you get four of them. This has been removed. I am a little unsure of how powerful this is, as it is mostly copied verbatim from the Goblins class, with a few minor changes. Feedback would be much appreciated.


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    29/04/2012 - Skill points increased.

    12/04/2012 - Number of kobolds reduced to three. Technically doesn't follow the IMC formula, but it works much better this way.

    11/04/2012 - Copypasta errors removed, polymorph rules added.

    06/04/2012 - Initial draft.
    Last edited by radmelon; 2012-09-20 at 09:04 AM.
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    Quote Originally Posted by A Friend Of Mine
    Bloody Mess: The gift that keeps on gibbing.
    Fatigue makes me wax philosophic and/or babble. If I've posted something strange and tangential, that is probably the cause. This entry would be an example.

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    Post Re: Kobolds! [3.5, Improved Monster Class]

    Lots of flanking potential...

    Not sure how this would balance at higher levels (like, you have 4 kobolds but you have levels in something broken like druid) and it needs some clarifications (back to druid: do they all wild shape? can two wildshape and the other two use them as mounts?) but it's an extremely cool concept.
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    Default Re: Kobolds! [3.5, Improved Monster Class]

    Yeah, I'm not sure about that. Like I mentioned in the comments, It's based on Hyudra's Goblins class, and I haven't changed much from that base.
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    Quote Originally Posted by A Friend Of Mine
    Bloody Mess: The gift that keeps on gibbing.
    Fatigue makes me wax philosophic and/or babble. If I've posted something strange and tangential, that is probably the cause. This entry would be an example.

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    Default Re: Kobolds! [3.5, Improved Monster Class]

    No comments? Oh well. I'll just try to continue by myself.

    I was thinking that the fact that you control 4 kobolds is pretty strong, so I'm trying to think of ways to reduce the ridiculousness.
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    Quote Originally Posted by A Friend Of Mine
    Bloody Mess: The gift that keeps on gibbing.
    Fatigue makes me wax philosophic and/or babble. If I've posted something strange and tangential, that is probably the cause. This entry would be an example.

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    Default Re: Kobolds! [3.5, Improved Monster Class]

    from what i understand, this class becomes crazy awesome when you
    A: Have 4 Venerable DragonWrought Kobold Sorcerers
    B: Spam Quickened Magic Missiles

    other interesting situations i feel this brings up is if your kobold squad contains a Pious Templar, and a Rogue.

    and of course, there is when you have a Kobold druid on your team high enough level to wild shape into a Sarrukh, that you now have a team of pun-puns


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    Default Re: Kobolds! [3.5, Improved Monster Class]

    Well the thing is, all kobolds are a single class, and they are effectively a single character for pretty much anything. They're kinda like a swarm. I am going to have to address the shapeshifting issue. Any suggestions how it should work? I feel that getting 4 copies of whatever you turn into is overpowered, but having all kobolds meld into one creature is strange. Maybe only have the transformation affect one of them? So if you turn into a bear you are instead a bear and 3, weaker, kobolds.
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    Quote Originally Posted by A Friend Of Mine
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    Fatigue makes me wax philosophic and/or babble. If I've posted something strange and tangential, that is probably the cause. This entry would be an example.

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    Default Re: Kobolds! [3.5, Improved Monster Class]

    i think the first issue you really need to address is the leveling of the kobolds, because while this is a decent class, you certainly wont be getting too much in the way of long term gameplay if your squadbolds dont level up.

    also: Capstone:
    We are Legion: Your Kobolds only fall unconcious when no member of the squad has greater then 0 Health
    Last edited by toapat; 2012-04-08 at 12:24 PM.


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    Default Re: Kobolds! [3.5, Improved Monster Class]

    The kobolds all level up as one. They're all one character, and for almost all effects count as one creature. I'm not sure what the confusion is.

    And it doesn't need a capstone, being a 1-level class.
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    Quote Originally Posted by A Friend Of Mine
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    Fatigue makes me wax philosophic and/or babble. If I've posted something strange and tangential, that is probably the cause. This entry would be an example.

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    Default Re: Kobolds! [3.5, Improved Monster Class]

    i like this class, and i can see uses for it as a monster that characters can fight in my campaign, fighting one character as opposed to 4 separate weak kobalds.

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    Default Re: Kobolds! [3.5, Improved Monster Class]

    So, does anyone have any objections to having polymorphs only affect one kobold? Or should polymorphs meld them all together?
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    Quote Originally Posted by A Friend Of Mine
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    Fatigue makes me wax philosophic and/or babble. If I've posted something strange and tangential, that is probably the cause. This entry would be an example.

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    Default Re: Kobolds! [3.5, Improved Monster Class]

    Quote Originally Posted by radmelon View Post
    The kobolds all level up as one. They're all one character, and for almost all effects count as one creature. I'm not sure what the confusion is.
    ok, what i mean is confusing is it doesnt say anywhere in definite terms whether these kobolds actually level into the same class, or whether they can split up. yes, they are treated as one entity for nearly everything, but we are still talking about what would essentially be the opposite of a gestalt character.

    the Rules also state player, not Kobold or DM

    asto how polymorph effects them: unfortunately, this is 4 kobolds, not 3, so hilarity where say, you polymorph one, and the other 2 become bears that attach to the first one's arms, dont happen. but then there is always the problem of polymorphing them into a Sarrukh.

    make them immune to polymorph spells?


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    Default Re: Kobolds! [3.5, Improved Monster Class]

    immunity to polymorph, and therefor inability to wildshape may work

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    Default Re: Kobolds! [3.5, Improved Monster Class]

    Now a kobald warblade with army of one sounds hilarious... 12 kobald one player charge! quite the zurg rush...
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    Default Re: Kobolds! [3.5, Improved Monster Class]

    So, the popular vote seems to be that immunity to polymorph is the way to go. This seems somewhat balanced, not giving too many benefits and keeping things simple.
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    Quote Originally Posted by A Friend Of Mine
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    Default Re: Kobolds! [3.5, Improved Monster Class]

    Quote Originally Posted by radmelon View Post
    So, the popular vote seems to be that immunity to polymorph is the way to go. This seems somewhat balanced, not giving too many benefits and keeping things simple.
    the problem is, its not balanced. Ranger and druid take massive hits here. the only reason this is balanced is because we prevent overpowered things like punpun from happening


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    Default Re: Kobolds! [3.5, Improved Monster Class]

    Only one of the Kobolds change form seems like a solid methodology.

    One Kobold turns into a Bear! The other three start -riding the bear-

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    Default Re: Kobolds! [3.5, Improved Monster Class]

    Quote Originally Posted by NineThePuma View Post
    Only one of the Kobolds change form seems like a solid methodology.

    One Kobold turns into a Bear! The other three start -riding the bear-
    One kobold turns into a Sarrukh, uses Manipulate Form, and grants the other 3 Manipulate form

    3 Weeks later:

    Slay the Time dragon by believing it Doesnt exist
    Last edited by toapat; 2012-04-11 at 03:03 PM.


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    Default Re: Kobolds! [3.5, Improved Monster Class]

    This class isn't aimed to fix the PunPun exploit.

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    Default Re: Kobolds! [3.5, Improved Monster Class]

    Saying the class is broken because it can exploit pun-pun is pretty much irrelevant. By that logic, the Paladin is broken.

    The class itself says that you control four, but it keeps making reference to you controlling 3.

    Also, in the future, I'd ask Hyudra if she's okay with you doing something like this.

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    Default Re: Kobolds! [3.5, Improved Monster Class]

    actually, i think the solution we need is simply, Immunity to Manipulate Form


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    Default Re: Kobolds! [3.5, Improved Monster Class]

    Or, if the DM is willing to allow Punpun, you use punpun and it doesn't matter if you took this class or not.

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    Default Re: Kobolds! [3.5, Improved Monster Class]

    Quote Originally Posted by Soft Serve View Post
    Saying the class is broken because it can exploit pun-pun is pretty much irrelevant. By that logic, the Paladin is broken.

    The class itself says that you control four, but it keeps making reference to you controlling 3.

    Also, in the future, I'd ask Hyudra if she's okay with you doing something like this.
    1: Yeah, punpun is broken, I'm leaving it at that.
    2: Copypasta errors. Will fix.
    3. Asking Hyudra was the first thing I did before starting on this project. Approval was gotten.
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    Quote Originally Posted by A Friend Of Mine
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    Default Re: Kobolds! [3.5, Improved Monster Class]

    Quote Originally Posted by radmelon View Post
    3. Asking Hyudra was the first thing I did before starting on this project. Approval was gotten.
    Alright. Glad to hear that.

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    Default Re: Kobolds! [3.5, Improved Monster Class] (WIP, PEACH)

    the mob template comes to mind... here is a good improvent upon it
    might make it simpler to make it a variation on the led unit... watered down a little with stuff boosting it later.
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    Default Re: Kobolds! [3.5, Improved Monster Class] (WIP, PEACH)

    I was wondering if there was anything more for this project? Some additional racial feats?

    I'm going to try to lobby the next base class contest to be either racial progression for 20 levels or an itemist (a person that specializes with a magical item. First thing that comes to mind is a chaos flask specialist)

    Anywho I love this whole mob body. Thing that Hyudra did, but I have to agree I like kobolds much better. I especially like that there are 4 instead of 3. Coming up with wonderful tactics would be great fun. I'm not good with balance but if you are looking for more ideas let me know.

    Does the Kobold mob grow with each HD? I don't think it does but that would be a pretty cool Paragon Monster racial class feature.

    I hope this Monster Class is remembered when(if) that 20 level racial progression contest (hopefully) starts

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    Default Re: Kobolds! [3.5, Improved Monster Class] (WIP, PEACH)

    This is adorable.

    I mean that literally. I am sitting here with eyes the size of dinner plates, continuously inhaling in utter adorablosity.

    I can't actually think about anything right now in terms of suggestions. Because it's too damn adorable.

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    Default Re: Kobolds! [3.5, Improved Monster Class] (WIP, PEACH)

    so.....what about swarm fighting.....?
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    Default Re: Kobolds! [3.5, Improved Monster Class] (WIP, PEACH)

    Nice
    Make a stronger version that consists of 3.
    ill show it to one of the guys in structred games.
    he would love that.

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    Default Re: Kobolds! [3.5, Improved Monster Class] (WIP, PEACH)

    Quote Originally Posted by DonQuixote View Post
    This is adorable.

    I mean that literally. I am sitting here with eyes the size of dinner plates, continuously inhaling in utter adorablosity.

    I can't actually think about anything right now in terms of suggestions. Because it's too damn adorable.

    Quote Originally Posted by Merchant View Post
    I was wondering if there was anything more for this project? Some additional racial feats?

    I'm going to try to lobby the next base class contest to be either racial progression for 20 levels or an itemist (a person that specializes with a magical item. First thing that comes to mind is a chaos flask specialist)

    Anywho I love this whole mob body. Thing that Hyudra did, but I have to agree I like kobolds much better. I especially like that there are 4 instead of 3. Coming up with wonderful tactics would be great fun. I'm not good with balance but if you are looking for more ideas let me know.

    Does the Kobold mob grow with each HD? I don't think it does but that would be a pretty cool Paragon Monster racial class feature.

    I hope this Monster Class is remembered when(if) that 20 level racial progression contest (hopefully) starts
    No, it doesn't gorw with HD. The reason it has 4 is that improved monster classes are usually one level per CR of the creature, and kobolds are CR 1/4.
    Quote Originally Posted by Veklim View Post
    so.....what about swarm fighting.....?
    That is a good question. I'll have to think about that.
    Quote Originally Posted by super dark33 View Post
    Nice
    Make a stronger version that consists of 3.
    ill show it to one of the guys in structred games.
    he would love that.
    As stated above, there is precisely 4 because kobolds = CR 1/4. I suppose you could make a modified version with 3, but that's not what I'm doing now.
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    Quote Originally Posted by A Friend Of Mine
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    Fatigue makes me wax philosophic and/or babble. If I've posted something strange and tangential, that is probably the cause. This entry would be an example.

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    Bugbear in the Playground
     
    Hyudra's Avatar

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    Apr 2008

    Default Re: Kobolds! [3.5, Improved Monster Class] (WIP, PEACH)

    Actually, you're going to run into some pretty intense scaling issues with four rather than three. Run the numbers and you'll find that's a hell of a lot of damage early on, if you shell out for four longspears and/or four heavy crossbows.

    I'd say 3 and make it -2 strength (rather than -1) at a minimum.

    And yes, Radmelon did get in contact with me to get permission to use my idea & try to smooth out the wrinkles.
    Last edited by Hyudra; 2012-04-12 at 09:23 AM.

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