Just more kobolds

liberofurore

First Post
I've fall in love of the new kobolds: nifty (and shifty) little b*stards who serve dragons and build deadly traps. Kobolds are funny no more! They are deadly!

So, I was wondering why kobolds do not make "portable traps" to use in combat? I will love a kobold with a glue launcher, a firethrower, a nailgun, smoke bomb, a stinkbomb, a chihuahua laucher and so on...

I've started with the Kobold Fireguy (armed with a deadly Kobold Firethrower).
What do you think of it?
Someone wants to make an illustration for it? ;D

Kobold Fireguy; Level 2 artillery {XP 125}
Small Natural Humanoid
Kobolds fireguys embrace a dragon fire gland and use it to deliver deadly attacks to their foes. Being a Kobold Fireguy is a fast way to earn a reputation amongst the kobolds, because other kobolds respects the Fireguys, their bravery and their luck, but keep distance from them. Literally.
Initiative:+4; Senses: Perception +0; darkvision
HP: 32; Bloodied: 16
AC: 14; Fortitude: 14; Reflex: 15; Will: 14
Skills: Thievery + 11
Speed: 6
-----
:bmelee: Javelin (Standard; at-will) - Weapon
+9 vs. AC; 1d6+3 damage
-----
:ranged: Flaming Stone (Standard; recharge :2::3::4::5::6:) - Fire, Weapon
The kobold flamethrower trow a kobold pitch-covered flaming stone at the target.
Ranged 6/12; +7 vs. Ref; 1d10+3 fire damage.
To use this power the kobold must have ready the Firetongue power.
To use this power the kobold must have a Kobold Firethrower.
-----
:close: Firetongue (Standard; recharge :6:) - Fire, Weapon
The flamethrower creates a big flame that depletes a lot of fuel in a blast.
Close blast 2; +7 vs. Ref. 3d6+3 fire damage;
To use this power the kobold must have a Kobold Firethrower.
-----
:close: Oops! (Immediate Reaction; when roll :1: on a recharge roll) - Fire, Weapon
Burst 1; +7 vs. Ref.; 2d10+3 fire damage.
The Kobold Fireguy takes 23 fire damages.
The Kobold Flamethrower is destroyed.
-----
Trapsense (Minor; at-will)
The kobold gains a +2 bonus to all defenses against traps
-----
Shifty
The kobold shifts 1 square.
-----
Alignment: Evil
Languages: Common, Draconic
Equipment: Kobold flamethrower, leather armor, javelin
Kobold_1__Fireguy_by_clkolbe.jpg

Illustration made by clkolbe
clkolbe's deviant art page
It's time to make acquaintance with the second kobold with a "portable trap": the Kobold Nailer.

Kobold Nailer; Level 3 controller {XP 150}
Small Natural Humanoid
Kobolds Nailers are nasty creatures who loves nail everything (and everyone) in place. They cares about their Nailgun as a lover will care about his beloved one. Only a Kobold Nailer knows how to successfully recharge a Kobold Nailgun.
Initiative:+4; Senses: Perception +0; darkvision
HP: 46; Bloodied: 23
AC: 17; Fortitude: 15; Reflex: 16; Will: 15
Skills: Acrobatics +8, Stealth +11, Thievery + 11
Speed: 6
-----
:bmelee: Club (Standard; at-will) - Weapon
+8 vs. AC; 1d4+3 damage
-----
:ranged: NailShot (Standard; recharge :2::3::4::5::6:) - Weapon
The kobold nailer aim the gun at a creature and smiles. Then he fires.
ranged 5/10; +8 vs. AC; 2d6+3 and push 1 or 2d6+3 and the target is immobilized until the end of the kobold nailer's next turn.
-----
:ranged: NailRain (Standard; recharge :5::6:) - Weapon
The Nailgun burst in a cloud of nails that hits multiple targets
Ranged 7/14; +7 vs. Ref; 2d6+3. This power targets three adjacent squares in range. Make one attack roll against all the targets.
-----
Out of Ammo! (Immediate Reaction; when roll :1: on a recharge roll) - Weapon
NailShot and NailRain powers are disabled.
The Kobold Nailgun can only be used like a club.
-----
Trapsense (Minor; at-will)
The kobold gains a +2 bonus to all defenses against traps
-----
Shifty
The kobold shifts 1 square.
-----
Alignment: Evil
Languages: Common, Draconic
Equipment: Kobold Nailgun, leather armor
Kobold_2__Nailer_by_clkolbe.jpg

Illustration made by clkolbe
clkolbe's deviant art page
Third kobold of the set: the Kobold Chainsawer

Kobold Chainsawer; Level 3 brute{XP 150}
Small Natural Humanoid
Kobolds Chainsawer are feed by other kobolds like sumo wrestlers and instructed to be fearless in combat. The result is that Kobold Chainsawers rush into battle like crazy monkeys, hoping to end the combat soon and come back to the orgy of food that's waiting for them.
Initiative:+3; Senses: Perception +3; darkvision
HP: 52; Bloodied: 26
AC: 15; Fortitude: 16; Reflex: 15; Will: 15
Skills: Athletics + 9
Speed: 6
-----
:bmelee: Chainsaw-as-a-club(Standard; at-will) - Weapon
+6 vs. AC; 1d8+3 damage
-----
:melee: ChainsawRollin' (Standard; recharge :4::5::6:) - Weapon
A Kobold Chainsaw does not work most of the times. Now it's working.
+6 vs. AC; 2d8+3.
-----
:melee: ChainsawSwing (Standard; recharge :6:) - Weapon
The Kobold shut like a crazy monkey and start swing back and forth the chainsaw.
+4 vs. Fort; 3d6+3 damage;
Secondary attack: +6 vs. Fort. Against a different adiacent target; 3d6+3 damage.
If both attacks hit the kobold chainsawer is dazed until the and of his next turn.
-----
Stuck! (Immediate Reaction; when doing a critical hit) - Weapon
ChainsawRollin' and ChainsawSwing powers are disabled.
-----
Trapsense (Minor; at-will)
The kobold gains a +2 bonus to all defenses against traps
-----
Shifty
The kobold shifts 1 square.
-----
Alignment: Evil
Languages: Common, Draconic
Equipment: Kobold Chainsaw, leather armor
Kobold_3__Chainsawer_by_clkolbe.jpg

Illustration made by clkolbe
clkolbe's deviant art page
Now it's time to frighten your players with a tactical kobold: The Kobold Harpooneer.
Kobold Harpooneer; Level 3 controller {XP 150}
Small Natural Humanoid
Often paired with Kobold Chainsawers, the Harpooneers are smart and clever and their secondary tactics is to pull enemies next to the chainsawers. The primary tactics? To stay far from the combat. It's a pity that sometimes their harpoon launcher's rewind function pulls them exactly in places where they do not wants to be.
Initiative:+4; Senses: Perception +4; darkvision
HP: 46; Bloodied: 23
AC: 17; Fortitude: 15; Reflex: 16; Will: 15
Skills: Thievery + 11, Acrobatics +8, Stealth +11
Speed: 6
-----
:bmelee: Harpoon (Standard; at-will) - Weapon
+8 vs. AC; 1d6+3 damage
-----
:ranged:Flyin' Harpoon (Standard; at-will) - Weapon
range 2/4; +8 vs. AC; 1d6+3 damage
-----
:ranged: Gotcha! (Standard; recharge :3::4::5::6:) - Weapon
The Kobold shoots an harpoon to the target with an evil grin.
Ranged 5/10; +7 vs. Ref; 1d10+3 damage.
The rope attached to the harpoon start to rewind very fast.
Follow-up: +7 vs. Fort; the kobold pull the target 5 squares.
The follow-up attack is not optional.
-----
I've got U! (Immediate Reaction; when the kobold miss the follow-up attack of the Gotcha! power) - Weapon
The target of the attack can pull the kobold up to 5 squares.
-----
Trapsense (Minor; at-will)
The kobold gains a +2 bonus to all defenses against traps
-----
Shifty
The kobold shifts 1 square.
-----
Alignment: Evil
Languages: Common, Draconic
Equipment: Kobold Harpoon Launcher, leather armor
Kobold_Harpooneer_by_clkolbe.jpg

Illustration made by clkolbe
clkolbe's deviant art page
I'm proud to introduce to you the Kobold Gluer
Kobold Gluer; Level 2 controller {XP 125}
Small Natural Humanoid
Kobold Gluers are puny kobolds afraid of everything. That's because they know that the slightest impact can ruin their precious Kobold Glue Spreader.
Initiative:+3; Senses: Perception +4; darkvision
HP: 41; Bloodied: 23
AC: 19; Fortitude: 15; Reflex: 14; Will: 15
Skills: Thievery + 9, Stealth +9
Speed: 6
-----
:bmelee: Knife (Standard; at-will) - Weapon
+7 vs. AC; 1d4+1 damage
-----
:ranged: Throwing knife (Standard; at-will) - Weapon
Range 5/10; +7vs. AC; 1d4+1 damage;
-----
:ranged: Glue Shot (Standard; recharge :4::5::6:) - Weapon
The Kobold shoots a glue sphere at the enemy's feets.
Ranged 5/10; +7 vs. AC; Immobilized (save ends).
-----
Glue Bomb (Immediate Reaction; when the kobold gets hit the first time in the encounter) - Weapon
Close burst 1; +6 vs. Fort; Restrained (save ends).
The kobold is restrained for the rest of the encounter.
The Kobold Glue Spreader is broken and the Glue Shot power is not more available.
-----
Trapsense (Minor; at-will)
The kobold gains a +2 bonus to all defenses against traps
-----
Shifty
The kobold shifts 1 square.
-----
Alignment: Evil
Languages: Common, Draconic
Equipment: Kobold Glue Spreader, Chain mail.
Kobold_Gluer_by_clkolbe.jpg

Illustration made by clkolbe
clkolbe's deviant art page
Kobold Shock Trooper for you! It's like Christmas but with kobolds instead of elves.
Kobold Shock Trooper; Level 2 controller {XP 125}
Small Natural Humanoid
Kobold Shock Troopers often works in pair with artillery kobolds, cause once grabbed a target they are very vulnerable. Best tactics against them? Try fighting goblins.
Initiative:+6; Senses: Perception +4; darkvision
HP: 38; Bloodied: 19
AC: 18; Fortitude: 14; Reflex: 15; Will: 14
Skills: Acrobatics +5, Athletics +5
Speed: 6
-----
:bmelee: Punch (Standard; at-will) - Weapon
+9 vs. AC; 1d6+3 damage
-----
:melee: Electrocution Punch (Standard; encounter) - Lightning, Weapon
With a buzzing sound, the kobold delivers a mighty blow to his opponent.
+5 vs. AC; 2d10+3 lightning damage. The target is stunned (save ends).
-----
:melee: Elecrified grab (Standard; recharge :4::5::6:) - Lightning, Weapon
The Kobold's big glove closes around your arm, then start sparkling.
+7 vs. Ref; 2d6+3 lightning damage; The target is grabbed (until escapes) A target trying to escape the grab takes a -4 penalty to the check.
-----
Shock! (immediate interrupt, when at the start of the Kobold Shock Trooper's turn a target is grabbed) - Lightning, Weapon
Target suffers 2d6+3 lightning damages. The kobold is stunned (save ends).
-----
Trapsense (Minor; at-will)
The kobold gains a +2 bonus to all defenses against traps
-----
Shifty
The kobold shifts 1 square.
-----
Alignment: Evil
Languages: Common, Draconic
Equipment: Kobold Shock Glove, scale armor.
Kobold_Shock_Trooper_by_clkolbe.jpg

Illustration made by clkolbe
clkolbe's deviant art page
It's time to present to this cheerful audience the smaller, dumbest and common of the kobolds: the Kobold Mechanic. You needed a minion, right?
Kobold Mechanic; Level 1 minion {XP 25}
Small Natural Humanoid
Kobolds Mechanics are the dumbest kobolds of the clan. They are so dumb that kobold engineers give them some random junk from broken or useless traps pretending to give them deadly weapons. Sometimes kobold mechanics figure how to use them anyway.
Initiative:+1; Senses: Perception +2; darkvision
HP: 1; a missed attack never damages a minion.
AC: 15; Fortitude: 16; Reflex: 15; Will: 15
Skills: Thievery + 5, Stealth +5
Speed: 5
-----
:bmelee: Junk (Standard; at-will) - Weapon
The piece of junk this kobold is waving have pointy sides and blunt sides, but he seem not sure which side use to hit you.
+6 vs. AC; on a hit roll a dice to determine the effect:.

  • even: 3 damage
  • odd: 5 damage
-----
Shifty
The kobold shifts 1 square.
-----
Alignment: Evil
Languages: Draconic
Equipment: Junk
Kobold_Mechanic_by_clkolbe.jpg

Illustration made by clkolbe
clkolbe's deviant art page
The Kobolds are not an actual quote, but are more readable this way.

English is not my primary language, so if I've misspelled something don't be shy and tell me, please!
 
Last edited:

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Obergnom

First Post
I do :)

My players still have a quest lingering, which is basically eliminate kobold tribe... but they choose to go into the Tomb of Abysthor first... once they head to the kobolds, I might give some of these a try.
 


Darth_Asparagus

First Post
Libero,

I like Kobolds as well. The chainsaw guy seems a bit odd to me fluff-wise but the flamethrower dude is awesome.

Some notes

1. Javelin for melee seems a bit strange, I would make that a spear.

2. I think the two recharge rolls are a too much overhead in game. I am guessing the one for the smaller attack is just to get some more blowing up kobolds. Instead, I would say that they blow up on a 1 or 2 for the recharging roll and get rid of the recharge requirement for the small fire attack altogether.

3. Also, for a level 2 guy, I think the attack boni are a bit steep.
 

liberofurore

First Post
1. Javelin for melee seems a bit strange, I would make that a spear.

Kobold minions use javelins for melee.

2. I think the two recharge rolls are a too much overhead in game. I am guessing the one for the smaller attack is just to get some more blowing up kobolds. Instead, I would say that they blow up on a 1 or 2 for the recharging roll and get rid of the recharge requirement for the small fire attack altogether.

That's right but if you keep like this you have a big advantages:
PCs can steal the flamethower but thei will see it explode pretty fast.

In addition to that you can make just one roll and recharge every power that fits the recharge roll. You do not have to make 2 separate rolls.

3. Also, for a level 2 guy, I think the attack boni are a bit steep.

Attacks boni are taken directly from the DMG page 184.
 


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