Dire Human
First Post
The Rules:
Kobold Blindfencer Level 5 Skirmisher
Small Natural Humanoid XP 200
Initiative +6 Senses Perception +8; blindsense 10
HP 63; Bloodied 31
AC 19; Fortitude 15, Reflex 18, Will 17; see also improved trap sense
Immune gaze; Vulnerable thunder 5
Speed 6
Dashing Strike (standard; at-will) * Weapon
+10 vs AC; 1d10+4 damage
Before or after the attack, the kobold blindfencer may move 2 squares.
Eye for an Eye (standard; recharges when first bloodied) * Weapon
+10 vs AC; 1d10+4 damage, and the target is blinded until the end of the kobold blindfencer's next turn.
Combat Advantage
The kobold blindfencer deals an extra 1d6 damage on melee attacks against any target it has combat advantage against.
Shifty (minor; at-will)
The kobold shifts 1 square.
Improved Trap Sense
The kobold gains a +3 to all defenses against traps.
Alignment: Evil Languages: Common, Draconic
Skills: Acrobatics +13, Stealth +10, Thievery +9
Str 11 (+2) Dex 18 (+6) Wis 16 (+5)
Con 15 (+4) Int 14 (+4) Cha 15 (+4)
Equipment: leather armor, rapier
Kobold Blindfencer Tactics
Kobold Blindfencers use their keen hearing and instincts to flit across the battlefield, harassing targets that it senses are weak. A blindfencer's favorite tactic is to shift out of melee, then use dashing strike to position itself to gain combat advantage. If the kobold can catch a particulary dangerous or frustrating enemy alone, or if it feels that it may be outmatched, it uses eye for an eye to neutralize the threat before returning to combat more conventional targets.
Kobold Blindfencer Lore
A character knows the following information with a successful History check.
DC 20: The blindfencers are trained by ancient kobold traditions, using their natural dexterity and finely-honed instincts to become such intuitive warriors that they choose to fight blindfolded. It's said that their senses become so sharp that they can pinpoint vital spots on enemies that are otherwise invisible.
- The monster must have at least one vulnerability to an energy type (fire, cold, lightning, thunder, acid, poison, radiant, necrotic, psychic, force)
- The monster cannot have the undead keyword and have a radiant vulnerability
- The monster cannot have the fire keyword and a cold vulnerability, or vice versa
- The prize is the fuzzy feeling in your heart that you've had more inspiration than the Monster Manual designers
Kobold Blindfencer Level 5 Skirmisher
Small Natural Humanoid XP 200
Initiative +6 Senses Perception +8; blindsense 10
HP 63; Bloodied 31
AC 19; Fortitude 15, Reflex 18, Will 17; see also improved trap sense
Immune gaze; Vulnerable thunder 5
Speed 6
![Basic Melee :bmelee: :bmelee:](http://www.enworld.org/forum/images/smilies/bm.gif)
+10 vs AC; 1d10+4 damage
Before or after the attack, the kobold blindfencer may move 2 squares.
![Melee :melee: :melee:](http://www.enworld.org/forum/images/smilies/m.gif)
+10 vs AC; 1d10+4 damage, and the target is blinded until the end of the kobold blindfencer's next turn.
Combat Advantage
The kobold blindfencer deals an extra 1d6 damage on melee attacks against any target it has combat advantage against.
Shifty (minor; at-will)
The kobold shifts 1 square.
Improved Trap Sense
The kobold gains a +3 to all defenses against traps.
Alignment: Evil Languages: Common, Draconic
Skills: Acrobatics +13, Stealth +10, Thievery +9
Str 11 (+2) Dex 18 (+6) Wis 16 (+5)
Con 15 (+4) Int 14 (+4) Cha 15 (+4)
Equipment: leather armor, rapier
Kobold Blindfencer Tactics
Kobold Blindfencers use their keen hearing and instincts to flit across the battlefield, harassing targets that it senses are weak. A blindfencer's favorite tactic is to shift out of melee, then use dashing strike to position itself to gain combat advantage. If the kobold can catch a particulary dangerous or frustrating enemy alone, or if it feels that it may be outmatched, it uses eye for an eye to neutralize the threat before returning to combat more conventional targets.
Kobold Blindfencer Lore
A character knows the following information with a successful History check.
DC 20: The blindfencers are trained by ancient kobold traditions, using their natural dexterity and finely-honed instincts to become such intuitive warriors that they choose to fight blindfolded. It's said that their senses become so sharp that they can pinpoint vital spots on enemies that are otherwise invisible.
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