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<blockquote data-quote="QuietBrowser" data-source="post: 6938733" data-attributes="member: 6855057"><p>No need to apologize! The fact you had a critique for the Serpentfolk is very much appreciated. For Slavering Maw, it's on top of existent bonus damage - so, as you said, a monk gets 1d4+3 slashing damage +3 poison damage when it does an unarmed strike.</p><p></p><p>As for the Kobold... well, really, it's more a combination of coming up with a total array of racial powers and then figuring out how they can actually "trade out" - recall how the Tiefling works (or I can repost that here for reference, if needed).</p><p></p><p>Off the top of my head, these are the absolute essential traits for a kobold race:</p><ul> <li data-xf-list-type="ul">+2 Dexterity, +1 Intelligence</li> <li data-xf-list-type="ul">Small Size</li> <li data-xf-list-type="ul">30 feet speed</li> <li data-xf-list-type="ul">Darkvision</li> <li data-xf-list-type="ul">Sunlight Sensitivity</li> <li data-xf-list-type="ul">Pack Tactics</li> </ul><p></p><p>And these are some of the variable traits I can see kobolds having off the top of my head.</p><ul> <li data-xf-list-type="ul"><strong>Draconic Cunning:</strong> Ability score modifiers become +2 Int, +1 Dex</li> <li data-xf-list-type="ul"><strong>Draconic Presence: </strong>Ability score modifiers become +2 Cha, +1 Dex</li> <li data-xf-list-type="ul"><strong>Tunnel Scurry:</strong> Climb Speed equal to speed, not slowed by squeezing</li> <li data-xf-list-type="ul"><strong>Tactical Retreat:</strong> Once per short rest, can Disengage and move full speed as a bonus action and let allies within 10 feet do the same</li> <li data-xf-list-type="ul"><strong>Pack Defense:</strong> If benefiting from Pack Tactics, can leave a creature's space without drawing an Attack of Opportunity</li> <li data-xf-list-type="ul"><strong>Silver-Tongued:</strong> Free proficiency with Charisma (Persuasion, Deception, Performance)</li> <li data-xf-list-type="ul"><strong>Spark of Magic:</strong> Spell like abilities - not sure of which spells (my "Kobold Mystic" subrace got Blade Ward/Chromatic Orb/Levitate as it leveled up)</li> <li data-xf-list-type="ul"><strong>Wings:</strong> Kobold doubles distance it can jump with a jump check, has a Fly speed of 10 that increases by X amount at Y levels</li> <li data-xf-list-type="ul"><strong>Trapmaster:</strong> Bonus to sensing and disabling traps, maybe also incorporate Trap-Gang Mentality (Can shift half damage from activated trap to adjacent enemy) from 4e?</li> <li data-xf-list-type="ul"><strong>Cunning Tinkerer:</strong> As per the Rock Gnome's Tinker trait.</li> <li data-xf-list-type="ul"><strong>Hide of the Dragon:</strong> Racial base AC bonus as per Lizardfolk's Natural Armor</li> <li data-xf-list-type="ul"><strong>Shield of the Dragon:</strong> Resistance to Fire, Cold, Acid, Electricity or Poison Damage (ONLY one element from the list, though!)</li> <li data-xf-list-type="ul"><strong>Fundamentum: </strong>Has a breath weapon attack it can use once per long rest</li> </ul></blockquote><p></p>
[QUOTE="QuietBrowser, post: 6938733, member: 6855057"] No need to apologize! The fact you had a critique for the Serpentfolk is very much appreciated. For Slavering Maw, it's on top of existent bonus damage - so, as you said, a monk gets 1d4+3 slashing damage +3 poison damage when it does an unarmed strike. As for the Kobold... well, really, it's more a combination of coming up with a total array of racial powers and then figuring out how they can actually "trade out" - recall how the Tiefling works (or I can repost that here for reference, if needed). Off the top of my head, these are the absolute essential traits for a kobold race: [LIST] [*]+2 Dexterity, +1 Intelligence [*]Small Size [*]30 feet speed [*]Darkvision [*]Sunlight Sensitivity [*]Pack Tactics [/LIST] And these are some of the variable traits I can see kobolds having off the top of my head. [LIST] [*][B]Draconic Cunning:[/B] Ability score modifiers become +2 Int, +1 Dex [*][B]Draconic Presence: [/B]Ability score modifiers become +2 Cha, +1 Dex [*][B]Tunnel Scurry:[/B] Climb Speed equal to speed, not slowed by squeezing [*][B]Tactical Retreat:[/B] Once per short rest, can Disengage and move full speed as a bonus action and let allies within 10 feet do the same [*][B]Pack Defense:[/B] If benefiting from Pack Tactics, can leave a creature's space without drawing an Attack of Opportunity [*][B]Silver-Tongued:[/B] Free proficiency with Charisma (Persuasion, Deception, Performance) [*][B]Spark of Magic:[/B] Spell like abilities - not sure of which spells (my "Kobold Mystic" subrace got Blade Ward/Chromatic Orb/Levitate as it leveled up) [*][B]Wings:[/B] Kobold doubles distance it can jump with a jump check, has a Fly speed of 10 that increases by X amount at Y levels [*][B]Trapmaster:[/B] Bonus to sensing and disabling traps, maybe also incorporate Trap-Gang Mentality (Can shift half damage from activated trap to adjacent enemy) from 4e? [*][B]Cunning Tinkerer:[/B] As per the Rock Gnome's Tinker trait. [*][B]Hide of the Dragon:[/B] Racial base AC bonus as per Lizardfolk's Natural Armor [*][B]Shield of the Dragon:[/B] Resistance to Fire, Cold, Acid, Electricity or Poison Damage (ONLY one element from the list, though!) [*][B]Fundamentum: [/B]Has a breath weapon attack it can use once per long rest [/LIST] [/QUOTE]
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