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<blockquote data-quote="Beefermatic" data-source="post: 7270717" data-attributes="member: 6670757"><p><span style="font-size: 15px">When I first read about Kobolds I thought they were awesome wicked jackal people, then in 3.5 I read they're anthropomorphic Yoshis... these were my original Kobolds. I did my first campaign with only a players handbook and a Sword and Sorcery Creature's Collection so I had to wing it with more mainstream stuff. These guys have stuck around and I've actually played a couple of these guys, Marius and Barkley, to high levels. Barkers this is for you. lol.</span></p><p></p><p><span style="font-size: 22px"><strong><u>Canid, Kobolt, CR1</u></strong></span></p><p></p><p><span style="font-size: 18px"><em>This dog like humanoid looks like a mix between a Beagle and a Human, he'd be adorable if it wasn't for the snarling muzzle, longsword and scale armor caked with blood, and eyes full of murderous intent.</em></span></p><p></p><p><strong>XP</strong>: 300</p><p><strong>N</strong> Medium Humanoid (Canid)</p><p><strong>Init</strong> +2, <strong>Senses:</strong> Low Light Vision, Scent;</p><p></p><p><u>Defense</u></p><p><strong>AC:</strong> 18 ( +1 Dex, +1 Natural, +4 Scale armor, +1 Dodge, +1 light wood shield) Touch: 12, Flat Footed: 16</p><p><strong>Hit Dice</strong>: 1d10+3+3 ( 16 hp)</p><p><strong>Fort </strong>+4,<strong> Ref</strong> +2, <strong>Will</strong> +1</p><p><strong>Resistances:</strong> +2 vs disease, +2 vs Cold Effects</p><p><strong>Special Defense:</strong> Vigilance, Fur</p><p></p><p><u>Offense</u></p><p><strong>Speed </strong>40ft (30ft in armor)</p><p><strong>Melee:</strong> Longsword +2 (1d8+1/ 19-20),or Dagger or Bite +2 (1d4+1)</p><p><strong>Ranged:</strong> Longbow +2 (1d8 /x3), Dagger or Sling +2 (1d4+1)</p><p><strong>Special Attacks:</strong> Bark</p><p></p><p><u>Statistics</u></p><p><strong>Str</strong> 12 +1</p><p><strong>Dex</strong> 13 +1</p><p><strong>Con</strong> 15 +2</p><p><strong>Int </strong>12 +1</p><p><strong>Wis</strong> 12 +1</p><p><strong>Cha</strong> 13 +1</p><p></p><p><strong>Base attack</strong>+1;<strong> CMB</strong> +2; <strong>CMD</strong> 13</p><p><strong>Feats:</strong> Toughness, Dodge</p><p><strong>Skills:</strong> Climb +5, Heal +2, Intimidate +5, Perception +8, Stealth +5, Survival +8, ; Racial Modifiers: +2 Perception, +2 Survival</p><p><strong>Languages:</strong> Common, Canid, Sylvan</p><p><strong>Special Qualities:</strong> Likable</p><p></p><p><u>Ecology</u></p><p><strong>Environment:</strong> Forest, Plains</p><p><strong>Organization:</strong> Solitary, Pair, Hunting Party (3-5), Pack (6-20)</p><p></p><p><strong>Treasure:</strong> NPC gear, Longsword, Longbow, Dagger, Scale Mail, Standard</p><p></p><p><u>Special Abilities</u></p><p><strong>Bark (Ex): </strong>A Kobalt Canid when angered releases a stream of constant loud aggressive barking that can produce fear in weaker foes. Foes of less than 4 hd must make a DC 14 Fort save or be shaken until they land a blow on the Kobalt. This barking can be heard for some distance and is used to signal and to emphasize more than as an attack unto itself. This is a free action that can be used as part of another action.</p><p></p><p><strong>Likable (Ex)</strong>: Kobalts tend to make friends easily. They receive a +2 bonus to diplomacy checks.</p><p></p><p>(Alternate in place of Likable)</p><p><strong>Second Wind (Ex):</strong> 1/day the Canid can recover an amount of health equal to their con modifier to a minimum of 1 as a free action.</p><p></p><p><strong>Fur (Ex)</strong>: Kobalts gain a +2 resistance against environmental cold based effects.</p><p></p><p><strong>Vigilance (Ex):</strong> The senses of a Canid are sharper than a man's they gain a +2 Racial Bonus on Perception and a +1 bonus on Initiative and Ref Saves</p><p></p><p>Kobalt Canids are so named as the tactics they used made early human interactions mistake them for Kobolds. Canids are dog like humanoids who tend to be happy, excitable, loyal, capable, and genuine. They tend to be easy targets for the wicked who use their trusting natures against them, but are generally well loved by their communities and their neutral and good aligned allies.</p><p></p><p>Before human interaction, the Kobalts lived in communities that mirror wolf packs or packs of wild dogs largely, After the arrival of humans, the Kobalts flourished but largely in roles considered to be negative such as banditry and con artistry, not through some sort of natural evil, but by the necessity that the Canid mind must experience before it can truly understand, though their good nature and desire to be accepted make tasteful but evil work bitter honey for them and leaves them searching for a better path.</p><p></p><p>---------------------------------------------------</p><p></p><p><u>Kobalt Canids as Characters: </u></p><p></p><p>+2 Con</p><p>-2 Int</p><p>+2 Cha</p><p></p><p>Kobalts are tough, charismatic, and prone to mistakes.</p><p></p><p>Low Light Vision</p><p></p><p>Scent</p><p></p><p>Natural Attack: Bite (1d4 primary)</p><p></p><p>Bark</p><p></p><p>Likable</p><p></p><p>Vigilance</p><p></p><p>Fur</p><p></p><p>Racial Skills: +2 Survival, +2 Perception</p><p></p><p>Canid Traits: (Affected by any spell that can target an animal)</p></blockquote><p></p>
[QUOTE="Beefermatic, post: 7270717, member: 6670757"] [SIZE=4]When I first read about Kobolds I thought they were awesome wicked jackal people, then in 3.5 I read they're anthropomorphic Yoshis... these were my original Kobolds. I did my first campaign with only a players handbook and a Sword and Sorcery Creature's Collection so I had to wing it with more mainstream stuff. These guys have stuck around and I've actually played a couple of these guys, Marius and Barkley, to high levels. Barkers this is for you. lol.[/SIZE] [SIZE=6][B][U]Canid, Kobolt, CR1[/U][/B][/SIZE] [SIZE=5][I]This dog like humanoid looks like a mix between a Beagle and a Human, he'd be adorable if it wasn't for the snarling muzzle, longsword and scale armor caked with blood, and eyes full of murderous intent.[/I][/SIZE] [B]XP[/B]: 300 [B]N[/B] Medium Humanoid (Canid) [B]Init[/B] +2, [B]Senses:[/B] Low Light Vision, Scent; [U]Defense[/U] [B]AC:[/B] 18 ( +1 Dex, +1 Natural, +4 Scale armor, +1 Dodge, +1 light wood shield) Touch: 12, Flat Footed: 16 [B]Hit Dice[/B]: 1d10+3+3 ( 16 hp) [B]Fort [/B]+4,[B] Ref[/B] +2, [B]Will[/B] +1 [B]Resistances:[/B] +2 vs disease, +2 vs Cold Effects [B]Special Defense:[/B] Vigilance, Fur [U]Offense[/U] [B]Speed [/B]40ft (30ft in armor) [B]Melee:[/B] Longsword +2 (1d8+1/ 19-20),or Dagger or Bite +2 (1d4+1) [B]Ranged:[/B] Longbow +2 (1d8 /x3), Dagger or Sling +2 (1d4+1) [B]Special Attacks:[/B] Bark [U]Statistics[/U] [B]Str[/B] 12 +1 [B]Dex[/B] 13 +1 [B]Con[/B] 15 +2 [B]Int [/B]12 +1 [B]Wis[/B] 12 +1 [B]Cha[/B] 13 +1 [B]Base attack[/B]+1;[B] CMB[/B] +2; [B]CMD[/B] 13 [B]Feats:[/B] Toughness, Dodge [B]Skills:[/B] Climb +5, Heal +2, Intimidate +5, Perception +8, Stealth +5, Survival +8, ; Racial Modifiers: +2 Perception, +2 Survival [B]Languages:[/B] Common, Canid, Sylvan [B]Special Qualities:[/B] Likable [U]Ecology[/U] [B]Environment:[/B] Forest, Plains [B]Organization:[/B] Solitary, Pair, Hunting Party (3-5), Pack (6-20) [B]Treasure:[/B] NPC gear, Longsword, Longbow, Dagger, Scale Mail, Standard [U]Special Abilities[/U] [B]Bark (Ex): [/B]A Kobalt Canid when angered releases a stream of constant loud aggressive barking that can produce fear in weaker foes. Foes of less than 4 hd must make a DC 14 Fort save or be shaken until they land a blow on the Kobalt. This barking can be heard for some distance and is used to signal and to emphasize more than as an attack unto itself. This is a free action that can be used as part of another action. [B]Likable (Ex)[/B]: Kobalts tend to make friends easily. They receive a +2 bonus to diplomacy checks. (Alternate in place of Likable) [B]Second Wind (Ex):[/B] 1/day the Canid can recover an amount of health equal to their con modifier to a minimum of 1 as a free action. [B]Fur (Ex)[/B]: Kobalts gain a +2 resistance against environmental cold based effects. [B]Vigilance (Ex):[/B] The senses of a Canid are sharper than a man's they gain a +2 Racial Bonus on Perception and a +1 bonus on Initiative and Ref Saves Kobalt Canids are so named as the tactics they used made early human interactions mistake them for Kobolds. Canids are dog like humanoids who tend to be happy, excitable, loyal, capable, and genuine. They tend to be easy targets for the wicked who use their trusting natures against them, but are generally well loved by their communities and their neutral and good aligned allies. Before human interaction, the Kobalts lived in communities that mirror wolf packs or packs of wild dogs largely, After the arrival of humans, the Kobalts flourished but largely in roles considered to be negative such as banditry and con artistry, not through some sort of natural evil, but by the necessity that the Canid mind must experience before it can truly understand, though their good nature and desire to be accepted make tasteful but evil work bitter honey for them and leaves them searching for a better path. --------------------------------------------------- [U]Kobalt Canids as Characters: [/U] +2 Con -2 Int +2 Cha Kobalts are tough, charismatic, and prone to mistakes. Low Light Vision Scent Natural Attack: Bite (1d4 primary) Bark Likable Vigilance Fur Racial Skills: +2 Survival, +2 Perception Canid Traits: (Affected by any spell that can target an animal) [/QUOTE]
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