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<blockquote data-quote="Cleon" data-source="post: 5200510" data-attributes="member: 57383"><p>Quiet around here, isn't it?<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>I've realized my previous wording of "+2 racial bonus to Str and Intimidate checks." is wrong, assuming we're still aiming for a bonus to the ability score it should be ""+2 racial bonus to Str and +2 racial bonus to Intimidate checks."</p><p></p><p>Putting it all together we've currently got:</p><p></p><p>1-5 - Mass Plane Travel - functions like a 1/week plane shift, except the kobalt can shift itself and up to 40 other kobalts between two Prime Material planes. Caster level X. The kobalt gains a +4 racial bonus on Charisma and a +4 racial bonus on Diplomacy checks against other kobalts. Its LA increases by 1.</p><p>6 - Carapace - Increase natural armour by +2</p><p>7 - Vomit Acid - 1/day. 20 ft. line of acid doing 2d4 damage, Con-based Reflex save for half.</p><p>8 - Extra Arm - Gives an additional off-hand attack.</p><p>9 - Claws - Each hand can do 1d3 claw damage. </p><p>10 - Long Legs - Increase base land speed by 5 feet.</p><p>11 - Whiplike Tail - Secondary tail slap attack for 1d6 damage with 1.5 times Strength bonus.</p><p>12 - Redundant Organs - The kobalt's extra organs grants light fortification (25% chance to negate critical hit).</p><p>13 - Acid Blood - Deals 1d4 points of damage to any creature attacking it with a slashing or piercing weapon who fails to succeed at a Reflex save. The save DC equals 10 plus the kobalt's Con bonus.</p><p>14 - Grotesque Muscles - +2 racial bonus to Strength and +2 racial bonus to Intimidate checks.</p><p>15 - Twitchy - +2 racial bonus to Dexterity and +2 racial bonus to Tumbling checks.</p><p>16 - Elastic Flesh - +2 racial bonus to Constitution and +2 racial bonus to Escape Artist checks.</p><p>17 - Bulging Forehead - +2 racial bonus to Intelligence and +2 racial bonus to Use Magic Devices checks.</p><p>18 - Gimlet Eyes - +2 racial bonus to Wisdom and +2 racial bonus to Spot checks.</p><p>19 - Soothing Voice - +2 racial bonus to Charisma and +2 racial bonus to Diplomacy checks.</p><p> 20 - Enormous Nose - gains scent special quality, with a +4 bonus on Survival checks to track by scent.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5200510, member: 57383"] Quiet around here, isn't it?:p I've realized my previous wording of "+2 racial bonus to Str and Intimidate checks." is wrong, assuming we're still aiming for a bonus to the ability score it should be ""+2 racial bonus to Str and +2 racial bonus to Intimidate checks." Putting it all together we've currently got: 1-5 - Mass Plane Travel - functions like a 1/week plane shift, except the kobalt can shift itself and up to 40 other kobalts between two Prime Material planes. Caster level X. The kobalt gains a +4 racial bonus on Charisma and a +4 racial bonus on Diplomacy checks against other kobalts. Its LA increases by 1. 6 - Carapace - Increase natural armour by +2 7 - Vomit Acid - 1/day. 20 ft. line of acid doing 2d4 damage, Con-based Reflex save for half. 8 - Extra Arm - Gives an additional off-hand attack. 9 - Claws - Each hand can do 1d3 claw damage. 10 - Long Legs - Increase base land speed by 5 feet. 11 - Whiplike Tail - Secondary tail slap attack for 1d6 damage with 1.5 times Strength bonus. 12 - Redundant Organs - The kobalt's extra organs grants light fortification (25% chance to negate critical hit). 13 - Acid Blood - Deals 1d4 points of damage to any creature attacking it with a slashing or piercing weapon who fails to succeed at a Reflex save. The save DC equals 10 plus the kobalt's Con bonus. 14 - Grotesque Muscles - +2 racial bonus to Strength and +2 racial bonus to Intimidate checks. 15 - Twitchy - +2 racial bonus to Dexterity and +2 racial bonus to Tumbling checks. 16 - Elastic Flesh - +2 racial bonus to Constitution and +2 racial bonus to Escape Artist checks. 17 - Bulging Forehead - +2 racial bonus to Intelligence and +2 racial bonus to Use Magic Devices checks. 18 - Gimlet Eyes - +2 racial bonus to Wisdom and +2 racial bonus to Spot checks. 19 - Soothing Voice - +2 racial bonus to Charisma and +2 racial bonus to Diplomacy checks. 20 - Enormous Nose - gains scent special quality, with a +4 bonus on Survival checks to track by scent. [/QUOTE]
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