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Kobold That Walks, Round Two!
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<blockquote data-quote="javcs" data-source="post: 3219560" data-attributes="member: 43677"><p>Of my two standard human warlock 10 builds, the feats were Combat Casting, Point Blank Shot, Precise Shot, Improved Initiative, and Leadership (probably what would get dropped).</p><p>Maxed out UMD, Bluff, had taken Tumble cross class.</p><p>Type one Invocations</p><p> Devil's Sight</p><p> See the Unseen</p><p> Spiderwalk</p><p> The Dead Walk</p><p> Curse of Despair</p><p> Charm</p><p>Type two Invocations</p><p> Devil's Sight</p><p> Darkness</p><p> Summon Swarm</p><p> Wall of Gloom</p><p> Hungry Darkness</p><p> Voidsense</p><p></p><p>If you go Warlock 11s, look into Chilling Tentacles, devour magic, tenacious plague, and wall of perilous flame. Also fun may be miasmic cloud, hungry darkness, earthen grasp, entropic warding, walk unseen, fell flight, and flee the scene.</p><p></p><p>Hey, there's an idea, a group uses walk unseen, and entropic warding, places themselves either at the edge of EB range up in the air or in a point where they can snipe at the PCs, all wait for a signal, some unload blasts into the party, and others blanket the area with battlefield control effects. Next action, all of them flee the scene away, and head back to their base, which, of course is behind a stone-shaped wall over the normal cave entrance.</p><p>Alternatively, they flee the scene (through walls) to be behind the PCs, wait until they run into traps loose a few EBs and wall/battlefield control effects, flee the scene out, back to the other side of the wall.</p><p></p><p></p><p>Warlocks should have magic items with them at all times.</p><p>Perhaps some dedicated item crafters for the tribe.</p><p></p><p>I seem to recall seeing somewhere that kobold CRs were level -3 for NPC classes and level -2 for PC classes, don't know where, though.</p><p></p><p></p><p>As a joke, I started building a half-fey kobold, I think it was either a warlock or a sorcerer. Might have been Favored Soul. It worked surprisingly well. </p><p>If you want, I'll see if I can dig out a version of it for a level of your choice.</p></blockquote><p></p>
[QUOTE="javcs, post: 3219560, member: 43677"] Of my two standard human warlock 10 builds, the feats were Combat Casting, Point Blank Shot, Precise Shot, Improved Initiative, and Leadership (probably what would get dropped). Maxed out UMD, Bluff, had taken Tumble cross class. Type one Invocations Devil's Sight See the Unseen Spiderwalk The Dead Walk Curse of Despair Charm Type two Invocations Devil's Sight Darkness Summon Swarm Wall of Gloom Hungry Darkness Voidsense If you go Warlock 11s, look into Chilling Tentacles, devour magic, tenacious plague, and wall of perilous flame. Also fun may be miasmic cloud, hungry darkness, earthen grasp, entropic warding, walk unseen, fell flight, and flee the scene. Hey, there's an idea, a group uses walk unseen, and entropic warding, places themselves either at the edge of EB range up in the air or in a point where they can snipe at the PCs, all wait for a signal, some unload blasts into the party, and others blanket the area with battlefield control effects. Next action, all of them flee the scene away, and head back to their base, which, of course is behind a stone-shaped wall over the normal cave entrance. Alternatively, they flee the scene (through walls) to be behind the PCs, wait until they run into traps loose a few EBs and wall/battlefield control effects, flee the scene out, back to the other side of the wall. Warlocks should have magic items with them at all times. Perhaps some dedicated item crafters for the tribe. I seem to recall seeing somewhere that kobold CRs were level -3 for NPC classes and level -2 for PC classes, don't know where, though. As a joke, I started building a half-fey kobold, I think it was either a warlock or a sorcerer. Might have been Favored Soul. It worked surprisingly well. If you want, I'll see if I can dig out a version of it for a level of your choice. [/QUOTE]
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