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Kobolds! With Classes and Templates Even (Updated! 08-30-2004)
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<blockquote data-quote="mythusmage" data-source="post: 1717693" data-attributes="member: 571"><p><strong>Kobold (Celestial)</strong></p><p></p><p>Kobolds</p><p></p><p>KOBOLD (Celestial)</p><p> </p><p>Kobold </p><p>Small Humanoid (Reptilian, Extraplanar)</p><p>Hit Dice:1d4 (2 hp)</p><p>Initiative: +1</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch 10, flat-footed 12</p><p>Base Attack/Grapple: -2/–6</p><p>Attack: Spear -2 melee (1d6–2/x3) or sling +1 ranged (1d3)</p><p>Full Attack: Spear -2 melee (1d6–2/x3) or sling +1 ranged (1d3)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Smite Evil (SU)</p><p>Special Qualities: Darkvision 60 ft.; Resistence to Acid, Cold, and Electricity; Spell Resistence</p><p>Saves: Fort +1, Ref +1, Will 0</p><p>Abilities: Str 6, Dex 12, Con 8, Int 10, Wis 10, Cha 10</p><p>Skills: Craft (any) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2</p><p>Feats: Alertness</p><p>Environment: Celestial temperate forests</p><p>Organization: Gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), warband (10–24 plus 2–4 dire weasels), tribe (40–400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, and 5–8 dire weasels)</p><p>Challenge Rating: 1/4</p><p>Treasure: Standard</p><p>Alignment: Always lawful good</p><p>Advancement: By character class</p><p>Level Adjustment: +1</p><p></p><p>The Celestial Kobold looks much like the standard model, but somehow, better. They tend to be more confident and forthright, and are much more dependable. They have glowing green or blue eyes, the skin is a mottled green and brown, and their clothing (in much better condition than the mundane Kobold’s) comes in reds, green, yellows, and browns. Other than that they look much like mundane Kobolds and can be mistaken for such at first glance. Celestial Kobolds speak Celestial Draconic in voices that sound much like yapping Celestial dogs.</p><p></p><p>Celestial Kobolds have a friendly rivalry with Celestial Gnomes</p><p></p><p>COMBAT</p><p>A Celestial Kobold will face a larger opponent one on one, if he absolutely has to. But he prefers to get help from those more capable. If worst comes to worst a Celestial Kobold gang or warband will try to subdue the miscreant, killing only as a last resort. They do prefer to attack from ambush and with overwhelming odds, using such tricks and strategems as seem prudent, the better to get the fight over with quickly and with the fewest fatalities on either side. Nets and ropes are popular weapons.</p><p></p><p>Special Attacks: Smite Evil (1/day): A Celestial Kobold may do +1 in damage against an evil creature. If he has hit dice with class levels he gets an additional +1 per die, up to a maximum of +20</p><p></p><p>Thanks to their life style and abode Celestial Kobolds do not have Light Sensitivity.</p><p></p><p>Skills: Kobolds have a +2 racial bonus on Craft (any), Profession (miner), and Search checks.</p><p></p><p>SPECIAL QUALITIES: Dark Vison 60’ range; Resistence to Acid, Cold, and Electricity 5; Spell Resistence 6.</p><p></p><p>Challenge Rating: Kobolds with levels in NPC classes have a CR equal to their character level -2.</p><p></p><p>CELESTIAL KOBOLD CHARACTERS</p><p>Celestial Kobold characters possess the following racial traits.</p><p>— –4 Strength, +2 Dexterity, –2 Constitution.</p><p>—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.</p><p>—A kobold’s base land speed is 30 feet.</p><p>—Darkvision out to 60 feet.</p><p>—Racial Skills: A kobold character has a +2 racial bonus on Craft (any), Profession (miner), and Search checks.</p><p>—Racial Feats: A kobold character gains feats according to its character class.</p><p>— +1 natural armor bonus.</p><p>—Special Qualities (see above): Acid, Cold, and Lightning Resistence; Magic Resistence</p><p>—Automatic Languages: Celestial Draconic. Bonus Languages: Celestial Common, Celestial Undercommon.</p><p>—Favored Class: Sorcerer.</p><p>—Level Adjustment: +1</p><p></p><p>Notes: You’ll note that not much changed. Probably the biggest change was in alignment. Celestial Kobolds are still lawful by nature, but much more trustworthy than their mundane counterparts. I also reduced the Level Adjustment by 1 point downwards, since even with the Celestial knacks added Kobolds aren’t that impressive as foes.</p><p></p><p>Play: Cautious, with a tendency to hide until they’re sure they can trust those they encounter. A Celestial Kobold will confront a fellow openly if he feels it absolutely necessary. Fight to subdue, rarely to kill. Treat all they defeat with dignity and honor. When a Celestial Kobold gives his word he keeps it, even to the death.</p><p></p><p><strong>Dragon Earth</strong></p><p></p><p>The Dragon Earth post mortem cosmology has substantial differences from standard D&D. For one thing, getting to Heaven is a killer. Besides which, even though there are kobolds in heaven, they don't live as they did in life.</p><p></p><p>On occasion however God will send one of his angels or a Kobold soul to Earth to assist an individual Kobold or Kobold community. Such an emissary (Angel, according to the original meaning) will have the stats listed above most of the time, with such additional abilities as God feels applicable. Said additional abilities being expressed through appropriate class levels. So an angel sent as a Celestial Kobold to help defend a home against foes may have a couple levels of Fighter, while one sent to help find a lost Kobold child will have a few in Ranger.</p><p></p><p>As with the standard Celestial Kobold one from Dragon Earth will appear to be a base Kobold at first glance. Often the differences don't become apparent until one has come to know the person better. (Yes, people do miss such things as glowing blue eyes in place of the standard red. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>So there you have my version of the Celestial Kobold. Try 'em and see how they work out in your game.</p></blockquote><p></p>
[QUOTE="mythusmage, post: 1717693, member: 571"] [b]Kobold (Celestial)[/b] Kobolds KOBOLD (Celestial) Kobold Small Humanoid (Reptilian, Extraplanar) Hit Dice:1d4 (2 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch 10, flat-footed 12 Base Attack/Grapple: -2/–6 Attack: Spear -2 melee (1d6–2/x3) or sling +1 ranged (1d3) Full Attack: Spear -2 melee (1d6–2/x3) or sling +1 ranged (1d3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite Evil (SU) Special Qualities: Darkvision 60 ft.; Resistence to Acid, Cold, and Electricity; Spell Resistence Saves: Fort +1, Ref +1, Will 0 Abilities: Str 6, Dex 12, Con 8, Int 10, Wis 10, Cha 10 Skills: Craft (any) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2 Feats: Alertness Environment: Celestial temperate forests Organization: Gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), warband (10–24 plus 2–4 dire weasels), tribe (40–400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, and 5–8 dire weasels) Challenge Rating: 1/4 Treasure: Standard Alignment: Always lawful good Advancement: By character class Level Adjustment: +1 The Celestial Kobold looks much like the standard model, but somehow, better. They tend to be more confident and forthright, and are much more dependable. They have glowing green or blue eyes, the skin is a mottled green and brown, and their clothing (in much better condition than the mundane Kobold’s) comes in reds, green, yellows, and browns. Other than that they look much like mundane Kobolds and can be mistaken for such at first glance. Celestial Kobolds speak Celestial Draconic in voices that sound much like yapping Celestial dogs. Celestial Kobolds have a friendly rivalry with Celestial Gnomes COMBAT A Celestial Kobold will face a larger opponent one on one, if he absolutely has to. But he prefers to get help from those more capable. If worst comes to worst a Celestial Kobold gang or warband will try to subdue the miscreant, killing only as a last resort. They do prefer to attack from ambush and with overwhelming odds, using such tricks and strategems as seem prudent, the better to get the fight over with quickly and with the fewest fatalities on either side. Nets and ropes are popular weapons. Special Attacks: Smite Evil (1/day): A Celestial Kobold may do +1 in damage against an evil creature. If he has hit dice with class levels he gets an additional +1 per die, up to a maximum of +20 Thanks to their life style and abode Celestial Kobolds do not have Light Sensitivity. Skills: Kobolds have a +2 racial bonus on Craft (any), Profession (miner), and Search checks. SPECIAL QUALITIES: Dark Vison 60’ range; Resistence to Acid, Cold, and Electricity 5; Spell Resistence 6. Challenge Rating: Kobolds with levels in NPC classes have a CR equal to their character level -2. CELESTIAL KOBOLD CHARACTERS Celestial Kobold characters possess the following racial traits. — –4 Strength, +2 Dexterity, –2 Constitution. —Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. —A kobold’s base land speed is 30 feet. —Darkvision out to 60 feet. —Racial Skills: A kobold character has a +2 racial bonus on Craft (any), Profession (miner), and Search checks. —Racial Feats: A kobold character gains feats according to its character class. — +1 natural armor bonus. —Special Qualities (see above): Acid, Cold, and Lightning Resistence; Magic Resistence —Automatic Languages: Celestial Draconic. Bonus Languages: Celestial Common, Celestial Undercommon. —Favored Class: Sorcerer. —Level Adjustment: +1 Notes: You’ll note that not much changed. Probably the biggest change was in alignment. Celestial Kobolds are still lawful by nature, but much more trustworthy than their mundane counterparts. I also reduced the Level Adjustment by 1 point downwards, since even with the Celestial knacks added Kobolds aren’t that impressive as foes. Play: Cautious, with a tendency to hide until they’re sure they can trust those they encounter. A Celestial Kobold will confront a fellow openly if he feels it absolutely necessary. Fight to subdue, rarely to kill. Treat all they defeat with dignity and honor. When a Celestial Kobold gives his word he keeps it, even to the death. [b]Dragon Earth[/b] The Dragon Earth post mortem cosmology has substantial differences from standard D&D. For one thing, getting to Heaven is a killer. Besides which, even though there are kobolds in heaven, they don't live as they did in life. On occasion however God will send one of his angels or a Kobold soul to Earth to assist an individual Kobold or Kobold community. Such an emissary (Angel, according to the original meaning) will have the stats listed above most of the time, with such additional abilities as God feels applicable. Said additional abilities being expressed through appropriate class levels. So an angel sent as a Celestial Kobold to help defend a home against foes may have a couple levels of Fighter, while one sent to help find a lost Kobold child will have a few in Ranger. As with the standard Celestial Kobold one from Dragon Earth will appear to be a base Kobold at first glance. Often the differences don't become apparent until one has come to know the person better. (Yes, people do miss such things as glowing blue eyes in place of the standard red. :) ) So there you have my version of the Celestial Kobold. Try 'em and see how they work out in your game. [/QUOTE]
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