Fine, but I think it's relevant (looking at both Dwarves and Half-Orcs, actually), especially if you want to look at other NPC races for Natural Armor bonuses. Heck, take a look at the Drow since they also have Darkvision (60' I think).Nail said:As an aside: I think Half-orcs are unbalanced, as are dwarves (in opposite directions). I believe we've had this discussion before, though, so we should probably "table" it.
Then stop spinning in circles, it's affecting your judgement.Nail said:Wow. That's so firmly ECL +0, I think I'm getting dizzy.
KOBOLD CHARACTERS
Kobold characters possess the following racial traits:
–4 Strength, +2 Intelligence, +2 Dexterity, +2 Charisma.
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 (trapmaking), Profession (miner), and Search checks.
Special Qualities (see above): Light sensitivity.
Natural Armor +2
Spell-Like Abilities: 1/day—mending, message. Caster level 1st; save DC 10 + kobold’s Cha modifier + spell level.
Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
Favored Class: Sorcerer.
Tuzenbach said:Since there's an unfavorable ability modifier that says Kobolds have a -4 to their strength and a +2 to their dex, it seems so many of you are hell bent upon turning the Kobold into super-sorcerers. C'mon, how charismatic can a 3 foot high devil-dog looking thing be?
Dudes, why not just say -3 for strength and +3 for dex? Conversely, -4 for strength, +4 for dex. Is this really so cerebrally challenging?!
While the -2 Con might make it "less appealing for spellcasters", it's not enough to even out the +1 LA given Nail's most recent proposal. Look at Elves, Favored Class: Wizard. They don't even get a bonus to their primary spellcasting stat!Videssian said:True, this is aesthetically appealing.. a major stat goes down by the same amount that another major stat goes up.. though to make it less appealing for spellcasters, something like this could be done:
Str -4, Dex +4, Con -2, Cha +2
(that lack of Con will *really* hurt a wiz or sor.. enough that it counteracts much of the advantage of the high cha or dex.. though again, wiz/sor will not be in melee combat and that dex will help avoid missiles.. so it'd be a wash, which is kindof the intent)
By lowering the Strength penalty from -4 to -2, dropping the Con back to its original -2, and getting rid of the +2 Int, everything seems to work out for me. I still like the +2 to Bluff though. I think it fits very well with the cowardly craftiness that Nail's describing, YMMV.Kobolds_v_4 said:KOBOLD CHARACTERS
Kobold characters possess the following racial traits:
- –2 Strength, +2 Dexterity, -2 Constitution, +2 Charisma.
- 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'.
- Darkvision 60'.
- Racial Skills: A kobold character has a +2 racial bonus on Bluff, Craft (trapmaking), Profession (miner), and Search checks.
- Special Qualities (see above): Light sensitivity.
- Natural Armor +1
- Spell-Like Abilities: 1/day—mending, message. Caster level 1st; save DC 10 + kobold’s Cha modifier + spell level.
- Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
- Favored Class: Sorcerer.
- Level Adjustment +0
DrSpunj said:While the -2 Con might make it "less appealing for spellcasters", it's not enough to even out the +1 LA given Nail's most recent proposal. Look at Elves, Favored Class: Wizard. They don't even get a bonus to their primary spellcasting stat!
Furthermore, you've just pushed their AC up another +1 with the now increased Dex, so with Small, +2 Dex and +2 NA we're back at a base AC of 15 for the Sorcerer with a +2 to their primary spellcasting stat, who doesn't care diddly about the -4 Strength penalty.
The Con is a definite penalty that the Sorcerer will feel, though, and is part of the default MM Kobold. What about: -2 Str, +2 Dex, -2 Con, +2 Cha? The first two and last two balance according to the DMG guidelines. So what about this:
By lowering the Strength penalty from -4 to -2, dropping the Con back to its original -2, and getting rid of the +2 Int, everything seems to work out for me. I still like the +2 to Bluff though. I think it fits very well with the cowardly craftiness that Nail's describing, YMMV.
As a gestalt, do Kobolds make good Sorcerers? Absolutely! This build still has a lot going for them, but by getting rid of the +2 Int we aren't forced to balance out those extra 23 skill points over 20 levels which is very tough to balance (and also, IMO, steals some of the Human's schtick).
I think this is the best one of the lot. It's not a great deal different than the MM Kobold, but has a lot of appeal for its Favored Class: Sorcerer.
Whaddya think?
Thanks.
DrSpunj
Come on, Videssian. That's like me saying:Videssian said:...would help balance this, since for fighters or rogues, that str-2 and con-2 is really going to hurt.
Both statements have as much relevancy in this discussion. None.Half-orc race said:...would help balance this, since for [Half-orc] Wizards & Sorcerers, that -2 Int & -2 Cha is really going to hurt.
So there are three possible settings here for our Kobold Sorcerer: Bright sunlight, normal light, and darkness. I'll keep a running total of the number of Bonuses and Penalties.3.5 SRD said:Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
Dazzled: The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls, Search checks, and Spot checks.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.