Incenjucar
Legend
ZombieRoboNinja said:"Fey Step"![]()
Yeah, but they have to rest six hours before doing it again.

ZombieRoboNinja said:"Fey Step"![]()
Nope 5 minutesIncenjucar said:Yeah, but they have to rest six hours before doing it again.![]()
ROFL, just like my life!Incenjucar said:Per-Murder>Per-Coffee Break
Kobold Slinger; Level 1 Artillery
Small Natural Humanoid; XP 100
Initiative: +3; Senses: Perception+1, darkvision
HP 24; Bloodied 12
AC 13; Fortitude 12,Reflex 14,Will 12; see also trap sense
Speed 6
M Dagger (standard; at-will) • Weapon
+5 vs. AC; 1d4+3 damage.
R Sling (standard; at-will) • Weapon
Range 10/20; +6 vs. AC; 1d6 +3 damage; see also special shot.
Special Shot
The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds special shot chosen from the types listed below. A special shot attack that hits deals normal damage and has an additional effect depending on its type.
Stinkpot the target takes a -2 penalty to attack rolls (save ends)
Firepot (Fire) The target taks ongoing 2 fire damage (save ends)
Gluepot The target is immobilized (save ends)
Shifty (minor, at will)
The kobold shifts 1 square as a minor action.
Trap Sense: The kobold gains a +2 bonus to all defenses against traps.
Alignment: Evil; Languages: Draconic
Skills: Acrobatics +8, stealth +10, Thievery +10
Str 9 (-1) Dex 17 (+3) Wis 12 (+1)
Con 11 (+1) Int 9 (-1) Cha 10 (+0)
Equipment: leather armor, dagger, sling with 20 bullets, 3 rounds of special shot (see above).
I have a feeling that's a misprint that might be getting fixed.fafhrd said:Behold, the I can hit you but I have a harder time touching you, kobold
Love eyebite. Speaking of which, I've seen the concealment 11 rule. Anyone seen a comparable rule for vanilla concealment? The initial report was that concealment gave enemies a -2 to hit you and total concealment gave them a -5, but concealment 11 throws some doubt on to that report.ZombieRoboNinja said:The warlock can fend off mobs with Eyebite, if he catches them coming in time, and he can run away like a little girl to get free concealment, but not so handy with the close-range skirmishing.