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[RG] TRM's Second Darkness adventure path
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<blockquote data-quote="Ambrus" data-source="post: 4620122" data-attributes="member: 17691"><p><img src="http://img164.imageshack.us/img164/6787/dragonwroughtkoboldblacbk5.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><span style="color: Gray"><strong><span style="font-family: 'Arial Narrow'"><span style="font-size: 15px">Tosh, the Bone Wyrm</span></span></strong></span></p><p></p><p>Dragonwrought kobold rogue 1</p><p>CN Small dragon (kobold, reptilian)</p><p><strong>Init</strong> +6; <strong>Senses</strong> Perception +4</p><p><span style="font-size: 9px">+2 racial bonus to sight and touch based Perception checks</span></p><p>Darkvision 60 ft., low-light vision</p><p><strong>Languages</strong> Common, Draconic, Varisian</p><p><span style="color: Gray">–––––––––––––––––––––––––</span></p><p><strong>AC</strong> 19, touch 16, flat-footed 15</p><p><strong>hp</strong> 13 (1d8 HD)</p><p><strong>Fort</strong> 0, <strong>Ref</strong> +6, <strong>Will</strong> 0</p><p><strong>Immune</strong> sleep, paralysis</p><p><span style="color: Gray">–––––––––––––––––––––––––</span></p><p><strong>Spd</strong> 30 ft.</p><p><strong>Melee</strong> 2 claws +1 (1d3-1) and bite -4 (1d3-1)</p><p><strong>Ranged</strong> light crossbow +6 (1d6)</p><p><strong>Base Atk</strong> 0; <strong>CMB</strong> -2</p><p><strong>Combat Options</strong> sneak attack +1d6</p><p><span style="color: Gray">–––––––––––––––––––––––––</span></p><p><strong>Abilities</strong> Str 9, Dex 18, Con 11, Int 12, Wis 10, Chr 9</p><p><strong>SQ</strong> Light Sensitivity, Slight Build, Trapfinding</p><p><strong>Traits</strong> Guileful Pickpocket, Reactionary</p><p><strong>Feats</strong> Dragonwrought (black)</p><p><strong>Skills</strong> Acrobatics +8, Climb +3, Craft (alchemy) +5, Craft (trapmaking) +3,</p><p>Disable Device +8, Escape Artist +8, Knowledge (local) +5, Perception +4,</p><p>Sleight of Hand +8 <span style="font-size: 9px">(+2 on Sleight of Hand checks to take something from another creature)</span>,</p><p>Stealth +18, Swim +3</p><p><strong>Possessions</strong> light crossbow (2 lb.), 20 bolts (1 lb.), 3 silver bolts (0.15 lb.),</p><p>leather armor (7.5 lb.), backpack (0.5 lb.), chalk, fishhook, flint & steel, 3 sacks</p><p>(0.375 lb.), sewing needle, signal whistle, sundark goggles, thieves tools (1 lb.),</p><p>roll of twine (50 ft.), waterskin (1 lb.)</p><p><span style="color: Gray">–––––––––––––––––––––––––</span></p><p><strong>Treasure</strong> 12 gp, 8 sp, 9 cp</p><p><strong>Experience</strong> 0</p><p><span style="color: Gray">–––––––––––––––––––––––––</span></p><p><strong>Age</strong> 7 <strong>Height</strong> 2-ft. 3-in. <strong>Weight</strong> 42 lb.</p><p></p><p>[sblock=Background]Here's tha dark a it, bes as I can figure. Few years back some eggsucking bigfeet bashers done in a brood a kobolds somewhere up north; probably in tha Lurkwood or past tha Red Mountains. Came inta town with whatever shiny shinies they'd got to buy some bub and ta rut with some laced mutton.</p><p></p><p>Mayhaps they was canny, mayhaps jes ol' sodding hatchwits, but they'd snatched a shiny-shiny egg from tha brood's hatchery that they took ta be that a some kinda trueblood. Sodding leatherheads. Came down with goldfever an so went ta tha Cypher Lodge ta bilk a fancyboy. Eggsucking fancyboy got all giddy at tha sight a that shiny-shiny an gave em some pelf fer it; thought he'd got hiself a lil shoulder dragon pet ta hatch. Addle-coved twit.</p><p></p><p>So off go tha egg snatchers ta drown in bub till they've no shine left. Tha dandy fancyboy makes hiself a nice lil nest and sets ta work on hatchin his shiny-shiny egg. Fortnight later, I come on out ta say hi to im. Peery fancyboy tumbles ta tha dark 'o it right quick; I aint ever gonna be no shoulder dragon. Now this top-shelf fancyboy, Tammerhawk – yeah, that Tammerhawk, is plenty pissed that he's been bobbed, but don't want none a his fancyboy buddies tumbling ta tha fact that he's just big ol gully out ten large. So he takes me, a tiny hatchwit, an does what he does with tha rest a tha drek from his arse; dumps my hide inta a drain ditch; damn well near drowned.</p><p></p><p>Ended washin up inta tha Boneyard east a town. Tha gnawin redgut got me crawlin an digging through tha stink-stink soon enough. Had ta run-run from tha plague-a-rats ta live; so damned many a em down in tha Boneyard fightin fer turf. Got it figured out in time though; made some slow fangs, learnt ta fight-fight an turned em inta meat an skins. Even took on a big ol' donkey rat once; that'd be this here skull. Still call tha place kip durin tha day. So these years later, lucky or no, I aint dead yet. Tammerhawk be damned.</p><p></p><p>Got this whole anthill figured out now; kinda twigged ta it. I watch tha blackeyes scurying around in tha streets from tha nooks an crannies. I listen at tha windows and doors to em spillin tha dark o things. I take what they toss out; tha good an tha bad. When I get tired a waitin on em I jes go up an take what I need. Some a tha bashers I even work with; rat-catchers, toshers, tinkers and cross-traders. Some a em aint half bad. Even run inta some kobolds a time or three.</p><p></p><p>As I seez it, startin from tha gutter, things can only keep headin up fer me. A while back a dark splotch started blottin out tha damed daylight. Good that; one less thing ta worry bout if it gets big nough. Now I hear talk about a shiny-shiny game goin down at tha Goblin. Might jess have ta check that out; take my cut up front.[/sblock][sblock=Dragonwrought Feat]You were born a dragonwrought kobold, proof of your race's innate connection to dragons.</p><p><strong>Prerequisite:</strong> Kobold, 1st level only.</p><p><strong>Benefit:</strong> You are a dragon wrought kobold. Your type is dragon rather than humanoid, and you lose the dragonblood subtype. You retain all your other subtypes and your kobold racial traits. Your scales become tinted with a color that matches that of your draconic heritage. As a dragon, you are immune to magic sleep and paralysis effects. You have darkvision out to 60 feet and low-light vision. You gain a +2 racial bonus on the skill indicated for your draconic heritage on the table on page 103.</p><p><strong>Special:</strong> Unlike most feats, this feat must be taken at 1st level, during character creation. Having this feat allows you to take the Dragon Wings feat at 3rd level.[/sblock][sblock=Guileful Pickpocket campaign trait]The lure of wealth has drawn many to the Gold Goblin's gambling tournament, but not all are pinning their hopes on a winning streak to gain their share of the stakes. Not being one for games of chance, you plan to skip the gambling altogether and use the tournament's hubbub as a backdrop for larceny. With a bit of skill, luck and guile you hope to lighten the purses of a few competitors before making your escape with none the wiser. You gain a +2 on Sleight of Hand checks to take something from another creature.[/sblock][sblock=Light Sensitivity]Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.[/sblock][sblock=Slight Build]The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Stealth), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.[/sblock][sblock=Equipment]<span style="color: SandyBrown"><strong>Sundark Goggles</strong></span></p><p><span style="color: SandyBrown"><strong></strong><span style="color: White">from <em>Races of the Dragon</em></span></span></p><p><span style="font-size: 9px">(10 gp cost / no weight / DC 15 Alchemy check to create)</span></p><p>The smoked lenses of these goggles block light. They are typically fixed into a band of canvas that clasps together at the back to keep the goggles from falling off. Sundark goggles negate the dazzled condition experienced by a creature with light sensitivity whille in bright illumination. As a side effect, they grant the wearer a +2 circumstance bonus on saving throws against gaze attacks. A creature wearing sundark goggles can't use a gaze attack, since other creatures can't see its eyes. Creatures without low-light vision or darkvision that wear sundark goggles take a -2 penalty on Search and Spot checks.</p><p></p><p><span style="color: SandyBrown"><strong>Bitterleaf oil</strong></span></p><p><span style="color: SandyBrown"><span style="color: White">from <em>Races of the Dragon</em></span></span></p><p><span style="font-size: 9px">(25 gp cost / no weight / DC 15 Alchemy check to create)</span></p><p>Kobolds use this salve to keep their scales healthy and shiny. Each bottle of bitterleaf oil holds enough for ten applications. If the oil is applied each day (a full-round action), it staves off shedding indefinately. In addition, on any day when bitterleaf oil is applied, the character naturally heals 1 additional point of damage per HD (max. 5) with a full night's rest.</p><p></p><p><span style="color: SandyBrown"><strong>Tumbling bolt</strong></span></p><p><span style="color: SandyBrown"><span style="color: White">adapted from the Arms and Equipment Guide</span></span></p><p><span style="font-size: 9px">(5gp cost / 0.2 lb.)</span></p><p>A tumbling bolt resembles a standard crossbow bolt except for a few minuscule holes and vents along the shaft. A channel allows air to pass through the bolt, which causes it to tumble when fired. The bolt deals +1 damage but only has one-half its normal range increment due to the way the projectile moves through the air.[/sblock]</p></blockquote><p></p>
[QUOTE="Ambrus, post: 4620122, member: 17691"] [IMG]http://img164.imageshack.us/img164/6787/dragonwroughtkoboldblacbk5.gif[/IMG] [COLOR=Gray][B][FONT=Arial Narrow][SIZE=4]Tosh, the Bone Wyrm[/SIZE][/FONT][/B][/COLOR] Dragonwrought kobold rogue 1 CN Small dragon (kobold, reptilian) [B]Init[/B] +6; [B]Senses[/B] Perception +4 [SIZE=1]+2 racial bonus to sight and touch based Perception checks[/SIZE] Darkvision 60 ft., low-light vision [B]Languages[/B] Common, Draconic, Varisian [COLOR=Gray]–––––––––––––––––––––––––[/COLOR] [B]AC[/B] 19, touch 16, flat-footed 15 [B]hp[/B] 13 (1d8 HD) [B]Fort[/B] 0, [B]Ref[/B] +6, [B]Will[/B] 0 [B]Immune[/B] sleep, paralysis [COLOR=Gray]–––––––––––––––––––––––––[/COLOR] [B]Spd[/B] 30 ft. [B]Melee[/B] 2 claws +1 (1d3-1) and bite -4 (1d3-1) [B]Ranged[/B] light crossbow +6 (1d6) [B]Base Atk[/B] 0; [B]CMB[/B] -2 [B]Combat Options[/B] sneak attack +1d6 [COLOR=Gray]–––––––––––––––––––––––––[/COLOR] [B]Abilities[/B] Str 9, Dex 18, Con 11, Int 12, Wis 10, Chr 9 [B]SQ[/B] Light Sensitivity, Slight Build, Trapfinding [B]Traits[/B] Guileful Pickpocket, Reactionary [B]Feats[/B] Dragonwrought (black) [B]Skills[/B] Acrobatics +8, Climb +3, Craft (alchemy) +5, Craft (trapmaking) +3, Disable Device +8, Escape Artist +8, Knowledge (local) +5, Perception +4, Sleight of Hand +8 [SIZE=1](+2 on Sleight of Hand checks to take something from another creature)[/SIZE], Stealth +18, Swim +3 [B]Possessions[/B] light crossbow (2 lb.), 20 bolts (1 lb.), 3 silver bolts (0.15 lb.), leather armor (7.5 lb.), backpack (0.5 lb.), chalk, fishhook, flint & steel, 3 sacks (0.375 lb.), sewing needle, signal whistle, sundark goggles, thieves tools (1 lb.), roll of twine (50 ft.), waterskin (1 lb.) [COLOR=Gray]–––––––––––––––––––––––––[/COLOR] [B]Treasure[/B] 12 gp, 8 sp, 9 cp [B]Experience[/B] 0 [COLOR=Gray]–––––––––––––––––––––––––[/COLOR] [B]Age[/B] 7 [B]Height[/B] 2-ft. 3-in. [B]Weight[/B] 42 lb. [sblock=Background]Here's tha dark a it, bes as I can figure. Few years back some eggsucking bigfeet bashers done in a brood a kobolds somewhere up north; probably in tha Lurkwood or past tha Red Mountains. Came inta town with whatever shiny shinies they'd got to buy some bub and ta rut with some laced mutton. Mayhaps they was canny, mayhaps jes ol' sodding hatchwits, but they'd snatched a shiny-shiny egg from tha brood's hatchery that they took ta be that a some kinda trueblood. Sodding leatherheads. Came down with goldfever an so went ta tha Cypher Lodge ta bilk a fancyboy. Eggsucking fancyboy got all giddy at tha sight a that shiny-shiny an gave em some pelf fer it; thought he'd got hiself a lil shoulder dragon pet ta hatch. Addle-coved twit. So off go tha egg snatchers ta drown in bub till they've no shine left. Tha dandy fancyboy makes hiself a nice lil nest and sets ta work on hatchin his shiny-shiny egg. Fortnight later, I come on out ta say hi to im. Peery fancyboy tumbles ta tha dark 'o it right quick; I aint ever gonna be no shoulder dragon. Now this top-shelf fancyboy, Tammerhawk – yeah, that Tammerhawk, is plenty pissed that he's been bobbed, but don't want none a his fancyboy buddies tumbling ta tha fact that he's just big ol gully out ten large. So he takes me, a tiny hatchwit, an does what he does with tha rest a tha drek from his arse; dumps my hide inta a drain ditch; damn well near drowned. Ended washin up inta tha Boneyard east a town. Tha gnawin redgut got me crawlin an digging through tha stink-stink soon enough. Had ta run-run from tha plague-a-rats ta live; so damned many a em down in tha Boneyard fightin fer turf. Got it figured out in time though; made some slow fangs, learnt ta fight-fight an turned em inta meat an skins. Even took on a big ol' donkey rat once; that'd be this here skull. Still call tha place kip durin tha day. So these years later, lucky or no, I aint dead yet. Tammerhawk be damned. Got this whole anthill figured out now; kinda twigged ta it. I watch tha blackeyes scurying around in tha streets from tha nooks an crannies. I listen at tha windows and doors to em spillin tha dark o things. I take what they toss out; tha good an tha bad. When I get tired a waitin on em I jes go up an take what I need. Some a tha bashers I even work with; rat-catchers, toshers, tinkers and cross-traders. Some a em aint half bad. Even run inta some kobolds a time or three. As I seez it, startin from tha gutter, things can only keep headin up fer me. A while back a dark splotch started blottin out tha damed daylight. Good that; one less thing ta worry bout if it gets big nough. Now I hear talk about a shiny-shiny game goin down at tha Goblin. Might jess have ta check that out; take my cut up front.[/sblock][sblock=Dragonwrought Feat]You were born a dragonwrought kobold, proof of your race's innate connection to dragons. [B]Prerequisite:[/B] Kobold, 1st level only. [B]Benefit:[/B] You are a dragon wrought kobold. Your type is dragon rather than humanoid, and you lose the dragonblood subtype. You retain all your other subtypes and your kobold racial traits. Your scales become tinted with a color that matches that of your draconic heritage. As a dragon, you are immune to magic sleep and paralysis effects. You have darkvision out to 60 feet and low-light vision. You gain a +2 racial bonus on the skill indicated for your draconic heritage on the table on page 103. [B]Special:[/B] Unlike most feats, this feat must be taken at 1st level, during character creation. Having this feat allows you to take the Dragon Wings feat at 3rd level.[/sblock][sblock=Guileful Pickpocket campaign trait]The lure of wealth has drawn many to the Gold Goblin's gambling tournament, but not all are pinning their hopes on a winning streak to gain their share of the stakes. Not being one for games of chance, you plan to skip the gambling altogether and use the tournament's hubbub as a backdrop for larceny. With a bit of skill, luck and guile you hope to lighten the purses of a few competitors before making your escape with none the wiser. You gain a +2 on Sleight of Hand checks to take something from another creature.[/sblock][sblock=Light Sensitivity]Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.[/sblock][sblock=Slight Build]The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Stealth), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.[/sblock][sblock=Equipment][COLOR=SandyBrown][B]Sundark Goggles [/B][COLOR=White]from [I]Races of the Dragon[/I][/COLOR][/COLOR] [SIZE=1](10 gp cost / no weight / DC 15 Alchemy check to create)[/SIZE] The smoked lenses of these goggles block light. They are typically fixed into a band of canvas that clasps together at the back to keep the goggles from falling off. Sundark goggles negate the dazzled condition experienced by a creature with light sensitivity whille in bright illumination. As a side effect, they grant the wearer a +2 circumstance bonus on saving throws against gaze attacks. A creature wearing sundark goggles can't use a gaze attack, since other creatures can't see its eyes. Creatures without low-light vision or darkvision that wear sundark goggles take a -2 penalty on Search and Spot checks. [COLOR=SandyBrown][B]Bitterleaf oil[/B][/COLOR] [COLOR=SandyBrown][COLOR=White]from [I]Races of the Dragon[/I][/COLOR][/COLOR] [SIZE=1](25 gp cost / no weight / DC 15 Alchemy check to create)[/SIZE] Kobolds use this salve to keep their scales healthy and shiny. Each bottle of bitterleaf oil holds enough for ten applications. If the oil is applied each day (a full-round action), it staves off shedding indefinately. In addition, on any day when bitterleaf oil is applied, the character naturally heals 1 additional point of damage per HD (max. 5) with a full night's rest. [COLOR=SandyBrown][B]Tumbling bolt[/B][/COLOR] [COLOR=SandyBrown][COLOR=White]adapted from the Arms and Equipment Guide[/COLOR][/COLOR] [SIZE=1](5gp cost / 0.2 lb.)[/SIZE] A tumbling bolt resembles a standard crossbow bolt except for a few minuscule holes and vents along the shaft. A channel allows air to pass through the bolt, which causes it to tumble when fired. The bolt deals +1 damage but only has one-half its normal range increment due to the way the projectile moves through the air.[/sblock] [/QUOTE]
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