arwink
Clockwork Golem
For some reason, i find that a lot of opponents in the Seldarn games tend to have allies that are small, scampering and in possesion of class levels. Essentially, I blame it on the presence of a bunch of kobold Monk PC's named Yip. While I'll eventually use this thread as a place to store the various Villain Stats from the Seldarn Storyhours, for the time being it'll be devoted to posting ways in which small, usually weak races can be turned into loyal and dangerous henchmen 
Base Yip
Essentially, there are a horde of NPC yips that show up in both games. Unless otherwise noted, they tend to be part of the rank and file of the Yipmonk brotherhood. Stat's for the basic Yip are:
CR 1; Small Humanoid (reptilian); Hd 1d8; hp 8; Init +7 (+3 Dex, +4 improved initiative); Spd 30 ft.; AC 16 (Flatfooted 12, touch 16); Atk Masterwork Halfling Kama +1 (1d4-1); Shiruken +4 ranged (1); SA Stunning Attack 1/day (DC 12), Flurry of Blows, SQ Darkvision, Evasion; AL LN; Sv Fort +2, ref +5, Will +4; Str 8, Dex 16, Con 11, Wis 14, Cha 8.
Skills and Feats: Balance +7, Climb +3, Hide +11, Listen +6, Search +2; Improved Initiative, Improved Unarmed Strike, Stunning Fist
Possesions: Masterwork halfling Kama, 2 potions of cure light wounds, 1 potion of vision, 6 shiruken.
PC Yips
In the case of PC kobolds, I tend to stretch the standard rules for the race a little. Essentially, PC's and significant NPC's use the Advanced Kobold Racial Traits:
Time permitting, I'll start posting some of the weirder flavors of Yip next week

Base Yip
Essentially, there are a horde of NPC yips that show up in both games. Unless otherwise noted, they tend to be part of the rank and file of the Yipmonk brotherhood. Stat's for the basic Yip are:
CR 1; Small Humanoid (reptilian); Hd 1d8; hp 8; Init +7 (+3 Dex, +4 improved initiative); Spd 30 ft.; AC 16 (Flatfooted 12, touch 16); Atk Masterwork Halfling Kama +1 (1d4-1); Shiruken +4 ranged (1); SA Stunning Attack 1/day (DC 12), Flurry of Blows, SQ Darkvision, Evasion; AL LN; Sv Fort +2, ref +5, Will +4; Str 8, Dex 16, Con 11, Wis 14, Cha 8.
Skills and Feats: Balance +7, Climb +3, Hide +11, Listen +6, Search +2; Improved Initiative, Improved Unarmed Strike, Stunning Fist
Possesions: Masterwork halfling Kama, 2 potions of cure light wounds, 1 potion of vision, 6 shiruken.
PC Yips
In the case of PC kobolds, I tend to stretch the standard rules for the race a little. Essentially, PC's and significant NPC's use the Advanced Kobold Racial Traits:
- +2 bonus to Dexterity and Charisma, -4 penalty to Strength. Kobolds are both fast and agile, but they are smaller and physically weaker than other races. Kobolds also possess a great sense of self-worth and confidence that belies their short stature and mosterous appearance
- Small creatures with a Base speed of 30 - kobolds are capable of scurrying as fast as any human can walk, and often outrun creatures of similar size such as gnomes and halflings.
- Darkvision 60 ft.
- +1 natural armor: kobold scales are tough enough to offer some protection in combat.
- +2 racial bonus on craft, search and disable device checks that are related to traps. Kobolds are familiar with most types of traps, and possess a near sixth-sense about the intricacies of trap design.
- +2 racial bonus to move silently. Kobolds are light on their feet and notoroiusly quiet when they wish to be.
- +2 racial bonus on craft and profession checks that are related to stone. Kobolds are skilled miners and stonemasons.
- Automatic Languages: Common and Draconic.
- Favored Class: Sorcerer.
Time permitting, I'll start posting some of the weirder flavors of Yip next week
