Seldarn Empire Notes and Suggestions - help wanted

Lela, consider that filed for future reference. You have no idea how much I love running a good holy war as the backdrop to a campaign, and if I ever get the Copperheads out of the backwater frontier wilderness they elected to put themselves in (and I will), that'll definately be one of the things to come up :)
 

log in or register to remove this ad

*Goes looking for pin with which to pop head*

I look forward to reading about it.

What about the Yip starting package (mentioned in the Copperheads thread)? Care to give me a glimpse? What about the Rogues Gallery thing I mentioned?
 

I'll probably start a rogues gallery thread eventually, especially once the campaigns start using more homebrewed NPC's and fewer module-creations.

As for Yip:

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.
 
Last edited:

Remove ads

Top