View Full Version : Classic D&D monsters for peer review
stormsweeper
09-05-2006, 10:29 AM
I figured I'd just make one thread, since I'll be burning up a fair amount of these things.
Previous ones:
Lich (http://www.burningwheel.org/forum/viewtopic.php?t=3129)
Doppleganger (http://www.burningwheel.org/forum/viewtopic.php?t=3130)
stormsweeper
09-05-2006, 10:31 AM
Harpy/Siren
Concept: The creature from Greek myth, often tasked with carrying men off to their doom.
Traits: Cruel, Winged, Feathered, Slashing Claws, Heartless, Siren Song
Stats: Will B5, Perception B4, Agility B6, Speed B6, Power B5, Forte B5
Attributes: Steel B8, Hesitation 5 (2), Health B5, Mortal Wound B11
PTGS: Su: B3 Li: B6 Mi: B8 Se: B9 Tr: B10 MW: B11
Skills: Savage Attack B5, Hunting B4, Tracking B5, Stealthy B5, Scavenging B4
Beliefs: My master may want these men, but I need meat;
Instincts: Always sing to my prey;
new trait:
Siren Song (Dt, 5pts)
The call of the siren has lured many a man to his death. Forces a Steel test with the obstacle increased by the singer's Will. The Hesitation action is a special one - Follow the Song. The hesitating character will follow the song until his hesitation runs out, or something breaks the spell, namely being injured or shaken out of it. Any remaining hesitation is changed to Stand and Drool.
(the pricing may be a bit low, not that practiced at making new traits)
stormsweeper
07-16-2007, 12:53 PM
Bugbear
Concept: An amalgam of the D&D creature and the old English "bogeyman" myths.
Traits: Bear-headed, Coarse Fur, Fangs, Piercing Fangs, Rending Claws, Tearing Claws, Fearsome Beast, Heartless, Night Eyed, Soft Step, Smells Blood*, Hoarding
Stats: Will B4, Perception B4, Agility B4, Speed B4, Power B7, Forte B7
Attributes: Steel B7, Hesitation 6 (3), Health B4, Mortal Wound B12, Resources B0
PTGS: Su: B4 Li: B7 Mi: B9 Se: B10 Tr: B11 MW: B12
Skills: Brawling B5, Intimidation B5, Stealthy B4, Tracking B4, Forest-wise B3, Stray child-wise B3, Scavenging B3
Resources: Goes bump in the night (1D infamous rep), scavenged bits and bobs, nest full of bones
Beliefs: The young ones taste the best, so I'll take them first.
Instincts: Never leave the woods. Always take my prey to my lair.
* Smells Blood is mechanically identical to the "Eye of the Hunter" trait
Thor Olavsrud
07-16-2007, 01:25 PM
I like it! But I thought Bugbears were just big horking goblins (aka orcs, in BW parlance)?
My first instinct would be to make them Head-Takers and call it a day. :eek:
stormsweeper
07-16-2007, 01:34 PM
Yes, in D&D, they're grouped with goblins (along with Hobgoblins, and another humanoid monster I'm forgetting). I can make them orcs, too, but I'm a bit burned out on orcs at the moment. ;)
Oh god. I can't believe Varda's going to die at the hands of a Bugbear.
NOOOOO!!!
Also, the MM1 Bugbears had big spikey maces/morning stars.
Thor Olavsrud
07-16-2007, 01:36 PM
Yes, in D&D, they're grouped with goblins (along with Hobgoblins, and another humanoid monster I'm forgetting). I can make them orcs, too, but I'm a bit burned out on orcs at the moment. ;)
Cool. I was just trying to keep things within the D&D theme.
Gnolls! with flails! GNOLLS WITH FLAILS! GNOLLS WITH FLAILS!
Also, Kobolds! KOBOLDS! KKKKKKOOOBBBBBBOOOOLLLLDDDDDDSSSS!
Thor Olavsrud
07-16-2007, 01:53 PM
Gnolls would be cool! Also, if you want to do Kobolds, that will rule! It will save me from burning them for my Hollow's Last Hope/Crown of the Kobold King project based on the Paizo GameMastery modules.
stormsweeper
07-16-2007, 03:45 PM
Also, the MM1 Bugbears had big spikey maces/morning stars.
So something more like this?
http://www.wizards.com/dnd/images/dx20070330_stealhook_bugbear.jpg
Thor Olavsrud
07-16-2007, 03:50 PM
So something more like this?
http://www.wizards.com/dnd/images/dx20070330_stealhook_bugbear.jpg
YES!
Thor Olavsrud
07-16-2007, 03:51 PM
YES!
Also, note, I spent all my Deeds and Persona on healing Kublai last session. Anyone that goes down this session is phuct!
Man what?!
No!
I can't find the original image, damn it!
stormsweeper
07-16-2007, 04:06 PM
How about this? Should I tone down the natural weapons? And I'm presuming a PQ mace would be unwieldy, but otherwise like the RoM version:
Bugbear
Concept: An amalgam of the D&D creature and the old English "bogeyman" myths.
Traits: Bear-headed, Coarse Fur, Fangs, Piercing Fangs, Rending Claws, Tearing Claws, Fearsome Beast, Heartless, Night Eyed, Soft Step, Smells Blood*, Hoarding
Stats: Will B4, Perception B4, Agility B4, Speed B4, Power B7, Forte B7
Attributes: Steel B7, Hesitation 6 (3), Health B4, Mortal Wound B12, Resources B0
PTGS: Su: B4 Li: B8 Mi: B10 Se: B11 Tr: B12 MW: B13
Skills: Brawling B4, Mace B5, Intimidation B5, Stealthy B4, Tracking B4, Forest-wise B3, Stray child-wise B3, Scavenging B3, Hunting B3
Resources: Goes bump in the night (1D infamous rep), poor quality plated leather armor, poor quality morning star, scavenged bits and bobs, nest full of bones
Beliefs: The young ones taste the best, so I'll take them first.
Instincts: Never leave the woods. Always take my prey to my lair.
* Smells Blood is mechanically identical to the "Eye of the Hunter" trait
Give 'em a weapon length trait or a two-handed mace with increased weapon length (to Long).
Not that it'll matter. Armaggedon Finger'll take these dupes out without blinking!
-L
Thor Olavsrud
07-16-2007, 05:17 PM
Not that it'll matter. Armaggedon Finger'll take these dupes out without blinking!
Are you nominating me for a new reputation? :p
Lyarie
07-16-2007, 09:48 PM
Kobolds! KOBOLDS! KKKKKKOOOBBBBBBOOOOLLLLDDDDDDSSSS!
Okay, okay. I have no books with me and I've never burnt up a monster, but I know about kobolds. I'm thinking something like this:
Kobold
Concept: Pathetic but vicious, goblin-like lizard creatures claiming to be descended from dragons
Traits: Draconic Heritage, Reptilian, One of Many*, Night-Eyed, (Tail?)
Stats: Will B3, Perception B4, Agility B4, Speed B5, Power B2, Forte B3
Attributes: Steel B3, Hesitation 7, Health B4, Reflexes B4, Mortal Wound B8, Resources B1
PTGS: Su: B3 Li: B4 Mi: B5 Se: B6 Tr: B7 MW: B8
Skills: Spears B3, Slings B3, Knives B2, Stealthy B4, Scavenging B3, Trapsmithing B5, Observation B3, Armor Training
Resources: Poor quality plated leather armor, poor quality spear (or sling), poor quality dagger, 1D Imfamous Reputation - Cruel but cowardly.
Beliefs: Laying traps and ambushes is smart, not cowardly
Instincts: Flee if overwhelmed
*Gain 3 helping dice if for every two kobolds aiding (instead of just 1 from each), but all checks made when no other kobolds are nearby are at +1Ob.
http://demonknight.files.wordpress.com/2007/03/kobold.jpg
Lyarie
07-16-2007, 10:43 PM
Gnolls! with flails! GNOLLS WITH FLAILS! GNOLLS WITH FLAILS!
Gnoll
Concept: Savage anthopomorphic hyena men
Traits: Hyena-Headed, Savage, Coarse Fur, Canine, Bi-pedal, Smells Blood*, Brute, Territorial
Stats: Will B2, Perception B3, Agility B5, Speed B4, Power B5, Forte B5
Attributes: Steel B5, Hesitation 8, Health B4, Reflexes B4, Mortal Wound B11, Resources B0
PTGS: Su: B3 Li: B6 Mi: B8 Se: B9 Tr: B10 MW: B11
Skills: <flails?> B6, Knives B3, Hunting B3, Observation B2, Intimidation B2, Armor Training, Shield Training
Resources: flail or axe, dagger, poor quality plater leather armour, poor quality shield
Beliefs: The strong will rule, the weak will die
Instincts: Kill all intruders on tribe territory
*See Stormsweeper's bugbear
http://www.bloggers.it/Leryn/itcommenti/gnoll.bmp
Daryl Weaver
07-19-2007, 11:29 PM
I do not have the Monster Burner and have not played any game yet, but I would not mind a critique of this monster.
Owlbear
Concept: The classic D&D magical experiment gone horribly wrong.
Traits:
Feathered, Beak-face, Nasty Temper;
Fanged and Clawed, Wolf’s Snout, Fearless, Long of Limb (Last four from the Character Burner)
Stats: Will B6, Perception B2, Agility B2, Speed B2, Power G8, Forte B10
Attributes:
Steel B4 , Hesitation 4 (1 versus pain, fear, or shock and gore), Health B9,
Mortal Wound B16, Resources B0, Reflexes B2, Speed Multiplier x5
Skills: Brawling B4, Intimidation B3, Stealthy B2, Tracking B4, Scavenging B3, Hunting B3
Resources: Scavenged shiny items
Beliefs:
No one trespasses in my territory without being challenged
Eat what you kill
Instincts:
Charge your opponent, grab him, and tear him apart.
Leave unmoving opponents alone if others present
Natural Weapons:
Claw: Power +1(9), Fast, VA 0, Add 2, Long
Bite: Power +1(9), Slow, VA1, Add 2, Shortest length
stormsweeper
07-20-2007, 01:30 AM
Way too Frankenstein with the stats.
I know you don't have the MonBu, but here's what the stats are described as:
Will of 6 - Elf and dwarf. Strong willed and naturally adept?
Per of 2 - Sick cow. Does he notice things when prodded?
Agl of 2 - Jerry Lewis; Jim Carrey's klutzy roles. Incredibly clumsy; has trouble clapping.
Spd of 2 - Turtle. Does he move like a reptile on a cold, cold day?
Power is fine, Forte might be a tad too high.
Ratman45
07-20-2007, 03:00 AM
Grey-shade power of 8? Seems a little high to me. Owlbears weren't THAT tough... In fact, IIRC, they weren't really much tougher than a brown bear, stat-wise, just more ornery -- an appropriate challenge for 3rd or 4th level characters. MonBu has a Bear's power at B8, which sounds about right for the Owlbear: hits like a troll, but a group with any significant combat experience and decent equipment should be able to handle it.
Forte seems a bit high, too. MonBu's regular Bear has B7, so an Owlbear's should be probably somewhere in that range. Maybe a bit tougher (8 or 9) given its magical nature.
Traits look good.
Daryl Weaver
07-20-2007, 01:01 PM
I always found owlbears rather slow and awkward creatures, but with the bite as a slow attack I can imagine its Reflexes being slightly higher. Wolf's Snout converts Perception dice into Observation so it isn't that unaware of its surroundings.
I've added a Natural Attack to the Weapons area below. It is unlikely to be declared unless the beast has grabbed someone at the end of the previous volley. It may not be required if the Grab Ob penalty applies to resisting damage - I am afraid I do not have my books with me at the moment.
Owlbear (revised)
Concept: The classic D&D magical experiment gone horribly wrong.
Traits:
Feathered, Beak-face, Nasty Temper;
Fanged and Clawed, Wolf’s Snout, Fearless, Long of Limb (Last four from the Character Burner)
Stats: Will B5, Perception B3, Agility B3, Speed B3, Power B8, Forte B9
Attributes:
Steel B4 , Hesitation 5 (2 versus pain, fear, or shock and gore), Health B9,
Mortal Wound B15, Resources B0, Reflexes B2, Speed Multiplier x5
Skills: Brawling B4, Intimidation B3, Stealthy B2, Tracking B4, Scavenging B3, Hunting B3, Observation (Perception) B3
Resources: Scavenged shiny items
Beliefs:
No one trespasses in my territory without being challenged
Eat what you kill
Instincts:
Charge your opponent, grab him, and tear him apart.
Leave unmoving opponents alone if others present
Natural Weapons:
Claw: Power +1(9), Fast, VA 0, Add 2, Long
Bite: Power +1(9), Slow, VA 1, Add 2, Shortest length
Hug: Power +3(11), Fast, VA 0, Add 2, Shortest length
- (Hug must follow Lock)
Lyarie
07-20-2007, 02:47 PM
I'd lower his will even more. With a Power 8 and a Forte 9, he seems a little unbalanced. Also, should he have a x5 speed multiplier when he only has 3 speed? Consider how awesome you want this monster to be...
Judging by the average party MW the I see in my games, three successes (not too hard on Brawling B4) is a Traumatic, if not Mortal, Wound for most characters. If you want to kill off party members, go ahead, but that's a lot of damage for a CR4 D&D monster who does no more than 11HP of damage a hit.
Your typical level 4 D&D character has, approxiamately, 14-20 HP and can go to -10 HP before dying. He probably has a few healing potions on him too and maybe a cleric backing him up.
Daryl Weaver
07-20-2007, 03:31 PM
I am slightly confused, I suppose I should take this to a new topic. I do not want to kill a party with this kind of monster as I want them to continue playing using this system.
If a normal bear has a Power of 8 it is probably just as deadly as this, unless I am underestimating the speed multiplier. In D&D, claw/claw/bite was a sickening attack versus anyone. I've tried to incorporate that viciousness with Charge first using Power, then Lock using Power, and then a bear hug. I barely see the need for a roll in brawling until after the lock.
I can't tell you how scared our characters were when we met this creature in "The Keep on the Borderlands." Even at third level it destroyed the fighter, the elf, and the thief.
I am open to suggestions. I believe it needs at least a brawl of 1 in order to qualify for the charge and lock tactics. Melee tactics are much more effective than missile or spells in Burning Wheel. The hug attack is probably not necessary and the strike could be described as a hug.
Ratman45
07-20-2007, 03:56 PM
More comments:
Actually, I'd give it an even higher Brawl -- a Bear's attack skill is "Savage Maul" which it has at B7. Also, you'll probably want to up its Stealth by one or two dice, to reflect its owl half (and to distinguish it from regular bears).
I disagree with Lyarie. I think its Power and Forte look good right about now; very close to a bear's, but a little bit tougher to reflect its magical nature. An owlbear is not something you want to take on unarmored, but if you've got decent chain or even platemail it shouldn't be too hard; peasants and conscripts had best run, but an experienced knight who fights defensively will make mincemeat of the thing.
Reflexes is average of Perception, Agility and Speed. You have it listed as two, but it should be three.
Also, note that its power of 8 means that its attacks all receive a +1 VA.
Drop the hug attack, as it doesn't need it. There's already rules for turning using a lock to deal damage, so just use that. At the same time, you might want to introduce a lock-hug related instinct.
That's all for now.
stormsweeper
07-20-2007, 04:24 PM
Sometime this weekend I'll do a burn up of my intepretation of an owlbear. I wouldn't worry too much about the high power and skill. My players have been able to take on thinsg of that level and survive, even if just barely. A schlub with a crossbow is just as deadly.
Beast In The Garden
07-20-2007, 06:21 PM
I believe that an illithid deserves his own stock, but i am not able to create that at the moment. So, basic illithid
Mind Flayer ( I AM AN ILLITHID!!!!)
Concept: Incredibly intelligent and social "humanoids". Highly Powerful Psionics and and loves to eat brains
Traits: Octopus-Headed, Cruel, Rubbery Skin, Middling, Hive Mind, Brain Eater***, Tentacles, Suckers, Asexual, Sight Into the Mind (allows Aura Reading), Mental Domination*, Telepathy**
Stats: Will G7, Perception B6, Agility B4, Speed B4, Power B4, Forte B5
Attributes: Steel B6, Hesitation 1, Health B7, Reflexes B4, Mortal Wound B10, Resources B4
PTGS: Su: B3 Li: B6 Mi: B8 Se: B9 Tr: B10 MW: B11
Skills: Anatomy B4, Aura Reading B7, Extortion G5, Falsehood G4, Intimidation G5, Read B6, Rhetoric G4, Torture B7, Write B5,
Resources: Whatever it's thralls have + Lair
Beliefs: I can learn much from the brains of others! The surfacers have not seen the light of the outer dark, they are not perceptive enough to see it, since they are blind and inferior, they must be enslaved!
Instincts: Assess the situation at hand, then take the offensive. Eat brains if Thrall is not useful. If you cannot dominate and opponent is strong, communicate.
*Character is able to Mentally Lock a character. This takes one action and has a range of presence. The mind flayer tests his will against the will of the character. This functions exactly as a lock but will is used instead of strength. Once Will or Perception are reduced to 0 the mind flayer may put a D into dominating creature.
** Can communicate without talking and without knowing a common language in Presence x2.
*** When locked onto a character, the mind flayer mat attempt draw out the creature's brain from his skull. The mind Flayer tests his power against the Forte. The forte taxed by a number of successes in this test. The brain is only extracted after the base Forte stat is reduced to 0.
Probably too powerful...but come on, how could i resist!!!!?
stormsweeper
07-21-2007, 12:41 PM
As promised, the owlbear. (http://www.burningwheel.org/forum/showthread.php?p=44602#post44602)
Alkiera
07-23-2007, 12:04 AM
Beast,
A mind flayer is just a psychologist with a funny head, who has a strange bent for brain-eating. Check out the downloadable chapter on Psycology from BE if you haven't, it's on the wiki. And yes, Psychologists are crazy powerful.
--
Alkiera
stormsweeper
08-13-2007, 12:27 PM
Otyugh
Concept: Tentacled subterranean monster that devours anything.
Beliefs: They're all food eventually, but the fresh ones are tastier.
Instincts: Always camouflage myself in the muck. Always retreat once I've got my food.
Traits: Otyugh form, Resistant to Fire, Encrusted Hide, Covered in Filth, Rife with Disease, Thorn-tipped tentacles, Long grasp, Crushing Jaws, Unfeeling, Night Eyed, Massive Stature
Stats: Will B3, Perception B3, Agility B3, Speed B4, Power G8, Forte B8
Attributes: Steel B7, Hesitation 7, Health B7, Mortal Wound B15
PTGS: Su: B5 Li: B9 Mi: B12 Se: B13 Tr: B14 MW: B15
Skills: Stealthy B4, Camouflage B4, Brawling B5, Observation B4
IMS:
Thorn-tipped tentacles, I:3 M:6 S:9 Add 2 VA 1 Slow Longer, may lock and strike, +1D to locks
Crushing jaws I:B7 M:B13 S:G3 Add 2 VA 2 Fast Short, may lock and strike
New traits:
Otyugh Form (Cos)
The otyugh has a large ovoid body supported by three stubby legs (3x multiplier). A vicious maw sits on the body, with two thorn-tipped tentacles sprout from the sides, and a smaller tentacle with it's sensory organs sprouts from the top.
Encrusted Hide (Dt)
This creatures tough hide is encrusted with dried and decayed matter, giving it the protection of chainmail armor over all of its body.
Covered in Filth (C-O)
This is a call-on for Stealthy and Camouflage in sewers and swamps.
Rife with Disease (Dt)
This creature is so unsanitary that wounds it causes are infected badly. Adds a +2 Ob penalty to all treatment tests for wounds caused by this creature.
Thorn-tipped Tentacles (Dt)
The tentacles grant +1D to Locks when used alone. The ends sport nasty thorns, and it may choose instead to lock and strike with these (without the bonus to lock). The thorns are +1 Power Add 2 VA 1 Slow weapons, but the base Power is halved. The tentacles, whether locking or locking and striking, are Long weapons.
Long Grasp (Dt)
This creature is adept at grabbing its prey from a distance. There is no penalty to locks at optimal, and the penalty is halved at lunging.
Man, that's NASTY (in more ways than one).
Thor Olavsrud
08-13-2007, 01:37 PM
Man, that's NASTY (in more ways than one).
Totally. Action and I were nearly eaten by it. Fortunately, we had Fourth Horseman along, who managed a superb strike with his dwarven axe. He did a G2 to the thing. Unfortunately, his axe shattered in the process.
Unfortunately, his axe shattered in the process.
What caused that?!? Persona complication of some sort? Blossoms weapon-breakage rules?
Thor Olavsrud
08-13-2007, 01:50 PM
We have a house rule that if you do Gray damage with a Black weapon, it breaks.
We have a house rule that if you do Gray damage with a Black weapon, it breaks.
Ahh. That's a cool house rule!
By the way, this monster needs Two-tentacled Training. ;)
Mordaith
01-23-2008, 11:21 AM
Hey gang. I've got my player wandering through the Arabian Analogue of my setting right now and a conflict involving the Djinni Lord's army is brewing in the distance.
With his Efreeti lieutenants modeled off the D&D version of Efreeti I hope this is the proper place to post a conversion. This is my first draft and I am looking to make some adjustments. It's practically a direct conversion using the D20SDR to BW rules in the wiki.
The skills worry me a bit, but I am not really sure if that worry is warranted. I am left thinking Do they NEED all these skills? Yes it reflects their abilities in D20, but is this too much? I did not include the ability to grant wishes, as that is left in the domain of the Djinni Lord.
Concept: Efreeti from d20. The Sword Swinging - Mortal hating - Food loving lieutenants of the Djinni Lord.
Character Name: Efreeti
Background: The Efreeti were once bound to serve the humans of Zaki. Liberated by the Djinni Lord, Khumayzuh, they now fight against the humans to liberate the land from their belief in the Celestial Order.
Stats: Pe B4, Wi B4, Ag B5, Sp B5, Po B6, Fo B4
Attributes: Ref B5, Ste B6, He B7, MW B11, Hes 6, Res B4, Cir B2
PTGS: Su B3, Li B6, Mi B8, Se B9, Tr B10, Mo B11
Skills: Falsehood G7, Alchemy G7, Persuasion B5, Haggling G4, Disguise B5, Intimidate G7, Command G7, Stealth G7, Aura reading G7, Sorcery B9, Observation G7, Sword B9
Gear: Big Bad Falchion (superior quality sword)
Spells: Magesense, Fire Fan, Flame Finger, Chamelon, phantasmagoria, Distort Natures Plan
Traits: Artful Dodger, Quickened Pulse, The Heart of Flame, Deamon Skin, Spirit Sight, Massive Stature, Gifted.
Beliefs: I am loyal to Khumayzuh. Mortals will pay for their arrogance. All other Efreeti seek my place at our lords hand, I must play against them.
Instincts: Always offer mortals a chance to join Lord Khumayzuh. Never let a slaver live. Never refuse a chance to eat and drink.
New Traits
The Heart of Flame: Their heart an inferno, the Efreeti are able to see in darkness as it were daylight, while their skin provides them protection from flame, they are vulnerable to the cold. Any cold based attack or spell deals an additional 4 pips of damage on the Grayscale tracker. In addition if struck with a cold based attack or spell the must make a steel test at +4ob.
New Spell
Distort Natures Plan: Ob ? ? Actions
This spell allows the alteration of a creatures stature one size up or down.
(sorry, I am really foggy on burning up new spells)
stormsweeper
01-23-2008, 12:45 PM
When converting, I go for concept over any kind of real translation. The stats for any system will have "baggage" from that system.
In this case, I would think first about traits, then fill in skills and such later. Also, the mental stats are far too low, I would think. I think a Will of G5 is easily appropriate.
Off the top of my head:
- Drop the Disguise skill for the Doppleganger and Telltales traits
- Give them the Resistant to Fire trait
- Give them Second Sight or Celestial Sight instead of Magesense
- Drop Gifted/Sorcery for a Faerie Magic-like trait that lets them do the trickster stuff, or maybe even Faith
DaGreatJL
01-28-2008, 02:26 PM
Concept: small, reptilian, trapusing, burrowing, critters
Traits: Small Stature, Iron Scales, Draconian Snout, Stubby Tail, Fangs, Insatiable Greed, Deepsense, Pack Hunter, Hiding, Tricksy, Night Eyed, Stealing
Beliefs: There's got to be a gold vein here somewhere, keep digging!
I share ancestery with the great wyrms, and I shall take the bigun's treasure for my hoarde.
Instincts:Always use tunnels to sneak up on enemy.
Always set up tripwires to watch for intruders.
Always hoard gold.
Stats: Pow B2, Forte B3, Agil B6, Spd B5, Per B5, Will B3
Steel:B5 Hes:7 Health:B2 MW:7
Skills:Trapmaking B6, Tunneling B5, Tunnel-wise B5, Excavation B4, Mending B4, Spear B3, Throwing B4, Stealthy B4(5), Scavenging B3, Camouflage B3, Tripwire Training
Draconian Snout: Kobolds have a tapered, lizardlike snout with a crest of horns that is similar to a dragon's skull. Gives leather armor protection for the head, and allows the kobolds Fangs to be used as a Shortest-length weapon (as opposed to Inside-only.)
Tricksy: Kobolds take great pleasure in using deviousness and deftness to take the gold they see as theirs. Call-on trait for Trapmaking and Sleight of Hand.
Tripwire Training: In order to protect their warrens, Kobolds have developed special traps to detect intruders. With this training, kobolds may use their Trapmaking to create tripwire devices that act as Observation for detecting Stealthy characters; the kobolds will often use their own stealth to get the drop on the intruders. The Ob for making a tripwire is 1 plus the Observation exponent the trap should function at.
Kublai
01-28-2008, 02:45 PM
There's no way a Kobold has a 5 Reflexes! I recommend dropping Agility to 4. Also, shouldn't they have Diminutive Stature?
Thor Olavsrud
01-28-2008, 02:51 PM
Instead of Pack Hunter, I'd give Kobolds a Cornered Rat trait that allows them to swarm when Hesitating. It's essentially the Berzerker trait, but the little critters can help each other while doing it. I'd think the trait would require a certain critical mass of hesitating kobolds before Cornered Rat kicks in.
Tobias
01-29-2008, 02:32 AM
Whoa, Trapmaking B6? And I thought *I* liked my kobolds nasty. :)
Mordaith
01-30-2008, 08:03 AM
I would peg a kobold at 4 perception max. That's if you like the concept of them being really tiny bitter angry lizard guys who aren't fooled by tricks that would befuddle your average human. Other wise give the little bleeders perception 3.
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