Sunday, October 10, 2010

Design and Development: Kobolds Part 3

So we've taken a look at what makes a kobold tick as well as their ability modifiers and their min/maxs, so next up we need to start figuring out special abilities, things that make the species unique in a mechanical stand point.

We can already factor in that they have infravision, it is right there in their description as a monster entry and the red eyes are a staple of the kobold look. Next, they're small and fast, based on their size, thin frames, and unique locomotion, kobolds can move when they have to. At first I thought about some sort of rules for them being better jumpers, based on their locomotion, but there are no rules for jumping in LL (besides an off hand mention in the optional ability check section), and I'm not going to grant bonuses to something that is reserved for DM fiat. Instead, you'd assume that people would say that kobolds are better jumpers if it comes up in play, but there need not be a rule for it. So the best way to represent this would be to firstly take a page from the halfling write-up in the AEC. Halflings get a -2 AC against any creature larger then human sized, but kobolds are shifter then halflings, so, a proposed idea would be that they receive a -1 AC overall and a -2 AC against any creature larger then human sized. Also, to denote their quickness versus other PC species, they are able to move an additional 10 feet per encounter round. This makes kobolds great for quick hit and run style tactics, drawing enemy attention and running circles around them while the rest of the party dispatches them.

Next, kobolds are pretty resistant to magic, this is because many kobolds are born with the innate ability to fire off spells without any training (and with many disastrous results), because of that, the species as a whole has developed a keen ability to resist such magics. Couple this with their speed that would give them bonuses against Breath Attack (since that Saving Throw is really just a dodge roll when you break it apart) and you get the following Saving Throw Bonuses:

  • +2 save vs. Breath Attacks
  • +3 save vs. Wands
  • +4 save vs. Spells and Spell-Like Devices
Saving vs. Posion and Petrify/Paralysis wouldn't get any bonuses as they represent a physical fortitude in my mind and we've already given the kobolds a -1 to Con.

So, there we have their abilities and saving throw bonuses. Unless it is met with mass rejection, the next entry will look at just what type of classes kobolds can be.

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