- Assassin: Kobold assassins are scary, they're small, quick, can get in and out in an instant and don't hold the same moral values many of the other intelligent species do. A job is a job and they will do anything to anyone in order to get their target.
- Cleric: All kobolds worship Grebow, Lord of All Kobolds, though their worship is unique. The church has no doctrine, instead kobolds worship in whatever style of worship is predominant in the area they live. If the local churches use animal sacrifices under a full moon, so do the kobolds. If the local temple worships in several hour long chants relating to their god's deeds, so do the kobolds. However, all of the worship is given to Grebow, instead of the local religion. Grebow accepts whatever worship is given his way and will reward some kobold's with clerical powers for their dedication.
- Druid: Like the rats some claim them to be, kobolds are urban creatures and have no real understanding of the natural world. Likewise, they all pay reverence to their creator Grebow and have little time for ancestor or spirit worship. Because of that, no kobold has ever learned druidic secrets.
- Fighter: Many kobolds pick up martial abilities, either through emulation of local fighter's guilds or via training in jobs like militia, sewer guards, or other martial careers.
- Magic-Users and Illusionists: No arcane teacher would train a kobold, nor would any kobold maintain the patience and skill needed to become a trained acrane caster. And while some kobolds are born with innate magical abilities (a Wild Mage class may come of that), none will ever be fully trained casters.
- Monks, Paladins, and Rangers: There are no monastic orders in Bluestone and even if there were, much like arcane casters, few would train a kobold. Paladins on Bluestone are an exclusive human only brotherhood and, as mentioned above, kobolds do not have the respect for the natural world to learn to be a ranger.
- Thief: Like assassins, kobolds make dangerous thieves. Their size and speed give them many advantages to thieving abilities and skills and their unique sense of morals means they have little hold up about taking something belong to someone else.
Their small hands give them a +10% to Pick Locks and Pick Pockets. They gain +05% to Find and Remove traps. They gain a +7% to Hide in Shadows and a +5% to Move Silently, these numbers would be higher based on their small size, but their inability to stay still or quiet at times means this bonus is negated by them being so fidgety. Their small size is a determent to Climb Walls (like it is for all smaller species choices in the AEC), but their claws also help negate some of that, giving them a total penalty of -10%.
And there you have it, the final step. I'll let this sit for a bit, see if my "Co-Developers" have any thoughts on it, and if this one also passes the test, then a final write up will follow.
Sneaky little bastards. Sounds good.
ReplyDeleteI haven't been commenting because I've seen nothing that sounds ridiculous to me.
Also the stuff you're written about kobold clerics makes me want to play one. Just so I can sneak into other people's temples and pick up some pointers.
I like the Cleric idea. Adds some fun points - would two Kobold Clerics of Grebow, convinced that their way of worshipping Grebow is the One True Way, fight? I'd assume so, internal kobold squabbles seem kosher so long as there isn't an external threat.
ReplyDeleteAlso, I totally want to play a Kobold Cleric who worships Grebow in the manner of a super evangelical church.
While I agree with the no-mages thing, I also think it'd be a fun plot point in a story to have a partially insane/partially sadistic mage teach a group of kobolds magic. There'd probably be a high attrition rate, but it'd be a thrill to dump them in your enemies base.
Kobolds are quite entertaining, their combination of imitation, need to fit in, and lack of "normal" morals make for very fun and challenging PCs to play.
ReplyDeleteI'd assume two clerics of Grebow who worship differently would be at odds with each other, sure, you're pretty devout if you're a cleric, enough so that the god granted you power, so you'd probably be pretty convinced you're right. Kobolds are at each other's throats all the time, as you mentioned, especially as they all develop different ideas about what the "right" way to live is (that being whatever is around them), and internal threats aren't dealt with like external threats.
@MyrddinWyllt:
The no-mage rule only applies to PCs, there could very well be a dungeon where some lunatic took kobolds with natural magic talent (that wild mage class will show up at some point) and train them like a legit Magic-User. However, that would just be taking the monster entry for a kobold, adding some spells, and adjusting XP accordingly, when you look at any class restriction that just applies to PCs, in the larger scale of the setting, anything is possible if done right.