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Monday, February 9, 2015

Kobold Gang (A Random Pathfinder RPG Encounter)


Created with Hero Lab®



Here is an encounter for the Pathfinder RPG game.
4 Kobold Blades
2 Kobold Snipers
1 Kobold Scalecaster
1 Kobold Master Trapper
1 Kobold Bomber


Kobold Blade X 4    CR 3

XP 800

Kobold fighter 4 (Pathfinder RPG Advanced Race Guide 132)

LE Small humanoid (reptilian)

Init +4; Senses darkvision 60 ft.; Perception +2


Defense


AC 22, touch 15, flat-footed 18 (+6 armor, +4 Dex, +1 natural, +1 size)

hp 30 (4d10+4)

Fort +4, Ref +5, Will +1 (+1 vs. fear)

Weaknesses light sensitivity


Offense


Speed 30 ft.

Melee mwk rapier +11 (1d4+2/18-20)

Ranged mwk light crossbow +10 (1d6/19-20)


Statistics


Str 10, Dex 18, Con 10, Int 13, Wis 10, Cha 8

Base Atk +4; CMB +3 (+5 dirty trick); CMD 17 (19 vs. dirty trick)

Feats Combat Expertise, Improved Dirty Trick, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)

Skills Craft (traps) +3, Intimidate +6, Knowledge (dungeoneering) +8, Perception +2, Stealth +13; Racial Modifiers +2 Craft (traps), +2 Perception

Languages Common, Draconic

SQ armor training 1

Combat Gear elixir of fire breath, potion of cure moderate wounds; Other Gear mwk breastplate, mwk light crossbow with 10 bolts, mwk rapier


Special Abilities


Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.

Light Sensitivity (Ex) Dazzled as long as remain in bright light.


Kobold warriors are more prudent than brave. They usually opt to attack from hiding with ranged weapons, and move into melee only when absolutely necessary—such as when the chief doesn’t give them any other option.



Kobold Bomber    CR 1

XP 400

Kobold alchemist (alchemical trapper) 2 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 132)

LE Small humanoid (reptilian)

Init +3; Senses darkvision 60 ft.; Perception +3


Defense


AC 19, touch 14, flat-footed 16 (+4 armor, +3 Dex, +1 natural, +1 size)

hp 12 (2d8)

Fort +2, Ref +6, Will +1; +2 bonus vs. poison

Resist poison resistance

Weaknesses light sensitivity


Offense


Speed 30 ft. (20 ft. in armor)

Melee mwk spear +2 (1d6-1/×3)

Ranged bomb +6 (1d6+2 Fire) or

   sling +5 (1d3-1)

Special Attacks bomb 6/day (1d6+2 fire, DC 13)

Alchemist (Alchemical Trapper) Extracts Prepared (CL 2nd; concentration +4)

   1st—adjuring stepUC, endure elements, shield


Tactics


During Combat The kobold uses her mutagen and extracts to strengthen her defense, and throws bombs at her enemies.


Statistics


Str 8, Dex 16, Con 8, Int 15, Wis 13, Cha 8

Base Atk +1; CMB -1; CMD 12

Feats Brew Potion, Extra BombsAPG, Throw Anything

Skills Acrobatics +2 (-2 to jump), Craft (traps) +9, Disable Device +5, Escape Artist +2, Knowledge (engineering) +4, Perception +3, Stealth +9; Racial Modifiers +2 Craft (traps), +2 Perception

Languages Common, Draconic, Gnome

SQ alchemy (alchemy crafting +2), bomb trap, mutagen (+4/-2, +2 natural armor, 20 minutes), poison use

Combat Gear potion of invisibility, acid, alchemist's fire (3); Other Gear chain shirt, mwk spear, sling, 8 gp


Special Abilities


Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.

Bomb 1d6+2 (6/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+2 fire damage.

Bomb Trap (20 minutes) (Su) Use one of your bombs to make a trap.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Light Sensitivity (Ex) Dazzled as long as remain in bright light.

Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 minutes.

Poison Resistance +2 (Ex) +2 to save vs. Poison.

Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.

Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


Kobold tricksters are experts at crafting deadly traps—both magical and mundane—and at striking from concealment while their enemies are distracted by the traps’ effects.


Kobold Master Trapper    CR 4

XP 1,200

Kobold rogue 5 (Pathfinder RPG Advanced Race Guide 132)

LE Small humanoid (reptilian)

Init +8; Senses darkvision 60 ft.; Perception +11


Defense


AC 20, touch 14, flat-footed 17 (+5 armor, +3 Dex, +1 natural, +1 size)

hp 31 (5d8+5)

Fort +2, Ref +10, Will +2

Defensive Abilities evasion, trap sense +1, uncanny dodge

Weaknesses light sensitivity


Offense


Speed 30 ft. (20 ft. in armor)

Melee dagger +3 (1d3-1/19-20)

Ranged mwk shortbow +9 (1d4-1/×3)

Special Attacks sneak attack +3d6


Tactics


During Combat If the master trapper’s enemies aren’t near her traps, she fires arrows or uses her necklace of fireballs.


Statistics


Str 8, Dex 18, Con 12, Int 10, Wis 13, Cha 8

Base Atk +3; CMB +1; CMD 15

Feats Improved Initiative, Lightning Reflexes, Skill Focus (Craft [traps])

Skills Acrobatics +9 (+5 to jump), Appraise +8, Climb +4, Craft (traps) +15, Disable Device +13, Escape Artist +9, Perception +11, Sleight of Hand +9, Stealth +13; Racial Modifiers +2 Craft (traps), +2 Perception

Languages Draconic

SQ rogue talents (cunning trigger, trap spotter), trapfinding +2

Combat Gear necklace of fireballs i; Other Gear +1 chain shirt, dagger, mwk shortbow with 20 arrows, masterwork artisan's tools, masterwork thieves' tools, 62 gp


Special Abilities


Cunning Trigger (Ex) As a swift action, can trigger any trap in 30 ft that you constructed.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.

Light Sensitivity (Ex) Dazzled as long as remain in bright light.

Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.

Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.

Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.

Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.


Kobold tricksters are experts at crafting deadly traps—both magical and mundane—and at striking from concealment while their enemies are distracted by the traps’ effects.


Kobold Scalecaster    CR 1/2

XP 200

Kobold sorcerer 1 (Pathfinder RPG Advanced Race Guide 132)

LN Small humanoid (reptilian)

Init +7; Senses darkvision 60 ft.; Perception +3


Defense


AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)

hp 7 (1d6+1)

Fort +0, Ref +3, Will +3

Weaknesses light sensitivity


Offense


Speed 30 ft.

Melee 2 claws -2 (1d3-3)

Ranged light crossbow +4 (1d6/19-20)

Special Attacks claws (2, 1d3, 5 rounds/day)

Sorcerer Spells Known (CL 1st; concentration +3)

   1st (4/day)—burning hands (DC 13), charm person (DC 13)

   0 (at will)—dancing lights, detect magic, flare (DC 12), ray of frost

   Bloodline Draconic


Statistics


Str 4, Dex 16, Con 10, Int 10, Wis 13, Cha 15

Base Atk +0; CMB -4; CMD 9

Feats Eschew Materials, Improved Initiative

Skills Craft (traps) +2, Perception +3, Stealth +11, Use Magic Device +6; Racial Modifiers +2 Craft (traps), +2 Perception

Languages Draconic

SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die)

Combat Gear scroll of mage armor, scroll of vanish, silversheen, caltrops; Other Gear light crossbow, 54 gp


Special Abilities


Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.

Claws (5 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage

Darkvision (60 feet) You can see in the dark (black and white vision only).

Eschew Materials Cast spells without materials, if component cost is 1 gp or less.

Light Sensitivity (Ex) Dazzled as long as remain in bright light.

Scroll of mage armor Add this item to create a scroll with spells on it.

Scroll of vanish Add this item to create a scroll with spells on it.


Kobolds see sorcery as proof of their draconic heritage.


Kobold Sniper X2    CR 1/2

XP 200

Kobold fighter 1 (Pathfinder RPG Advanced Race Guide 132)

LE Small humanoid (reptilian)

Init +3; Senses darkvision 60 ft.; Perception +4


Defense


AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 natural, +1 size)

hp 12 (1d10+2)

Fort +3, Ref +3, Will +1

Weaknesses light sensitivity


Offense


Speed 30 ft.

Melee shortsword +1 (1d4-1/19-20)

Ranged mwk light crossbow +6 (1d6/19-20)


Statistics


Str 9, Dex 17, Con 12, Int 12, Wis 12, Cha 8

Base Atk +1; CMB -1; CMD 12

Feats Point-blank Shot, Precise Shot

Skills Acrobatics +3, Craft (traps) +7, Perception +4; Racial Modifiers +2 Craft (traps), +2 Perception

Languages Common, Draconic

Combat Gear alchemist's fire; Other Gear studded leather, mwk light crossbow, shortsword


Special Abilities


Darkvision (60 feet) You can see in the dark (black and white vision only).

Light Sensitivity (Ex) Dazzled as long as remain in bright light.

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Precise Shot You don't get -4 to hit when shooting or throwing into melee.


Kobold warriors are more prudent than brave. They usually opt to attack from hiding with ranged weapons, and move into melee only when absolutely necessary—such as when the chief doesn’t give them any other option.

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