Here's a 4E spoiler for a kobold skirmisher I just stumbled across via a link on the Paizo boards.
He's got combat advantage as the Rogue does, and a Mob power that seems appropriate for a creature like a kobold.
But 27 hit points? That seems un-koboldishly high.
He's got combat advantage as the Rogue does, and a Mob power that seems appropriate for a creature like a kobold.
But 27 hit points? That seems un-koboldishly high.


Comments
;-)
This unfortunately just seems to confirm that one of the drivers for 4E is to have lots of big numbers (appealling to min/maxers). trying to remain optimistic though.
inflation in D&D who woulda thunk it?
It confirms that I won't have to spend 1 hour making a bad guy that lasts for 1 minute.
It confirms that I don't have to worry about what level to start a campaign because I don't want some unlucky critical to kill a PC.
It confirms that there's less "build" mentality so far, because while min-maxers won't be stopped, the average player won't have to deal with being "ineffective" - especially if the roles work out how they're describing them.
...but my understanding (and ultimately we dont actually really KNOW a lot) is that the damage done is going up also.
So really we are still in the same situation but with Hackmaster type numbers.
If you use crits then there is always the chance for a PC to die. If its that much of an issue, dont use crits at low levels.
Kobold Minions (Level 1 Minion)
Small Natural Humanoid
XP 25
HP A minion dies when hit by an attack that deals damage. Darkvision, Perception +1
AC 15
Fortitude 11
Reflex 13
Will 11
Initiative +3
Str 8 (-1)
Dex 16 (+3)
Wis 12 (+1)
Con 12 (+1)
Int 9 (-1)
Cha 10 (+0)
Speed 6
Alignment Evil
Languages Draconic.
Equipment hide armor, light shield, 3 spears
Skills: Stealth +5, Thievery +5.
Weapons:
Melee Spear (standard; at-will) • Weapon . +5 vs. AC, 2 damage
Ranged Spear (standard; at-will) • Weapon. Range 10/20; +5 vs. AC, 2 damage
Powers:
Shifty (minor, at will): The kobold shifts 1 square as a minor action.
Trap Sense: The kobold gains a +2 bonus to all defenses against traps.
Edited at 2008-03-02 10:02 am (UTC)
Erm, I don't think they have.
Plus, its likely his reach isn't reachy anymore (one of the few things going for him).
So just make him how you think he should be, and leave it at that.
The use of "Perception" rather than "Spot" seems kind of clunky for a name, but meh, I'll live.
These stats look very appropriate for Kobolds. I'm also thrilled to learn that the little guys will get the PC Race treatment in the MM, putting them on a par with the gnomes, bugbears, etc.
-Ben.
Small Natural Humanoid; XP 150
Initiative: +4 ; Senses: Perception+4, darkvision
HP 36; Bloodied 18
AC 17; Fortitude 13, Reflex 15, Will 15; see also trap sense
Speed 6
m Spear (standard; at-will) • Weapon
+7 vs. AC; 1d8 damage
a Energy Orb (standard; at will) + see text
Range 10; 16 vs. Reflex; 1d10 +3 damage of a chosen type (based on the dragon served).
b Incite Faith (minor; encounter)
Close burst 10; kobold allies in the burst gain 5 temporary hit points and shift 1 square.
c Dragon Breath (standard; encounter) + see text
Close blast 3; +6 vs. Fortitude; 1d10 +3 damage of a chosen type (based on the dragon served). Miss: Half Damage.
Shifty (minor, at will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment: Evil; Languages: Draconic
Skills: Stealth +11, Thievery +11
Str 9 (+0) Dex 16 (+3) Wis 17 (+4)
Con 12 (+2) Int 9 (+0) Cha 12 (+2)
Equipment: Hide armor, spear, bone mask.
Kobold Dragon Shield; Level 2 Soldier
Small Natural Humanoid; XP 125
Initiative +4 ;Senses: Perception+2, darkvision
HP 36; Bloodied 18
AC 18; Fortitude 14,Reflex 13,Will 13; see also trap sense
Speed 6
m Short Sword (standard; at-will) • Weapon
+7 vs. AC; 1d6+3 damage, and the target is marked until the end of the Kobold dragonshield’s next turn.
DragonShield Tactics (immediate reation, when an adjacent enemy shifts away or an enemy moves adjacent, at will)
The kobold dragonshield shifts 1 square.
Mob Attack
The kobold dragonshield gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Shifty (minor, at will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment: Evil; Languages: Draconic
Skills: Acrobatics +8, stealth +10, Thievery +10
Str 8 (-1) Dex 16 (+3) Wis 10 (+0)
Con 11 (+0) Int 6 (-2) Cha 15 (+2)
Equipment: Scale armor, heavy shield, short sword
Kobold Slinger; Level 1 Artillery
Small Natural Humanoid; XP 100
Initiative: +3; Senses: Perception+1, darkvision
HP 24; Bloodied 12
AC 13; Fortitude 12,Reflex 14,Will 12; see also trap sense
Speed 6
m Dagger (standard; at-will) • Weapon
+5 vs. AC; 1d4+3 damage.
r Sling (standard; at-will) • Weapon
Range 10/20; +6 vs. AC; 1d6 +3 damage; see also special shot.
Special Shot
The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds special shot chosen from the types listed below. A special shot attack that hits deals normal damage and has an additional effect depending on its type.
· Stinkpot the target takes a -2 penalty to attack rolls (save ends)
· Firepot (Fire) The target taks ongoing 2 fire damage (save ends)
· Gluepot The target is immobilized (save ends)
Shifty (minor, at will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment: Evil; Languages: Draconic
Skills: Acrobatics +8, stealth +10, Thievery +10
Str 9 (-1) Dex 17 (+3) Wis 12 (+1)
Con 11 (+1) Int 9 (-1) Cha 10 (+0)
Equipment: leather armor, dagger, sling with 20 bullets, 3 rounds of special shot (see above).
Kobold Archer; Level 2 Artillery
Small Natural Humanoid
Init: +9; Senses: Perception +2
HP 23; Bloodied 11
AC 16; Fortitude 11 Reflex 15 Will 13
Speed 6
m Dagger (Standard; at-will) * Weapon
+8 vs. AC; 1d3
r Shortbow (Standard; at-will) * Weapon
Range 10/20; +9 vs. AC; 1d4+4, see also Fragile Confidence
Easily Frightened
Fear effects get +2 attack against this creature
Fragile Confidence
Shorbow +5 attack untill attacked
Shifty (Minor; at-will)
Shift 1 square
Skills: Initiative +9
Str +0 Dex +4 Wis +2
Con +1 Int -1 Cha +0
Source - http://www.enworld.org/showpost.php?p=4
-g-
There are different sorts of monsters, so the kobold skirmisher is not the only sort of kobold out there, as has been shown in this thread.
XP is static...again. That's the way it worked in 1e and 2e also. It's simpler, it doesn't always make sense, but neither does the CR system that we have in 3e. So I'm okay with all that.
As for min-maxing, reports from DDXP that I'm getting say that it looks like it's going to be less of an issue...but of course we all know that any system can be gamed, so that only means so much.
If you're interested some of these things came up in an interview I just put out. There will be more of these interviews from DDXP coming later, by the way.
http://thetome.podbean.com/2008/03/01/t
The hit points seem a bit high, but given some of the other Kobolds displayed, I think it will round out nicely. I think the design team is trying to shift away (minor action) from the generic monster to monster-role builds that keep PCs guessing as to what an encounter might hold.
Also, PCs have healing surges while monsters don't. So once an encounter, as a standard action, a PC can use their "Second Wind" ability and regain 25% of their HP. Kobolds are still wimpy, but that's relative to the other critters in the game.
My first level party in the Delve managed to win against the Large White Dragon at the end. It had 240 HP. And yes, it was really difficult, and I thought we were going to TPK a couple times, but we survived. Without a single death.
We wouldn't have taken it down without getting lucky, but it wasn't just luck--the paladin and fighter managed to get into a flank on either side which greatly improved their chance to hit, and the ranger slunk around the back and kept dealing solid damage. I (as the cleric) was able to heal a couple people at a critical time, and also managed to help another party member make a save before they took a ton of damage and dropped.
And there's nothing like the disappointment on the DM's face when a dragon crits the halfling paladin and is told "Roll it again! Halfling Luck."
One of the things I struggled with in 3.5 was finding interesting monsters to pit against PCs, made incresingly difficult by the fact that each collection after Monster Manual introduced less and less low-power monsters. Kobolds and orcs get old very quickly. I like the fact that a 3rd level party can realistically take on a large dragon, and that a 1st level party did just that, with the proper amount of tension.
Also keep in mind, as an earlier post mentioned, that there is a big difference between a "skirmisher" and a "minion."
I for one am glad they seemed to have borrowed the mook rule from Feng Shui.
The HP work out really well. Having a nice range at first level is really a nice change IMO. In generaly first level was actualy really fun, far more so than in 3rd ed.
Every character has some pretty powerful combat tricks they can pull off. I think we will be seeing a much smoother transition between levels. Its a bit like starting all the characters at 3rd level, something I commonly did in my home games anyhow.
For me the wierdest mechanic is that all characters can heal themselves by a static value multiple times per day by taking a 5 minute rest (and can do so once as a combat action per encounter). I think its a good idea for game dynamics (no more desire for a full nights rest every couple hours of adventureing) but conceptualy I'll have to adjust how I describe damage in my games. I was always a blood and guts HP kind of guy and this new system really speaks to a more HP = Stammina and will to fight kind of thing where a physical wound is only as debilitating as it "feels" or something along those lines.
The healing is weird from a D&D perspective, but .... Yeah, sort of computer-style.
BTW, did you know you could have huge battles fought out in no time in 2e? (and 1e as well)...
Despite all the talk about it in 4E, I'm not seeing it yet, except with the minion/mook rule from Feng Shui (as
The players struck a deal with the Kuo-Toa, and took the drow ship to assault the Ghoul outpost across the sunless sea.
http://hofrat.rollenspiel-berlin.de/sto
Watch for the reams of Ghouls who got cought in blotches of stone to mud, only to be still inside when it was turned from mud to stone again. All battles in 2e are very fast and very furious, as far as my experience goes.
http://hofrat.rollenspiel-berlin.de/wit