Kobolds

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Dao Zeti
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Kobolds

#1 Post by Dao Zeti »

Kobold

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Adds a new race choice (Kobold) which leads to two new subraces.

Kobolds are small humanoid-like people, who inhabit the Thaloren forests and spend their lives among other rarely sighted legendary creatures, like woodland spirits and fairies. Inside the taxonomic family of Kobolds two different genera are known to exist: a common variant, simply called the Kobold, and the much rarer Gremlin. Their most notable feature is a set of supernatural sharp and strong teeth. According to some myths, Kobolds rely on it to feed on metals and gems, which isn't quite accurate however. Still, their poisonous bite is a dreaded weapon and Kobolds commonly fall back on it to defend their life or while hunting for food.

A. The common Kobold
He is very agile, stealthy and quick. As he grows more experienced, a Kobold develops means to raise his quickness to an extraordinarily magnitude. He disposes over a deadly, poisonous bite and is very resilient to poison himself, granting a resistance bonus of 25% to poisons of all forms. Due to their agility and quickness, Kobolds make very formidable warriors or rogues, that don't have to shy competition with members of the taller races.

Stats:
-3 Strength, +6 Dexterity, +0 Constitution, +0 Magic, +0 Willpower, +2 Cunning, Life per level: 10, Experience penalty: 15%, Immunities: 25% poison

B. The Gremlin
Gremlins are very emotional by nature and often victims to a sudden change of mood, which can lead to an outburst of extreme aggressive or depressive behaviour. Racial abilities of gremlins are tied to different moods. Experienced gremlins can find ways to control their mood and harness it to gain specific situational advantages, which at the same time, however, are balanced by certain disadvantages. While under the influence of a mood, Gremlins have an affinity to either of the spheres of Light, Darkness, Blight or Nature, and gain certain bonuses and penalties, that are related to their affinity.

Stats:
-3 Strength, +2 Dexterity, +0 Constitution, +2 Magic, +2 Willpower, +2 Cunning, Life per level: 9, Experience penalty: 15%

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--- En Detail ---

Kobold racials

(1) Bite Attack: "You put your poisonous fangs deep into the enemy, crushing bones, severing veins and sinews, dealing 50-500* physical damage. Additionally, your target suffers from 15-400* poison and 15-400* bleeding damage as well as 10-50%** reduced nature and physical resistances for 5 turns. Bite damage scales with Strength, poison damage with Willpower and bleeding damage with Dexterity and Cunning.

(2) Escape Reflex: "Resorting to your innate camouflage and escape reflexes, you temporarily turn invisible and dash off lightning-fast. You are moving 200-700%** faster for 1.1-2.6** game turns. Any actions other than moving will stop this effect. Note: since you will be moving very fast, game turns will pass very slowly."

(3) Legerity: "Due to your extreme nimbleness, you easily avoid enemy attacks and move around very fast. Increase melee and range defense by 5-75* and movement speed by 10-50%**. The defense bonus scales with your Dexterity."

(4) Swift Like the Wind: "In dire situations, you get really mad, allowing you to act swift like the wind. Increase physical combat speed by 10-75%*, spellcasting speed by 10-75%* and mindcombat speed by 10-75%* for 2-4** turns. Physical speed bonus scales with your Dexterity, spellcasting speed with your Magic and mindspeed with your Willpower."


Gremlin racials

(1) Bite Attack: "You put your fangs deep into the enemy, crushing bones, severing veins and sinews, dealing 50-250* physical damage (bite damage scales with strength). If you are in a special mood, your target suffers from a secondary effect as follows:
----------> Dawn Affinity: 25-250** poison damage over 5 turns
----------> Dusk Affinity: deals 10-75** blight damage and drains life accordingly
----------> Noon Affinity: tries to blind the target for 3-10** turns
----------> Night Affinity: tries to confuse the target for 2-6** turns."

(2) Mood Discipline: "Adds four sustainable talents, which gain increased benefits and disadvantages, as you increase Mood Discipline:
----------> Dawn Affinity:
----------> Nature damage +15-45%***, nature resistance +15-45%***.
----------> Blight damage -15-45%***, blight resistance -15-45%***.
----------> Also your life regeneration rate and poison resistance increase by a small amount.

----------> Dusk Affinity:
----------> Blight damage +15-45%***, blight resistance +15-45%***.
----------> Nature damage -15-45%***, nature resistance -15-45%***.
----------> You also deal a small amount of additional blight damage on melee hits and become more resistant to diseases.

----------> Noon Affinity:
----------> Light damage +15-45%***, light resistance +15-45%***.
----------> Darkness damage -15-45%***, darkness resistance -15-45%***.
----------> Also you are emitting light in an increased radius and become more resistant to blindness.

----------> Night Affinity:
----------> Darkness damage +15-45%***, darkness resistance +15-45%***.
----------> Light damage -15-45%***, light resistance -15-45%***.
----------> Increased stealth detection, infravision and confusion immunity."

(3) Inner Peace: "You learned to be at peace with yourself and partly compensate for the disadvantages of your varying moods. Increase light, darkness, blight and nature resistances by 3-15%**."

(4) Happy Hour: "You give in to the madness and dedicate this time of the day to the joy of destructive frenzy. For the next 4 turns, you are ramping and raging: all of your resistances are being reduced by 15-45%*** and your armor and defence are lowered by 5-25**. However, all damage you deal is being increased by 15-45%*** and you get a bonus to penetrate enemy armor (+5-25**) and resistances (10-40%**). Finally, your global speed is increased by 20-40%**. Damage and resistance changes scale with Physical Power, Spellpower or Mindpower, whichever is greater."

* scales with talent level and stats (printed are max-values at stat-values 100 and talent-level 5), **scales with talent level (printed are max-values at talent-level 5), ***scales with talent level and physical/spell/mind-power (whichever is highest)

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I made this addon, because I was looking for alternate race choices for the rogue classes. Kobold Bite is a pretty strong skill in the beginning and allows to survive the earlier levels on harder difficulties. While Kobold talents provide quite some defensive potential, Gremlin racial talents are centered more around the scheme strong offense/weak defense.
Last edited by Dao Zeti on Mon Oct 20, 2014 5:22 pm, edited 1 time in total.

Red
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Joined: Sat Oct 04, 2014 8:03 pm

Re: Kobolds

#2 Post by Red »

Seems interesting-I always like new races.

However, could you list actual abilities? The stats are well and good, but the abilities, well. No idea on them, really.

Edit: This line used to be a derp. It is fixed now.
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It hasn't worked yet.

rexorcorum
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Re: Kobolds

#3 Post by rexorcorum »

Heya Dao Zeti and welcome to the forums :).

You have forgotten to mention that the kobolds and gremlins also have superb visuals with working equips and all. Thus - great addon in my standards :mrgreen:.

Cheers!
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
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