@Goldfish, I'm really leery of making that many Moonchasers. They were always meant as a technology test-bed, not as combat craft. The lack of redundant systems makes them rather vulnerable to sabotage and "critical hits" so to speak.
They're pretty beefy and we've been making upgrades. Each will have two Brilliant Barrier Projectors and a temporary Entropic Shield effect. They'll also have screening elements from Wyverns, Heralds, and other forces.

We could make larger, even tougher craft, but it becomes a question of cost and concentration of force. Any ship is vulnerable to the right sort of attack, after all, and having five medium tier units is better, IMO, than a single high tier unit supported by two mediums. At least for now.

If you want to finish statting up and working out the cost of a Dauntless, we can see about getting ready to build one, but I don't see us having any ready in time for the CoB attack. We got this mission without much in the way of lead time.
 
Big guns/anti-personnel capabilities for area denial, and maybe a Brilliant Barrier projector to provide some cover for assaulting troops. The transport then becomes a portable emplacement and low-altitude assault craft.
A single Quad-Launcher Turret would probably go a long way there. It could basically work as a hover-APC once it's close to the ground.

@Goldfish has a point though. If we can use Efreeti landing craft, we should do so and focus on what our tech-base is better at then the competition. Heavy armor and heavier cannons.
 
Vote closed.
Adhoc vote count started by DragonParadox on Jan 13, 2020 at 7:19 AM, finished with 98 posts and 14 votes.

  • [X] A Layered Proposal
    -[X] Established Fact #1: Currently there is considerable profit that Vialesk and the rest of Water are missing out on, contracts they are unable to negotiate for in order to exploit their own resources and trade factors to their fullest. Thus far, you being the arbitrator of any large-scale trade favors you, Viserys Targaryen, the most out of anyone in this arrangement, as you have full control over which goods get shipped in bulk quantities AND control most of the sources for them, either through economic primacy of your own companies and contacts, military supremacy in an area that determines who can ship what and where, or outright exerting your authority on those areas.
    -[X] Established Fact #2: Luckily this one-sided arrangement isn't to your liking, neither for your hopes of bringing the scale of trade up to a level which eclipses your own throughput or even interest in enriching yourself through exploiting this market, being perfectly happy to trade more quick wealth for House Targaryen for more influence (and still not inconsiderable wealth). The problem presented is thus...
    -[X] Established Fact #3: Whoever be so the first to gain a Trade Terminus will thereby wield immense influence among their neighbors and be able to use that influence to purchase favor in any number of things, military, economic or industrial. The ways their diplomats could exploit possession of this asset to help their allies exploit their own resources to the fullest, or hinder their rivals, can not be understated, and won't be, seeing as how you are trying to convince them of the merits of the proposal.
    -[X] Established Fact #4: While the fears of you exerting military power through the Terminus was cited as a concern, that is the least of your plans for the very reason that you also possess trade terminals with allies who you would in turn be one to hold concern about unwarranted breaches of Imperial sovereignty being imposed through use of force. Viserys Targaryen has no intention of violating the sovereignty of Vialesk, for the mutual prosperity of the Imperium's friends and contacts is borne through the use of economic stimulus, negotiation and cultural exchanges, not violence borne of greed or malice. To violate this ethos would be the same as inviting it in turn on his own lands by those who might have instead come in peace.
    -[X] Established Fact #5: Not to say you would be opposed to military alliance, with Vialesk or other Maridar realms, by virtue of the fact that at any time, the wealth and benefits from this trade web could collapse if it is predated upon by unholy powers such as the Deep Ones, or others who would like to see such relations crash and burn. Moreover, it is obvious that Vialesk is equally benefited by their destruction and equally threatened should we fail to make progress against them in turn. The understatement of the Deep Ones' power projection capabilities is to the detriment of Vialesk's safety and security. They are completely capable of waging full-scale war even now, and will return, possibly within those on this current Council's lifetime.
    -[X] "In short, I propose that surveyors and diplomats sent by this august body come to my realm, to ascertain that the numbers in the reports which I have provided to you are both accurate and that the stated benefits would come to pass. Furthermore, I invite you to join a defense pact with the Crown and their allies against specific threats which we all share, ones that threaten not only the livelihood and safety of our citizens, but our very ways of life."
 
@Goldfish, as a rule of thumb, the Dauntless should be roughly double the price for 4 times the power.

It's more efficient at being a battleship by focusing on that task.
 
Deadline?

Also, info on the barriers and shields?
Each Brilliant Barrier projector uses the spell of the same name and can be used once per round as an Immediate Action. Basically, a longer ranged weaker version of a Wall of Force which can move with the ship or be stationary. Each projector has a dedicated crew member manning it.

The Entropic Shield upgrade works as the spell, but only for one minute once per day.
 
>Intrigue shenanigans talk

Ladies, Gentlemen and assorted eldritch abominations! The Company (TM) proudly presents the latest in smuggling and looting technology; These seemingly innocuous needles which can easily be passed off a skill boosting item (part of their function) can make appropriation as well as delivery challenges an artistic vocation for your entire social group! Note the utter lack of size, weight and tattoo amount limit on our product!
 
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Inserted tally
Adhoc vote count started by AzureShogun on Jan 13, 2020 at 9:11 AM, finished with 102 posts and 14 votes.

  • [X] A Layered Proposal
    -[X] Established Fact #1: Currently there is considerable profit that Vialesk and the rest of Water are missing out on, contracts they are unable to negotiate for in order to exploit their own resources and trade factors to their fullest. Thus far, you being the arbitrator of any large-scale trade favors you, Viserys Targaryen, the most out of anyone in this arrangement, as you have full control over which goods get shipped in bulk quantities AND control most of the sources for them, either through economic primacy of your own companies and contacts, military supremacy in an area that determines who can ship what and where, or outright exerting your authority on those areas.
    -[X] Established Fact #2: Luckily this one-sided arrangement isn't to your liking, neither for your hopes of bringing the scale of trade up to a level which eclipses your own throughput or even interest in enriching yourself through exploiting this market, being perfectly happy to trade more quick wealth for House Targaryen for more influence (and still not inconsiderable wealth). The problem presented is thus...
    -[X] Established Fact #3: Whoever be so the first to gain a Trade Terminus will thereby wield immense influence among their neighbors and be able to use that influence to purchase favor in any number of things, military, economic or industrial. The ways their diplomats could exploit possession of this asset to help their allies exploit their own resources to the fullest, or hinder their rivals, can not be understated, and won't be, seeing as how you are trying to convince them of the merits of the proposal.
    -[X] Established Fact #4: While the fears of you exerting military power through the Terminus was cited as a concern, that is the least of your plans for the very reason that you also possess trade terminals with allies who you would in turn be one to hold concern about unwarranted breaches of Imperial sovereignty being imposed through use of force. Viserys Targaryen has no intention of violating the sovereignty of Vialesk, for the mutual prosperity of the Imperium's friends and contacts is borne through the use of economic stimulus, negotiation and cultural exchanges, not violence borne of greed or malice. To violate this ethos would be the same as inviting it in turn on his own lands by those who might have instead come in peace.
    -[X] Established Fact #5: Not to say you would be opposed to military alliance, with Vialesk or other Maridar realms, by virtue of the fact that at any time, the wealth and benefits from this trade web could collapse if it is predated upon by unholy powers such as the Deep Ones, or others who would like to see such relations crash and burn. Moreover, it is obvious that Vialesk is equally benefited by their destruction and equally threatened should we fail to make progress against them in turn. The understatement of the Deep Ones' power projection capabilities is to the detriment of Vialesk's safety and security. They are completely capable of waging full-scale war even now, and will return, possibly within those on this current Council's lifetime.
    -[X] "In short, I propose that surveyors and diplomats sent by this august body come to my realm, to ascertain that the numbers in the reports which I have provided to you are both accurate and that the stated benefits would come to pass. Furthermore, I invite you to join a defense pact with the Crown and their allies against specific threats which we all share, ones that threaten not only the livelihood and safety of our citizens, but our very ways of life."
 
One thing that always irked me is that Kobolds are so weak in many regards, thus making it odd that so many flaws would pass the Fleshcrafters quality control. However, DP allowed me to make some adjustments to the race using Pathfinders race creation toolbox, bringing them up to the level of a core race.

This is what I came up with and what was greenlit.



Imperial Kobolds

Standard Racial Traits
  • Ability Score Modifiers: As a rule, Kobolds are fast but weak, yet there is much potential in them. They gain +2 Dexterity, –4 Strength, –2 Constitution, and can choose one attribute to receive a +2 Bonus.
  • Type: Kobolds are humanoids with the reptilian subtype.
  • Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Base Speed: Kobolds have a base speed of 30 feet.
  • Languages: Kobolds begin play speaking Draconic and one additional lanuage. Kobolds with high Intelligence scores can choose additional languages. The languages availableto them are: Westerosi Common, Low Valyrian, High Valyrian, Celestial and Infernal.
Defense Racial Traits

Feat and Skill Racial Traits

  • Great Heritage: Being descendants of dragons and humans, Kobolds have inherited an innate adaptability and cleverness from both sides of their ancestry. They gain a bonus Feat at first level like a Human.
Senses Racial Traits

  • Darkvision: Kobolds can see perfectly in the dark up to 60 feet.

Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Beast Bond Some kobolds have a talent for training animals and beasts to help them both on and off the battlefield. Kobolds with this racial trait gain a +2 racial bonus on Handle Animal and Ridechecks. Handle Animal and Ride are always class skills for them. This racial trait replaces Great Heritage.
  • Dragonmaw Your draconic heritage makes you smile- not just because it makes you happy, but also because your powerful teeth and jaws are proof of your kinship with a chromatic dragon. You gain a bite attack that deals 1d4 points of damage. Once per day, you can deal 1d6 points of additional energy damage with your bite attack. The damage type depends on your scale color: acid for black or green; electricity for blue; fire for red; cold for white. If you have a different scale color, you still gain a bite attack, but cannot deal the additional energy damage. This racial traits replaces the armor racial trait.
  • Dragon-Scaled Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of chromatic dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragonsmatching the color of the kobold's scales. Black-scaled and green-scaled kobolds with this racial trait gain acid resistance 5. Blue-scaled kobolds with this racial trait gain electricity resistance 5. Red-scaled kobolds with this racial trait gain fire resistance 5. White-scaled kobolds with this racial trait gain cold resistance 5. This racial trait replaces the armor racial trait.
  • Frightener Like the great dragons, you can strike fear in the hearts of your foes with your majestic presence. Few enemies suspect that you make yourself look more dangerous with simple tricks you learned back when you were newly hatched. You gain a +1 racial bonus to the DC of saving throws against spells you cast with the fear descriptor. This racial trait replaces the armor racial trait.
  • Wings Some kobolds are born with wings that allow them to soar through the skies like their dragon bretheren. You gain a Fly speed of 30 ft. with Clumsy maneuverability. This replaces Great Heritage.
  • Prehensile Tail Your tail is especially flexible and strong, so you've learned to use it to grab small items. You can retrieve small items as a Swift action and draw a hidden weapon as a Move action. This replaces the Armored trait.
  • Shoulder to Shoulder Having lived and worked in close quarters with your tribe-mates, you've learned how to maneuver within their personal space without disturbing them. You can occupy the same space as one other Small ally without penalty. If you share a space with another kobold who has this trait, you each gain a +1 circumstance bonus to AC, as you help jostle one another out of the way of incoming attacks. You also gain a +1 racial bonus on aid another rolls. This racial trait replaces Armored.
  • Learned Having an innate understanding of many tasks and crafts makes it easy for you to learn new skills. You gain an additional skill point for each level you possess. This replaces Great Heritage.
  • Talented You have a knack for a certain kind of work. Pick two Profession or Craft skills. You gain a +2 Bonus to these skills and they are always considered Class Skills for you. This replaces Great Heritage.
  • Sturdy You are a lot stronger and hardier then most of your brethren, but some whisper that you are a bit dim for it. You gain +2 Strength and +4 Constitution, but also take a -2 penalty to all mental attributes.
  • Emperor Blessed You have clearly been favoured by the Emperor and have been born with a tiny bit of his grace and might. You gain the following SLAs: 1/daydancing lights, flare, prestidigitation, produce flame, comprehend languages, detect magic, detect poison, read magic. Furthermore, you get a +1 bonus to your CL when casting Fire spells. This trait replaces Great Heritage.
  • Aquatic Water has always been a second home to you. You gain a Swim speed of 30 ft. and the ability to breath water. This replaces Great Heritage.
  • Giant The others in your clutch always looked up to you. Literally. You are Medium sized instead of small. You loose all Size based modifiers and gain +4 STR and -2 DEX. This replaces Great Heritage. Many Kobolds who have this trait are also Sturdy.


As a sidenote: When you combine Sturdy and Giant, you basically get your classical Lizardman. Swolebolds are a thing now.
 
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Part MMMCCLXXXVII: The Flow of Trade
The Flow of Trade

Third Day of the Twelfth Month 293 AC

With a moment's thought and a breath of the clear waters in the center of the Chamber's Sphere you swim upwards to break the water's surface and then upon crimson wings you fly to address the council, not fully as a man nor entirely a dragon, the better to make your point before you had even spoken your first word. You are not as the dragons of the briny depths and have little interest in conquering the City of Splendid Waves be it for pride or for the treasures it hold: "Esteemed Guildmasters, Venturers and Merchants all," you nod to the most powerful of each representatives as you address them: "I come before you today with news at once joyous and troubling, though not as many of you might imagine."

You pause just long enough to let them start conferring among themselves, not in mere whispers of course, for such would never carry from air to water and back, but by enchantment strong as it is subtle for any delegate in the Sphere may speak to any other delegate freely in the silence of their minds, so long as the other consents to the link.

"Vialesk is currently unable to profit from considerable trade, buying and selling with the Garden. The ages apart have bequeathed us with considerable trade goods and uncommon skills, some the fruits of which you have doubtlessly heard of by now, but also a desire for the wonders of the Inner Spheres, of the Endless Ocean no less than the realms of the shaitan or the djinn. I will not now recount all that is beautiful and precious within your fair city lest my time runs out before I have even done justice to a thousandth."

There are considerably more smiles looking out at you from the benches above and below. Flattery alone may not win you allies, but it is a fair spice to profits and practicality you have found. "Until this very moment I have been the sole arbiter by which the goods of the Inner Spheres may pass to the Garden and the reverse gathered by a considerable web of economic and military control."

Motioning to the empty air ahead of you, you craft an illusion of your current holdings, not only the territory but also the cities, their trade goods and populations all laid out in flowing Aquan characters for the delegates to read. You have little doubt that most of them have learned the broad strokes over the past month if not before as you began trading with the djinn and the shaitan. After all, Lady Anora had known who you were.

Speaking of the Dragon Herald, she looks quite satisfied as she sits in the Viridian Quarter alongside other representatives of the city's diplomatic service. She technically does not hold a vote, but judging by how many delegates are crowded near the demarcation line, she certainly holds considerable influence. How much had she been able to profit knowing what and how much you would be buying and selling ahead of time, you wonder.

"Profits of that nature, however sweet in the short term, do not suit me," you continue. "I am no miserly bridge warden to look solely to my own pockets to the detriment of the wider scales. There are merchants and nobles craftsmen aplenty in my realm who would trade with your fair city... and I believe there are a few in this very chamber who would not desire the reverse as well."

You wait until the scattered laughter had settled before continuing: "Should you accept my offer of a Terminus, honored delegates, your city shall profit, you allies will profit, your rivals... less so. Mistake me not, I am not offering exclusivity for all time, but the infrastructure required is not cheep and I would rather build that here given all that I have learned and seen of this city with my own eyes."

Again you pause, this time sweeping the benches for delegates who seem less than enthused at your offer, here a teleriel with her hair braided with thousands upon thousands of golden seashells, there a maridar wearing a sea-silk cloak that seems to float like a veil of foam... and lastly a triton glaring at you with what almost seems to be personal animosity for some reason. "I have no interest in making use of the Terminus for violence or treachery. I could of course recount to you all the practical reasons why I do not need another foe in a world already full of them, but practicalities change and that is not the first reason I seek to trade in peace. For all the beauty and the wealth of Vialesk my heart was moved to wonder at the first of sight, not greed. I would not taint that with war, just as I abide in hope that visitors will treat my own realm with the same respect."

Applause rings out, first scattered than merging into a rumble of twined echoes as much above as below the waters. You had managed to win over two of the three opponents you had identified, not to the point of clapping themselves of course but at least to ambivalence. "That is not to say I would be opposed to an alliance with Vialesk and other realms in good standing against the scourge of the Deep Ones, from whose absence you have all profited and from whose continued defeat you can only further profit." While you do not specifically mention the possibility of that particular malignancy turning its eye back to Vialesk only a fool would miss the implication and fools are not elected to this Council.

You go on to give an accounting of what you know of the strength of the Deep Ones in the seas of your home, as much of it as you have as well as what conjuncture you can reasonably make thereby. Your time, of course, is long since run out by then but the Master of Bells waves you to speak on, the attention of the Council fully upon you. "I propose that surveyors and diplomats sent by this august body come to my realm, to ascertain that the numbers in the reports which I have provided to you are both accurate and that the stated benefits would come to pass. Furthermore, I invite you to join a defense pact with the Crown and their allies against specific threats which we all share, ones that threaten not only the livelihood and safety of our citizens, but our very ways of life."

Debates last for most of the rest of the day, making you quite glad you do not need to eat nor sleep more than two hours, but in the end all concerns are settled in your favor. The Terminus would be built outside the walls and wards of Vialesk, but it would be built otherwise under the same specifications as in the realms of earth and air. Sending envoys was also agreed to in principle, which was to say it would take another month or two before they could be selected and sent.

What do you no next?

[] Visit the Emirate of Mardja, inquire about setting up a Planar Terminus station there

[] Look further for mercenary companies capable of effectively fighting Deep Ones
-[] Asking around in Mardja seems a good start, what with us having made a defense pact

[] We already got the crafters and Enchanters from Vialesk and Hampa, now would be the time to try and get more from:
-[] Dalaqua (focus: crafters/artisans, also any enchanters we can get)
-[] Zerbat (focus: artisans, also any enchanters we can get)
-[] Dawa (focus: crafters (fishnets), also any enchanters we can get)
-[] Kela (focus: crafters (massive amounts), also any enchanters we can get)

[] Look into the situation between the Emirate of Kela and the Wyrm Galzerai - learn the truth about their relationship insofar as we can, there is a possibility of us manning a rescue mission of sorts, in order to get Kela's resource support

[] Look into the possibility of bringing more Marid Emirates into your war on Deep Ones:
-[] Dawa (fishnet-wielding units, said to have been excelling in the last war)
-[] Kela (huge amounts of crafters, so possibly war-machines of sorts..?)

[] Attempt to have a meeting with Althazi the Deathless - learning his price for use of his forces against Deep Ones, and looking for guarantees he won't establish a foothold on Plane of Balance once those are vanquished

[] Write in


OOC: A very nice write in, a mostly receptive audience and really good rolls.
 
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...so, I assume we won't be building a Terminus in Mrdja for now, then?

Kinda a bad look for us - they were the ones to enter a defense pact with us before all else.

I'm not sure there is a way for us to spin that after talking to council of Vialesk in such a "Exclusivity!"-manner.

Eh, whatever. Vialesk is a decent partner regardless, and the best placement out of all Marid Emirates as the trade center of PoW.

[X] Attempt to have a meeting with Althazi the Deathless - learning his price for use of his forces against Deep Ones, and looking for guarantees he won't establish a foothold on Plane of Balance once those are vanquished
 
...so, I assume we won't be building a Terminus in Mrdja for now, then?

Kinda a bad look for us - they were the ones to enter a defense pact with us before all else.

I'm not sure there is a way for us to spin that after talking to council of Vialesk in such a "Exclusivity!"-manner.

Eh, whatever. Vialesk is a decent partner regardless, and the best placement out of all Marid Emirates as the trade center of PoW.

[X] Attempt to have a meeting with Althazi the Deathless - learning his price for use of his forces against Deep Ones, and looking for guarantees he won't establish a foothold on Plane of Balance once those are vanquished

Note that Viserys did not promise exclusivity, he just said 'you get the first terminus'. Also you never promised Mrdja a terminal either.
 
Note that Viserys did not promise exclusivity, he just said 'you get the first terminus'. Also you never promised Mrdja a terminal either.
Yet Mrdja were the first ones to reciprocate to our offers ecojomically/militarily, they aren't likely to like us building the first in Vialesk.

And Vialesk won't like us starting to build one in Mrdja soon (which is what we would do to profit Mrdja and us to the max) - they won't get the full profits of theirs then.

Its awkward all-around.
 
One thing that always irked me is that Kobolds are so weak in many regards, thus making it odd that so many flaws would pass the Fleshcrafters quality control. However, DP allowed me to make some adjustments to the race using Pathfinders race creation toolbox, bringing them up to the level of a core race.

This is what I came up with and what was greenlit.



Imperial Kobolds

Standard Racial Traits
  • Ability Score Modifiers: As a rule, Kobolds are fast but weak, yet there is much potential in them. They gain +2 Dexterity, –4 Strength, –2 Constitution, and can choose one attribute to receive a +2 Bonus.
  • Type: Kobolds are humanoids with the reptilian subtype.
  • Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Base Speed: Kobolds have a base speed of 30 feet.
  • Languages: Kobolds begin play speaking Draconic and one additional lanuage. Kobolds with high Intelligence scores can choose additional languages. The languages availableto them are: Westerosi Common, Low Valyrian, High Valyrian, Celestial and Infernal.
Defense Racial Traits

Feat and Skill Racial Traits

  • Great Heritage: Being descendants of dragons and humans, Kobolds have inherited an innate adaptability and cleverness from both sides of their ancestry. They gain a bonus Feat at first level like a Human.
Senses Racial Traits

  • Darkvision: Kobolds can see perfectly in the dark up to 60 feet.

Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Beast Bond Some kobolds have a talent for training animals and beasts to help them both on and off the battlefield. Kobolds with this racial trait gain a +2 racial bonus on Handle Animal and Ridechecks. Handle Animal and Ride are always class skills for them. This racial trait replaces Great Heritage.
  • Dragonmaw Your draconic heritage makes you smile- not just because it makes you happy, but also because your powerful teeth and jaws are proof of your kinship with a chromatic dragon. You gain a bite attack that deals 1d4 points of damage. Once per day, you can deal 1d6 points of additional energy damage with your bite attack. The damage type depends on your scale color: acid for black or green; electricity for blue; fire for red; cold for white. If you have a different scale color, you still gain a bite attack, but cannot deal the additional energy damage. This racial traits replaces the armor racial trait.
  • Dragon-Scaled Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of chromatic dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragonsmatching the color of the kobold's scales. Black-scaled and green-scaled kobolds with this racial trait gain acid resistance 5. Blue-scaled kobolds with this racial trait gain electricity resistance 5. Red-scaled kobolds with this racial trait gain fire resistance 5. White-scaled kobolds with this racial trait gain cold resistance 5. This racial trait replaces the armor racial trait.
  • Frightener Like the great dragons, you can strike fear in the hearts of your foes with your majestic presence. Few enemies suspect that you make yourself look more dangerous with simple tricks you learned back when you were newly hatched. You gain a +1 racial bonus to the DC of saving throws against spells you cast with the fear descriptor. This racial trait replaces the armor racial trait.
  • Wings Some kobolds are born with wings that allow them to soar through the skies like their dragon bretheren. You gain a Fly speed of 30 ft. with Clumsy maneuverability. This replaces Great Heritage.
  • Prehensile Tail Your tail is especially flexible and strong, so you've learned to use it to grab small items. You can retrieve small items as a Swift action and draw a weapon as a Move action. This replaces the Armored trait.
  • Shoulder to Shoulder Having lived and worked in close quarters with your tribe-mates, you've learned how to maneuver within their personal space without disturbing them. You can occupy the same space as one other Small ally without penalty. If you share a space with another kobold who has this trait, you each gain a +1 circumstance bonus to AC, as you help jostle one another out of the way of incoming attacks. You also gain a +1 racial bonus on aid another rolls. This racial trait replaces Armored.
  • Learned Having an innate understanding of many tasks and crafts makes it easy for you to learn new skills. You gain an additional skill point for each level you possess. This replaces Great Heritage.
  • Talented You have a knack for a certain kind of work. Pick two Profession or Craft skills. You gain a +2 Bonus to these skills and they are always considered Class Skills for you. This replaces Great Heritage.
  • Sturdy You are a lot stronger and hardier then most of your brethren, but some whisper that you are a bit dim for it. You gain +2 Strength and +4 Constitution, but also take a -2 penalty to all mental attributes.
  • Emperor Blessed You have clearly been favoured by the Emperor and have been born with a tiny bit of his grace and might. You gain the following SLAs: 1/daydancing lights, flare, prestidigitation, produce flame, comprehend languages, detect magic, detect poison, read magic. Furthermore, you get a +1 bonus to your CL when casting Fire spells. This trait replaces Great Heritage.
  • Aquatic Water has always been a second home to you. You gain a Swim speed of 30 ft. and the ability to breath water. This replaces Great Heritage.
  • Giant The others in your clutch always looked up to you. Literally. You are Medium sized instead of small. You loose all Size based modifiers and gain +4 STR and -2 DEX. This replaces Great Heritage. Many Kobolds who have this trait are also Sturdy.


As a sidenote: When you combine Sturdy and Giant, you basically get your classical Lizardman. Swolebolds are a thing now.
Very nice, dude. I'll add a link to your Kobold post to the Forge Mechanics page when I get a chance.
 
Very nice, dude. I'll add a link to your Kobold post to the Forge Mechanics page when I get a chance.
I'll do a larger post on my Kobold plot in the near future, so it would be better if you wait for that. Just wanted to toss this out in case someone has suggestions or questions.

Or wants to build a Kobold for later Omakes.
 
So, uh, votes?
I get that noone's really excited about anything on the list, so let's just speed through it, then?
 
Although Vialesk is the economic heart of this section of the Plane of Water, the Plane is by far the least organized of the Elemental Planes. It makes sense that there would be more than one Planar Terminus here.

[X] egoo
 
...so, I assume we won't be building a Terminus in Mrdja for now, then?

Kinda a bad look for us - they were the ones to enter a defense pact with us before all else.

I'm not sure there is a way for us to spin that after talking to council of Vialesk in such a "Exclusivity!"-manner.

Eh, whatever. Vialesk is a decent partner regardless, and the best placement out of all Marid Emirates as the trade center of PoW.

[X] Attempt to have a meeting with Althazi the Deathless - learning his price for use of his forces against Deep Ones, and looking for guarantees he won't establish a foothold on Plane of Balance once those are vanquished
I really think this is a bad idea. There is not a lot we could do short of some really crude, ham-fisted posturing. He can lose infinite man/merpower raiding the Plane of Balance and it would still be profitable for him. Short of threatening to skin him for a handbag nothing will keep him out, so he will probably try to bargain for something when he realizes we actually prefer to be somewhat civilized, and there's only the fact that we're from an infamously rapacious dragon breed that might give him cause for restraint.
 
I really think this is a bad idea. There is not a lot we could do short of some really crude, ham-fisted posturing. He can lose infinite man/merpower raiding the Plane of Balance and it would still be profitable for him. Short of threatening to skin him for a handbag nothing will keep him out, so he will probably try to bargain for something when he realizes we actually prefer to be somewhat civilized, and there's only the fact that we're from an infamously rapacious dragon breed that might give him cause for restraint.
Oh yeah, I'd forgotten his MO.
 
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