Here are the ‘parameters’:
Level:6 (usually, see below).
Starting money: Standard DMG, but see below.
Race: kobold, or atleast give me a VERY good reason why you aren’t.
Books allowed: any, but munchkins will be executed without fail.
Homebrew: case by case, but generally accepted unless it’s broken or doesn’t fit.
Stats: all stats start at 10 (before racial adjustments). You have 23 points to distribute as you see fit on a 1-for-1 basis, max 18.
Bonuses: one free dragon-related feat or one free level in a dragon-related class. Alternatively, you may have the LA of a dragon-related template reduced by 2, to a minimum of 0 (my call if a feat/class/template counts or not).
You also have 60 CR of traps to spend for free, max CR 7. I decide the CR of homebrew traps.
Lastly, Mithril and Tin are at a 20% discount, due to being readily available.
He made an adjustment though - the half-dragon template still costs +2 LA if you want the entire strength bonus.
Books allowed should be all WotC - and anything that isn’t taken because it’s powerful. wink
So. Since I made the sorcerer for the flying challenge not too long ago, I would again like to make a sorcerer (even though I’m open to other ideas). For a draconic template I was looking at the dragonspawn templates in the Dragonlance book - even though I’ll have to offer to nerf them lest the DM will smite me for munchkinism. A flying, breath weapon using sorcerer does sound nifty though. I’ll offer to reduce the fly speed and the natural armor… that should be enough.
I’m entirely open to other nifty idea though. smile
Edit: Oh, clarification on the traps part. We’re going to be a tribe of kobolds who defend our ‘homeland’ against human(oid) attacks.. I think. We get to build up some defenses… but first I need to figure out a fun character before we start dealing with traps.
First: Posting the requirements to a D&D bulletin board and hoping to mine the community for the most powerful possible character is inherently munchkinly, so given that you’ve already crossed that line, I’ll disregard it in my build as well.
Second: “Abominations result when creatures other than humans and half-elves are subjected to the same process that creates dragonspawn.” (Bestiary of Krynn, p. 24. So I’ll consider the abomination dragonspawn template and other dragon-related templates, but the straight dragonspawn template is right out. The abomination dragonspawn template only has an LA of +1, and I’d rather get the most benefit I can, so that’s out as well. The LA of the sea dragonspawn template, however, is +2, as is that of the dragon vassal template. The LA of the half-dragon template is +3, and I’d rather not deal with level adjustment, so for now it’s a tie between sea dragonspawn and dragon vassal. Sea dragonspawn increases CR by 2 and dragon vassal by 1, indicating sea dragonspawn would seem to be the more valuable template, so sea dragonspawn it is.
Classes: I would like to use a class or classes that enhance the existing benefits of being a kobold (Dexterity, AC, attack bonus, Hide, Craft, Profession, and Search). All classes have Craft and Profession as class skills, but (in the PHB) only ranger and rogue have Hide and Search as class skills. The expert may have Hide and Search as class skills, but is specifically noted as less powerful than other classes. The ninja, scout, and spellthief each have Hide and Search listed as class skills, so I’ll keep Complete Adventurer handy. Strengh and Constitution, which are penalized for kobolds, are important to rangers and spellthieves, so I’ll eliminate those as well. Rangers have more hit points, rogues have more skill points, they all have comparable weapon proficiencies, ninjas can’t use armor or shields, rangers have better attack bonuses, saves, and as many special abilities as ninjas, which is more than rogues--so ranger it is, for first level, anyway.
Finally: I got this far (see below) with this before discovering sea dragonspawn can’t breathe air, which might be a problem for most campaigns . . . can amphibious be taken as a feat?
Chim
Male Sea Dragonspawn Kobold Ranger 2/Rogue 2/Ninja 2: CR 8; Small monstrous humanoid (aquatic, augmented humanoid [reptilian], reptilian, water); HD 2d8+3 (ranger) plus 2d6+6 (rogue) plus 2d6+6 (ninja); hp 42; Init +3; spd 30 ft., Swim 50 ft.; AC 27 (+1 size, +3 Dex, +3 Wis, +10 natural); Atk +4 melee (1d3+3 bite) or -1 melee (2 claws 1d3+1); SQ Darkvision 60 ft., low-light vision, light sensitivity; AL NE; SV Fort +5, Ref +12, Will +5; Str 16, Dex 16, Con 16, Int 14, Wis 16, Cha 18. Height 2½’.
Skills and Feats: Climb +12, Heal +11, Hide +16, Listen +12, Move Silently +12, Search +13, Spot +12, Survival +10*; TrackB,.
Chim is a short, reptilian humanoid with cowardly and sadistic tendencies.
His scaly skin is rusty black. He has glowing red eyes. His tail is nonprehensile. He wears ragged clothing, favoring red and orange. He is 2 ½ feet tall and 45 pounds. He speaks Draconic with a voice that sounds like that of a yipping dog, as well as Common and Undercommon.
Sorcerer spells known:
Skills: Chim has a +8 racial bonus on any Swim checks to perform special actions or avoid a hazard. He an always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.
Chim receives a +2 bonus on Survival checks to find or follow tracks.
Possessions:
Weapon and Armor Proficiency: Chim is proficient with all simple and martial weapons, plus the hand crossbow, kama, nunchaku, rapier, sai, shuriken, and siangham, and with light armor and shields (except tower shields).
AC Bonus (Ex): Chim is highly trained at dodging blows, and he has a sixth sense that lets him avoid even unanticipated attacks. When unarmored and unencumberd, Chim adds +3 to his Armor Class.
This bonus to AC applies even against touch attacks or when Chim is flat-footed. Chim loses this bonus when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Aquatic Subtype: Chim has a swim speed and therefore can move in water without making Swim checks. Chim can breathe underwater. He cannot also breathe air.
Augmented Subtype: Chim has the traits of the monstrous humanoid type, but the features of the humanoid (reptilian) type.
Breath Weapon (Su): 30-foot cone, once every 2d4 rounds, damage 2d8 fire, Reflex save DC 16 half; effective both on the surface and underwater. The save DC is Constitution-based.
Combat Style (Ex): Chim is treated as having the Rapid Shot feat.
Death Throes (Su): When Chim is killed, it deals 1d8 points of fire damage to all creatures within 10 feet (DC 16 Reflex save for half damage).
Evasion (Ex): Chim can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Chim is wearing light armor or no armor. Chim does not gain the benefit of evasion when helpless.
Favored Enemy (Ex): Due to his extensive study of his fellow kobolds and training in the proper techniques for combating such creatures, Chim gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against kobolds. Likewise, he gets a +2 bonus on weapon damage rolls against kobolds.
Ghost Step (Su): Chim can spend one daily use of his ki power to become invisible for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity.
Ki Power (Su): Chim can channel his ki to manifest special powers of stealth and mobility. He can use his ki power four times per day, but only if he is wearing no armor and is unencumbered.
As long as Chim’s ki pool isn’t empty (that is, as long as he has at least one daily use remaining), he gains a +2 bonus on his Will saves.
Chim’s ki power is ghost step. It is described in a separate entry above.
Reptilian Subtype: Chim is scaly and coldblooded.
Sneak Attack: If Chim can catch an opponent when he is unable to defend himself effectively from his attack, she can strike a vital spot for extra damage.
Chim’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6. Should Chim score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, Chim can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
Chim can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. Chim must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Chim cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Sudden Strike: If Chim can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Whenever a target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), Chim deals an extra 1d6 points of damage with his attack. Chim can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.
This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. Chim can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.
Chim can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike.
The extra damage from the sudden strike ability stracks with the extra damage from sneak attack whenever both would apply to the same target.
Track: Chim has Track as a bonus feat.
Trapfinding (Ex): Chim can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Chim can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
If Chim beats a trap’s DC by 10 or more with a Disable Device check, he can study itp, figure out how it works, and bypass it (with his party) without disarming it.
Water Subtype: Chim has a swim speed and can move in water without making Swim checks. He can breathe underwater.
Wild Empathy (Ex): Chim can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. Chim rolls 1d20+6 to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.