Ciesze sie, ze pomysl trafil. Mam nadzieje, ze ten watek posluzy nam wszystkim jako inspiracja. Zgodnie z rada osob piszacych do mnie na priv, proponuje zaczac od najmniejszych CR i skonczyc na tytanach - dzieki temu latwiej bedzie cos znalezc. Oczywiscie, caly MM1 to bardzo dluga droga i pewnie skonczymy za wiele miesiecy. Mam nadzieje, ze poczatkowe, cienkie potwory (nie pasujace do Waszych aktualnych druzyn) Was nie zniecheca. W koncu, kiedys sie przyda...
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<br />Oki, otwieram MM1 i przeskakuje nietoperza, zabe, stonoge, szczura, jaszczura, malpe, kruka, osla i dochodze do pierwszego stworka fantasy:
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<br />[u]
<!--coloro:red--><span style="color:red"><!--/coloro--><!--sizeo:18--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->KOBOLD<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
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<br />[b]Kobold: CR 1/6; Small Humanoid (Reptilian); HD ½ d8; hp #; Init +1 (Dex); Spd 30 ft.; AC 15 (+1 size, +1 Dex, +1 natural, +2 leather); Atk Halfspear -1 melee (1d6-2), or light crossbow +2 ranged (1d8); SQ Darkvision 60 ft., light sensitivity; AL LE; SV Fort +0, Ref +1, Will +2; Str 6, Dex 13, Con 11, Int 10, Wis 10, Cha 10.
<br />Skills and Feats: Craft (trapmaking) +2, Hide +8, Listen +2, Move Silently +4, Search +2, Spot +2; Alertness.
<br />Combat: They begin a fight by slinging bullets, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas. They aim to drive enemies into the traps, where other kobolds wait to pour flaming oil over them, shoot them, or drop poisonous vermin onto them.
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<br />3,5:
<br />KOBOLD, Kobold, 1st-Level Warrior, Small Humanoid (Reptilian)
<br />Hit Dice: 1d8 (4 hp); Initiative: +1; Speed: 30 ft. (6 squares)
<br />Armor Class: 15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14
<br />Base Attack/Grapple: +1/–4
<br />Attack: Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3)
<br />Full Attack: Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3)
<br />Special Qualities: Darkvision 60 ft., light sensitivity
<br />Saves: Fort +2, Ref +1, Will –1
<br />Abilities: Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
<br />Skills: Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2
<br />Feats: Alertness
<br />Environment: Temperate forests
<br />Challenge Rating: 1/4
<br />Alignment: Usually lawful evil
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<br />Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies.
<br />A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is nonprehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog.
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<br />Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
<br />Challenge Rating: Kobolds with levels in NPC classes have a CR equal to their character level –3.
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<br />KOBOLD CHARACTERS
<br />Kobold characters possess the following racial traits.
<br />— –4 Strength, +2 Dexterity, –2 Constitution.
<br />—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
<br />—A kobold’s base land speed is 30 feet.
<br />—Darkvision out to 60 feet.
<br />—Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
<br />—Racial Feats: A kobold character gains feats according to its character class.
<br />— +1 natural armor bonus.
<br />—Special Qualities (see above): Light sensitivity.
<br />—Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
<br />—Favored Class: Sorcerer.
<br />—Level adjustment +0.
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KOBOLD; 1st-Level Warrior; Small Humanoid (Reptilian); CR ¼;
<br />HD 1d8; hp 4;
<br />Init +1; Spd 30 ft. (6 squares);
<br />AC 15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14;
<br />Base Atk/Grapple: +1/–4;
<br />Full Atk: +1 melee (1d6–1+Fort DC11 or 1d6/1d6 Con/x3, Spear)
<br />+3 ranged (1d3, Sling);
<br />SQ: Darkvision 60 ft., light sensitivity;
<br />AL LE; SV Fort +2, Ref +1, Will –1;
<br />Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8;
<br />Skills: Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2;
<br />Feats: Alertness;
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Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
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Possessions: Acid (flask), Black adder venom, Injury DC 11, 1d6/1d6 Con
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KOBOLD; 1st-Level Warrior; Small Humanoid (Reptilian); CR ¼; HD 1d8; hp 4; Init +1; Spd 30 ft. (6 squares); AC 15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14; Base Atk/Grapple: +1/–4; Full Atk: +1 melee (1d6–1+Fort DC11 or 1d6/1d6 Con/x3, Spear); +3 ranged (1d3, Sling); SQ: Darkvision 60 ft., light sensitivity; AL LE; SV Fort +2, Ref +1, Will –1; Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8; Skills: Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2; Feats: Alertness;
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Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
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Possessions: Acid (flask), Black adder venom, Injury DC 11, 1d6/1d6 Con
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<br />Ja sam tu nie mam inspirujacych doswiadczen, wiec przytocze firmowe (TSR, Wizards, BlackIsle).
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<br />Baldur`s Gate 1
<br />Ork-szaman podaje sie za boga koboldow i nakazuje im zatruwac swoja trucizna mineralna rude zelaza, co powoduje kryzys w kopalni. Kryzys korzystny dla zleceniodawcow orka.