Races: Kobold

Ethnicities


Gargones

Green scaled kobolds of southwestern Asteropa.

Liluti

Red scaled kobolds of southwestern Asteropa.

Roostrahmen

Black scaled kobolds of southwestern Asteropa.

Taktili

Blue scaled kobolds of southwestern Asteropa.

Vasvock

White scaled kobolds of southwestern Asteropa.

Languages


  • Roostrahm:
  • Taktili:

Racial Traits


Standard Traits (13 CP)

  • Type: Kobolds are primanoids with the dragonblood and kobold subtypes.
  • Size: Kobolds are Small creatures and thus gain -2 to Strength, +2 to Dexterity, -1 to Constitution, +1 size bonus to their DV, +1 size bonus on attack rolls, -1 penalty on combat maneuver checks and to CMD, +2 bonus on Fly checks, and +2 size bonus on Stealth checks, and their space is 1/4 sqr. (-2 CP)
  • Base Speed: Kobolds have a base speed of 20 feet.
  • Languages: Kobolds begin play speaking one regional Kobold language and one Draconic racial language. Kobolds with high Intelligence scores can choose a regional language from the following: Drow, Dwarvish, Gnomish, Kobold, and Human. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • 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 dragons matching 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. At 5th Hit Die, and every 5 HD after, this resistance increases by 5. (2 CP)
  • Poison Resistance: Kobolds have adapted to living with poisonous and radioactive minerals. They gain a racial bonus equal to half of their total Hit Dice on saving throws against poison. (1 CP)
  • Scales: Kobolds naturally scaly skin grants them a natural armor bonus equal to their total Hit Dice. (2 CP)

Feat and Skill Racial Traits

  • Kobold Tail: Kobolds have a tail, which grants a racial bonus equal to their total Hit Dice to Acrobatics checks. Their tails are also especially flexible and strong. Kobolds can use their tail to retrieve small, stowed objects carried on them and draw weapons of their size or smaller as a simple action instead of as a standard action. (3 CP)

Magical Racial Traits

  • Kobold Magic: Kobolds can use the following spell-like abilities a number of times per day equal to their total Hit Dice, depending on the colour of their scales: acid splash (black, green), detect poison (any), jolt (blue), penumbra (any), ray of frost (white), and spark (red). They use their total HD as their caster level. Their DCs are Charisma-based. (3 CP)

Offense Racial Traits

  • 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. At 7th Hit Die, and every 7 HD after, the bite's damage increases by 1 size. A number of times per day equal to your total HD, you can deal 1 point 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. At your 4th HD, and every 3 HD after, the energy damage increases by 1 size. (3 CP)

Senses Racial Traits

  • Darkvision: Kobolds can see perfectly in the dark up to 60 feet. At 7th Hit Die, and every 7 HD after, their darkvision range increases by 30 feet. (2 CP)
  • Light Sensitivity: Kobolds are dazzled as long as they remain in an area of bright light or within the radius of a daylight spell. (-1 CP)

Alternate Physical Traits

  • Cold Fortitude (White-Scaled): The perpetually chilly environment of your youth made you exceptionally resilient in arctic climes. You can choose to gain fast healing equal to half of your total Hit Dice for 1 round anytime you take cold damage of the selected energy type. You can heal up to 2 hit points per HD per day with this ability, after which it ceases to function. This replaces dragon-scaled. (3 CP)
  • Day Raider: You’re one of the few kobolds born with a greater tolerance for sunlight. You have low-light vision instead of darkvision and no longer have light sensitivity. At 7th Hit Die, you can see three times as far as a human in dim light, four times as far at 14th, and so on every 7 HD after. This replaces darkvision. (1 CP)
  • Draconic Echo (Blue-Scaled): Like the blue dragons your tribe reveres, you have a touch of illusory magic. You are able to cast ghost sound and silent image a number of times per day equal to your total Hit Dice as a spell-like ability. The caster level for this effect is equal to your total HD. This spell-like ability’s save DC is Charisma-based. This replaces kobold magic. (3 CP)
  • Dragon Affinity: Kobold sorcerers with the draconic bloodline or kobold bloodline treat their Charisma scores as a number of points equal to half of their character level higher for all sorcerer spells and class abilities. This racial trait replaces the armor 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 racial bonus equal to half of your character level to the DC of saving throws against spells you cast with the fear descriptor. This racial trait replaces scales.
  • Fire-Tongued (Red-Scaled): The sorcerers of your tribe are adept at summoning and binding outsiders from the Elemental Planes of Fire. In order to communicate with their thralls, many in your tribe learned the rudiments of the outsiders’ language. In addition to speaking Draconic, you begin play with the ability to speak Ignan. Your dragonmaw racial trait also deals additional fire damage equal to your character level. This replaces dragon-scaled.
  • Firebug (Red-Scaled): Like the red dragons that inspire your tribe, you’re blessed with a small spark of incendiary magic. You are able to cast spark a number of times per day equal to your character level as a spell-like ability. The caster level is equal to your character level. This spell-like ability’s save DC is Intelligence-based. This replaces deep magic.
  • Frost Spitter (White-Scaled): The icy breath of a white dragon fills your lungs. A number of times per day equal to your character level, you can quickly exhale to produce a frigid cloud of dense fog that quickly sinks to the ground. This freezing mist covers a 10-foot-square area with slippery ice that’s as difficult to traverse as an ice sheet. This replaces dragonmaw.
  • Gliding Wings: Some kobolds are born with wings that, while too weak for actual flying, do allow them to fall at a very slow and safe pace. A kobold with wings can use them to glide. It can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, it may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet it falls. This racial trait replaces prehensile tail.
  • Golden Scales: You belong to a rare draconic lineage stemming from gold dragons. A number of times per day equal to your total Hit Dice, you can reroll a natural 1 on any d20 roll. You must accept the new result. You also gain a bite attack that deals 1d4 points of damage. At 7th HD, and every 7 HD after, the bite's damage increases by 1 size. A number of times per day equal to your total HD, you can deal 1 point per HD of Strength damage with your bite attack. This replaces dragon-scaled and dragonmaw. (6 CP)
  • Heat Fortitude (Red-Scaled): You grew up close to sulfurous volcanic vents, which steeled you against heat dangers. You gain a racial bonus equal to your character level on Fortitude saving throws against nonlethal damage from heat. This replaces scales.
  • Liquid-Tongued (Blue-Scaled): The magic-users in your tribe pride themselves on their ability to control the forces of water. Integral to this practice is the ability to study and communicate with visitors from the Elemental Planes of Water. In addition to speaking Draconic, you begin play with the ability to speak Aquan. Your dragonmaw racial trait also deals additional cold damage equal to your character level. This replaces dragon-scaled.
  • Purple Scales: Your outlandish purple scales made you an outcast from your tribe and forced you to survive in isolation at the edges of kobold society. While wandering alone you contacted several other underground races and expanded your linguistic repertoire. In addition to speaking Draconic, you begin play with the ability to speak one extra language that you may select from having a high Intelligence score. Your dragonmaw racial trait also deals either additional cold or fire damage equal to your half of your character level, chosen before making your attack. This replaces scales.
  • Wyrmcrowned: Your horns have grown to the extent that they appear similar to those of a dragon who shares your scale color, lending a draconic power or menace to your dealings with others. Choose either Diplomacy or Intimidate. You gain a racial bonus equal to your character level on checks with that skill, and it is always a class skill for you. This racial trait replaces prehensile tail.

Cultural Traits

  • Alchemical Breath (Green-scaled): Your tribe, in an effort to emulate the green chromatic dragons they admire, goes to great lengths to secure alchemical coal. Once per day as a member of a green kobold tribe, you can craft a number of pieces of the choking smoke variety of alchemical coal equal to your character level for free. Eating one of these pellets allows you to exhale noxious vapors, damaging and sickening your enemies. These pellets do not count against your starting character wealth, and take one hour to craft. Any alchemical coal created using this method must be used within 24 hours, or it becomes inert.
  • 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 racial bonus equal to their character level on Handle Animal and Ride checks. Handle Animal and Ride are always class skills for them.
  • Bog Scamp: You were raised in the sludgy swamps, and are used to moving through boggy terrain. You can swim through in swamp terrain at up to half your speed as a simple action, instead of the normal quarter speed. You also gain a racial bonus equal to your character level on Swim checks in swamp terrain. Failing a swim check while in a deep bog doesn’t cause you to go underwater, even if you fail by 5 or more, though such a failure still results in a lack of progress.
  • Carnation Scales (Red-Scaled): Though your light pink scales made you the subject of ridicule by your tribe, you can adapt to more environments than they can. You gain a racial bonus equal to your character level on Survival checks, and Survival is always a class skill for you.
  • Crafty: Kobolds gain a racial bonus equal to their character level on Craft (trapmaking), and Profession (miner) checks. Craft is always a class skill for a kobold. (3 CP)
  • Draconic Magnetism: You have learned to emulate your draconic ancestors' innate and powerful allure. You gain a racial bonus equal to your total Hit Dice to Perform (act) and Perform (oratory) skill checks. (2 CP)
  • Echo Whistler: By observing the noises in underground tunnels, you learned to uncannily mimic any voice or sound you heard. A number of times per day equal to your character level, you can attempt to trick someone in this way by making a Bluff check against the listener’s Sense Motive check. You get a circumstance bonus equal to your character level on this check if you’re in tunnels or other structures where your voice can echo.
  • Elaborate Trapper: You’re blessed with a devious mind, and the more elaborate your traps are, the more effective they become. When creating a trap, if your Craft (trap) roll exceeds the DC of the check by 5 or more, that trap’s Disable Device DC increases by your character level.
  • Icy Mementos (White-Scaled): As a parting gift, the shaman of your tribe gave you an alchemical concoction as a reminder of your icy home. Once per day as a member of a white kobold tribe, you can craft a number of bottles of liquid ice equal to your character level for free. These don’t count against your starting character wealth, and take one hour to craft. Any liquid ice created using this method must be used within 24 hours, or it becomes inert.
  • Jester: Some kobolds swallow their pride and survive by groveling, placating, and amusing the powerful. Kobolds with this racial trait gain a racial bonus equal to their character level on Diplomacy and Perform checks. Diplomacy and Perform are always class skills for them.
  • Kobold Faith: You are one of the diehard kobold faithful, respected in your kobold community. You gain a racial bonus equal to your character level on Diplomacy checks when dealing with other kobolds. Additionally, if your deity grants the Artifice, Earth, or Trickery domain, then your kobold faith unlocks a corresponding subdomain: Trap, Radiation, or Ambush.
  • Kobold Herbalist: You are familiar with the flora of your native forest and have rudimentary skill as an herbalist. A number of times per day equal to your character level, you can attempt a DC 20 Survival check instead of a Craft (alchemy) check to create a single dose of scent cloak without paying any cost for raw materials. Any scent cloak created using this method must be used within 24 hours, or it becomes inert.
  • Ooze Defense (Black-Scaled): The murky tunnels of your tribal home were infested with voracious oozes, which were a constant threat to your tribe. To protect yourselves, you and your tribes-people never strayed far without anti-ooze acid. Once per day as a member of a white kobold tribe, you can craft a number of alkali flasks equal to your character level for free. These don’t count against your starting character wealth. Any alkali flask created using this method must be used within 24 hours, or it becomes inert.
  • Secret Strider: You have the ability to traverse the wilderness without a trace. A number of times per day equal to your character level, you can move through natural surroundings without leaving a trail for a number of minutes equal to your character level, increasing the DC of any attempts to track you by your character level.
  • 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 circumstance bonus equal to half of your character level to AC, as you help jostle one another out of the way of incoming attacks. You also gain a racial bonus equal to half of your character level on aid another rolls.
  • Skater’s Balance (White-Scaled): You grew up stalking across the frozen pools of water that dot your tribe’s home. You don’t need to spend extra movement to enter a square of an ice sheet, and the DCs of your Acrobatics checks on ice sheets don’t increase by 5.
  • Slithering Stride (Green-Scaled): You were raised as a forest trapper, and are adept at moving quickly through underbrush. For a number of rounds per day equal to your character level, you can move through light or heavy undergrowth at full speed. This ability doesn’t work in terrain that has been magically manipulated to impede motion.
  • Smoke Resistant (Red-Scaled): You’ve spent so much of your life around fires that smoke no longer affects you the way it does other creatures. Your vision isn’t impaired by non-magical smoke, and you gain a racial bonus equal to your character level on Fortitude saves to avoid coughing and choking because of smoke inhalation. This trait confers no benefits against magically created smoke, such as that produced by pyrotechnics.
  • Sneaky Swimmer (Black-Scaled): Swimming comes naturally to you, as does hunting marsh vipers and other aquatic creatures. Increase the number of rounds you can hold your breath underwater by an amount equal to your Constitution score. You gain a racial bonus equal to your character level on Stealth checks in swamps and in underwater environments.
  • Spellcaster Sneak: Traversing the tunnels near big, nasty, hungry creatures, you learned to keep quiet- and to keep your spells quiet too. You gain a racial bonus equal to your character level on Stealth checks, and a number of times per day equal to your character level you can gain the benefit of the Silent Spell feat on a spell you cast.
  • Wild Forest: Kobold You’re one of the barbaric kobolds dwelling in the forests of the surface world. Your culture shuns artifice, but teaches how to endure the hunt. You gain a racial bonus equal to your character level on Perception and Survival checks, and Stealth and Survival are always class skills for you.

Racial Feats


Feat Name Category/Type Prerequisites Benefit
Draconic Aspect General Kobold You display more of your draconic heritage than most of your race, and gain resistance to an associated element.
Draconic Breath General Draconic Aspect, kobold Your draconic heritage grows stronger, granting you bonuses against sleep and paralysis effects. You also gain a breath weapon.
Draconic Glide General Draconic Aspect, kobold Grow a pair of wings that allow you to glide through the air.
Draconic Paragon General Draconic Aspect, either Draconic Breath or Draconic Glide, character level 10th, kobold Use your breath weapon more often, your breath weapon gets stronger, and gain a fly speed of 20 feet.
Kobold Ambusher Combat Stealth 4 ranks, kobold Take no penalties to Stealth while moving at full speed, and reduce penalties to Stealth when running or charging.
Kobold Confidence General Charisma 13, kobold Use one of your mental abilities in place of Constitution for Fort saves and negative hit points before death.
Kobold Endurance General Kobold You gain a +4 bonus on all Strength and Constitution ability checks, but not on Strength- or Constitution-based skill checks. You also gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Fortitude saves made to avoid nonlethal damage from hot or cold environments, Fortitude saves made to resist damage from suffocation, and grapple checks made to escape a grapple or pin. Also, you can sleep in medium armor without becoming fatigued.
Kobold Foe Strike Combat Kobold When you hit a dwarf, fey, or gnome with a melee attack, you deal an extra 1d6 points of damage if you flank the creature, or if it is flat-footed. Creatures immune to extra damage from critical hits or sneak attacks are not subject to this extra damage. Any creature with concealment is immune to this extra damage.
Kobold Sniper Combat Stealth 1 rank, kobold Reduce the penalty to Stealth associated with sniping.
Kobold Style Combat, Style Small size or smaller You’re able to manipulate foes that are caught off guard. Your small size grants you superiority over grounded foes. You are an expert at keeping creatures on the ground.
Merciless Magic General Ability to cast spells, kobold Your spells are more potent against opponents who already have a negative condition.
Merciless Precision General Sneak attack class feature, kobold You deal extra sneak attack damage against opponents who already have a negative condition.
Mixed Scales General Draconic Aspect or dragon-scaled racial trait, kobold Your scales are a combination of colors, and you get the benefits of both
Redeemed Kobold General Good alignment, kobold Your scales gain a metallic sheen, making you more likable to surface races
Scaled Disciple General Ability to spontaneously cast divine spells, kobold Your dragon-themed spells are more potent, and you can use divine spellcasting to qualify for the Dragon Disciple prestige class
Tail Terror Combat Base attack bonus +1, kobold Gain a tail slap natural attack
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