Kobolds
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With a legacy of an ancient bloodline of extraordinary power, and a reputation for craven cowardice, kobolds are among the more enigmatic races of Alvena. To the untrained eye, they appear to be gibbering scatterbrained lizard people with yipping high pitched tongues, who are too cowardly to engage in a fair fight. In truth, theirs is a history that spans back to the age of wyrms, and they are one of the few peoples that revere rather than revile dragons. Continuing to use the ancient secrets passed down to them from their dragon overlords, they are masters of alchemy and engineering that they employ to protect their vast underground tunnels, fortresses, and tight spaces they call home.

Kobold Paragon Racial Traits

  • Size and Type: Kobolds are small humanoids with the [Reptilian] subtype.
    • As small creatures, kobolds gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Abilities: -4 Strength, -2 Constitution, +2 Dexterity
  • Darkvision: Kobolds have darkvision 60 ft.
  • Speed: Kobolds have a base speed of 30 ft.
  • Natural Armor: Kobolds get a +1 natural armor bonus to AC.
  • Stability: Kobolds get a +4 racial bonus to CMD to resist Bull Rush and Trip combat maneuvers.
  • Tiny Frame: Kobolds may treat themselves as one size category smaller than their actual size when determining their modifiers on opposed checks (such as Stealth), meeting prerequisites (such as feat prerequisites), using equipment (no size penalty, no lost abilities such as reach, etc), tactical movement (squeezing, providing cover, sharing spaces, riding mounds, etc), and may use their Dexterity modifier in place of Strength when making Climb and Swim checks. It does not otherwise affect your actual size (including space/reach). This stacks with any size altering effects (such as enlarge person and reduce person).
  • Ambusher: Kobolds always treat Perception and Stealth as class skills.
  • Won't Know What Hit 'Em: Kobolds get a +2 bonus on Craft (Alchemy) and Craft (Traps) checks, and receive the Alchemy and Trap spheres as bonus spheres. This grants the kobold 5 ranks in both skills (up to the kobold's total HD in each skill, so a 1st level kobold automatically gains 1 rank in each skill, then automatically gains another in each at 2nd level, and so on), plus an additional 5 ranks for each talent invested into these spheres (kobolds can take the Extra Combat Talent feat to gain new Alchemy and Trap talents).
  • Dragon Magic: Kobolds trace their ancestry to the great wyrms of old, and some of that magic still lingers within them. Kobolds can cast arcane mark, detect magic, detect poison, and read magic once per day as spell-like abilities with a caster level equal to their character level.
  • Languages: Kobolds begin play speaking Common and Draconic. Kobolds with high Intelligence scores can choose from the following: Goblin, Gnome, Orc, Terran and Undercommon. See the Linguistics skill page for more information about these languages.
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