Kobolds
Mistveil → Races → Kobolds
Kobolds are small reptilian creatures that stand just shy of three feet tall, plus or minus a few inches. They are all scaled, have horns, and a small tail but other features such as the shape of their head and legs or the coloring of their scales can vary from group to group of Kobolds. A common trait amongst Kobolds is a fascination or worship of Dragons and the claim that they are descendants of the great beasts.
Kobolds in the Kingdom of Razuth
Kobolds can be found all over the continent of Mortend but perhaps the largest Kobold civilization makes their home in Razuth's Spine, much to the frustration of the Dwarves who live there as well.
The Kobolds share the Dwarf belief that the mountain is actually the remains of the ancient Dragon Razuth and therefore think that all the mountains' riches should belong to what they see as the children of Dragons, namely Kobolds. This obviously creates a stark contrast with the Dwarves who believe they have an exclusive divine claim to mining in Razuth's Spine and the two groups often skirmish in the tunnels beneath the surface.
Like many of their kind, the Kobolds of Razuth's Spine are worshippers of Dragons and have many rituals and prayers that they believe honor the ancient creatures, hoping to one day beckon their return to the land. Very rarely a Kobold egg is covered in colored scale-like patterns and the Kobold who hatches from it is born with some additional draconic traits. These Kobolds are revered by their people and always put into a position of religious authority.
Kobold Racial Traits
- Ability Score Racial Traits: Kobolds may be weak but they make it for it with their natural agility and clever thinking. They gain +2 Dexterity, +2 Intelligence, and -4 Strength.
- 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.
- Type: Kobolds are Humanoids with the Reptilian subtype.
- Base Speed: Kobolds have a base speed of 30 feet.
- Languages: Kobolds' native language is Draconic.
- Natural Armor: Kobolds' naturally scaly skin grants them a +1 natural armor bonus.
- Focused: Kobolds adapt quickly to different talents and receive Skill Focus as a bonus feat at 1st level.
- Skilled: Kobolds gain an additional skill rank at first level and one additional rank whenever they gain a level.
- Darkvision: Kobolds can see perfectly in the dark up to 60 feet.
- Light Sensitivity: Kobolds lives in darkness have caused them to suffer from light sensitivity.
- Age:
- Adulthood: 12 years
- Middle Age: 20 years
- Old: 30 years
- Venerable: 40 years
- Maximum Age: 60 years
Kobold Alternate Racial Traits
- Surface Tribe: You’re one of the few Kobolds born with a greater tolerance for sunlight. You don’t have light sensitivity, and you have low-light vision instead of darkvision. This racial trait replaces light sensitivity and darkvision.
- Dragon Affinity: Kobold sorcerers with the draconic bloodline or kobold bloodline treat their Charisma scores as 2 points higher for all sorcerer spells and class abilities. This racial trait replaces the natural armor trait.
- 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 Dragon. You gain a bite attack that deals 1d4 points of damage plus 1d6 points of elemental damage of a type of your choice during character creation. This racial trait replaces the natural armor racial trait.
- Dragonwrought*: You are not just some far-flung descendant of Dragons, you are created in their image. You gain the Dragonwrought Kobold feat. This racial trait replaces the natural armor and light sensitivity racial traits.
- Prehensile Tail: Your tail is especially flexible and strong, so you’ve learned to use it for both movement and simple tricks. You gain a +2 racial bonus on Acrobatics and Athletics checks made to climb, and you can use your tail to draw a hidden weapon as a move action instead of as a standard action. This racial trait replaces the focused racial trait.
- 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 +2 racial bonus on Stealth checks, and once per day you can gain the benefit of the Silent Spell feat on a spell you cast. This racial trait replaces focused.
- 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 +2 racial bonus on Perception and Survival checks, and Stealth and Survival are always class skills for you. This racial trait replaces focused.
*Dragonwrought Kobolds are extremely rare and can only be played with GM approval.
Kobold Favored Class Bonuses
- Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
- Barbarian: While you are raging, your racial natural attacks deal +1/4 point of damage.
- Bard: Treat the bard’s level as +1/2 level higher for the purpose of determining the effect of the fascinate bardic performance.
- Cavalier: Add 5 feet (up to 15 feet maximum) to the cavalier’s mount’s speed when it uses the charge or withdraw action.
- Cleric: Add +1 to channel energy damage dealt to creatures denied their Dexterity bonus to AC (whether or not the creature has a Dexterity bonus to AC).
- Druid: Add +1/2 to the druid’s wild empathy bonus.
- Fighter: Add +1/2 to damage rolls the fighter makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.
- Gunslinger: Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +4).
- Incanter: Gain a +1/5 bonus to the incanter’s caster level with one sphere, but gain a cumulative 1% chance of wild magic happening when using an effect from that sphere. This stacks with the Wild Magic casting drawback.
- Inquisitor: Add 1/2 to Survival checks made to track creatures in total darkness.
- Magus: Add a +1/2 bonus on concentration checks made to cast defensively.
- Monk: Add +1/3 to the monk’s AC bonus class ability.
- Oracle: Add +1/4 to the armor or natural armor bonus granted by oracle spells she casts on herself.
- Paladin: Add 1/4 to the deflection bonus granted by your smite evil ability.
- Ranger: Add +1/4 to the number of opponents the ranger may select when using hunter’s bond to grant a bonus to allies. All selected creatures must be of the same type.
- Rogue: Add +1/2 to the rogue’s trap sense bonus to AC.
- Scholar: Gain +1/6 of a scholar’s knack.
- Sorcerer: Choose acid, cold, electricity, or fire damage. Add +1/2 point of the chosen energy damage to spells that deal the chosen energy damage cast by the sorcerer.
- Summoner: Add +1/4 to the summoner’s shield ally bonus (maximum +2).
- Witch: Add +5 feet to the distance at which her familiar grants the Alertness feat (maximum +20 feet).
- Wizard: Add 1/2 to your familiar’s Will saves against enchantment effects, or increase the hit points of your bonded item by 1.