Pathfinder kobold race

Pathfinder kobold race DEFAULT

Regional Traits[]

The following are regional traits for kobolds (and other creatures from areas commonly occupied by kobolds).[1]

  • Briar Bandit (forest): The time you've spent crawling through thorny brambles and other thick underbrush during raids and ambushes taught you how to move without disturbing the dense flora around you. When in overgrown areas, you gain a +2 trait bonus on Stealth checks and a +1 trait bonus on damage rolls with sneak attacks.
  • Gravelwalker ( Darklands, usually under warm mountains): Having grown up navigating rockslides and picking your way through partially collapsed tunnels, you are able to determine the most stable path across difficult terrain caused by rubble or other debris. You can move normally through such obstructed spaces, and can run or charge though them with a successful Acrobatics check.
  • Grit Goggles ( Darklands, usually under deserts): Exposure to the constant hazards of airborne particles (such as during a sandstorm or cave-in) has made your eyes less susceptible to irritants, such as sand, dust, and even liquids and gases. You gain a +2 trait bonus against being blinded by foreign objects (such as from a Dirty Trick combat maneuver) and you halve any reductions in visibility from the environment (such as from certain storms) and their corresponding penalties. For example, if you were in a sandstorm that normally reduces visibility to 25 feet and imparts a -4 penalty on Perception checks, you reduce visibility to 50 feet and take only a -2 penalty on Perception checks.
  • Iron Lungs ( Darklands, usually under marshlands): Due to the constant intrusion of marsh gases seeping into the tunnels and chambers of your lair, you can hold your breath for twice as long and gain a +2 trait bonus on saving throws against the effects of inhaled poisons.
  • Lair Snake (dragon's lair): You spent your formative years bowing and scraping in the presence of a dragon, witnessing the glory of the vast hoard… and squirreling away a few bits of coin for yourself. You gain a +i trait bonus on Appraise checks, and your starting wealth increases by gp.
  • Snowstride ( Darklands, usually under cold mountains): The wide stance and sure footing you developed while traipsing over ice-covered rock and frozen earth provides you with a +i trait bonus on Acrobatics checks made on slippery surfaces and enables you to trip or bull rush opponents two size categories larger than you instead of just one.
  • Stream Nomad (Darklands, usually under rivers): Digging tunnels near a body onrushing water has taught you how to use water as a means oftravel and escape. Others whisper that you must have been born with webbed feet. You gain a +i trait bonus on Swim checks, and Swim is always a class skill for you. You increase the speed of any raft, barge, keelboat, or rowboat you pilot by 4 miles per day (1/2 mile per hour).
  • Suck in Your Gut (Darklands): Because of the frequent need to move through the tight tunnels and other narrow spaces sounding your tribe's lair, you're able to move normally when squeezing and take only a -2 penalty on attack rolls and to AC.
  • Trap Savvy ( Darklands): Growing up in a dangerous area, you were constantly surrounded by traps that had been set up to defend your lair from intruders. Sometimes these dangers were so densely packed that you couldn't go more than a couple feet down a tunnel without encountering a new way to die. You gain a +i trait bonus on Craft (traps) checks, and gain a +1 bonus to AC against attacks by traps or on saving throws against effects created by traps.&#;

Coloration Traits[]

Though some traits are common to all kobolds, the following race traits are particular to kobolds of certain colors. Note that kobolds born from two differently colored parents are colored like one parent or the other, rather than a mix ofthe two. Kobolds characters are not restricted from taking traits from another color, though the following traits are typical of each color, and considered prestigious.[2]

Black scaled Kobolds[]

Like the black chromatic dragons they venerate, black kobolds often lurk in fetid swamps. With an affinity for acidity and corruption, these marsh dwellers revel in decay.

  • Bog Scamp: You were raised in the sludgy swamps, and are used to moving through boggy terrain. You can swim through a deep bog at up to half your speed as a move action, instead of the normal quarter speed. 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.
  • Ooze Defense: 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 tribespeople never strayed far without anti-ooze acid. You begin play with three alkali flasks (Pathfinder RPG Ultimate Equipment ). These don't count against your starting character wealth.
  • Sneaky Swimmer: Swimming comes naturally to you, as does hunting marsh vipers and other aquatic creatures. Increase the number ofrounds you can hold your breath underwater by an amount equal to your Constitution score. You gain a +2 bonus on Stealth checks in swamps and in underwater environments.

Blue-scaled Kobolds[]

Kobold eating a fish.jpg

Blue kobolds are orderly and neat, and tend to hatch complex schemes. While they plan brutally effective ambushes and traps, they do not excel at improvisation, and may falter if their plans go awry.

  • Draconic Echo: Like the blue dragons your tribe reveres, you have a touch ofillusory magic. You are able to cast 9host sound twice per day as a spell-like ability. The caster level for this effect is equal to your character level.This spell-like ability's save DC is Intelligence-based.
  • 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 2 .
  • Lightning Blessed: You're favored by the lightning shaman of your tribe, and he gifted you several sacred items as a reminder of your origins. You begin play with three vials of bottled lighting (Ultimate Equipment ). These don't count against your starting character wealth.
  • Liquid-Tongued: 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 Plane of Water. In addition to speaking Draconic, you begin play with the ability to speak Aquan.

Green-scaled Kobolds[]

Like their corresponding draconic cousins, green kobolds are at their best when surrounded by foliage. At home in forest caves, green kobolds tend to be more tolerant than kobolds of other colors.&#;

  • Alchemical Breath: Your tribe, in an effort to emulate the green chromatic dragons they admire, goes to great lengths to secure alchemical coal (Pathfinder RPG Ultimate Race Guide ). As a member of a green kobold tribe, you begin play with three pieces of the choking smoke variety of alchemical coal. 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.&#;
  • Kobold Herbalist: You are familiar with the f lora of your native forest and have rudimentary skill as an herbalist. Once per day, you can attempt a DC 20 Survival check instead of a Craft (alchemy) check to create a single dose of scent cloak (Ultimate Equipment ) without paying any cost for raw materials. Any scent cloak created using this method must be used within 24 hours, or it becomes inert.&#;
  • Slithering Stride: You were raised as a forest trapper, and are adept at moving quickly through underbrush. For 3 rounds per day, 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.

Red-scaled Kobolds&#;[]

Like the ruthless red chromatic dragons they esteem, red kobolds respect destructive power and little else. The most widely recognized of their race, red-scaled kobolds are notoriously menacing.&#;

  • Firebug: Like the red dragons that inspire your tribe, you’re blessed with a small spark of incendiary magic. You are able to cast spark three times per day as a spell-like ability. The caster level is equal to your character level. This spell-like ability’s save DC is Intelligence-based.&#;
  • Fire-Tongued: The sorcerers of your tribe are adept at summoning and binding outsiders from the Elemental Plane 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.&#;
  • Heat Fortitude: You grew up close to sulfurous volcanic vents, which steeled you against heat dangers. You gain a +4 trait bonus on Fortitude saving throws against nonlethal damage from heat.&#;
  • Smoke Resistant: 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 nonmagical smoke, and you gain a +5 trait bonus on Fortitude saves to avoid coughing and choking because of smoke inhalation (Pathfinder RPG Core Rulebook ). This trait confers no benefits against magically created smoke, such as that produced by pyrotechnics.

White-scaled Kobolds&#;[]

White kobolds inhabit the frozen reaches of Golarion, raiding across icy tundra and glacial expanses. Though not as hearty as red or green kobolds, they are well adapted to their environments.&#;

  • Cold Fortitude: The perpetually chilly environment of your youth made you exceptionally resilient in arctic climes. You gain a +4 trait bonus on Fortitude saving throws against nonlethal cold damage.&#;
  • Frost Spitter: The icy breath of a white dragon fills your lungs. Once per day, you can quickly exhale to produce a frigid cloud of dense fog that quickly sinks to the ground. This freezing mist covers a foot-square area with slippery ice that’s as difficult to traverse as an ice sheet (Core Rulebook ).&#;
  • Icy Mementos: As a parting gift, the shaman of your tribe gave you an alchemical concoction as a reminder of your icy home. You begin play with three bottles of liquid ice (Ultimate Equipment ). These don’t count against your starting character wealth.&#;
  • Skater’s Balance: You grew up stalking across the frozen pools of water that dot your tribe’s Darklands home. You don’t need to spend extra movement to enter a square of an ice sheet (Core Rulebook ), and the DCs of your Acrobatics checks on ice sheets don’t increase by 5.

Rare scale colors&#;[]

Though the majority of kobolds exhibit one of the five major chromatic colors, occasionally individuals emerge with alternate pigmentations, with the most common being purple, orange, and yellow. Those who possess the rarer colors described below are discriminated against by their homogeneous tribe-mates, but these colors do have unique benefits. In addition to the attested colorations listed below, translucent-scaled kobolds are rumored to exist, but these “ghost kobolds” haven’t been encountered in centuries.&#;

  • Carnation Scales: 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 +1 bonus on Survival checks, and Survival is always a class skill for you. Most kobolds with carnation scales also have the day raider alternate racial trait (see page 7).&#;
  • Golden Scales: Your distinctive golden scales strongly ref lect the light, making other kobolds mistrust you, but aboveground races favor you. You take a –1 penalty on Bluff checks and Diplomacy checks when dealing with other kobolds, but a +2 bonus on Bluff checks and Diplomacy checks when dealing with non-reptilian humanoids.&#;
  • 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 through the Darklands, 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 of the following: Aklo, Dwarven, Goblin, or Undercommon.

Sources[]

OGL Section 15 — Copyright Notice[]

Pathfinder Player Companion: Kobolds of Golarion © , Paizo Publishing, LLC; Authors: Tork Shaw, Mat Smith, and Jerome Virnich.&#;:)

Sours: https://phaeselis.fandom.com/wiki/Kobold_Traits

Pathfinder 2e – The Kobold Handbook

Last Updated: June 21,

Introduction

Introduced in the Advanced Player’s Guide, the Kobold is a small, reptilian humanoid somewhat related to dragons. They are known for their incredible cowardice, but also for their amazing skill with traps and snares.

Mechanically, the Kobold is the unmatched master of Snares, and a Snare-focused ranger is an obvious choice. But that’s not the only option, of course. A Charisma Boost and access to a breath weapon make for a great spellcaster, and between a Dexterity increase and Grovel, the Kobold can make an effective front-line martial character despite their low hit points and a Constitution flaw.

When creating a kobold, don’t forget to choose your Dragon Exemplar. Unless you take certain Ancestry Feats it won’t have a mechanical effect, but if nothing else it’s an interesting story detail for your character.

Disclaimer

RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks.

  • Red: Bad, useless options, or options which are extremely situational. Nearly never useful.
  • Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: Fantastic options, often essential to the function of your character. Useful very frequently.

Kobold Ancestry Traits

  • Hit Points: Bare minimum hit points, which is hard with a Constitution Flaw. Front-line martial builds will be challenging, especially at low level.
  • Size: Small. Medium and small size have few functional differences in Pathfinder 2e.
  • Speed: 25 ft. is standard.
  • Ability Boosts: Dexterity and Charisma is a great combination for several classes, but a Constitution Flaw is hard.
  • Languages: Racial language plus Common is standard.
  • Senses: Darkvision is really good, and since it’s part of the base race you don’t need to spend your Heritage or a feat to get it.

Kobold Heritages

  • Cavern Kobold: Climbing is a great way to get around, but skill feats are typically sufficient.
  • Dragonscaled Kobold: Scaling damage resistance is great, and since you get to pick your exemplar you can choose from a variety of damage types. If you’re not sure, go for fire or poison because those are common damage types.
  • Spellscale Kobold: Cantrips are pretty great, and with a Charisma increase it’s easier to make it work since innate spellcasting is Charisma-based. However, unless you’re going to be an arcane spellcaster (the Sorcerer and the Witch both work), avoid offensive cantrips because your proficiency won’t improve.
  • Strongjaw Kobold: Basically a short sword attached to your face. You can bite with your hands full, but I can’t think of a build where this is especially useful.
  • Venomtail Kobold: It only works once per day and you get one turn and one attempt to apply the damage, so it’s risky unless you have something like the Investigator’s Devise Stratagem which allows you to predict the outcome of the roll. But if it works, it’s a big pile of persistent damage.

Kobold Feats

Level 1

  • Cringe: This will dramatically expand your ability to endure damage, easily offsetting the Kobold’s Constitution Flaw.
  • Dragon’s Presence: Hilarious, but I don’t know if the risk of Critical Failure is worth the benefits.
  • Kobold Breath: As much damage as a cantrip, but it’s an AOE rather than single-target damage. The DC will scale automatically as you gain levels. If you need a way to handle crowds, or if you want to complement cantrips as a go-to offensive option, this is really great.
  • Kobold Lore: Two great skills for a high-Dexterity character, and also Kobold Lore.
  • Scamper: Situational. If your AC is decent you might use this to preemptively trigger Reactions to protect allies following behind you, but otherwise I wouldn’t risk using this frequently.
  • Snare Setter: Kobolds are the best at using Snares, and getting this without resorting to Adopted Ancestry like other ancestries makes it very easy to get into snares. See my Practical Guide to Snares.

Level 5

  • Ally’s Shelter: This could be very beneficial, but it depends on your allies having better saves than you and on your allies being comfortable with your constantly standing beside them.
  • Grovel: If you depend on attacks, this can be an easy way to make your target Flat-Footed and therefore vulnerable to things like the Rogue’s Sneak Attack. It’s also excellent for Fencer Swashbucklers because you can Feint (and thereby gain Panache) at range.
  • Snare Genius: A great addition to any snare build. See my Practical Guide to Snares.

Level 9

  • Between the Scales: 1 to 2 extra damage isn’t enough to make a big difference.
  • Dracomancer: There are some great 1st-level and 2nd-level spells to choose from on the list of available options. Look for utility options and defensive options.
  • Dragon’s Breath: Nearly double damage from your breath weapon and double the size, but you can’t use it for another hour. If you’re using your breath weapon less than you did at early levels, this can make it a great option to use occasionally rather than as a go-to offensive option. You do still have the option to use it at the lower damage die and the 1d4 round recharge time, but by this level you likely have enough options that you’re not desperate to have your breath weapon available.

Level 13

  • Elite Dracomancer: There are great options available, but your proficiency with arcane spells doesn’t improve past Trained so avoid offensive options unless you have better profiency from another source.
Sours: https://rpgbot.net/p2/characters/ancestries/kobold/
  1. Fallen dragon fang
  2. Gator tail boats
  3. Zero power glasses
  4. Mugen power rangers

Kobold

Kobolds are small, reptilian creatures who like to claim ancestry to true dragons (though it may be just that, a claim). With the recent publishing of Kobolds of Golarion, these little critters have gotten a HUGE number of new racial options.


Racial Traits:

Ability Scores: +2 Dexterity, -4 Strength, -2 Constitution. These are very painful penalties, but notice that with no bonuses or penalties to any of the mental scores, these bonuses and penalties essentially don’t affect any full spellcasting class.

Type: Kobolds are humanoids with the reptilian subtype.

Size: Kobolds are Small creatures, which gives them a good bonus to Stealth and an extra +1 to attack rolls, which many of them will need very badly to offset that -4 Strength penalty.

Base Speed: Unlike most Small creatures, kobolds move at a full 30 feet base speed.

Armor: A natural armor bonus right from the beginning is great, but there are several great options to trade this away for, so don’t overlook those.

Crafty: +2 to Craft (trapmaking) and Perception are both very useful bonuses, though the bonus to Profession (miner) isn’t very exciting. Adding Stealth to your class skills no matter what class you pick is really great too (although every class gets Craft as a class skill, so that part is pointless). However, I’d like to point out that the Wild Forest Kobold alternate racial trait is all-around better than this one, unless you plan to actually make traps.

Darkvision: As always, darkvision is super useful. However, for surface-adventuring kobolds, I would trade this away for low-light vision so that you can drop Light Sensitivity.

Light Sensitivity: Being perpetually dazzled when you’re outdoors is pretty painful, but there are worse things than taking a -1 to Perception and attack rolls. At least this isn’t Light Blindness

Alternate Racial Traits:

Beast Bond [Crafty]: If you’re playing a class that rides a mount, such as a Cavalier or Paladin, then this is a very nice option to trade out for, but for any other class it’s a waste.

Day Raider [Darkvision, Light Sensitivity]: This is an excellent option for any character who doesn’t plan to spend the majority of their days in a dark dungeon. That’s pretty much everyone.

Dragonmaw [Armor]: A bite attack is excellent for martial classes, especially because you got to add 1d6 energy damage to that bite attack once per day. If only your Strength score wasn’t so low, this attack would be much more useful. I’d like to point out an amazing combination with this racial trait if you grab the Draconic Breath feat with the black or green dragon options, you’ll qualify for the Noxious Bite feat, which will cause your bite attack to nauseate your enemies for several rounds at a time! Seriously, amazing!

Dragon-Scaled [Armor]: Resistance 5 to essentially any one energy type of your choice is an excellent option, and you can combine this with some of the kobold-specific Race Traits in Kobolds of Golarion as well.

Echo Whistler [Crafty]: I don’t find the ability to throw your voice a few times per day worth the trade-off for a +2 to Perception, so this one’s a no-go for me.

Frightener [Armor]: This is a great option for any type of spellcaster, as fear effects can mean the difference between losing a fight and your opponent running away in terror. Obviously for non-spellcasters, choose something else.

Gliding Wings [Crafty]: Never take any fall damage? Ever? Check! This is an amazing option, and probably the only one on here that I would trade Crafty out for.

Jester [Crafty]: Losing the bonus to Perception just isn’t worth this tradeoff unless you’re planning to be the party face (and in most campaigns, kobolds just aren’t going to cut it as the party face).

Prehensile Tail [Armor]: For a kobold Rogue or Ninja, this could come in very handy, as you might need to pull out a hidden weapon at a moment’s notice. For most characters, though, the +1 to armor class is just plain more useful.

Secret Strider [Crafty]: If you’re worried about being tracked just boost your Perception check so that you can hear someone tracking you instead. I suppose for a kobold Ranger this is a useful option, but I just like Perception too much for this.

Shoulder to Shoulder [Crafty]: A pair of kobold Rogues with this racial trait will be seriously nasty, and if you’re the GM, you should consider giving every kobold enemy you put your players up against this trait, as it’s very powerful!

Spellcaster Sneak [Crafty]: A free once-per-day Silent Spell is an excellent choice for spellcasters, and you’re looking at a +6 bonus to Stealth just from size and race, so this is actually a really nice option.

Wild Forest Kobold [Crafty]: This is actually an all-around better option than Crafty for almost all characters, since you still get the Perception bonus but also get a bonus to Survival instead of Craft (trapmaking), so I’d grab it unless you’re planning to use Ranger Traps (which you probably should if you’re playing a kobold!)

Wyrmcrowned [Crafty]: This is a decent choice for either a party face or an Initimidate-build melee fighter, but for the most part I still like Wild Forest Kobold better.

Classes:

Alchemist: A bomb-focused Alchemist is an excellent choice for a kobold thanks to both the bonus to Dexterity and a favored class option giving you extra bombs per day. The Vivisectionist archetype also works really well for a kobold if you pick up the Merciless Precision feat, which increases your sneak attack dice by 1d6 if your target has a negative condition currently affecting them.

Barbarian:The penalty to both Strength and Constitution means that a kobold was just never meant to be a Barbarian. If you did decide to play a kobold Barbarian, make sure you pick up the Dragonmaw racial trait so that your favored class bonus can give you some extra damage to the bite attack it gives you.

Bard: Kobolds are tricky little things, and so Bard is a great option for them. Echo Whistler and Jester are both decent racial trait options, and there’s a racial archetype available, the Dragon Herald, which is a sort of strange archetype allowing you to extol the virtues of a dragon in several different ways. The favored class option will be good at lower levels but its effectiveness will drop off as more creatures have better Will saves.

Cavalier [Samurai]:Cavalier seems an odd choice for a kobold, and with the penalty to Strength and Con, you’re going to have trouble making a really decent Cavalier. I do wish, for the sake of theme, that you could take some sort of reptilian creature as your mount, but a wolf will have to do unless you find some way to open up more options. The racial favored class option is definitely worth taking for three levels. After that, switch to hit points.

Cleric:There’s nothing saying a kobold can’t make an excellent Cleric, even without a Wisdom or Charisma bonus. Kobolds of Golarion introduces not one, not two, but THREE new subdomains for kobolds, and personally I really like them. The Ambush subdomain grants you concealment from enemies pretty much constantly, which is actually a pretty incredible ability. The Radiation subdomain is a little stranger, allowing you to irradiate an object, which will then sicken those around you (including your allies). Finally, the Trap subdomain gives you access to a supernatural Ranger Trap, which can be really powerful. The favored class bonus gives you bonus damage when channeling energy, but only when the target is denied its Dexterity bonus to AC, so it’s probably too situational to be of much real use.

Druid:A kobold Druid would probably do well to choose the Beast Bond alternate racial trait if the animal companion is what you’re after. If not, take one of the three new subdomains I just talked about under Cleric. The Learn Ranger Trap and Improved Learn Ranger Trap wouuld be of much use to a kobold Druid, as setting traps is practically in a kobold’s blood. The Kobold Herbalist race trait (for green-scaled kobolds) also is very thematic, allowing you to create scent cloak alchemical items with a Survival check instead of a Craft (alchemy) check.

Fighter:Before the release of Kobolds of Golarion, I probably would have given Fighter a pretty low rating for a kobold because of the painful -4 Strength penalty. However, several options in that book have made the Fighter not only a viable option but one of the better ones. The Swarm Fighter archetype, which trades out standard Bravery for a similar ability which is instead bolstered by having allies nearby, allows you to share the space of larger creatures and get a bonus to AC and reflex saves when doing so, and even deny an enemy’s Dexterity bonus to AC when sharing a space with them! Toss in the Shoulder to Shoulder alternate racial trait so that you can also share spaces with your Small allies. I also like the Wall of Flesh teamwork feat, which treats you as one size larger for the purposes of combat maneuvers when an ally is adjacent to you. Finally, probably the most excellent option for a kobold Fighter is the new Kobold Style line of style feats, which give you bonuses to combat maneuvers when an opponent is denied his or her Dexterity bonus to AC, and eventually allow you to jump on top of a prone creature that is larger than you to grapple them while sharing their square! Make sure to take the favored class option, which boosts the damage you deal when flanking or when the opponent is denied their Dex to AC.

Gunslinger:A kobold’s Small size and bonus to Dexterity lend strongly toward the Gunslinger, and if any of the Small races were to figure out how to build guns, it would be the kobolds. There is a racial archetype for the Gunslinger, called the Bushwacker, which gives you the ability to deal sneak attack damage with your firearm, as long as you have at least 1 grit point remaining. This is excellent when combined with Kobold Sniper and Merciless Precision. You also gain grit points back for coup-de-grace-ing an opponent, which is very kobold-like. The racial favored class option is very nice, boosting your Nimble ability by a good chunk.

Inquisitor:A kobold Inquisitor has gained a lot of new and exciting options from Kobolds of Golarion, chief of which is the Scaled Disciple feat. This feat allows a spontaneous divine spellcaster to take the Dragon Disciple prestige class, treating his levels in that divine caster class as if they were levels in Sorcerer. Think about this you can wear armor and have no penalty to casting your spells WOW! You also get a boost to caster level for spells of the “dragon domain” (which doesn’t actually exist, by the way I think the author made an error.. it was supposed to be the Scalykind Domain and/or the Dragon Subdomain). The Dragon Disciple prestige class is a powerful option, giving you access to excellent spells from the Sorcerer spell list, and many powers that you can’t get anywhere else. The Kobold Style line of style feats is also an excellent option for a kobold Inquisitor, and the Merciless Magic feat synergizes well with the Dragon Disciple powers also. Since you’ll be using natural weapons a lot, make sure to grab both Tail Terror and the Dragonmaw racial trait, to add a bite and tail slap attack to your natural weapon repertoire.

Magus:A Dex-based Magus build would work very well for a kobold, and you may even want to consider a whip magus build, since you can take the Kobold Style line of feats to get bonuses against prone enemies. Spellcaster Sneak is a viable alternate racial trait, letting you sneak up on enemies and cast a spell without their knowledge before shocking grasp-ing them to oblivion. The racial favored class option is deceptive Magi already get huge bonuses to their concentration checks to cast defensively, and so the likelihood of this being useful, especially at higher levels, is very low. I would suggest you take it for the first four levels or so, but after that you’ll be making your concentration checks even if you roll a 1.

Monk:A Maneuver Master Monk would be an excellent option for a kobold thanks to the Kobold Style feats. However, not being able to access the Swarm Fighter archetype is painful, and I might even suggest dual-classing with Fighter to get the Strike The Underbelly class feature, even though you’ll have to take 9 levels of Fighter to get there. Realistically, you’re probably better off going straight Fighter because of that archetype. I wish that Monk was a better choice for a kobold, though, because the favored class bonus is incredible, increasing your unarmored AC bonus by up to +6!

Oracle:Like the Inquisitor, the obvious choice for a kobold Oracle is to take the Scaled Disciple feat and go into the Dragon Disciple prestige class. Since you are casting divine spells, you don’t have to worry about arcane spell failure from armor, so load up on some real chunky armor and go to town with claws, tail, and bite. Take the Battle mystery and make sure to grab the Skill at Arms, Maneuver Mastery, and Iron Skin revelations, and you’ll be a powerhouse that can eventually turn into a dragon! Make sure to take the favored class option at every level, because it can end up giving you a +5 to AC when you cast a spell that gives you an armor or natural armor bonus, which is excellent!

Paladin [Antipaladin]:An effective kobold Paladin won’t be terribly easy to put together you’ve got penalties to Strength and Con, and no boost to Charisma. None of the alternate racial options are glamorous for a Paladin, though the favor class option is pretty good, boosting your AC against your smite target. Since Paladins prepare their (paltry) spells, you can’t go into Dragon Disciple, either. Overall, this is just a weak choice.

Ranger:Now here is a class for a kobold. You’re absolutely going to want to take the Trapperarchetype, and you should keep the Crafty racial trait for sure. You’ll also likely want to take Day Raider, unless you’re an underground Ranger exclusively. Both Kobold Ambusher and Kobold Sniper will fit in very well with a sneaky ranged build, and if you do plan to use traps before 5th level when you get to use actual Ranger Traps, you should pick up the Elaborate Trapper race trait. The favored class option is only helpful if you choose not to take an animal companion, and I find that animal companions are almost always more beneficial than the other option, so there’s that. Overall, though, kobolds make really great Rangers, and with their affinity for traps, the Trapper is definitely the way to go thematically.

Rogue [Ninja]:A kobold was BORN to be a Rogue. There’s no question about it. Just look at those ability scores! A kobold Rogue is almost a better trap setter than a kobold TrapperRanger, because of their racial archetype, the Snare Setter. You get to learn a Ranger Trap at 1st level, and you get a new one every two levels in place of a Rogue Talent (if you like). You even get to deal sneak attack-style damage with your traps, and at 20th level you can add “death” to the effect of any Ranger Trap! Seriously, this is excellent! The ONLY thing you miss out on compared to the Trapper Ranger is that you can’t fire your traps at enemies at higher levels. You’ll also want the Merciless Precision feat, which gives you an extra +1d6 sneak damage when your target has a detrimental effect on them such as blinded or nauseated. That feat also meshes well with the dirty trick combat maneuver, as you can blind your target for a round, then deal extra sneak damage to them on the next round.

Sorcerer:There’s really no reason a kobold can’t be an excellent Sorcerer, and they do have a few things going for them, such as the Spellcaster Sneak racial trait, which gives you a free Silent Spell once per day. I also really like the kobold Sorcerer’s favored class option, which gives you bonus points of damage with your energy damage spells (though you’ll want to make sure to choose an energy type that you will cast a lot of!) Merciless Magic is an excellent way to boost your spell DCs. Kobolds also get their own racial bloodline, aptly named the Kobold bloodline, which includes several trap-like spells and two trap-focused bloodline powers, so it definitley fits the theme. One of my favorite kobold race traits is Frost Spitter, and I definitely recommend it for a kobold Sorcerer, as it lets you make a foot square of ground as slippery as ice once per day. That’s like a free grease spell!

Summoner:With no bonus to Charisma and no special racial abilities, a kobold Sorcerer is only so-so. Since you’re small, you can ride your eidolon right from the beginning, which is cool. Frost Spitter is a great race trait to get a free extra bit of battlefield control each day, and Merciless Magic is just as good as it is for any caster. The favored class option is solid, giving you a higher bonus to AC when you’re near your eidolon (such as when riding it). Overall, though, a kobold Summoner is never going to be optimal.

Witch:I feel like one of the more iconic kobold builds is the witch doctor, and a kobold Witch can make for an excellent witch doctor. The Beast Bond alternate racial trait is nice and thematic, although Spellcaster Sneak is probably more powerful and therefore a better choice. You’ll absolutely want the Frightener alternate racial trait, as the Witch spell list includes a lot of fear-based spells. Merciless Magic is an excellent choice for a Witch, since many of your spells and hexes cause detrimental effects. The alternate favored class option is not very exciting, since most Witches want to keep their familiars right next to them, so granting the Alertness feat from farther away is a moot point. I like the Witch class for a kobold since it’s thematic and the penalties to Strength and Con aren’t going to be as terrible, so this one’s a solid choice.

Wizard:While it’s a little less thematic than the Witch (kobolds with spell books?) the Wizard works just as well. You’ll absolutely want the Spellcaster Sneak alternate racial trait, and Merciless Magic is a no-brainer. The favored class option isn’t too great, although it can apply to either a familiar or a bonded item, which is kinda nice. Other than those few things, Wizard is just a “meh” choice for a kobold.

Alternate Favored Class Options:

Alchemist: More bombs means more damage, and that’s a great option for a kobold Alchemist.

Barbarian: I like this option, but be aware that this only adds damage to your RACIAL natural attacks, which means you don’t gain extra damage from any other natural attacks you get when you rage, like a gore. Make sure to grab Dragonmaw and Tail Terror to make the best use of this.

Bard: Fascinate isn’t the best performance out there, but at lower levels this will come in very handy. Sadly fascinate doesn’t work mid-battle, so at higher levels this will become less and less useful.

Cavalier: This is an amazing favored class option for three levels. Since it maxes out at 15 feet of extra charging speed for your mount, once you take it three times, go back to hit points.

Cleric: This is a very situational ability, letting you deal extra damage to creatures with channeled energy, but only when they’re denied their Dex bonus to AC. I’d say a hit point is more useful.

Druid: Wild empathy doesn’t come up a heck of a lot, so you’re probably better off taking a skill point at each level and putting it into Handle Animal.

Fighter: If this was a Rogue option, I’d grab it in a heartbeat without question. Still, getting extra damage to foes you’re flanking is always useful, so unless you’re a ranged Fighter, you should probably choose this one.

Gunslinger: Adding more to your Dodge bonus to AC is excellent, even though this maxes out at +4. Take 16 levels of it, then go back to hit or skill points.

Inquisitor: This is WAY too situational to be worth giving up a hit point for. Ignore!

Magus: Bonuses to concentration to cast defensively are not hard to get for a Magus, but this will help boost you from “almost always cast my spell” to “never fail to cast my spell”, so I’d say grab it at every level.

Monk: WOW. Ok, so this can get you a total of +6 additional untyped bonus to your AC, which apply at all times unless you’re unconscious or helpless. There’s no question that any kobold Monk should choose this at every level until 18th.

Oracle: This is also a really great option for extra armor, since it essentially gives you up to +5 additional AC from spells which normally max out at +4, such as mage armor. You should take this at every level.

Paladin: Another great AC-boosting option, this increases your deflection bonus against your smite evil target up to +5 more than normal. Even though this only works against one target at a time, it’s a great choice.

Ranger: As a Ranger, I would pretty much never choose the bond with companions option over an animal companion, so I think this is a really bad choice. If you DO like to bond with your companions, though, this favored class option is solid.

Rogue: This favored class option is only good if you didn’t trade out trap sense with an archetype, and the vast majority of archetypes do so. However, if you’re taking my advice and using the Snare Setter archetype, then you should definitely take this at every level.

Sorcerer: Anything that gives you bonuses to damaging spells is great, even if you’re not focusing on being a blaster. Pick an energy type that you can cast often, and go to town, getting up to +10 to damage with that type!

Summoner: This is another option that gives you bonus AC, and if you’re planning to ride your eidolon it’ll be super useful. Grab it at every level.

Witch: Most Witches know that their familiar is supposed to stay nearby at all times, because getting your familiar killed is NOT good. Because of that, I just don’t see the benefit to this option. Choose a hit point instead.

Wizard: Your familiar shouldn’t have to be making many Will saves if you play it right, and if your bonded item is being sundered you’re also doing something wrong, so I don’t think this option is as good as a skill point.

Racial Archetypes:

Bushwacker (Gunslinger): I like this archetype because it just feels very kobold-y. You’re a sneaky little thing, running around the battlefield coup-de-gracing creatures who are asleep or otherwise incapacitated to regain your grit points, and getting sneak damage with your gun when creatures can’t normally defend themselves. This is the ultimate sniper archetype for a Gunslinger, so if you’re a kobold and want to shoot things, go with this archetype for sure!

Dragon Herald (Bard): This is a really weird archetype, and is pretty situational (you’re really good at telling people how great dragons are they already know that). I do enjoy the theme of the new bardic performances, such as Diplomatic Immunity which lets you cast sanctuary on yourself in order to extol the virtues of your dragon patron in hostile territory. The stacking energy resistance is also pretty sweet. At higher levels, all creatures can understand you when you speak Draconic, which is interesting. Not powerful in any way, but interesting.

Snare Setter (Rogue): This is now one of my favorite archetypes in the whole game, and I really hope that they make kobold boons for Pathfinder Society so that I can play one of these guys. Ranger Traps are really excellent, and this archetype lets you start using them even sooner than a Ranger can! You also get to add sneak damage to your traps, which is just crazy awesome. Seriously, if you’re playing a kobold Rogue, you NEED to take this archetype.

Swarm Fighter (Fighter): This archetype lets you fight better in groups, so if as a GM you’re putting your characters up against a bunch of kobolds, give every one of them this archetype. There are several useful abilities, but the best one is the Share Space class feature which you get at 5th level, which when combined with the Strike the Underbelly 9th level ability lets you enter an enemy’s space and instantly deny them their Dexterity bonus. There’s a good reason why this isn’t a Rogue archteype (even though your kobold Rogue WISHES it was!)

Kobold Bloodline (Sorcerer Bloodline): This bloodline is very trap- and stealth-oriented, and so if you’re planning to play a sneaky caster, this is a good way to go. The bloodline arcana gives you a boost to spell DCs against creatures denied their Dex to AC, which is fun and will come in handy. Make sure to take Improved Initiative and Merciless Magic to make the most use of this. I really like the Trap Rune and Arcane Ambush bloodline powers, as well.

Racial Feats:

Draconic Aspect: Resistance to an element is helpful, but not terribly exciting. This feat is worth your time, however, because it is required for three other feats that are much more interesting.

Draconic Breath: This can be a useful ability to be able to toss out there once per day, though the damage doesn’t scale with character level. Note that Sorcerers can get more out of this than most other classes, since the save DC is based on Charisma for them. However, there is one thing you should really consider for any melee character. Take the Dragonmaw racial trait, and choose either of the acid options for this feat. Then, take Noxious Bite, which lets your bite attacks nauseate your enemies for several rounds, which is crazy awesome!

Draconic Glide: This ability essentially mimics the Gliding Wings racial trait, letting you fall from any distance without getting hurt. If you already have that racial trait, it literally does nothing for you (your base speed is already 30 feet!) so only take this if you want to glide and you don’t already have Gliding Wings.

Draconic Paragon: Now HERE is why you’ve been taking those other “Draconic” feats. With this feat, you get a bonus against sleep and paralysis effects, your breath weapon deals more damage, and you gain a fly speed instead of just being able to glide. This is an excellent feat, but it does have a lot of feat requirements to get the most out of it.

Kobold Ambusher: This feat is useful for anyone other than a Rogue who wants to be able to move around without being seen. Note that this does exactly the same thing as a Rogue Talent, so a Rogue should take the talent instead.

Kobold Confidence: This feat will be a great option for any front-line type character, as it’ll keep you from dying as quickly (assuming one of your mental stats is higher than your Constitution). The bonus to Fort saves is also excellent, and for that reason I’d suggest that a Sorcerer or other arcane caster at least consider picking this one up.

Kobold Sniper: If you’re a ranged attacker, you want this. Reducing the penalty from sniping to instead of is a HUGE boost!

Merciless Magic: Every kobold spellcaster should take this, as it increases your spell DCs when a creature already has a detrimental condition. I especially like this for Witches, since they can stack Evil Eye with this to seriously lower an enemy’s chance of saving against their spells.

Merciless Precision: Extra sneak dice? HELL YES! Seriously, take this if you’re a Rogue or Vivisectionist Alchemist.

Mixed Scales: If you want to get resistance to multiple energy types, this is a great way to do it. You count as two colors for your Draconic Aspect or Dragon-Scaled abilities.

Redeemed Kobold: This is really only useful for a Cleric, Paladin, or Life Oracle who channels positive energy. You get a +2 to your Charisma score when calculating your positive energy DCs, and you get some Diplomacy bonuses against good creatures. Pretty paltry, if you ask me.

Scaled Disciple: This is one of my new favorite feats in the game you can start taking the Dragon Disciple prestige class using Oracle (or Inquisitor) levels instead of Sorcerer levels! This means that your spells don’t have arcane spell failure, which is normally a HUGE problem for Dragon Disciples. Seriously, if you are playing an Oracle or Inquisitor, you really should take this.

Tail Terror: Kobold tail attachments are fun and flavorful weapons, and using one still counts as a natural attack, so you can use them along with your Dragonmaw bite attack. Any melee class should consider going with natural weapons because of this.

Sours: http://www.pathfindercommunity.net/tyler-s-pathfinder-guides/race-of-pathfinder-an-optimization-guide/races-of-pathfinder-featured-races/kobold
Kobolds are often resented, and seen by the other races as weak and ineffectual. Nevertheless, a few of their offspring in each generation become infused with a greater portion of their dragon heritage. Wyrmborn kobolds, as they have come to be known, are granted greater intelligence, intuition, and power, and are charged with the safekeeping of ancient dragon lore, knowledge, and magic. Once encountered, others can scarcely believe how the wyrmborn stem from the common kobold race.

Wyrmborn Kobold Racial Traits (Advanced 13 RP)
Wyrmborn kobolds have the same racial traits as other kobolds, but with the following additional traits.
  • Ability Scores: Wyrmborn kobolds are like other kobolds, but possess greater intelligence, insight, and intuition than others of their race. They gain +2 Intelligence, +2 Wisdom, +2 Charisma, in addition to the normal kobold ability scores. (4 RP)
  • Arcane Heritage: Wyrmborn kobolds gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. (1 RP)
  • Dragon Breath: Wyrmborn kobolds gain a dragon breath from their draconic heritage. Once per day as a standard action, wyrmborn kobolds can breathe foot line of dragon breath that deals 1d6 points of energy damage (Reflex save for half damage). The type of energy is determined by the wyrmborn kobold’s distance parentage as follows: acid (black or copper), cold (silver or white), electricity (blue or bronze), fire (brass, gold or red), or poison (green). The dragon breath ability is renewed after resting for 8 hours, although these hours do not need to be consecutive. (1 RP)
  • Energy Resistance: Wyrmborn kobolds gain resistance 5 to the same energy as their dragon breath. (1 RP)
  • Linguist: Wyrmborn kobolds begin play speaking Common and Draconic. Wyrmborn kobolds with high Intelligence scores can choose any language they want (except Druidic and other secret languages) (1 RP)

Sours: http://www.pathfindercommunity.net/elghinn-lightbringer-s-emporium/new-races-and-racial-archetypes/uncommon-races/kobold-wyrmborn

Kobold race pathfinder

Kobold

Sources of art on this subject have been indexed.This is a PathfinderWiki Featured Article.

Kobolds are a small, craven, draconic race that dwells in places hidden from the sun, particularly subterranean caverns or densely wooded areas. Most commonly encountered in and around the nation of Andoran,[1] the inherent cowardice of the kobolds has lent the schemers a bit of cleverness and ingenuity, especially when it comes to devising deadly traps. Despite the fact that kobolds believe they are, in fact, the most superior race on Golarion, they are commonly found in service to other, more powerful masters.[2]

Description

A kobold is a small, lizard-likehumanoid with a short, stunted snout and a long, slithering tail. Their hands and feet end in sharp, clacking claws, and their scales appear in a variety of colors, of which red, black, white, green, and blue are the most common. Less common scale colors include yellow, orange, purple and gray; other shades, such as pink and gold, are also known to occur. "Ghost kobolds" with translucent scales are also rumored to exist, but no sightings have been recorded in centuries.[3][4][5]

Their scales are quite thick, giving them a modicum of protection from damage.[2] Despite their diminutive size (they generally stand about three feet in height and weigh about 40 pounds),[6] kobolds are quite agile and quick, able to easily keep up with the average human.[2] As with most other underground creatures, kobolds have darkvision, but are not well adapted to life on the surface, as they are quite sensitive to light.[2]

Ecology

Kobolds are omnivores and will eat almost anything their sharp teeth can chew and their strong digestive system can process. Like other reptilian creatures, kobolds have a slow metabolism, which means they require little food and drink to survive. This adds to their diligent work ethic, as they require few meal and water breaks, and increases their ability to survive in the nutrient-poor underground environment.[6]

Kobolds lay hard-shelled eggs that incubate for a period between 45 and 60 days, after which they hatch using their distinctive cranial horn buds. Although only six to eight inches in height at birth, neonatal kobolds are able to quickly take care of themselves, often spending the first hour after birth eating the remains of their shells. Cannibalizing other clutchmates is not unheard of and is seen by the adults as a sign of strength. Hatchlings grow quite quickly and double in size every year until achieving their juvenile state at around three. They are considered to be full adults around age Sexual dimorphism is very limited, with non-kobolds rarely able to tell the differences between the sexes. Most kobolds are quite short-lived, with a typical life-expectancy of around 30 years before typically dying through violent means. However, when their lives are not cut off early, they have also been known to live for quite a long time, with the oldest kobolds claiming their age to be [6][7]

Kobolds remain fertile throughout their entire adult lives, with females able to produce an egg once every 20&#;25 days. Given ideal conditions, however, females can lay a clutch of up to six eggs, and require a coupling only once every six years in order to produce viable eggs. Kobold females become more fecund as they age: a year-old female may be able to lay 50 to 60 eggs per year, while an year-old female may lay up to per year.[6][7]

Occasionally, kobolds are born with stronger connections to chromatic dragons than others of their kind. These kobolds are distinguished by the ability to use the breath weapon of the dragon type whose scale color they have.[8]

Society and culture

Kobolds typically live in hierarchical tribes isolated from each other and from other intelligent beings. When they encounter other societies, kobolds often make a habit of stealing resources and livestock from their neighbors, earning them their reputation as thieves. Their possessiveness of their mineral resources also leads them to hostilities with other beings, as the kobolds view all minerals in their territory as theirs; when they discover others mining anywhere in their claimed lands, they view them as thieves and interlopers and respond violently. This holds true regardless of whether the other party settled the area before or after the kobolds did. When two kobold tribes come into conflict over resources, they typically engage in swift, violent clashes until one tribe's chieftain is slain, at which point the survivors are enslaved by the victorious tribe.[9]

Kobold settlements are usually complex systems of heavily trapped tunnels and warrens surrounding an inner core consisting of the tribe's living spaces, larders, workshops, and mines. The tribe's eggs are kept until hatching in a hidden location, which is kept secret from most members of the tribe to ensure that they cannot reveal it if captured and interrogated. Elder laying females are likewise hidden in the deeper parts of a warren and fiercely protected, as many tribes depend on their ability to lay numerous eggs in a short span of time to maintain their numbers.[7][9]

Although kobolds do not farm crops, they often keep domesticated animals for a variety of purposes. Dire weasels are kept as guard and hunting animals in a manner similar to how dogs are used by humans, while dire boars are used as war animals and mounts. When moving underground, kobolds instead use slurks and giant ants as mounts; giant ants are also used as pack animals, and as a source of poison for traps. Bats are trained to carry messages, which kobold tribes use to contact one another. On occasion, bulettes are trained to assist mining and tunneling operations. Kobold myth holds that they were the first culture to domesticate and raise animals, which they foolishly taught to humans.[7][10]

A second group of kobolds, the forest kobolds, exists separately from the more well-known subterranean kobold cultures, and instead inhabits deep forests. Forest kobolds are more barbaric than their kin, are rarely literate, and live predatory lives focused on hunting and eating any non-reptilian entity they encounter. Forest kobolds are typically green.[8][11] Forest kobold tribes are known to ally with quickwoods to defend their lairs.[10]

Language

Kobolds speak Draconic, the language of their ancient forebears. Educated or well-traveled kobolds speak the trade tongues of their homelands (Common or Undercommon), or the languages of their most-frequent opponents: Dwarven or Gnome.[2]

Enemies

Ancestral enemies of the kobolds are the dwarves, the gnomes, the cave giants, the rock trolls, the goblins and the purple worms.[9][12]

Religion

Kobolds may worship devils.

Kobolds typically worship dragons' gods such as Apsu and Dahak. Many kobolds worship Asmodeus due to the emphasis placed by his faith on tyranny and subjugation, and seek to model their own tribes' societies after the rigid hierarchy of Hell. These infernal priests are often considerably influential, either advising chieftains or leading their tribes in their own right. Some kobolds are also known to worship Lamashtu, as well as powerful fiends such as the archdevilMammon and the demon lordAndirifkhu. On occasion, kobolds affected by blightburn radiation are known to turn to the worship of the archdaemonTrelmarixian. Kobold spellcasters are also known to worship Nethys, typically placing less emphasis on the All-Seeing Eye's dual nature than on the ability to use magic to impose one's will on the external world.[9][13][14]

Kobolds also worship the dragons themselves, which they view as effectively all-powerful entities and as ancestral deities, as living gods. This occurs both through the worship of individual dragons living in or near a tribe's territory and through worship of non-specific, symbolic conceptions of dragonkind. Kobolds' dragon worship often frames dragons as living embodiments of the might and power of Dahak, despite the dragons' own hatred of the deity.[9][15]

Creation myths

The origins of the kobold race are told in countless ways by the many tribes scattered across Golarion. Most break down to one of these three stories.

The Third Brood

This story claims that kobolds were made by the draconic god Apsu from the dying spirits of the chromatic and metallic dragons that his son Dahak had brought down. Their life essence had faded to only a little flame, and Apsu feared that it was not strong enough to save them from death if he brought them back in their true form. Instead, he reincarnated their spirits into smaller, kobold bodies.[16]

Tears of Dahak

This myth tells that kobolds were born from Dahak's tears of shame after he defeated his father Apsu in battle. These tears had many colors and as they hit the earth, each transformed into a differently colored kobold.[16]

The Firstborn

Perhaps the grandest of the creation myths, this story claims that when the kobolds were first created during the Age of Creation, they were parceled away deep beneath the earth. When Dahak went on his legendary orgy of destruction, the kobolds became curious and tunneled to the surface. When Dahak saw them, he transformed some of them into the first dragons. Those he left behind could not find their way back beneath the earth and have stayed near the surface ever since.[16]

On Golarion

See also: Category:Kobold/Tribes

Absalom

The Sewer Dragon tribe are a tribe of sophisticated kobolds, allied with the blue dragonLirovelix, who have dwelt beneath the city of Absalom since AR. The kobolds attempted to force tributes from outsiders and expand their sewer "empire". This aggression has since been resolved with a formal alliance with the Pathfinder Society.[12][17]

Andoran

The Candlestone Caverns are home to the powerful Black Claw tribe, as well as several smaller tribes that owe fealty to the Black Claws. The Black Claw kobolds are noted for a strong cultural association with poison, which they employ both in their traps and in a dangerous coming-of-age ritual where each kobold is required to soak her hands in a bowl of spider venom, permanently staining the black.[18]

There are kobold tribes in the Darkmoon Vale of Andoran, who favour the use of the flying talon in combat.[19]

Cheliax

Tribes of kobolds dwell in the sewers of the Chelish city of Vyre, where they menace any who travel its treacherous depths.[20]

Mediogalti Island

The Thunderscale tribe is the largest of the kobold tribes that live in the jungles of Mediogalti Island. They make their home in the vast cave network known as the Thunderscale Warrens and are known for their habit of painting their scales with bright plant dyes. Rather than worshipping dragons as other kobold societies do, they revere dinosaurs.[12][21]

Realm of the Mammoth Lords

The Icerender tribe is a kobold tribe that live in a pass in the Tusk Mountains. The kobolds work tirelessly to keep the pass open. A lot of caravans use that mountain pass in order to avoid the attacks of Lydek the White in the south. The kobolds sporadically attack and loot the caravans, and then they dispose of the remnants of them. A large part of the loot the kobolds obtain, is given to Lydek the White as a tribute.[12]

River Kingdoms

Just on the border between the Stolen Lands and Brevoy lives the Sootscale tribe. These kobolds dwell in the Silver Caverns, an abandoned silver mine in the foothills of the Icerime Peaks, and are engaged in a petty war with the mites that also inhabit the area. They are notable for their practice of changing their tribe's name to reflect that of their leader.[12][22]

The Shackles

Raptor Island is home to the Dankblade Crew, a tribe of kobold wreckers who lure passing ships onto the rocks of their island, sacking them once their run aground and selling their crews to the slaver ship Kraken's Tooth. The finest treasures obtained in these raids, however, are given to the dragon Machazmroh in an attempt to win its favor and patronage.[18]

Varisia

The Embermaw clan lives beneath the Mindspin Mountains, above the Flume Warrens. Their alliance with the dragon Tsazgatherax has protected them from the nearby fire giants, who have resorted to pushing the salamander and azer clans of the Warrens into attacking the kobolds instead.[18]

References

Paizo Inc. published a sourcebook about kobolds entitled Kobolds of Golarion, a major section in Monster Codex, and an article about kobolds in Inner Sea Races (pages &#;).

For additional resources, see the Meta page.

  1. ↑James Jacobset al. (). The Inner Sea World Guide, p.&#; Paizo Publishing, LLC. ISBN
  2. Jason Bulmahn. (). Bestiary (First Edition), p.&#; Paizo Publishing, LLC. ISBN
  3. ↑Wolfgang Baur. (). Kobold. Classic Monsters Revisited, p.&#; Paizo Publishing, LLC. ISBN
  4. ↑Tork Shaw, Mat Smith, and Jerome Virnich. (). Kobolds of Golarion, p.&#;6. Paizo Publishing, LLC. ISBN
  5. ↑Tork Shaw, Mat Smith, and Jerome Virnich. (). Kobolds of Golarion, p.&#; Paizo Publishing, LLC. ISBN
  6. Tork Shaw, Mat Smith, and Jerome Virnich. (). Kobolds of Golarion, p.&#;6. Paizo Publishing, LLC. ISBN
  7. Wolfgang Baur. (). Kobold. Classic Monsters Revisited, p.&#; Paizo Publishing, LLC. ISBN
  8. Wolfgang Baur. (). Kobold. Classic Monsters Revisited, p.&#; Paizo Publishing, LLC. ISBN
  9. Dennis Baker, Jesse Benner, Logan Bonner, et al. (). Monster Codex, p.&#; Paizo Inc. ISBN
  10. Tork Shaw, Mat Smith, and Jerome Virnich. (). Kobolds of Golarion, p.&#;9. Paizo Publishing, LLC. ISBN
  11. ↑Wolfgang Baur. (). Kobold. Classic Monsters Revisited, p.&#; Paizo Publishing, LLC. ISBN
  12. Tork Shaw, Mat Smith, and Jerome Virnich. (). Kobolds of Golarion, p.&#; Paizo Publishing, LLC. ISBN
  13. ↑Dennis Baker, Jesse Benner, Logan Bonner, et al. (). Monster Codex, p.&#; Paizo Inc. ISBN
  14. ↑Tork Shaw, Mat Smith, and Jerome Virnich. (). Kobolds of Golarion, p.&#; Paizo Publishing, LLC. ISBN
  15. ↑Tork Shaw, Mat Smith, and Jerome Virnich. (). Kobolds of Golarion, p.&#; Paizo Publishing, LLC. ISBN
  16. Tork Shaw, Mat Smith, and Jerome Virnich. (). Kobolds of Golarion, Paizo Publishing, LLC. ISBN
  17. ↑Dennis Baker. (). Sewer Dragons of Absalom, p.&#;3. Paizo Publishing, LLC.
  18. Tork Shaw, Mat Smith, and Jerome Virnich. (). Kobolds of Golarion, p.&#; Paizo Publishing, LLC. ISBN
  19. ↑Nicolas Logue. (). Crown of the Kobold King, p.&#; Paizo Publishing, LLC. ISBN
  20. ↑Richard Pett. (). Vyre. Dance of the Damned, p.&#; Paizo Inc. ISBN
  21. ↑James Jacobset al. (). The Inner Sea World Guide, p.&#; Paizo Publishing, LLC. ISBN
  22. ↑Tim Hitchcock. (). Stolen Land. Stolen Land, p.&#; Paizo Publishing, LLC. ISBN
Sours: https://pathfinderwiki.com/wiki/Kobold
A Crap Guide to D\u0026D [5th Edition] - Races

Kobold (5 RP)

Contents

Kobolds are weak, craven, and seethe with a festering resentment for the rest of the world, especially members of races that seem stronger, smarter, or superior to them in any way. They proudly claim kinship to dragons, but beneath all the bluster, the comparison to their glorious cousins leaves kobolds with a profound sense of inadequacy. Though they are hardworking, clever, and blessed with a natural talent for mechanical devices and mining, they spend their days nursing grudges and hatreds instead of celebrating their own gifts. Kobold tactics specialize in traps and ambushes, but kobolds enjoy anything that allows them to harm others without putting themselves at risk. Often, they seek to capture rather than to kill, taking out their frustrations on the helpless victims they drag back to their claustrophobic lairs.

Physical Description: Kobolds are small, bipedal reptilian humanoids. Most stand around 3 feet tall and weigh about 35 pounds. They have powerful jaws for creatures of their size and noticeable claws on their hands and feet. Often kobolds&#; faces are curiously devoid of expression, as they favor showing their emotions by simply swishing their tails. Kobolds&#; thick hides vary in color, and most have scales that match the hue of one of the varieties of chromatic dragons, with red scales being predominant. A few kobolds, however, have more exotic colors such as orange or yellow, which in some tribes raises or lowers an individual&#;s status in the eyes of his fellows.

Society: Kobolds thrive in cramped quarters far from the light of the sun. Most live in vast warrens deep beneath the earth, but a few instead prefer to make their homes beneath tangles of overgrown trees and brush. Saving their malice for other races, most kobolds get along well with their own kind. While squabbles and feuds do occur, the elders who rule kobold communities tend to settle such conflicts swiftly. Kobolds delight in taking slaves, relishing the chance to torment and humiliate them. They are also cowardly and practical, and often end up bowing to more powerful beings. If these creatures are of another humanoid race, kobolds often scheme to free themselves from subjugation as soon as possible. If the overlord is a powerful draconic or monstrous creature, however, kobolds see no shame in submission, and often shower adoration on their new leader. This is especially true if the kobolds serve a true dragon, who they tend to worship outright.

Relations: Kobolds often seethe with hatred and jealousy, but their innate caution ensures that they only act on these impulses when they have the upper hand. If unable to safely indulge their urge to physically harm and degrade members of other races, they resort to careful insults and “practical jokes” instead. They consider both dwarves and elves to be deadly rivals. Kobolds fear the brute power of half-orcs and resent humans for the dominant status that race enjoys. They believe half-elves blend the best qualities of both parent races, which strikes kobolds as fundamentally unfair. Kobolds believe halflings, small in stature, make wonderful slaves and targets for kobold rage and practical jokes. When the gnomes first arrived in the mortal realm, kobolds saw them as perfect victims. This sparked waves of retaliation and reprisal that have echoed on down through the centuries and earned the kobolds&#; permanent enmity.

Alignment and Religion: Kobolds readily knuckle under to superior force but rarely stop scheming to gain an edge over their oppressors. Most kobolds are lawful evil, though some, more concerned with procedure than their own personal advantage, become lawful neutral instead. Kobolds often pray to Asmodeus or other evil gods in hopes of bringing ruin to their foes or power to themselves. In addition to these deities, kobolds, supremely opportunistic, also sometimes worship nearby monsters as a way of placating them or earning their favor.

Adventurers: Kobolds rarely leave their cozy warrens by their own choice. Most of those who set out on adventures are the last of their tribe, and such individuals often settle down again as soon as they find another kobold community willing to take them in. Kobolds who cannot rein in, or at least conceal, their spiteful and malicious natures have great difficulty surviving in the larger world.

Male Names: Draahzin, Eadoo, Ipmeerk, Jamada, Kib, Makroo, Olp, Yraalik, Zornesk.

Female Names: Adriaak, Harkail, Neeral, Ozula, Poro, Saassraa, Tarka.

AdulthoodIntuitive1Self-Taught2Trained3
12 years+1d4 years
(15 &#; 18 years)
+1d6 years
(15 &#; 20 years)
+2d6 years
(16 &#; 26 years)

1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male2 ft. 6 in.+2d4 in.
(2 ft. 8 in. &#; 3 ft. 2 in.)
25 lbs.+(2d4 lbs.)
(27 &#; 33 lbs.)
Female2 ft. 4 in.+2d4 in.
(2 ft. 6 in. &#; 3 ft.)
20 lbs.+(2d4 lbs.)
(22 &#; 28 lbs.)
Racial TraitsRace Point Cost
TypeHumanoid (reptilian)0
SizeSmall0
Base SpeedNormal0
Ability Score ModifiersGreater weakness (–4 Str, +2 Dex, –2 Con)–3
LanguagesStandard0
DefenseNatural armor2
Skill BonusCraft [trapmaking] and Profession [miner]4
SkillsCraft [trapmaking]1
SensesDarkvision 60 ft.2
WeaknessesLight sensitivity–1
Total5

Standard Racial Traits

Defense Racial Traits

Feat and Skill Racial Traits

Senses Racial Traits

  • Darkvision: Kobolds can see perfectly in the dark up to 60 feet.

Weakness Racial Traits

  • Light Sensitivity: Kobolds lives in darkness have caused them to suffer from light sensitivity.

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • 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 +2 racial bonus on Handle Animal and Ride checks. Handle Animal and Ride are always class skills for them. This racial trait replaces crafty.
  • Day Raider 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 armor trait. SourcePZO
  • 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. Once per day, you can deal 1d6 points 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. If you have a different scale color, you still gain a bite attack, but cannot deal the additional energy damage. This racial traits replaces the armor racial trait.
  • 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. This racial trait replaces the armor racial trait.
  • Echo Whistler By observing the noises in underground tunnels, you learned to uncannily mimic any voice or sound you heard. Three times per day, you can attempt to trick someone in this way by making a Bluff check against the listener&#;s Sense Motive check. You get a +2 circumstance bonus on this check if you&#;re in tunnels or other structures where your voice can echo. This racial trait replaces crafty.
  • 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 +1 racial bonus to the DC of saving throws against spells you cast with the fear descriptor. This racial trait replaces the armor racial trait.
  • 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 crafty.
  • Jester Some kobolds swallow their pride and survive by groveling, placating, and amusing the powerful. Kobolds with this racial trait gain a +2 racial bonus on Diplomacy and Perform checks. Diplomacy and Perform are always class skills for them. This racial trait replaces crafty.
  • 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 Climb checks, 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 armor racial trait.
  • Secret Strider You have the ability to traverse the wilderness without a trace. Twice per day, you can move through natural surroundings without leaving a trail for 1 minute, increasing the DC of any attempts to track you by This racial trait replaces crafty.
  • 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 +1 circumstance bonus to AC, as you help jostle one another out of the way of incoming attacks. You also gain a +1 racial bonus on aid another rolls. This racial trait replaces crafty.
  • 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 crafty.
  • 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 crafty.
  • 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 +2 racial bonus on checks with that skill, and it is always a class skill for you. This racial trait replaces crafty.

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

  • 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 fascinatebardic 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&#;swild 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).
  • 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&#;strap sense bonus to AC.
  • 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&#;sWill saves against enchantment effects, or increase the hit points of your bonded item by 1.

Racial Archetype & Bloodline

The following racial archetypes and bloodline are available to kobolds:

Subpages

Racial Feats

The following feats are available to a kobold character who meets the prerequisites.

Regional Traits

The following regional traits are available to kobolds or other creatures from kobold-inhabited regions, with GM approval:

Race Traits

The following race traits are available to kobolds:

Kobold Scale Coloration

Kobolds are zealously proud of their draconic heritage, and make much of the physical similarities they share with those regal monsters. One of the most obvious similarities between the two races is their distinctively reptilian scales, which come in five chromatic colors. As with dragons, the color of a kobold&#;s scales often corresponds to a variety of innate abilities, tendencies, and personality traits it possesses. Scale coloration plays a subtle yet vitally important role in relationships both between kobold tribes and within them.

Though some traits are common to all kobolds, the following race traits are particular to kobolds of certain colors. Note that kobolds born from two differently colored parents are colored like one parent or the other, rather than a mix of the two. Kobolds characters are not restricted from taking traits from another color, though the following traits are typical of each color, and considered prestigious.

Black-Scaled Kobolds

Like the black chromatic dragons they venerate, black kobolds often lurk in fetid swamps. With an affinity for acidity and corruption, these marsh dwellers revel in decay.

Blue-Scaled Kobolds

Blue kobolds are orderly and neat, and tend to hatch complex schemes. While they plan brutally effective ambushes and traps, they do not excel at improvisation, and may falter if their plans go awry.

Green-Scaled Kobolds

Like their corresponding draconic cousins, green kobolds are at their best when surrounded by foliage. At home in forest caves, green kobolds tend to be more tolerant than kobolds of other colors.

Red-Scaled Kobolds

Like the ruthless red chromatic dragons they esteem, red kobolds respect destructive power and little else. The most widely recognized of their race, red-scaled kobolds are notoriously menacing.

White-Scaled Kobolds

White kobolds inhabit the frozen reaches of the world, raiding across icy tundra and glacial expanses. Though not as hearty as red or green kobolds, they are well adapted to their environments.

Rare Scale Colors

Though the majority of kobolds exhibit one of the five major chromatic colors, occasionally individuals emerge with alternate pigmentations, with the most common being purple, orange, and yellow. Those who possess the rarer colors described below are discriminated against by their homogeneous tribe-mates, but these colors do have unique benefits. In addition to the attested colorations listed below, translucent-scaled kobolds are rumored to exist, but these “ghost kobolds” haven&#;t been encountered in centuries.

Section Copyright Notice

Pathfinder Roleplaying Game Advanced Race Guide © , Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.

Pathfinder Player Companion: Kobolds of Golarion. © Paizo Publishing, LLC; Authors: Tork Shaw, Mat Smith, and Jerome Virnich.

Sours: https://www.d20pfsrd.com/RACES/other-races/featured-races/arg-kobold/

You will also be interested:

But she quickly came to her senses and now we are kissing again, and you again throw a questioning glance at my friend. I turn in her direction and see that she is looking at us with empty eyes, and her hand, hidden in her panties, nervously. Squeezes and rubs her horny pussy. I looked at you.



2180 2181 2182 2183 2184