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Serpents and Sewers: Kobolds
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Back to [[Serpents and Sewers: Species and Templates|Species]] Back to the [[Serpents and Sewers|Main page]] Kobold characters possess the following racial traits: ===Kobold Racial Traits=== * ''Abilities:'' Strength –4, Dexterity +2, Constitution –2, Intelligence +2. Kobolds are one of the smallest and weakest humanoid species and they are rather fragile built, but their small size and mobility grant them a great agility and has forced them to outsmart their numerous enemies instead of trying to match them in matters of strength and resilience. * ''Small Humanoid (Reptilian)''. As a small creature, a kobold gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character and they gain a -1 racial penalty to their Shock Value. * ''Slight Build'': The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category. Slight Built does not affect a character's shock value the way true size decrease does. * A kobold’s base land speed is 30 ft. * ''Darkvision'': Kobolds can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. * ''Natural Weapons'': Kobolds have two primary claw attacks that deal 1d3 points of slashing damage plus Strength bonus, and a secondary bite attack that deals 1d4 points of piercing damage plus 1/2 Strength bonus. Despite possibly being the weakest reptilian humanoid, kobolds retain a connection to their feral nature. * ''Tough Hide'': The scaly skin of the Kobolds grant them a natural armor of 1/-. * ''Light Sensitivity'': Kobolds are dazzled in bright sunlight or within the radius of a daylight spell. * ''Expert Trapsmiths'': Kobolds have to rely on traps and ambushes to survive. They gain a racial +2 bonus to Craft (trapmaking) checks an a +4 bonus to Perception checks to find traps. · * ''Favorite Class'': Alchemist and Assassin. Kobolds who follow these two classes receive an additional skill point per level. ===Further Advancement of Kobolds=== {| border="1" !Level !Feature |- |4th |Light Adaptation, Manual Expertise |- |8th |Dragon Heritage |- |12th |Evasion |- |16th |Ability Boost |- |20th |Tunnel Rat |- |} * ''Manual Expertise (ex)'': A 4th level kobold may add a +2 racial bonus to all checks and skill rolls that require fine manual dexterity, like many crafts or Disable Device checks. * ''Light Adaptation (ex)'': Kobolds that spend more time on the surface lose their fear from the sun. At 4th level, Kobolds do not longer suffers from their light sensitivity. * ''Dragon Heritage (ex)'': Their heritage from mighty dragons grants kobolds a small protection against the deadly breath weapons of their ancestors. A kobold gains Resistance 10 against one specific energy type. Normally, the kobold’s scales adapt to the color of chromatic dragons normally associated to a breath attack of this energy type (e.g. an acid resistant kobold’s scales would turn darker until they are almost or completely black). * ''Evasion (ex)'': On 12th level, Kobolds gain the Evasion ability (see the Thief’s class traits). If the Kobold already has Evasion, he gains Improved Evasion instead. * ''Ability Bonus'': On 16th level, A kobold character gains a +2 bonus to either Constitution (negating the former penalty) or Charisma +2. ''Tunnel Rat (ex)'': When fighting underground or in any other of restrained or narrow spaces, a Kobold of 20th level can easily defend a tunnel against overwhelming odds. Whenever an opponent of a kobold suffers from a penalty because of narrow spaces, the kobold gains a +2 bonus to attack and defense rolls.
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