Kobolds
System: Pathfinder | SRD | Source: Advanced Race Guide
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.
Description
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 sham
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
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. 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.
Racial Traits
+2 Dexterity, -4 Strength, -2 Constitution
Reptilian
Small
Normal Speed
Darkvision
Armor
Crafty
Weakness
Languages
Alternate Racial Traits
Beast Bond (replaces crafty)
Dragon-Scaled
Gliding Wings (replaces crafty)
Jester (replaces crafty)
Favored Class Options
Alchemist
Add +1/2 to the number of bombs per day the alchemist can create.
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).
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.
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.
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).
Source: Advanced Race Guide
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