Xerlith
2015-04-18, 09:09 AM
So. Kobolds. That poor, poor race that has 5 Race Points and an abysmal count of abilities. this is basically a series of small tweaks, but it's still - i hope - significantly more useful than the original. Stands at ~9RP if anyone cares.
What changed: Gave them a +2 to int and -2 to cha, to better fit the whole
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. schtick.
They also lost the -2 to Constitution (they are small, but resilient even if they seem fragile, dammit!). -4 strength stays, but they now gain Weapon Finesse as a racial feat to rectify this.
Racial traits are mostly untouched, although I've given them some new ones.
Inspired by the 3.5 Web Enhancement, I gave them a bite attack as a base, not Alternate Racial Feature. Same with Swarming, which is "Shoulder to Shoulder" in the original.
Anyway - I call them "Playable Kobolds" to differentiate from the original kin.
Standard Racial Traits
Ability Score Racial Traits: Kobolds gain -4 Strength, +2 Dexterity, +2 Intelligence, and -2 Charisma.
Type: Kobolds are humanoids with the reptilian subtype.
Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Speed: Kobolds have a base speed of 30 feet.
Languages: Kobolds begin play speaking Common and Draconic. Kobolds with high intelligence scores can choose from the following: Dwarven, Gnome, or Undercommon
Defense Racial Traits
Natural Armor: Kobolds have a +1 natural armor bonus to their Armor Class.
Feat and Skill Racial Traits
Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking) and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
Nimble Attacks: Kobolds receive Weapon Finesse as a bonus feat.
Offense Racial Traits
Weapon Familiarity: Kobolds are proficient with hand crossbows and light picks.
Natural Weapons: Kobolds have a bite primary natural attack that deals 1d4 damage.
Swarming: Kobolds are used to living and fighting communally with others of their kind. Up to two kobolds can share the same square at the same time. If two kobolds that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Senses Racial Traits
Darkvision: Kobolds can see in the dark up to 60 feet.
Weakness Racial Traits
Light Sensitivity: A kobold is dazzled as long as she remains in an area of bright light.
Alternate Racial Traits
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.
Draconic Rite of Passage: Some kobolds choose to undergo a ritual that unlocks some of their inborn magic abilities. They may choose a cantrip and cast it at will. They may also choose any 1st-level Sorcerer spell and cast it 1/day.The DC is equal to 10 + the spell's level + the kobold's Charisma modifier. This ritual permanently weakens a kobold's body and as such, this trait replaces the Natural Armor and Natural Weapons traits.
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 Natural Weapons.
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.
Draconic Lineage: Kobold sorcerers with the draconic bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. This trait replaces Nimble Attacks and Weapon Familiarity. Deepening the bond with the draconic blood takes time normally spent on physical activities.
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.
Dragon Magic: You gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. You also gain a +1 to caster level of all spells that deal the same type of damage as your dragon ancestor's breath weapon. This trait replaces Crafty.
Trapfinder: Some kobolds are as proficent at disabling traps as they are at setting them up. You gain a +1 bonus to Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue. This trait replaces Swarming and Weapon Familiarity.
What changed: Gave them a +2 to int and -2 to cha, to better fit the whole
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. schtick.
They also lost the -2 to Constitution (they are small, but resilient even if they seem fragile, dammit!). -4 strength stays, but they now gain Weapon Finesse as a racial feat to rectify this.
Racial traits are mostly untouched, although I've given them some new ones.
Inspired by the 3.5 Web Enhancement, I gave them a bite attack as a base, not Alternate Racial Feature. Same with Swarming, which is "Shoulder to Shoulder" in the original.
Anyway - I call them "Playable Kobolds" to differentiate from the original kin.
Standard Racial Traits
Ability Score Racial Traits: Kobolds gain -4 Strength, +2 Dexterity, +2 Intelligence, and -2 Charisma.
Type: Kobolds are humanoids with the reptilian subtype.
Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Speed: Kobolds have a base speed of 30 feet.
Languages: Kobolds begin play speaking Common and Draconic. Kobolds with high intelligence scores can choose from the following: Dwarven, Gnome, or Undercommon
Defense Racial Traits
Natural Armor: Kobolds have a +1 natural armor bonus to their Armor Class.
Feat and Skill Racial Traits
Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking) and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
Nimble Attacks: Kobolds receive Weapon Finesse as a bonus feat.
Offense Racial Traits
Weapon Familiarity: Kobolds are proficient with hand crossbows and light picks.
Natural Weapons: Kobolds have a bite primary natural attack that deals 1d4 damage.
Swarming: Kobolds are used to living and fighting communally with others of their kind. Up to two kobolds can share the same square at the same time. If two kobolds that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Senses Racial Traits
Darkvision: Kobolds can see in the dark up to 60 feet.
Weakness Racial Traits
Light Sensitivity: A kobold is dazzled as long as she remains in an area of bright light.
Alternate Racial Traits
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.
Draconic Rite of Passage: Some kobolds choose to undergo a ritual that unlocks some of their inborn magic abilities. They may choose a cantrip and cast it at will. They may also choose any 1st-level Sorcerer spell and cast it 1/day.The DC is equal to 10 + the spell's level + the kobold's Charisma modifier. This ritual permanently weakens a kobold's body and as such, this trait replaces the Natural Armor and Natural Weapons traits.
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 Natural Weapons.
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.
Draconic Lineage: Kobold sorcerers with the draconic bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. This trait replaces Nimble Attacks and Weapon Familiarity. Deepening the bond with the draconic blood takes time normally spent on physical activities.
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.
Dragon Magic: You gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. You also gain a +1 to caster level of all spells that deal the same type of damage as your dragon ancestor's breath weapon. This trait replaces Crafty.
Trapfinder: Some kobolds are as proficent at disabling traps as they are at setting them up. You gain a +1 bonus to Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue. This trait replaces Swarming and Weapon Familiarity.