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Thread: Kobolds, A Re-Imagining (Pathfinder)

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    Ogre in the Playground
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    Lightbulb Kobolds, A Re-Imagining (Pathfinder)

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    First created by earth dragons, kobolds grew in popularity among the chromatic dragons for various reasons. Some were bred as experiments, like little children they were to the dragons. Some were kept as subjects and servants. However, some still were kept as slaves and as food for the more evil dragons.

    Their life spans are roughly seventy years, although life expectancy is a lot shorter for most kobolds, dragons could witness many generations of kobolds pass quickly. Variations abound as many dragons bred them into other species of kobolds, like they were domestic animals.

    Personality: Cowards and schemers, they never fight fair if they can help it, instead setting up ambushes and double-crosses, holing up in their warrens behind countless crude but ingenious traps, or rolling over the enemy in vast, yipping hordes.

    Intelligent and sneaky, kobolds thrive when ignored and allowed to spread out unwatched. To trust a kobold is to find one’s hard work ruined and possessions missing. The only loyalty a kobold holds is to a dragon, to which their reverence is intensely spiritual and important to the kobold.

    Overall, most are quite evil, favoring chaotic tendencies but a few have attempted to amend such stereotypes and become good. However, the blood of evil dragons still beats in their veins, and they often relapse into darker ways.

    Physical Description: Due to their physical similarities, kobolds loudly proclaim themselves the scions of dragonkind, destined to rule the earth beneath the wings of their great god-cousins, but most dragons have little use for the obnoxious pests.

    Kobold coloration varies from egg clutch to egg clutch, ranging through the colors of the chromatic dragons, with red being the most common but white, green, blue, and black kobolds not unheard of.

    Mutations are extremely common, with each kobold having unique dragon qualities present in the parent species. the longer a kobold survives, the more interesting it becomes, growing in strength.

    Relations: Besides the Green kobolds, who are naturally territorial and whites (known cannibals), life is difficult. Life for a kobold is short and harsh, every one of the other races hate them, want them dead. They believe themselves to be dragon’s reborn but the other humanoid races aren’t buying it.

    Dwarves both fear and hate them but try to avoid them as much as possible. Elves drive them away upon sight, if not killing them. Humans are slightly more accepting but many do not trust the kobolds and many more often hold prejudices against them. Gnomes and Halflings thoroughly despise them and will generally attempt to kill them on sight.

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    “Clink. Clink. Clink. All night we heard their damn picks and hammers, prying the earth apart one seam at a time. At night, we saw their eyes and heard the rustles in the bushes, and even the creak of the small carts they used to carry ore. Each morning, when we went to the quarry, our tools were missing, and their clawed footsteps showed us where they had been.

    But we left them alone, and they left us alone, until that damn fool dwarf Hedras decided he should stay after sunset, as a night watchman, and drive them away. We found Hedras the next morning, his beard and bits of his bones sticking out from under a deadfall they rigged over the quarry trail. We never did see a kobold, and I hope I never do.”

    —Darath Fellmin, Mine Manager


    Lands: Kobolds are creatures of the dark, found most commonly in enormous underground warrens or the dark corners of the forest where the sun is unable to reach. However, the breeds vary greatly;

    white kobolds are a lot more feral than some breeds, more aggressive towards outsiders and show acts of cannibalism. they live in cold climates where the nights are longer and colder.

    reds prefer hotter climates, such as volcanoes or deserts, but pop up in isolated patches almost anywhere, even among other breeds. however, reds do not live among the black kobolds living underwater and tend to stay far away from the green and white kobolds.

    black kobolds are found deep within the earth, or perhaps in deep, dark waters. being partially aquatic in nature, they have spread to great cities beneath the waters.

    greens are more commonly found in forests and caverns. Green kobolds are known to be more solitary, not enjoy the other kobold breeds near them. often even showing some natural predatory behaviors towards the others, especially around their homes.

    Religion: Kobolds worship the most powerful of dragons or those chosen by the dragons to lead them. They have elaborate ceremonies dedicated to dragon worship and often spend great deals of time thinking up honorifics for their dragon rulers. It’s a common held belief that the kobolds are responsible for the egos of some dragons growing to match deities.

    black kobolds have reportedly adopted new "gods". rumors abound that it might be the Aboleth's doing but its unknown if this is true.

    Kobold Characters

    –4 Strength, +2 Dexterity, –2 Constitution, +2 Intelligence: Kobolds are fast and intelligent but physically weak.

    Small: Kobolds are Small and 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.

    Normal Speed: Kobolds have a base speed of 30 feet.

    Burrow: Kobold have a natural burrow speed of 10 ft. (see breeds below)

    Darkvision: Kobolds can see in the dark up to 60 feet. (see breeds below)

    Claws: all kobolds have two claw attacks (1d3 slashing / 20x2). (See breeds below)

    Armor: Kobolds have a +1 natural armor bonus. (see breeds below)

    Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.

    Weakness: Light sensitivity (see breeds below)

    CR: +1 or +2 if the kobold is 10th HD or higher.

    Languages: Kobolds begin play speaking only Draconic. Kobolds who have high Intelligence scores can choose any of the following bonus languages: Dwarven, Gnome, and Undercommon.

    Favored Class: Weaver or Wizard

    Breeds

    (Red) Fire Eye
    Fire eyes are the vast majority of kobolds, they are also the main reason why kobolds are hated. These little pyromaniacs are known to be violent and quite evil about their ways. They often light fires to villages and fields at night and cause untold destruction elsewhere. Its a wonder why Red Dragons created such a creature (my guess is amusement and a dwindling food supply).

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    1 HD - Immune to intense heat effects (as if naturally under endure elements)
    resistance 5 fire
    spark as a Spell-like ability (HD = CL; usable 1+cha modifier per day)

    6 HD - darkvision improves to 120 ft.
    Fire Eye (Su): gaze attack with a 10 foot range. Any creature within 10 feet of them must succeed on a Will save (DC 10 + ˝ character level + Cha modifier) or suffer a –1 penalty on attack rolls targeting the kobold. This effect lasts for a number of rounds equal to the kobold’s Cha modifier

    By taking a standard action, it can increase the glow of its eyes so that everyone within 10 feet x Charisma modifier is subjected to its gaze attack (Max 60 ft.). Any creature within range must succeed on a Will save (DC 10 + ˝ character level + Cha modifier) or suffer a –2 penalty to attack and damage rolls against any target within the area of effect.

    10 HD - Fire Scale (Su): kobolds begin radiating intense heat, catching any flammable materials on fire that they touch with their claws, which begin to glow red hot (1d4 fire damage on claw attacks)
    The spell-like ability spark becomes usable at will
    resistance to fire increases to 10


    (Blue) High Flyer
    The horned blues hatch with overlarge wings but do not contain the natural strength to maintain flight, some however do gain flight through training. they also have better eyesight, not suffering from the normal light sensitivity that other kobolds suffer.
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    1 HD - A lone jagged horn juts upwards upon their heads, allowing it a gore attack (1d6 piercing / 20x2)
    no longer suffers from light sensitivity

    6 HD - Strained Flight (Ex) - Fly speed equal to base land speed with poor maneuverability for an number of constant rounds equal to its Constitution modifier.

    Any time spent in flight beyond this point must be spent gliding. gliding allow movement at half the land speed, descending 5 ft. after each 10 ft. traveled forward until they touch the ground.

    If they attempt to do this with a medium or heavy load, or while in heavy armor, they become fatigued after landing and cannot fly until they rest for 8 hours.

    10 HD - The kobold can now fly better, the wings growing to a larger size in comparison to the kobold's body. A High Flyer can now fly indefinitely, without requiring gliding to prolong flight, at twice the base land speed (average) without trouble.

    Lightning Horn (Su): The kobold can create electricity by flapping their wings at high speed. Doing this causes the kobold to lift off the ground slightly, the wings move so fast it causes a Gust of Wind effect for 1 round in all directions.

    The following round the horn upon the head of the kobold radiates energy, electricity arching and flowing through the air surrounding the horn. When the kobold successfully makes a gore attack, the target suffers the damage of a lightning bolt effect as well. Reflex save for half damage. Usable 3+Cha modifier per day.


    (Black) Deep Delver
    Deep Delvers have sharp claws that secrete acid, granting both a burrow speed and acid damage on all claw attacks. They also can breathe underwater as well as on land using its extra pair of gills and swim well.
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    1 HD - Eyes atrophy (gains light blindness) but darkvision improves to 120 ft.
    acidic claw attack (2d4 slashing and acid / 20x2)
    Burrow speed increases to land speed (and can burrow through solid rock if working at half speed)

    6 HD - Gills (Ex): kobold is treated as amphibious, breathing both air and water with equal ease.
    webbing between toes and claws grant a +4 bonus on swim checks.

    10 HD - Leaking Claws (Su): Kobold's claws begin to drip with a lot more acid, all claw attacks deal damage as if they were Caustic Burst weapons (+1d10 acid on critical hits; now treated as magical weapons).

    However, they suffer a -4 penalty to skill checks for hiding their trail, the dripping claws leave acid burns on the terrain are easier to follow and cannot be stopped.


    (Green) Shredder
    Thick plates of armor cover the bodies of these kobolds; long sharp spines grow out to cover the backs, wrists, elbows, knees, tail and legs of this breed and they have razor sharp claws that can shred flesh from bone with ease. Older green kobolds can alter their scale color to gain camouflage in any natural environment.
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    1 HD - Claw attack (1d4 slashing / 19-20x2)
    Natural armor bonus increases to +3
    burrow speed increases to 20 ft.

    6 HD - gains slam attack (1d6 piercing / 20x2)
    Camouflage (Ex): Green kobolds can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment.

    10 HD - Pincushion (Ex) - all non-reach melee weapons and natural attacks directed against the kobold suffers its slam attack damage
    burrow speed increases to match land speed.


    (White) Ice Spitter
    These white scaled kobolds have large glands in their necks, holding a volatile mixture of magic and a substances that freeze when sprayed into the air through the mouth. They also have cobra-like hoods that conceal gills.
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    1 HD - They also are immune to cold temperatures (but not cold damage)
    Resistance 5 Cold
    White Kobolds can also breath underwater and on land as if amphibious, through gills on their necks.

    6 HD - Icy breath weapon (Su): This 15 ft. cone deals 1d4 cold damage per two Hit Dice (DC 10 + ˝ character level + cha modifier; usable 3+cha modifier times per day)

    10 HD - Spider Climb (Su; Icy terrain only)
    resistance to cold increases to 10
    Icy breath weapon also causes the ground in the area to become frozen with sharp ice, treat the ground as being covered in caltrops for 1d4 rounds.


    New Spell

    Create Kobold Clutch
    School transmutation (Evil); Level druid 5, sorcerer/wizard 5, Cleric/Oracle 5
    Casting Time 1 full round action
    Components V, S, M (1 Chromatic Dragon Egg, fertilized)
    Range close (25 ft. + 5 ft./2 levels)
    Target one fertilized chromatic dragon egg
    Duration permanent
    Saving Throw none; Spell Resistance: none

    Upon completion of this dark ritual, one fertilized chromatic dragon is converted into a clutch of 3-5 Kobold eggs. These Kobolds breed true, when bred back into other kobolds of the same species. These kobold eggs hatch quickly (3 hours) if kept in similar conditions to normal dragon eggs of that same type.

    The Cling: Kobold young are blind, gaining vision about an hour after hatching, bonding to the first creature they see. The First year of a Kobolds life is spent bonded to a parent. They remain devoted to this creature until they first encounter a dragon. they will inherently latch to any dragon that they encounter during this first year period and follow the dragon instead.

    They will act like typical kobold children, often being mischievous and sneaky, creating trouble if not disciplined correctly (this is often the exact method of kobold parenting). After the first year they reach the age of adulthood and they instinctively leave the "nest".

    The Kobolds do act differently if raised by a good parent, often leading to the rumored good or lawful aligned kobolds, but sometimes no amount of parenting can take the kobold out of the hatchlings and they fall back into the kobold way of doing things.

    They never gain HD beyond their first until they reach this first year point.

    Aging Categories
    Years ----------- Age
    0-1 ------------- Hatchling
    1-20 ------------ Adult
    21-40 ----------- Middle-aged
    41-60 ----------- Old
    61+ ------------- Venerable
    70 -------------- Maximum
    Last edited by LordErebus12; 2012-06-28 at 01:46 PM.
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