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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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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    chatting with Vilpich on his orc remake got my brain working on this.

    what does everyone think?
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    I fear the flight at generation is a little over-powered. Perhaps a limitation? Like, a number of rounds limitation before a rest is needed or else speed equal to the base land speed and (poor)?

    Consider the LA of most flying races and think of, based on affordability of magic items and spells, when most races have it available. At the lowest levels, this can make a lot of challenges useless. Maybe it allows gliding until 8HD and then it provides flight? Or maybe it has a limited number of rounds it can be used per day until exhaustion sets in?

    Some of these abilities are really strong. Even without them, they are weaker than other races but not enough to justify such a power boost. Perhaps the burrow should only be available to the breeds with the ability and it is at half speed? I am just afraid they are too strong. Black and blue, that is. Maybe these are in place of the starting feat?

    The stats are already good for certain builds and even though it nets a -2 to stats, anytime a race provides multiple bumps it will be better for some builds. Think a wizard, (these stats actually favor wizard a bit even though the con hurts whereas kobolds are in mythos generally sorcerers. Of course, the DM can still class more as sorcerers, this isn't really a big issue.)

    Otherwise, I like the idea of trying to balance the stats a little more and giving them draconic powers. I may actually use these. A bunch of crafty kobolds flying around dropping little bombs or shooting crossbows/a bunch of super tough scaled/burrowing up from under the ground attacking the party and digging away to hit and run again is a really cool image.
    Last edited by SowZ; 2012-06-21 at 10:00 PM.
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by SowZ View Post
    Consider the LA of most flying races and think of, based on affordability of magic items and spells, when most races have it available.
    Flying was marked as +1 LA in 3.5

    LA are not used in pathfinder, so their isnt any. ever.

    *points to title* clearly pathfinder

    toned it down to equal to base speed.
    Last edited by LordErebus12; 2012-06-21 at 10:22 PM.
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by LordErebus12 View Post
    LA are not used in pathfinder, so their isnt any. ever.
    Not true. ECL is equal to CR in Pathfinder (or CR+1 for NPCs). There's technically no LA by that name, but it does exist.
    Last edited by Siosilvar; 2012-06-21 at 10:39 PM.

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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by Siosilvar View Post
    Not true. ECL is equal to CR in Pathfinder (or CR+1 for NPCs). There's technically no LA by that name, but it does exist.
    CR+1 makes no sense for NPC's, as all are weaker than standard classes.
    i think you meant -1 but oh well.

    I Add +1 CR for those who cant live without it.

    Honestly I run exclusively in Gestalt so CR's are very much altered.
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by LordErebus12 View Post
    CR+1 makes no sense for NPC's, as all are weaker than standard classes.
    i think you meant -1 but oh well.

    I Add +1 CR for those who cant live without it.
    No, I meant what I said: ECL = CR+1, which means a CR 6 NPC has 7 class levels.

    Equivalently, ECL-1 = CR; this is the way Pathfinder puts it when it's explained.
    Avatar some unholy combination of Winthur and Gato Muerto's ideas.

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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by Siosilvar View Post
    No, I meant what I said: ECL = CR+1, which means a CR 6 NPC has 7 class levels.

    Equivalently, ECL-1 = CR; this is the way Pathfinder puts it when it's explained.
    either rate, the race gets a -2 on ability scores, a CR increase of one and light sensitivity as penalties.

    tweaked blue and black types a bit.
    Last edited by LordErebus12; 2012-06-21 at 11:13 PM.
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by LordErebus12 View Post
    either rate, the race gets a -2 on ability scores, a CR increase of one and light sensitivity as penalties.

    tweaked blue and black types a bit.
    Alright, I suppose. I still would consider putting an HD development of at least 4 or so for the flight to prevent an archer just flying around and not being threatened at all by most CR 1-2s but yeah, the black totally works now and like I said I enjoy the idea of giving them dragon abilities. I think it is pretty clever, really. With the CR increase it is pretty reasonable, I think.
    Last edited by SowZ; 2012-06-22 at 12:29 AM.
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by SowZ View Post
    Alright, I suppose. I still would consider putting an HD development of at least 4 or so for the flight to prevent an archer just flying around and not being threatened at all by most CR 1-2s but yeah, the black totally works now and like I said I enjoy the idea of giving them dragon abilities. I think it is pretty clever, really. With the CR increase it is pretty reasonable, I think.
    I refuse to give it racial HD.
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    No, no. Like the Raptorans and Dragonborn flight; there's a delay in getting full on Flight til about sixth level.

    Not racial hit dice.

    I'll read through this when I'm not barely conscious, but at first glance, I approve.

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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by LordErebus12 View Post
    I refuse to give it racial HD.
    Oh, I don't mean that at all. Like Nine said, I am suggesting the wings not give flight until a certain amount of HD have been gained so that most CR 1-3 encounters are not totally bypassed.
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by SowZ View Post
    Oh, I don't mean that at all. Like Nine said, I am suggesting the wings not give flight until a certain amount of HD have been gained so that most CR 1-3 encounters are not totally bypassed.
    ah, ok, give me a minute to update it.

    sustained flight lasts only a few rounds, after which gliding is only possible.

    feat was added for 6th level that allows faster and more agile flight.
    Last edited by LordErebus12; 2012-06-23 at 05:58 PM.
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by LordErebus12 View Post
    ah, ok, give me a minute to update it.

    sustained flight lasts only a few rounds, after which gliding is only possible.

    feat was added for 6th level that allows faster and more agile flight.
    Yeah, that works, well, I think. We are really getting somewhere. I think I will use this in my next E6 campaign. Maybe not for PCs, but make kobolds a big part of the game as summoners of some dragon lord or something.
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by SowZ View Post
    Yeah, that works, well, I think. We are really getting somewhere. I think I will use this in my next E6 campaign. Maybe not for PCs, but make kobolds a big part of the game as summoners of some dragon lord or something.
    one: lets wait till its finished, lol.
    two: where you live at? im interested... im in michigan
    Last edited by LordErebus12; 2012-06-23 at 07:17 PM.
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by LordErebus12 View Post
    where you live at? im interested...
    Colorado. I think different shrines scattered around each with a different Kobold color and sometimes different colors scattered in. I mean, most encounters wouldn't be kobolds but I could have iconic ones at certain intervals. They could have dragon disciple levels at higher levels and warrior levels at the lower ones or something to keep the kobolds challenging. Probably not too long of a campaign but a story based on them sounds fun.
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by SowZ View Post
    Colorado. I think different shrines scattered around each with a different Kobold color and sometimes different colors scattered in. I mean, most encounters wouldn't be kobolds but I could have iconic ones at certain intervals. They could have dragon disciple levels at higher levels and warrior levels at the lower ones or something to keep the kobolds challenging. Probably not too long of a campaign but a story based on them sounds fun.
    too bad...


    I just made a major update to its breeds.
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by LordErebus12 View Post
    too bad...


    I just made a major update to its breeds.
    Sometimes you get lucky, other times no, I guess. Where you at if you don't mind me asking? I like the update, too. The progression works well so every 1HD NPC doesn't have the abilities and it shouldn't be imbalanced at lower levels while still being interesting.
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    I like the progression, ,myself. Its as if age and experience unlocks greater racial power, while the young, stupid hatchlings rush to their deaths before it develops.

    Auburn Hills, Michigan. a long way away from Colorado
    Last edited by LordErebus12; 2012-06-23 at 09:26 PM.
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by LordErebus12 View Post
    I like the progression, ,myself. Its as if age and experience unlocks greater racial power, while the young, stupid hatchlings rush to their deaths before it develops.

    Auburn Hills, Michigan. a long way away from Colorado
    For that reason, I think I will make middle aged kobolds count as 6 HD and old kobolds count as 10 HD for purpose of abilities for NPCs only, because my NPCs won't be 6th and tenth level and I want to use these abilities against my players but the lack of stats should balance it out well.
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by SowZ View Post
    For that reason, I think I will make middle aged kobolds count as 6 HD and old kobolds count as 10 HD for purpose of abilities for NPCs only, because my NPCs won't be 6th and tenth level and I want to use these abilities against my players but the lack of stats should balance it out well.
    i think its smart to RP it like that. the older ones show advanced abilities. an expert kobold hunter could guess the age of a kobold by which abilities show on each breed.

    but imagine if every kobold fought was a 10 HD one. omg... its like a raid on an old folks home... Night of the living Old Farts...
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by LordErebus12 View Post
    i think its smart to RP it like that. the older ones show advanced abilities. an expert kobold hunter could guess the age of a kobold by which abilities show on each breed.

    but imagine if every kobold fought was a 10 HD one. omg... its like a raid on an old folks home... Night of the living Old Farts...
    Jeez, a clan of 10 HD Kobolds that fly around and burrow and spray acid and have fear/flame auras, that breed like kobolds, led by a dragon, they would take over the world.
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by SowZ View Post
    Jeez, a clan of 10 HD Kobolds that fly around and burrow and spray acid and have fear/flame auras, that breed like kobolds, led by a dragon, they would take over the world.
    it would be interesting for a 15th level campaign.

    I think they should lose the every variety in the same egg clutch. you?
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by LordErebus12 View Post
    it would be interesting for a 15th level campaign.

    I think they should lose the every variety in the same egg clutch. you?
    Yeah, each clan would be one color each, you mean?
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by SowZ View Post
    Yeah, each clan would be one color each, you mean?
    yes, kobolds used to be identical and color didnt matter, now it seems its better for them to be different clutches.


    EDIT: They now are born to seperate egg clutches, however, if two dragons (blue and green) were to breed and craft some kobolds, the clutch would be filled with both blue and green kobolds.
    Last edited by LordErebus12; 2012-06-24 at 12:46 AM.
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by LordErebus12 View Post
    yes, kobolds used to be identical and color didnt matter, now it seems its better for them to be different clutches.


    EDIT: They now are born to seperate egg clutches, however, if two dragons (blue and green) were to breed and craft some kobolds, the clutch would be filled with both blue and green kobolds.
    For the campaign, there could be shrines each to lesser dragons, each one having a unique color, but the final shrine to an elder dragon, (and this would be E6 so it would be CR 12 or 13 at most,) would have them in all ages and all colors. Really, this whole thread gave me an idea for a campaign, albeit one run for a group that likes reasonably linear stories.
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by SowZ View Post
    For the campaign, there could be shrines each to lesser dragons, each one having a unique color, but the final shrine to an elder dragon, (and this would be E6 so it would be CR 12 or 13 at most,) would have them in all ages and all colors. Really, this whole thread gave me an idea for a campaign, albeit one run for a group that likes reasonably linear stories.
    perhaps we could make a shrine section beneath the kobolds.
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    The following post contains criticism. If you are one of those homebrewers who cannot handle criticism, please skip this post.

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    Looking over your work, I can't help but disagree somewhat with the color-to-role assignment of the breeds; they feel like you just sort of made a grab bag of abilities and assigned them a color at random.

    Green in particular rubs me the wrong way, because unless I'm mistaken, pathfinder did -not- screw around with Green dragons being manipulative and sneaky; more Rogues than Fighters, if you catch my meaning.

    I also somewhat dislike the way that the breeds are set up. By having one for each chromatic breed, you fall into the issue of people having preconceived notions of what each breed should do, which is probably why I have such an issue with Green in particular.

    If you don't want to change the breeds, I recommend not referencing them by color as part of the description.


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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    Quote Originally Posted by NineThePuma View Post
    The following post contains criticism. If you are one of those homebrewers who cannot handle criticism, please skip this post.

    Looking over your work, I can't help but disagree somewhat with the color-to-role assignment of the breeds; they feel like you just sort of made a grab bag of abilities and assigned them a color at random.

    Complete opposite of what I did. I started with doodling kobolds with various traits. when i finished each one, i assigned colors based on what they were using.

    naturally you dont expect to see the same evolution of each species as you breed kobolds over millenias. i believe that the standard kobold was breed back into dragon stock to breed these over time.


    Green in particular rubs me the wrong way, because unless I'm mistaken, pathfinder did -not- screw around with Green dragons being manipulative and sneaky; more Rogues than Fighters, if you catch my meaning.

    I dont understand what you mean here... i dont see what green dragons have to do with green kobolds or otherwise. The entire race of kobolds are all sneaky and rogue-like. I dont see where a fighter comes in either. It rubs you the wrong way? good , take slam attack damage, please. if i made the green kobold yellow, it would be Sandslash... totally not doing that.

    I also somewhat dislike the way that the breeds are set up. By having one for each chromatic breed, you fall into the issue of people having preconceived notions of what each breed should do, which is probably why I have such an issue with Green in particular.

    preconceived notions... now we get to the silly part. Standard kobolds are only found in chromatic varieties. they were made by chromatics, it makes absolute no sense to change this established quality.
    Offer more useful critique next time, instead of so much spoiled text of how you dislike my creation.


    If you don't want to change the breeds, I recommend not referencing them by color as part of the description.
    hardly positive, but i reviewed it none the less. i believe you didnt understand what i was going for, its fine though. I dont expect every comment to be kind, or even useful. If you have any other constructive criticism, please feel free to share it.
    Last edited by LordErebus12; 2012-06-24 at 05:50 PM.
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    Default Re: Kobolds, A Re-Imagining (Pathfinder)

    added some fluff in lands.
    added that green and white breeds are less friendly than blue, red, and black varieties.
    added the cannibalism to the white breed
    added a section to religion, apparently some of the deep dwellers have been adopted into new "faiths".

    Added some abilities to them. Camouflage for greens and lightning horn for blues.
    Last edited by LordErebus12; 2012-06-24 at 06:23 PM.
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