Fax Celestis
2009-02-26, 08:19 PM
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Kobolds are short, reptilian humanoids with cowardly (and occasionally sadistic) tendencies. Kobolds gravitate towards traps and trapmaking as if it were their destiny. Nearly the entire race enjoys tinkering with mechanical objects, especially traps.
Kobolds also have a long heritage of surprisingly effective mass combat tactics. While many do not think of kobolds as being very intelligent, most kobolds are actually more intelligent than the average human. As such, kobolds have surprisingly well-planned tactics and frequently surprise opponents who underestimate them.
A kobold's scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is nonprehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2½ feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog.
-4 Strength, +2 Dexterity, +2 Intelligence
Small size: As Small creatures, kobolds gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
Reptilian: Kobolds are Humanoids with the (Reptilian) subtype.
Speed: A kobold's base land speed is 30 feet.
Darkvision: out to 60'.
Natural Armor: Kobolds receive a +1 racial bonus to their Natural Armor class due to their scaly skin. This bonus increases by +1 every five levels (to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level).
Trap Sense: Kobolds haven an intuitive sense that alerts them to danger from traps, giving them a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 each five levels (to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level).
Tinker: Kobolds enjoy tinkering with mechanics, traps or otherwise. As such, they receive a +2 racial bonus on Craft (Trapsmithing) and one other Craft skill chosen at character creation.
Natural Attacks: Kobolds have small claws and fangs they can use to defend themselves when necessary. Kobolds have two claws that deal 1d3 damage each, and a bite attack that deals 1d4 damage. Kobolds use their claws as their primary attack.
Natural Talent: A kobold has a small pool of reserve energy from their natural inclination towards tinkering they may tap into daily. A kobold has one charge per three class levels, minimum one. A charge may be spent as part of a Craft check to gain a competence bonus on the check equal to one-third his character level, rounded down (minimum one). A charge may also be spent to power a feat with the [Kobold] descriptor.
Automatic Languages: Draconic. Bonus Languages: Common, Dwarven, Orc, Undercommon
Favored Class: Fencer.
Kobolds are short, reptilian humanoids with cowardly (and occasionally sadistic) tendencies. Kobolds gravitate towards traps and trapmaking as if it were their destiny. Nearly the entire race enjoys tinkering with mechanical objects, especially traps.
Kobolds also have a long heritage of surprisingly effective mass combat tactics. While many do not think of kobolds as being very intelligent, most kobolds are actually more intelligent than the average human. As such, kobolds have surprisingly well-planned tactics and frequently surprise opponents who underestimate them.
A kobold's scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is nonprehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2½ feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog.
-4 Strength, +2 Dexterity, +2 Intelligence
Small size: As Small creatures, kobolds gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
Reptilian: Kobolds are Humanoids with the (Reptilian) subtype.
Speed: A kobold's base land speed is 30 feet.
Darkvision: out to 60'.
Natural Armor: Kobolds receive a +1 racial bonus to their Natural Armor class due to their scaly skin. This bonus increases by +1 every five levels (to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level).
Trap Sense: Kobolds haven an intuitive sense that alerts them to danger from traps, giving them a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 each five levels (to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level).
Tinker: Kobolds enjoy tinkering with mechanics, traps or otherwise. As such, they receive a +2 racial bonus on Craft (Trapsmithing) and one other Craft skill chosen at character creation.
Natural Attacks: Kobolds have small claws and fangs they can use to defend themselves when necessary. Kobolds have two claws that deal 1d3 damage each, and a bite attack that deals 1d4 damage. Kobolds use their claws as their primary attack.
Natural Talent: A kobold has a small pool of reserve energy from their natural inclination towards tinkering they may tap into daily. A kobold has one charge per three class levels, minimum one. A charge may be spent as part of a Craft check to gain a competence bonus on the check equal to one-third his character level, rounded down (minimum one). A charge may also be spent to power a feat with the [Kobold] descriptor.
Automatic Languages: Draconic. Bonus Languages: Common, Dwarven, Orc, Undercommon
Favored Class: Fencer.