KoboldsSource Inner Sea Races pg. 245, Advanced Race Guide pg. 132, Pathfinder RPG Bestiary pg. 183, Kobolds of Golarion pg. 0 Monster Entry Link Because kobolds identify so passionately with dragons, they strive to reinforce their connection through names that reflect their draconic heritage. Kobold birth names are relatively short, usually consisting of two syllables, and are almost always faintly reminiscent of dragons’ names.
To further emulate their draconic brethren, kobolds change their names to longer and more complex forms as they reach important age milestones, perform spectacular acts, or attain notable achievements. Kobold adventurers often add more syllables to their names upon reaching significant points in their careers—every 5 levels or so.
Kobolds rarely have surnames; most instead use clan names or honorifics to identify themselves. Those kobolds who do use surnames are most often reinforcing a claim to a hereditary throne or attempting to adhere to regional or cultural influences.
Male Names: Athraz, Dyrtrax, Fazij, Grytnok, Jekkajak, Kaidynn, Keegyn, Kirrok, Merlokrep, Nydryn, Nyktox, Ryzztyl, Torphrex, Varrann, Vreknog, Xahndyg
Female Names: Ahmmra, Azzlyn, Enga, Grymwyr, Gynnezz, Kregnaan, Jynnjun, Lyrtrahk, Melrynn, Petrahk, Ryzzntyg, Skyxa, Tyrrell, Varshez, Vregma, ZarrnylKobold Racial Traits+2 Dexterity, –4 Strength, –2 Constitution: Kobolds are fast but weak. Reptilian: Kobolds are humanoids with the reptilian subtype. Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Normal Speed: Kobolds have a base speed of 30 feet. Darkvision: Kobolds can see in the dark up to 60 feet. Armor: Kobolds have a +1 natural armor bonus. Crafty: Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold. Light Sensitivity: Kobolds are dazzled as long as they remain in an area of bright light. Languages: Kobolds begin play speaking Draconic. Kobolds with high Intelligence scores can choose from the following languages: Common, Dwarven, Gnome, and Undercommon.Kobold Alternate Racial TraitsReplaces Armor Dragon Affinity Source Inner Sea Races pg. 216 Kobold sorcerers with the draconic bloodline or kobold bloodline (Advanced Race Guide 134) treat their Charisma scores as 2 points higher for all sorcerer spells and class abilities. This racial trait replaces the armor trait.
Dragonmaw Source Kobolds of Golarion pg. 7 Your draconic heritage makes you smile—
not just because it makes you happy, but also because
your powerful jaws and teeth are proof of your kinship to
a chromatic dragon. You gain a bite attack that deals 1d4
points of damage. Once per day, you can deal 1d6 points
of additional energy damage with your bite attack. The
damage type depends on your scale color: acid damage
for black or green, electricity for blue, fire for red, or cold
for white. If you have a different scale color, you still gain
the bite attack, but can’t do the additional energy damage.
This racial trait replaces the armor racial trait.
Dragon-Scaled Source Advanced Race Guide pg. 132 Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of chromatic dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragons matching the color of the kobold’s scales. Black-scaled and green-scaled kobolds with this racial trait gain acid resistance 5. Blue-scaled kobolds with this racial trait gain electricity resistance 5. Red-scaled kobolds with this racial trait gain fire resistance 5. White-scaled kobolds with this racial trait gain cold resistance 5. This racial trait replaces the armor racial trait.
Frightener Source Kobolds of Golarion pg. 7 Like the great dragons, you can strike fear
in the hearts of your foes with your majestic presence.
Few enemies suspect that you make yourself look more
dangerous with simple tricks you learned back when
you were newly hatched. You gain a +1 racial bonus to the
DC of saving throws against spells you cast with the fear
descriptor. This racial trait replaces the armor racial trait.
Prehensile Tail Source Kobolds of Golarion pg. 7 Your tail is especially flexible and
strong, so you’ve learned to use it for both movement and
simple tricks. You gain a +2 racial bonus on Acrobatics
and Climb checks, and you can use your tail to draw a
hidden weapon as a move action instead of as a standard
action. This racial trait replaces the armor racial trait.
Replaces CraftyBeast Bond Source Advanced Race Guide pg. 132 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.
Echo Whistler Source Kobolds of Golarion pg. 7 By observing the noises in underground
tunnels, you learned to uncannily mimic any voice or sound
you heard. Three times per day, you can attempt to trick
someone in this way by making a Bluff check against the
listener’s Sense Motive check. You get a +2 circumstance
bonus on this check if you’re in tunnels or other structures
where your voice can echo. This racial trait replaces crafty.
Gliding Wings Source Advanced Race Guide pg. 133 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 crafty.
Jester Source Advanced Race Guide pg. 133 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.
Secret Strider Source Kobolds of Golarion pg. 7 You have the ability to traverse the
wilderness without a trace. Twice per day, you can move
through natural surroundings without leaving a trail for
1 minute, increasing the DC of any attempts to track you
by 10. This racial trait replaces crafty.
Shoulder to Shoulder Source Kobolds of Golarion pg. 7 Having lived and worked in close
quarters with your tribe-mates, you’ve learned how to
maneuver within their personal space without disturbing
them. You can occupy the same space as one other Small
ally without penalty. If you share a space with another
kobold who has this trait, you each gain a +1 circumstance
bonus to AC, as you help jostle one another out of the way
of incoming attacks. You also gain a +1 racial bonus on aid
another rolls. This racial trait replaces crafty.
Spellcaster Sneak Source Kobolds of Golarion pg. 7 Traversing the tunnels near big, nasty,
hungry creatures, you learned to keep quiet—and to keep
your spells quiet too. You gain a +2 racial bonus on Stealth
checks, and once per day you can gain the benefit of the Silent
Spell feat on a spell you cast. This racial trait replaces crafty.
Wild Forest Kobold Source Kobolds of Golarion pg. 7 You’re one of the barbaric kobolds
dwelling in the forests of the surface world. Your culture
shuns artifice, but teaches how to endure and hunt. You
gain a +2 racial bonus on Perception and Survival checks.
This racial trait replaces crafty. Stealth and Survival are
always class skills for you.
Wyrmcrowned Source Kobolds of Golarion pg. 7 Your horns have grown to the extent
that they appear similar to those of a dragon who shares
your scale color, lending a draconic power or menace to
your dealings with others. Choose either Diplomacy or
Intimidate. You gain a +2 racial bonus on checks with that
skill, and it is always a class skill for you. This racial trait
replaces crafty.
Replaces Light Sensitivity, DarkvisionDay Raider Source Kobolds of Golarion pg. 7 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.
Kobold Favored Class OptionsInstead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, Kobolds have the option of choosing from a number of other bonuses, depending upon their favored class.
The following options are available to all Kobolds who have the listed favored class.
Alchemist (Advanced Race Guide pg. 133): Add +1/2 to the number of bombs per day the alchemist can create. Barbarian (Kobolds of Golarion pg. 15): While you are raging, your racial natural
attacks deal +1/4 point of damage. Bard (Advanced Race Guide pg. 133): Treat the bard’s level as +1/2 level higher for the purpose of determining the effect of the fascinate bardic performance. Cavalier (Advanced Race Guide pg. 133): Add 5 feet (up to 15 feet maximum) to the cavalier’s mount’s speed when it uses the charge or withdraw action. Cleric (Advanced Race Guide pg. 133): 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 (Advanced Race Guide pg. 133): Add +1/2 to the druid’s wild empathy bonus. Fighter (Advanced Race Guide pg. 133): 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 (Advanced Race Guide pg. 133): Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +4). Inquisitor (Kobolds of Golarion pg. 15): Add 1/2 to Survival checks made to track
creatures in total darkness. Magus (Advanced Race Guide pg. 133): Add a +1/2 bonus on concentration checks made to cast defensively. Monk (Advanced Race Guide pg. 133): Add +1/3 to the monk’s AC bonus class ability. Oracle (Advanced Race Guide pg. 133): Add +1/4 to the armor or natural armor bonus granted by oracle spells she casts on herself. Paladin (Kobolds of Golarion pg. 15): Add 1/4 to the deflection bonus granted by
your smite evil ability. Ranger (Advanced Race Guide pg. 133): 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 (Advanced Race Guide pg. 133): Add +1/2 to the rogue’s trap sense bonus to AC. Shifter (Wilderness Origins pg. 8): Add a +1/4 bonus on Stealth checks while in the shifter’s minor or major form. Sorcerer (Advanced Race Guide pg. 133): 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 (Advanced Race Guide pg. 134): Add +1/4 to the summoner’s shield ally bonus (maximum +2). Witch (Advanced Race Guide pg. 134): Add +5 feet to the distance at which her familiar grants the Alertness feat (maximum +20 feet). Wizard (Kobolds of Golarion pg. 15): Add 1/2 to your familiar’s Will saves against
enchantment effects, or increase the hit points of your
bonded item by 1.
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