Kobolds
Basic Information
Anatomy
Civilization and Culture
Naming Traditions
Interspecies Relations and Assumptions
RPG Datasheet
AG +2; CO 0; ME -2; RE +2; SD -2; EM -2; IN -2; PR -2; QU +2; ST -4; Appearance -80 Channeling -5; Essence -5; Mentalism 0; Poison 0; Disease -5 Body Development 0.5.3.2.1; Arcane PP 0.3.2.1.1; Channeling PP 0.6.5.4.3; Essence PP 0.3.2.1.1; Mentalism PP 0.3.2.1.1 Soul Departure 4 Rounds; Recovery Mult. 1.5x Languages 1; Background Options 5 Dark Vision - Kobolds can see on a star-lit or moonlit night as if it were full daylight. In conditions darker than that, they need a light source to see, and they can see perfectly to 50' and reasonably well to 100'. In absolute darkness, however, they can see no better than Men. Sunlight Vulnerability - Like other Goblins, Kobolds only emerge from their underground lairs at night because the light of day all but blinds them. They suffer a -75 penalty to all activities in any kind of daylight. Language: Starting Languages - Goblin (S8/W6), Common-speech (S6/W4). Allowed Adolescent Development - Common-speech (S8/W6), Goblin (S10/W8), and Orcish (S4/W4). Everyman skills: Mining, Metal-craft Restricted skills: None
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