Kobold Alternate Racial Traits
Dragonforged: Racial Ability Scores become (+2 Constitution, +2 Charisma, -2 Strength). All racial DC's that function off Intelligence now function off Constitution. Modifies Ability Scores. Their bodies steeped in the ritualistic Draconic bloodpools in the deepest bowels of their warrens, some Kobolds take to this baptism especially well, their bodies toughening up as their sinews become as durable as iron and their minds become as keen as those of their True Dragon ancestors.
Wyrmbellows: Gain a breath weapon as per the Dragonborn Breath Weapon Table. Replaces Savage Maw. Incomparably rare but equally valuable to the Kobold who are zealously proud of their Draconic heritage, and make much of the physical similarities they share with those regal monsters, the ability some develop to breath as the Dragonborn and their Ancestors did makes these Kobolds paragons of their kind.
Rolling Death: Gain a bite attack as a primary attack that deals 1d6 damage at small size, and has a 20/x2 crit range/mulitplier. As an immediate action when you successfully deal damage with this bite to a creature one size category larger than you or smaller, you can tuck in your legs and roll rapidly, twisting and wrenching the target to the ground and rendering them prone. Replaces Savage Maw. Their jaws longer and more pronounced than others of their kind, these Crocodilian Kobolds are of murky origin but undeniable power - able to replicate the notorious "Death Roll" of crocodiles with a combination of natural instinct and careful study.
Sparkleblood: Gain one cantrip of your choice as an at-will Spell-Like Ability, a 1st Level Spell of your choice as a 3/day Spell-Like Ability, and a 2nd Level spell as a 1/day Spell-Like Ability. All spells must be taken from the Sorcerer/Wizard Spell List. You treat your CL for these spells as your HD +4 specifically for the purposes of taking metamagic feats for spell-like abilities. Replaces Savage Maw. Those lucky few Kobolds born with potent enough concentrations of magic in their blood as a pale echo of the power of their Draconic Ancestors, whose blood is so rich with natural Atlen that their blood sparkles as if flecked with small sapphires, can learn to channel their innate gift to gain a handful of unique abilities.
Sorcerer-King: Gain a +4 racial bonus on Spellcraft and Knowledge(Arcana) skill checks, and gain the latter as a Class Skill if it weren't already. You can replicate the effects of an identify spell on an object you are holding by remaining in contact with it and focusing on it for one minute uninterrupted. This effect does not reveal the existence of or identify curses on items you examine. Replaces Puissant Beast-Tamers. Whether they carry the sorcerous tinge of their Draconic Ancestry or something altogether more sinister, many Kobolds develop a potent, instinctual mastery and knowledge of the ways of magic.
The Old Ways: Gain a +4 racial bonus on Profession(Miner), Craft(Trapmaking), and Disable Device Checks. Gain one of them as a class skill, and gain Learn Ranger Trap as a bonus feat ignoring prerequisites(Based off INT instead of WIS). At 5th Level, you gain Improved Learn Ranger Trap ignoring prerequisites. Replaces Puissant Beast-Tamers. Though a good number of Kobolds in the modern day have left their old lives behind in pursuit of lives on the surface, a great deal more remained behind to continue their ancestral livelihoods - eking out existences deep beneath the surface of Zheng-Kitar, in large warrens and mined-out tunnels in service to long-dead or long-forgotten beings or gods...to these Kobolds, mining and trapmaking are ways of life nearly as fundamental as breathing.
Belly Sledding: You may move at your full base land speed while prone or crawling, can take 5ft steps while prone, and take no penalty on melee attack rolls or to AC while prone. Whenever you would move into an area of ground-based difficult terrain such as Ice, Grease, or any other material considered "smooth" or "liquid"(Gm Discretion), you can automatically slide in a straight line to the other side of the area of difficult terrain without provoking attacks of opportunity. Replaces Quick Steps. Though difficult to master, the ancient Kobold Art of belly sledding initially emerged out of the ancient underground tribes of yore, who competed against each other in large competitions sliding along underground rivers and oil-slicked cavern floors for fun, prizes, and sometimes even to determine leaders of tribes or diplomatic negotiations.
Dragon Carapace: Gain a +2 racial bonus on all saves made versus Spells, Supernatural Abilities and Spell-Like Abilities. Gain an extra language for each rank you put in the Linguistics skill. Replaces Quick Steps. Their scales and blood unnaturally resilient, these kobolds carry an unusually potent lineage of Dragonkind - and as a result, find themselves naturally resilient to spells and other magical abilities.
Basilisk-Spawn: You roll twice and take the better result on all saves made versus Gaze Attacks and when determining the effects of those Gaze Attacks if applicable(Such as the True Basilisk's Gaze Attack), as well as on saves made versus effects that would put you to sleep. Additionally, you gain the use of Stone Tell as a Spell-Like Ability 3/day and may replicate the effects of Stone to Flesh by spending on minute performing a ritual on the petrified creature and taking 1d4+1 Constitution Damage. You may communicate telepathically with Petrified Creatures you are in physical contact with. Replaces Out of Sight, Out of Mind. Though exceptionally rare, it is possible for Kobolds to be born from the failed eggs or pregnancies of True Basilisks(Specifically, as Lesser Basilisks do not seem to produce Kobolds) and Medusa of all kinds - though the relationship between such Kobolds and their Mistresses can vary, they are surprisingly usually decent enough; Largely tolerated by Medusas as charming distractions to keep around who are even favored as servants in some Medusa nests due to their natural resistance to gaze attacks and ability to unpetrify themselves(Meaning their Medusa Mistresses can feel free to "relax" without having to worry about petrifying their minions with a misplaced glare, which normally inhibits the Medusa's desire to keep servants). Basilisks, by extension, often have even better relationships with Kobolds - often tolerating their existence and even coming to favor them as creatures who are seen not as mere food, but useful critters who naturally form an ecosystem around her while she sleeps; Bringing her food and other tribute in exchange for being spared from hunting and sometimes even protected during her waking hours. Even moreso than Medusas, Basilisks seem oddly fond of Kobolds for reasons that evade current scientific understanding - sometimes even acting as parental figures or even mates, in rare enough circumstances.
Rugged Physique: Gain a +2 racial bonus to attack rolls, CMD, and AC. You may cast Enlarge Person on yourself 1/day as a swift action. Replaces Out of Sight, Out of Mind. A very common mutation amongst Kobolds that can derive from sources ranging from a swell of Draconic Power affording them superior reflexes and muscle mass to even generations of servitude to True Giants, these Kobolds are strong, durable, and fearsome warriors who are able to take advantage of their inherent biology to increase in size.
Mixed Scales: Gain two scale colors of your choice from the "Dragonscale" Racial trait or a replacing trait, gaining the abilities and resistances of both. Two scale colors of the same element stack resistances. Replaces Our hearts forever hers. Their scales a multicolor rainbow, some rare Kobolds are born with scales that shine with more than one color as proof of a multi-faceted Draconic heritage...though often mocked for their often ridiculous color schemes, their mixed parentage means these feisty Kobolds can draw on a great well of power, though they are a bit weaker and less durable because of it.
Our hearts forever his: As an immediate action once a day, you can regain an expended Spell Slot or previously prepared spell(As per a Runestone of Power/Pearl of Power) - when you do so, the next spell you cast can be cast as a swift action as if it were quickened with no increase to casting time or spell level. Replaces Our hearts forever hers. For the eternally lonely and isolated Kobolds who so rarely have others that truly care for them beyond simple pity, it is little wonder then that when some among them begin to have potent dreams of a man among Reeds of White - of a mysterious alabaster man who loves them as sons and daughters in dreams where they are taught of the mysteries of magic and given the affections of a doting parent, that they latch on to this mysterious figure as their savior most beloved.
Kobold Blood-Scion: Treat your Charisma score as two points higher for all sorcerer spells and class abilities if you have the Kobold or Draconic Bloodlines. Replaces Flexible Tail. Though many of their small kind train endlessly to prove mastery over their inner Draconic might, few are the Kobolds who truly manage to tap into the reservoirs of Draconic might within themselves...those that do are given incredible power as a result of their labors, and are heralded as proof of their great ancestry.
Swarming: You are able to share squares with creatures of any size, even creatures you normally could not share square(s) with. When both you and the creature(s) whose square(s) you are sharing attack the same creature, both are considered to be flanking them as if they were in two opposite squares. Replaces Flexible Tail. A common fighting tactic especially amongst more traditional Kobold Tribes, the art of 'swarm tactics' has become so widespread that the term has been picked up by other cultures and civilizations the world over as a term for effective but numerically wasteful battle tactics.
Primal Dragonhide: Gain Resistance 15 to the element associated with your chosen scale type, chosen from the below list. All DC's, unless otherwise noted, as based on your Intelligence Score. Replaces Dragonscale.Though many Kobolds across the planet of Ea most commonly bear the heritage of Chromatic and Metallic Dragons, it is somewhat less common but still widespread for Kobolds to emerge as scions of Primal Dragons - children of the elemental planes who bear distinct powers compared to their more contemporary kin.
- Brinehide(Acid): Gain the ability to breathe and fight underwater with no penalties. You may as an immediate action(Usable once every 1d10 Rounds), cause a creature struck by one of your natural attacks or unarmed strikes to make a Fortitude Save or be stunned for one round as acidic salt crystals infect their joints. A successful save grants immunity to this stun effect for 24 hours.
- Cloudhide(Electricity): Gain the ability to change yourself into cloudy vapor as a swift action that functions as Gaseous Form, but with a 30ft Fly Speed. You may spend a number of rounds in this form each day equal to your HD. You may as a Standard Action(Usable every 1d4 Rounds), emit a cloud of water vapor that functions as a Fog Cloud spell originating from any square of your choice within 15ft of you. Creatures ending their turn in this cloud take 1d4+1 Electricity Damage.
- Crystalhide(Sonic): All of your natural attacks increase their Critical Threat Range by 1(No lower than 15) and can do Piercing and Slashing damage in addition to their normal types. You gain Tremorsense out to 30ft.
- Magmahide(Fire): Whenever you cast a spell, use an effect, or make an attack that deals fire damage, add +1 per die of Fire Damage dealt. Additionally, you may choose to either add +1 to the DC of Fire-Descriptor Spells you cast or to add 1d6 bonus Fire Damage to one natural attack you possess that is not multiplied on a critical hit. If you already deal Fire Damage with that attack, you upgrade the damage die of that Fire Damage by one step instead.
- Umbralhide(Cold): All attacks and spells you make affect incorporeal creatures as if you possessed the Ghost Touch Weapon Quality or the Ectoplasmic Metamagic. You may as a Standard Action(Usable every 1d4 rounds), vomit up a glob of shadow that explodes into a 20ft Burst of Darkness as per the Darkness Spell on any square of your choosing within 15ft of you.
Exotic Heritage: Gain a +4 racial bonus to your natural armor score, and a bonus trait corresponding to the Heritage Chosen below. All DC's, unless otherwise noted, as based on your Intelligence Score. You may choose what element is associated with the Heritage you choose from either Fire, Cold, Electricity, or Acid. Replaces Dragonscale.The rarest of all Kobold Breeds, the Kobolds who can trace their lineage back to the most ancient of roots are seldom seen in the world today - especially the translucent-scaled 'Ghost Kobolds', whose tribes have not been seen in nearly three hundred years. Even among other less extinct breeds of Kobold, the Pink and Purple-Scaled Aenorian Brood as well as the fearsome Fafnir Brood whose scales are overgrown and covered in spikes and horns stand as some of the rarest breed of Kobold in existence, and inheritors of truly mighty legacies...
- Aenorian Brood: You are immune to all damage dealt by the Swallow Whole ability, and heal both yourself and the swallowing creature by an amount of HP each round at the start of your turns you remain swallowed equal to 2x your HD. In addition, you gain a +4 racial bonus on saves made vs Charm and Compulsion effects, and gain a +10 on any contested charisma check made while you are under an Enchantment Effect.
- Ghost Brood: Three times per day as a free action, you can channel your ghostly heritage to allow yourself to pass through walls and obstacles as if you were incorporeal for 1 round. You gain a +20 to stealth checks made while standing still and gain Skill Focus(Stealth) as a bonus feat.
- Fafnir's Brood: You can grant yourself the effects of either True Sight or Freedom of Movement for up to 4 rounds by drinking a vial of Dragon's Blood - though you take 10 Untyped, Unavoidable damage each round the chosen effect remains active. In addition, whenever a creature reduces you below 0HP, you can as an immediate action force the creature to succeed on a Will Save(DC Based on Highest Mental Stat) or gain one of the following Death Curses: Vulnerability to an Element of your Choice, Inability to be affected by healing spells or to heal damage naturally from rest, or Inability to Imbibe Liquid of Any Kind without their lungs filling with water as per suffocation.
Eager to Serve: As an immediate action once a day, you can make a dramatic reveal when asked or told to perform an action showcasing your exceptional preparedness and eagerness to serve those stronger or more confident than yourself - this reveal allows the kobold to alter the surrounding area or inflict conditions or effects on other creatures relative to the request made of them. In practice, this allows the Player to craft a brief narrative explaining how their Kobold Character has already made plans to carry out the request or order - these plans should not immediately resolve the request, but aid or contribute in its execution - such as a dramatic reveal that the Kobold had already tied the shoelaces of an enemy they were told to kill together, rendering them prone. Out of combat, this ability allows more narrative freedom but still follows the same general guidelines. Whatever the narrative crafted, it must be plausible and believable if only in some small yet unlikely way - impossible tasks or impossible solutions to those tasks(Gm Discretion) simply fail outright. For a request or order to trigger this ability, it must come from another creature - the idea behind the request or order cannot be given by the kobold or their player to other characters, creatures, or players with the intention to trigger this ability. Future uses of this ability after the first require you to succeed on a Charisma check with a DC equal to 5 + 5 per usage after the second, resetting at dawn each day, or the ability fails and they lose the action. Replaces All According to Plan. Kobolds, as a species with Chronically low self-esteem who are often bullied, mocked, and ridiculed by most other species, often find solace or comfort or even excitement at the prospect of working for or serving another being they view as more capable, confident, or otherwise "put together" - this does not always mean a master-servant relationship, but often falls into such categories. These kobolds, when instructed, often delight in carry out what is requested of them - finding the courage they could otherwise not so long as they perceive the idea as coming from one more confident and/or capable than they.
Soulkin of Zurgenvanthias: As an immediate action once a day, you can recite one of the four canticles of the Mantra of Zurgenvanthias to gain the appropriate effect. Future uses of this ability after the first require you to succeed on a Wisdom check with a DC equal to 5 + 5 per usage after the second, resetting at dawn each day, or the ability fails and they lose the action. Replaces All According to Plan.
- The First Canticle: Negate the next effect that would knock you prone, and gain a Freedom of Movement effect for 1 round afterwards.
- The Second Canticle: Negate the next fear effect that would affect you, and gain immunity to fear effects for 1 round afterwards.
- The Third Canticle: Whenever an enemy would attack an allied creature while you are also a valid target for the attack, you can force them to target you instead. For 1 round afterwards, all hostile creatures take a -4 on all attack rolls that are made against creatures other than you.
- The Fourth Canticle: When ever you or an allied creature that can see and hear you makes a Charisma-Based skill check, you can alter the result as if the skill check had rolled a natural 20 on the die and succeeded in the best possible manner as if the target's attitude towards you was Helpful.(GM Discretion). While this ability does border on the realm of mind-control, creatures who this ability is used on may well find it odd that they just gave out information or said what they did, as their attitude resets to its previous values after the results of the skill check run their course.
"Where I have fallen, he has risen; Where I have despaired, he has found strength; Where I have wallowed in pity, he has sought only respect; Where I have sought to be ruled, he has sought only to rule..."
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