Kobolds
KOBOLD (base)
Kobold
Small Humanoid (Reptilian)
Hit Dice:1d4 (2 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch 10, flat-footed 12
Base Attack/Grapple: -2/–6
Attack: Spear -2 melee (1d6–2/x3) or sling +1 ranged (1d3)
Full Attack: Spear -2 melee (1d6–2/x3) or sling +1 ranged (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +1, Ref +1, Will 0
Abilities: Str 6, Dex 12, Con 8, Int 10, Wis 10, Cha 10
Skills: Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2
Feats: Alertness
Environment: Temperate forests
Organization: Gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), warband (10–24 plus 2–4 dire weasels), tribe (40–400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, and 5–8 dire weasels)
Challenge Rating: 1/4
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +0
Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies.
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 2-1/2 feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog.
COMBAT
Kobolds like to attack with overwhelming odds—at least two to one—or trickery; should the odds fall below this threshold, they usually flee. However, they attack gnomes on sight if their numbers are equal.
They begin a fight by slinging bullets, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas.
Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
Challenge Rating: Kobolds with levels in NPC classes have a CR equal to their character level –3.
KOBOLD CHARACTERS
Kobold characters possess the following racial traits.
— –4 Strength, +2 Dexterity, –2 Constitution.
—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A kobold’s base land speed is 30 feet.
—Darkvision out to 60 feet.
—Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
—Racial Feats: A kobold character gains feats according to its character class.
— +1 natural armor bonus.
—Special Qualities (see above): Light sensitivity.
—Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
—Favored Class: Sorcerer.
—Level Adjustment: +0
[notes] I went back to the base kobold. Once I’m done with the templates I’ll be doing first level PC and NPC class examples. I also went with a low average rating for the Characteristics, and used the ability modifiers listed under “Kobold as Player Character”. You’ll note that kobolds have a number of serious disadvantages. Given their rather poor average Strength—and a Constitution not much better—the typical kobold’s reluctance to take on big folk in open battle becomes understandable. It’s not cowardice, it’s common sense. I suspect there are more changes I need to make, but I haven’t read the 3.5 SRD through, so they haven’t been made yet. Consider this an initial draft.[/notes]
[IP] Dragon Earth
In Dragon Earth kobolds are an urban species for the most part. Only a very few are found in the woods. They have a reputation as craftsmen, and as thieves. Though the latter is not always warrented. In game terms give Dragon Earth kobolds a +2 to all craft skills.
Alignment remains Lawful/Evil, though in Dragon Earth alignment is more a behavioral descriptor. Kobolds tend to act in ways humans would consider Lawful/Evil. The species tends to be conservative in outlook, and open to opportunities that promote an individual’s position in society. They are also rather conservative when it comes to social status. It’s hard to move up or down in Kobold society.
The Dragon Earth kobold does spend more time in the open and about during the day than its standard cousin, so light sensitivity no longer applies. At the same time, they don’t have Dark Vision either. This ability being replaced by Low Light Vision. Those changes aside Dragon Earth kobolds are much like their standard counterparts.
Up until the Great War (1935-1941) kobolds were largely restricted to Western Europe. especially to Southern Germany and Eastern France. There were small colonies in Belgium, The Netherlands, and Poland with scattered individuals found around the world, but overall some 90% of all kobolds on Dragon Earth lived in France and Germany, with 75% of those being German. As a result the Holocaust struck kobolds especially hard.
The full story of the attempted genocide of the non-humans can be found elsewhere. The story of kobolds in The Holocaust can be found in Benito Mussolini’s “Extinction: The Kobold Story in the Great War” (Greyhawk Publishing, 1944). In short, out of a population of some 6 million the kobolds lost around 3 million as a conservative estimate. The only other non-human race to suffer casualties near that number were the goblins, and they lost around 200,000 souls. The Lich King’s War (1965-1980) further reduced the kobold population to around 800,000.
Because of The Holocaust the surviving kobolds decided to spread out around the world. Currently (2004) there are only 10,000 kobolds living in Germany, with another 25 in France, and the French kobolds are elderly. Inside another 10 years it’s expected that France’s kobolds will become extinct. The United States has the largest kobold population at 100,000 individuals (according to the 200 census), with the Chinese Empire have around 80,000.
Outside America and China, where kobolds have been accepted, the species is largely distrusted Except in France, where they are actively hated. The last few French kobolds live in a protected compound run by the Russian embassy, of all people. The Russian Republic would love to move the kobolds to a safer location, but their health is precarious, and it’s considered too dangerous to move them. In concert with Austria, The United States, and Japan Russia also runs a Holocaust museum in Paris, which the Parisian authorities are constantly trying to get shut down.
So there you have a bit on Dragon Earth kobolds. With the exception of the game mechanics stuff it is IP and so cannot be used without the express permission of yours truly.[/IP]
That's the base kobold according to Mythusmage plus some information on kobolds in my modern day D&D homebrew setting. I’ll be going through the 3.5 SRD and adapting the base animal using the 3.5 templates and classes. With luck you may see the first templated kobold up in a day or so. Enjoy.
KOBOLD (base)
Kobold
Small Humanoid (Reptilian)
Hit Dice:1d4 (2 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch 10, flat-footed 12
Base Attack/Grapple: -2/–6
Attack: Spear -2 melee (1d6–2/x3) or sling +1 ranged (1d3)
Full Attack: Spear -2 melee (1d6–2/x3) or sling +1 ranged (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +1, Ref +1, Will 0
Abilities: Str 6, Dex 12, Con 8, Int 10, Wis 10, Cha 10
Skills: Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2
Feats: Alertness
Environment: Temperate forests
Organization: Gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), warband (10–24 plus 2–4 dire weasels), tribe (40–400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, and 5–8 dire weasels)
Challenge Rating: 1/4
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +0
Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies.
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 2-1/2 feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog.
COMBAT
Kobolds like to attack with overwhelming odds—at least two to one—or trickery; should the odds fall below this threshold, they usually flee. However, they attack gnomes on sight if their numbers are equal.
They begin a fight by slinging bullets, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas.
Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
Challenge Rating: Kobolds with levels in NPC classes have a CR equal to their character level –3.
KOBOLD CHARACTERS
Kobold characters possess the following racial traits.
— –4 Strength, +2 Dexterity, –2 Constitution.
—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A kobold’s base land speed is 30 feet.
—Darkvision out to 60 feet.
—Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
—Racial Feats: A kobold character gains feats according to its character class.
— +1 natural armor bonus.
—Special Qualities (see above): Light sensitivity.
—Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
—Favored Class: Sorcerer.
—Level Adjustment: +0
[notes] I went back to the base kobold. Once I’m done with the templates I’ll be doing first level PC and NPC class examples. I also went with a low average rating for the Characteristics, and used the ability modifiers listed under “Kobold as Player Character”. You’ll note that kobolds have a number of serious disadvantages. Given their rather poor average Strength—and a Constitution not much better—the typical kobold’s reluctance to take on big folk in open battle becomes understandable. It’s not cowardice, it’s common sense. I suspect there are more changes I need to make, but I haven’t read the 3.5 SRD through, so they haven’t been made yet. Consider this an initial draft.[/notes]
[IP] Dragon Earth
In Dragon Earth kobolds are an urban species for the most part. Only a very few are found in the woods. They have a reputation as craftsmen, and as thieves. Though the latter is not always warrented. In game terms give Dragon Earth kobolds a +2 to all craft skills.
Alignment remains Lawful/Evil, though in Dragon Earth alignment is more a behavioral descriptor. Kobolds tend to act in ways humans would consider Lawful/Evil. The species tends to be conservative in outlook, and open to opportunities that promote an individual’s position in society. They are also rather conservative when it comes to social status. It’s hard to move up or down in Kobold society.
The Dragon Earth kobold does spend more time in the open and about during the day than its standard cousin, so light sensitivity no longer applies. At the same time, they don’t have Dark Vision either. This ability being replaced by Low Light Vision. Those changes aside Dragon Earth kobolds are much like their standard counterparts.
Up until the Great War (1935-1941) kobolds were largely restricted to Western Europe. especially to Southern Germany and Eastern France. There were small colonies in Belgium, The Netherlands, and Poland with scattered individuals found around the world, but overall some 90% of all kobolds on Dragon Earth lived in France and Germany, with 75% of those being German. As a result the Holocaust struck kobolds especially hard.
The full story of the attempted genocide of the non-humans can be found elsewhere. The story of kobolds in The Holocaust can be found in Benito Mussolini’s “Extinction: The Kobold Story in the Great War” (Greyhawk Publishing, 1944). In short, out of a population of some 6 million the kobolds lost around 3 million as a conservative estimate. The only other non-human race to suffer casualties near that number were the goblins, and they lost around 200,000 souls. The Lich King’s War (1965-1980) further reduced the kobold population to around 800,000.
Because of The Holocaust the surviving kobolds decided to spread out around the world. Currently (2004) there are only 10,000 kobolds living in Germany, with another 25 in France, and the French kobolds are elderly. Inside another 10 years it’s expected that France’s kobolds will become extinct. The United States has the largest kobold population at 100,000 individuals (according to the 200 census), with the Chinese Empire have around 80,000.
Outside America and China, where kobolds have been accepted, the species is largely distrusted Except in France, where they are actively hated. The last few French kobolds live in a protected compound run by the Russian embassy, of all people. The Russian Republic would love to move the kobolds to a safer location, but their health is precarious, and it’s considered too dangerous to move them. In concert with Austria, The United States, and Japan Russia also runs a Holocaust museum in Paris, which the Parisian authorities are constantly trying to get shut down.
So there you have a bit on Dragon Earth kobolds. With the exception of the game mechanics stuff it is IP and so cannot be used without the express permission of yours truly.[/IP]
That's the base kobold according to Mythusmage plus some information on kobolds in my modern day D&D homebrew setting. I’ll be going through the 3.5 SRD and adapting the base animal using the 3.5 templates and classes. With luck you may see the first templated kobold up in a day or so. Enjoy.
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