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My campaign's Lizardfolk and Kobolds
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<blockquote data-quote="Shades of Green" data-source="post: 2322034" data-attributes="member: 3297"><p><strong><u>Kobolds (UPDATED!)</u></strong></p><p>These are slightly modified MM Kobolds. A race of sneaky mechanists, pranksters, sorcerers and merchants, their skill with mechanical contraptions, their wicker business acumen and their keen intellect have made them from the lowly miners and trapmakers of earlier ages into the new industrialist and capitalist class of the Goblinoid-dominated Badlands (to the southeast of Renya). Kobold colonies have recently sprung out across Renya, selling cheap (and not always working, but still usually passable) clockwork devices and buying spices, dried fruits and silk (which they sell in inflated prices to the Goblin worker masses back in the Badlands) in Renya. </p><p></p><p><u>Kobold Racial Traits:</u></p><p>* -4 Strength, +2 Dexterity, +2 Charisma: Kobolds are small and physically weak, but have nimble fingers and are quite agile and fast-moving; they are also natural decievers, merchants and diplomats who use the strength of their personality to make up for their frail body.</p><p>* Small-size: As small-sized creatures, Kobolds gain a +1 bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide 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.</p><p>* Kobold base speed is 30 feet.</p><p>* Kobolds recieve a +1 Natural bonus to their Armor Class due to their tough, scaley hide.</p><p>* Darkvision: Kobolds can see in the dark up to 60 feet. Darkvision is black and white but is otherwise like normal sight, and Kobolds function just fine with no light at all.</p><p>* +2 Racial bonus on Profession (Miner) checks.</p><p>* +2 Racial bonus on Search checks.</p><p>* +2 Racial bonus on Disable Device and Craft (Trapmaking) skill checks: Kobolds have a knank for working with mechanical traps, as well as disabling them.</p><p>* +2 Racial bonus to Bluff and Diplomacy checks: Kobolds are excellent merchants and tought bargainers, and most of them are well versed in the art of cheating others for fun and profit.</p><p>* Dirty Fighting: Kobolds have learned that the only way they can survive is by fighting dirty and using their cleverness and speed to full advantage. Since Kobolds are so skilled in fighting dirty, they get an extra +2 bonus to attack when striking a flat-footed opponent, and when striking an opponent that they are flanking. A Kobold doesn’t get double the bonus when they are flanking a flat-footed opponent.</p><p>* Automatic Languages: "Common" and Draconic.</p><p>* Bonus Languages: Ceran, Goblin, Giant, Old Dwarven, and Elven (each of the three variants is considered a seperate skill).</p><p>* Favored Class: Sorcerer. A multiclass Kobold's Sorcerer class does not count when determining whether she suffers an XP penalty for multiclassing.</p></blockquote><p></p>
[QUOTE="Shades of Green, post: 2322034, member: 3297"] [B][U]Kobolds (UPDATED!)[/U][/B] These are slightly modified MM Kobolds. A race of sneaky mechanists, pranksters, sorcerers and merchants, their skill with mechanical contraptions, their wicker business acumen and their keen intellect have made them from the lowly miners and trapmakers of earlier ages into the new industrialist and capitalist class of the Goblinoid-dominated Badlands (to the southeast of Renya). Kobold colonies have recently sprung out across Renya, selling cheap (and not always working, but still usually passable) clockwork devices and buying spices, dried fruits and silk (which they sell in inflated prices to the Goblin worker masses back in the Badlands) in Renya. [U]Kobold Racial Traits:[/U] * -4 Strength, +2 Dexterity, +2 Charisma: Kobolds are small and physically weak, but have nimble fingers and are quite agile and fast-moving; they are also natural decievers, merchants and diplomats who use the strength of their personality to make up for their frail body. * Small-size: As small-sized creatures, Kobolds gain a +1 bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide 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. * Kobold base speed is 30 feet. * Kobolds recieve a +1 Natural bonus to their Armor Class due to their tough, scaley hide. * Darkvision: Kobolds can see in the dark up to 60 feet. Darkvision is black and white but is otherwise like normal sight, and Kobolds function just fine with no light at all. * +2 Racial bonus on Profession (Miner) checks. * +2 Racial bonus on Search checks. * +2 Racial bonus on Disable Device and Craft (Trapmaking) skill checks: Kobolds have a knank for working with mechanical traps, as well as disabling them. * +2 Racial bonus to Bluff and Diplomacy checks: Kobolds are excellent merchants and tought bargainers, and most of them are well versed in the art of cheating others for fun and profit. * Dirty Fighting: Kobolds have learned that the only way they can survive is by fighting dirty and using their cleverness and speed to full advantage. Since Kobolds are so skilled in fighting dirty, they get an extra +2 bonus to attack when striking a flat-footed opponent, and when striking an opponent that they are flanking. A Kobold doesn’t get double the bonus when they are flanking a flat-footed opponent. * Automatic Languages: "Common" and Draconic. * Bonus Languages: Ceran, Goblin, Giant, Old Dwarven, and Elven (each of the three variants is considered a seperate skill). * Favored Class: Sorcerer. A multiclass Kobold's Sorcerer class does not count when determining whether she suffers an XP penalty for multiclassing. [/QUOTE]
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