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<blockquote data-quote="QuietBrowser" data-source="post: 6937227" data-attributes="member: 6855057"><p>So, there's a discussion going on over in my Malebolge setting topic that'll ultimately see the Kobold's racial gazetteer for that setting get tweaked to be better, but as a side-effect, I'm leaning very much towards redoing my homebrew kobolds via the Tiefling's "variable racial traits" manifesto. Would anyone be interested in helping me figure out how to make them a reality?</p><p></p><p></p><p>I found out about the existence of the Dungeon Survival Guide, which I think was one of the last 4e splatbooks to be produced. That book gave us official stats for Kobolds - now, they didn't change that much (gain the Reptile subtype, racial power changed from "you can shift 1 square at-will" to "you and all allies in close burst 2 can shift 1 square once per encounter"), but the book came at the tail-end of 4e, which means it had 5 racial utility powers that the kobold could take instead of existent powers. Goblins got a similar boost.</p><p></p><p></p><p>Now, the powers system is gone, alas. But powers like Flee! and Tunnel Scuttle, well, between these and the Pathfinder variant racial traits, I really think that we can pull off Kobolds as a modular/mutable species...</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 6937227, member: 6855057"] So, there's a discussion going on over in my Malebolge setting topic that'll ultimately see the Kobold's racial gazetteer for that setting get tweaked to be better, but as a side-effect, I'm leaning very much towards redoing my homebrew kobolds via the Tiefling's "variable racial traits" manifesto. Would anyone be interested in helping me figure out how to make them a reality? I found out about the existence of the Dungeon Survival Guide, which I think was one of the last 4e splatbooks to be produced. That book gave us official stats for Kobolds - now, they didn't change that much (gain the Reptile subtype, racial power changed from "you can shift 1 square at-will" to "you and all allies in close burst 2 can shift 1 square once per encounter"), but the book came at the tail-end of 4e, which means it had 5 racial utility powers that the kobold could take instead of existent powers. Goblins got a similar boost. Now, the powers system is gone, alas. But powers like Flee! and Tunnel Scuttle, well, between these and the Pathfinder variant racial traits, I really think that we can pull off Kobolds as a modular/mutable species... [/QUOTE]
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