Kobold Kantrips, Blood Feats and other small lizard Usefulness

arwink

Clockwork Golem
This started as another discussion, in a thread that was far to chaotic and floating from meta to General Discussion with a lot of other distractions on it. This thread is more or less devoted to exploring the idea that kobolds are carrying around the blood of dragons, and a collection of spells (cantrips, mostly at this point), feats and the occasional Psi power that came up as a request. About the first dozen or so posts will be cut and pasted from here (the good stuff starts about page 4, before that we're just being silly):

http://enworld.cyberstreet.com/showthread.php?s=&threadid=28293&perpage=40&pagenumber=1

After that, hopefully Sir Osis, myself and the scattered others will continue the fun.
 
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Kobold Kantrip #1

Cranial Scalepolish
Transmutation
Level: Sor/Wiz 0
Components: V, M
Casting Time: 1 Action
Ranger: Personal
Target: You
Duration: 1 round/ level
Saving Throw: None
Spell Resistance: No

By casting this spell, a kobold magicilly polishes the collection of scales on his forehead to a reflective sheen. When within ten feet of a light source, the kobold can use the reflection of light off these scales to blind an opponent.

The kobold must make a reflex save (DC 10) every round to catch the light at the correct angle, but upon sucess he can force a single opponent within 20 feet to suffer a -1 penalty on attack rolls due to the light shining in their eyes.

Comments?
 

Kobold Kantrip #2

Seeming of the Dragon's Blood
Illusion

Level: Sor/Wiz 0, Brd 1
Components: V, S, M (see notes)
Casting Time: 1 action
Range: You
Duration: 1 minute
Saving Throw: Will disbelief
Spell Resistance: No

A kobold using this spell magically accentuates their draconic features, and uses the lingering remnants of dragon's blood in their veins to grant themselves a more imposing aura. For the spells duration, they receive a +2 bonus to intimidation checks.

Kobold, half-dragon and draconic spellcasters need no material component to cast this spell. Spellcasters of other races require a drop of dragons blood.
 

For the lovers of the old-school, doggish kobold.

Kobold Kantrip #3

Secret Yelp
Illusion

Level: Sor/Wiz 0, Brd 1
Components: V, S
Casting Time: 1 round
Range: Touch
Targets: One creature/3 levels
Duration: 1 minute/level
Saving throw: Will (harmless)
Spell Resistance: Yes (harmless)

The caster of the spell is able to transform all the words he speaks in the kobold tongue into a virtually unintelligible sequence of dog yelps and howls. The caster is able to designate on other creature, plus one for every three levels beyond first, that is able to understand his speach for the duration of the spell.

Secret Yelp still requires the recipients to be able to speak kobold to begin with, and they must be able to hear the caster speaking in order to receive any message.

Those not under the influnce of the spell can decipher the dog-speach if they succeed in an opposed innuendo check against the caster bluff with a +4 spell bonus.

This spell is most often used by casters to co-ordinate the attacks of their bodyguards, enabling them to pass orders quickly without alerting opponents to the kobolds plans.
 

Kobold Kantrip #4

Slurms Folicular Agitation
Transmutation

Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft/2 levels)
Targets: 1 creature
Duration: 1 round
Saving throw: Fort (Negates)
SR: Yes.

A relatiatory spell developed by the fighter/sorcerer Slurm Dragonblade, Folicular Agitation was often used as a form of petty revenge by the kobald after being mistaken for one of his marginally more fuzzy kobold kin.

The victim of the spell suddenly finds the hair on his or her head writhing back and forth, often sticking out in all directions and itching incontrolably. Victims are required to make two fort saves. Those failing the first are distracted by the itch and the strange motions of their hair, suffering a -2 penalty to all attack rolls and skill checks for the duration of the spell. Those who fail a second find that their hair wriggles free of their scalp at the end of the spell, falling in a small shower around their feet and leaving them bald.

The meterial component for the spell are a kobold scale and a tuft of greasy hair.
 

Well, in that case...

Kobold Kantrip #5

Slurms Smoking Spittal
Transformation

Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft.+ 5 ft./2 levels)
Target: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes.

Slurms smoking spittal enables the caster to transfrom a mouthful of saliva into a small gob of energized pyroplasm to be spat at an opponent. The caster must succeed at a ranged touch attack in order to hit the target, and the pyroplasm inflicts 1-2 point of fire damage and explodes into a small cloud of smoke with a sharp crack. The smoke cloud then forms into the shape of a red dragon and starts circling around the the targets head for 1d4 rounds, a distracting display that causes opponents a -2 penalty on Concentration checks.

The material component for this spell is a small chilli pepper.
 

Kobold Kantrip #6

Meepo's Savage Sword
Transmutation

Level: Sor/Wiz 0
Components: V, S, M,
Casting Time: 1 action
Range: Touch
Effect: Bladed Weapon touched
Duration: 1 round/2 levels
Saving Throw: Will (harmless, object)
Spell Resistance: yes (harmless, object)

When this spell is cast on a weapon, the metal blade takes on a scaled appearance similar to kobold skin and the cutting edge grows several barbs that resemble jagged teeth. The sword begins to quiver on its own, as though suddenly filled with a feral, nervous energy that grows worse with every passing second. Trying to weild the blade while it jitters is difficult, causing a -1 cumulative penalty to all attack rolls with the weapon for every round the energy is contained.

At any point during the spell's duration, the weilder can choose to to release the energy trapped within the blade. In that round the sudden rush of energy grants them an extra partial action, and the first attack they make inflicts an extra point of damage for every round the energy was contained.
 

Random Kobold Krunchiness #1

Swallow the Dragon's Fire
Psychometabolism (Str)

Level: Psion 1
Display: Au, Vi,
Manifestation Time: 1 round
Range: Personal
Target: You
Duration: 1 Minute + 1 minute/3 levels
Power Points: 1

You magically fortify your lungs to the point where you can literally breath in a small campfire and hold it without causing yourself undue distress. Breathing in such a fire requires a great deal of concentation and training, and many an apprentice psion has badly hurt himself in the quest to learn this power.

The lung-full of power can be carried around for 1 minute, plus 1 extra minute per three levels of the manifester, before it starts hurting the psion, although it can be expelled much earlier than this. The psion must hold his breath in order to keep the fire contained, so speach is rarely an option unless he wishes to relinquish the flames. Any attempt to hold the flames in your lungs beyond the spells duration causes you to take 1d6 points of damage as the flames energies dissipate, your lungs and bloodstream afire with searing pain.

Expelling the flame involves breathing it out in a small gout, similar to a line of dragon's breath. The gout of flame has a range of 30 ft, and can inflict 1d6 points of damage on an opponent if the psion hits with a ranged touch attack.
 
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Bloodfeat #1

Blood of dragons[Dragonblood]

You are more strongly tied to your Draconic heritage than other members of your race. Your physyology and appearance more strongly reflect your dragonic blood.

Benenfit: Due to the strength of your blood line you appear more intimidating and you are heartier then others of your race. +2 on intimidation checks and +2 on saving throws vs an energy type appropriate to your dragon ancestor( ie fire for red, cold for white,ect.).

Special: this feat must be selected at first level and your race must be of dragconic descent.


After that, hopefully Sir Osis, myself and the scattered others will continue the fun.

I will for sure
 

Bloodfeat #2

Breath of the dragon [Dragonblood]


You have developed the ability to more strongly tap your Draconic heritage, giving you a breath weapon.

Prerequiset: Blood of Dragons, and 5th level

Benefit: You have a breath weapon of a type appropraite to your dragon ancesto, Ie. Fire for a red, ect. The range is 30 ft and you must hit with a touch attack, it deals 1d6 points of damage. You may use it once a day. this increases to 2/day at 10th level and 3/day at 20th level.
 

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