Kobold Kantrips, Blood Feats and other small lizard Usefulness


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Bloodfeat #3

Aspect of the Dragon [Dragonblood]

Your connection to your draconic blood has strengthed further cuasing your hide to toughen, and your scales to become harder and slightly larger. In some cases your horns become larger and new ones develop.

Prerequisite: Breath of the dragon, and 8th level

Benefit: Your hide becomes tougher increasing any natural armor bonuses by 3 points. If you have no nateral armor , you gain a +3 natural bonus.
 

Bloodfeat #4

Magic in the Blood [Dragonblood]

You are the decened from the most powerful of magic beasts, dragons. Most of your race is far removed from thier powerful ancestors, but a rare few are still born with a small measure of power. You are one of those few that especially gifted with magic.

Benefit: You add +2 to the DC's and +2 to saves vs any spells with a chosen energy type based on your ancestory, Ie. Fire for red, ect.

Special: This feat may only be selected at first level.
 
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Naerl is a kobold Sorcerer of brass(or something) half-dragonism....

Naerl’s searing heat
Evocation [fire]
Level: Sor/Wiz uh….
Components: V, S,
Casting Time: 1 action
Range: Medium (300ft + 10ft/level)
Area of effect: 10ft Radius Spread
Saving Throw: Reflex Partial
Spell Resistance: Partial

A Heat ball spell is a burst of flame that detonates with a low roar and deals 1d2 points of fire damage per caster level (maximum 10d2)and 1d2 points of sonic damage per caster level (maximum 10d2) to all creatures within the area. Unattended objects also take this damage. The explosion creates a lot of pressure.

The character points a finger and determines the range (distance and height) at which the Heat ball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the Heat ball at that point (an early impact results in an early detonation). If the character attempts to send the bead through a narrow passage, such as through an arrow slit, the character must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

Once the Ball has exploded, a low sucking nose is heard and all creatures make a Ref save or are drawn in 5ft considered flat-footed, anyone who saves is not considered flat-footed.

I don't like this spell much, It didn't get them result I want it to.
 

Naerl's Wailing Shriek
Transmutation/Evocation (Sonic)
Level: Wiz/Sor??
Components: V
Casting Time: 2 action
Target: Self
Duration: Special
Saving Throw: Yes
Spell Resistance: No

By casting Naerl’s Wailing Shriek he or she transforms their vocal cords and lungs to inhale a large amount of air then the caster screams, and does 1d6 per round, and lasts for how ever long the person can hold their breath plus their caster lvl. The save vs. Deafness goes up by 1 every round ever one in a 25 ft. + 5 ft./2 levels circle must make a Fortitude check or be deafened. The caster must scream immediately and cannot use this to hold breath to go under water. The caster cannot die of air loss; the worst that can happen is for them to be knocked unconscious.

Wee I like this one.
 

Naerl’s Engulfing element
Evocation [Elemental]
Level: Drd 4 Sor/Wiz 5
Components: V, S, M
Range: One Creature
Saving Throw: Special (See text)
This spells creates a Sphere of elemental power. The caster can choose air, earth, fire, or water.
Fire deals 3d5 fire damage A round,
Earth deals 4d6 Crushing damage unless broken (DC16 against strength),
Air deals 2d6 damage to all Water breathing creatures A round,
Water deals 2d6 damage to all Air breathing creatures A round,
When used on an element (air - earth, fire - water) it uses the chart below, if it is in the dispel part the elemental takes a DC roll (Caster Lvl vs. HD. A fortitude save negates the kill.
A differing Engulf spell air - earth, Air - water, fire - water dispels the last Engulf spell, any other combinations create the following affects
Air and fire raise the damage to 4d6
Earth and fire create hot earth 5d6)
Material Components: Air: A small fan of paper. Earth: A handful of rock and dirt. Fire: A bit of ash and charcoal. Water: A flask of holy water.

I likey this.
 

These are really cool! I am going to nick them for my own game, especially the Dragon Blooded ones.

They would work great as lineage feats for humans too.
 

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