Kobolds in my campaign setting

nightmareone

First Post
Kobolds in my setting are different from those found elsewhere. They are... well, just read up and tell me what you think.

Kobold _____________
· Small Humanoid (reptilian)
· -2 Str, +2 Dex, -2 Con: Kobolds have weak bodies but are agile.
· Base Land Speed 30ft.
· +2 on Spellcraft, Profession (Miner), and Craft (Trapmaking), Search checks. Kobolds are inherently magical, skilled at creating and finding traps, and are trained as miners from birth.
· Darkvision 60ft.
· Kobolds may choose 1 1st-level spell from the sorcerer/wizard spell list. It is useable once per day as a spell-like ability. If it requires a saving throw, the DC is equal to (11 + their cha modifier)
· +1 natural armor bonus
· Light Sensitivity
· Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
· Favored Class: Sorcerer
· Level Adjustment +0
 

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not much of a difference from the standard kobold, the only changes I see are the size increase (Small to Medium), the Spellcraft bonus and the spell as apell-like ability.

If you want a race tied more closely to dragons you might want to check out my Drakeling stuff.
 
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They have boosted Strength, and one spell-like ability (although having player's choice is a little unusual)

I think this isn't too overboard. Of course I think Kobolds are great sorcerers without any boosts at all, but strength and a single 1st-level spell once per day won't break a sorcerer. It's not like that spell counts as an official "spell known," after all. The melee kobolds are still rather screwed, though, even with that extra strength. That's as it should be.
 

I think Kobolds are underpowered as they are presented in the MM beacuse they have a net -4 to ability scores, and light sensitivity. They were due for an overhaul.
 

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