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Making the Kobold a playable race
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<blockquote data-quote="demiurge1138" data-source="post: 1200822" data-attributes="member: 7451"><p>Well, here's <em>my</em> treatment of kobolds, from a campaign where they are the predominant species. I do like the draconic flavors I'm seeing here, but mine are more independent; they're loosely related to dragons, not cousin to them.</p><p></p><p>Kobold</p><p>Small Humanoid</p><p>Speed: 30ft</p><p>Natural Armor Bonus: +1</p><p>Ability Score Bonus: -2 Str, +2 Dex, +2 Cha</p><p>Favored Class: Arcanist (sorcerer)</p><p>Alignment: Usually lawful evil</p><p>Other: Subterranean mastery, low-light vision, darkvision 60ft, light sensitive</p><p>LA: +0</p><p>ECL: 0</p><p></p><p>Kobolds are the undisputed masters of Gondwanaland, and consider themselves masters of all Gaea. They appear as short (average 3 feet tall), light (average 20 pounds) reptilian humanoids with rust-colored scales, long muzzles, small horns on the head and a thin tail. They are a subtle, crafty and treacherous people; almost all of them have at least one scheme to gain wealth, power or prestige at any given time. They live fast and die young; most kobolds expire by age 25 (it is therefore fortunate that kobolds are sexually mature at about 5). Kobolds speak Drakon and Infernal. They are mostly carnivores, feeding on vermin, tubers, lizards, small mammals and occasionally delicacies such as dinosaur meat. </p><p></p><p>Kobold society is strictly hierarchal, ruled by a king (usually with fiendish or draconic blood) and full of officials, bureaucracies, and divisions. The chief occupation of the kobold people is mining, as most kobolds live underground. Kobolds are also skilled smiths and trap makers, and their fortresses are practically impregnable. Most kobolds have some skill in the magical arts, and it is believed that they invented the science of arcanism. </p><p></p><p>The kobolds have completely subjugated their sister species, the urds. The urds are allowed some independence, working for wages instead of being enslaved. Also, the kobolds have more domesticated species then any other race, raising centipedes and giant cockroaches as food stock, spiders and scorpions as mounts and giant ants as mining aids.</p><p></p><p>Subterranean Mastery: Kobolds are experts at living underground, and all of them know how to make the most out of their cramped tunnels and survive. All kobolds have a +2 racial bonus to Craft (trapmaking), Profession (mining), and Search.</p><p></p><p>Light Sensitivity (Ex): Due to millennia of living underground, kobolds have sensitive eyes. Kobolds receive a –1 morale penalty to all attack rolls and saving throws made in daylight or within the radius of a daylight spell. </p><p></p><p>Sorry about all of the flavor text.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 1200822, member: 7451"] Well, here's [I]my[/I] treatment of kobolds, from a campaign where they are the predominant species. I do like the draconic flavors I'm seeing here, but mine are more independent; they're loosely related to dragons, not cousin to them. Kobold Small Humanoid Speed: 30ft Natural Armor Bonus: +1 Ability Score Bonus: -2 Str, +2 Dex, +2 Cha Favored Class: Arcanist (sorcerer) Alignment: Usually lawful evil Other: Subterranean mastery, low-light vision, darkvision 60ft, light sensitive LA: +0 ECL: 0 Kobolds are the undisputed masters of Gondwanaland, and consider themselves masters of all Gaea. They appear as short (average 3 feet tall), light (average 20 pounds) reptilian humanoids with rust-colored scales, long muzzles, small horns on the head and a thin tail. They are a subtle, crafty and treacherous people; almost all of them have at least one scheme to gain wealth, power or prestige at any given time. They live fast and die young; most kobolds expire by age 25 (it is therefore fortunate that kobolds are sexually mature at about 5). Kobolds speak Drakon and Infernal. They are mostly carnivores, feeding on vermin, tubers, lizards, small mammals and occasionally delicacies such as dinosaur meat. Kobold society is strictly hierarchal, ruled by a king (usually with fiendish or draconic blood) and full of officials, bureaucracies, and divisions. The chief occupation of the kobold people is mining, as most kobolds live underground. Kobolds are also skilled smiths and trap makers, and their fortresses are practically impregnable. Most kobolds have some skill in the magical arts, and it is believed that they invented the science of arcanism. The kobolds have completely subjugated their sister species, the urds. The urds are allowed some independence, working for wages instead of being enslaved. Also, the kobolds have more domesticated species then any other race, raising centipedes and giant cockroaches as food stock, spiders and scorpions as mounts and giant ants as mining aids. Subterranean Mastery: Kobolds are experts at living underground, and all of them know how to make the most out of their cramped tunnels and survive. All kobolds have a +2 racial bonus to Craft (trapmaking), Profession (mining), and Search. Light Sensitivity (Ex): Due to millennia of living underground, kobolds have sensitive eyes. Kobolds receive a –1 morale penalty to all attack rolls and saving throws made in daylight or within the radius of a daylight spell. Sorry about all of the flavor text. Demiurge out. [/QUOTE]
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