Masterwork Monsters: Kobold Feats and Mutants

arwink

Clockwork Golem
Written By: Peter M. Ball
Page Count: 9 1/2 pages of content + OGL

Are you sick of every kobold warrior starting with the Alertness feat? Wishing your little reptilian pawns could be descended from dinosaurs rather than dragons? If you're looking for new tricks for your kobolds to try against your players, we've got a few you might want to try on for size.

Masterwork Monsters: Kobold Feats and Mutants offers you the chance to fix both. Part one contains over twenty new feats designed with the kobold in mind, with many focused on enhancing the kobolds magic nature or reptilian ancestry. Part two introduces a new template tailored for those who want a little more variety in their standard kobold race - the kobold mutant.

Kobolds have always been the adaptable underclass of the humanoid world; with the tools included here you should have everything you need for them to live up to that reputation. Whether you want a little more variety for your favorite low-level opponent, or new surprises to spring on a party that’s getting too big for its boots, we’ve got you covered.
 

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Kobolds Feats and Mutants

Kobolds are the once dog now reptile things that always seem to harass the players at all the right times. Kobolds are also possible the lowest challenge rating creature to be used to regularity topple high level groups. They have something about them that makes them a pain and tough with tactics and options to any one and anything,. Now that they have the reptilian and draconic heritages hinted at they are open to even more. Kobolds have potential and it is nice to see them get some books about them as well

Kobolds Feats and Mutants is a new PDF by Clockwork Golem Games. They have a nice collection of small PDFs that cover a single topic. The books are usually well written and easy to use. This eleven page book while nicely written needs a little help in the production areas. It has some white space problems in the lay out and could use some book marks. The book is black and white with little art making it really simple to print out.

The book starts with a little info on the Kobolds. It also has a nice little side bar of design assumptions and I think these will help guide people to using the book a bit better. The book starts with a bunch of new feats. While they are meant for the Kobold some can be used by other races as well. Really the most restrictive requirement on some of them is Sorcerer as a Favored Class which does allow humans and half elves to take them oddly enough. There are feats that allow greater saves verse arcane magic, ability to make an arcane smite, feats to help dragon ancestry, once for swarm fighting and becoming harder to hit from a range while in combat, etc There are a number of really good feats here for the Kobold and also useful for other characters as well. The very least it will make kobolds a little different and not have them all have the alertness feat for instance. The feats also help in tactics and deciding what different kobolds can be good at and can do in combat.

The other part of the book makes Kobolds something else. The template is for kobolds that have mutated either through their closeness with magic or through rare and powerful rituals. I really had hoped that some example rituals where included to mutate kobolds. The template is actually very versatile. It has over two dozen options for the kobold. One can pick and choose which options to give certain kobolds. Each option is full described and comes with a challenge rating modifier. Abilities can be like scent, fast healing, spell like abilities, invisibility, flight, and poison. These options really make kobolds something different and can really allow a creative DM to really get the drop on unsuspecting players.

The book does what it set out to do and that have good options for kobolds. Kobolds are just one of those rare races that most people really seem to like using. The options here will help them be used and make them be more of a nuance and offer more variety to them. Clockwork Golem Games does another nice short PDF that should prove to be easy to use and very useful to DMS. The feats are written in a good way that makes them usable to players if the DM wishes to allow that. One great possibility this really helps with is the running of an all kobold campaign. That could prove very interesting and a lot of fun.
 



Masterwork Monsters: Kobold Feats and Mutants
Clockwork Golem Workshop
Author: Peter M. Ball

This was a reviewer copy from Crothian and is a Read-Through Review.

I will rate several sections and then give a general overview and rating of the product.

1. Artwork: There is no art to speak of except for the Logo for the Company and 2 icons on the bottom of pages 3 and 10. As this is the case there will be no grading for Art. (Although I must say that the logo is nice)

2. Layout: This is set up in a 2-column mode and prints well at 2 pages per sheet or 1 page per sheet in a portrait mode. I only found one error (I will be honest, I did not look all that hard) on Page 10 the Stone-Tree Tribe mutant states the following under Mutations: ‘Petrifying Gaze’, but it should actually be ‘Paralyzing Gaze’. Since this is a small issue and in an 11 page document it was really easy to locate the fix. Score - 4

3. Feats: There are 24 Feats listed and they range in power from the standard +2 to a skill and a Minor benefit, all the way up to ones that grant +2 Smite damage based on prior Feats gained. It appears that they are all well balanced and will work without much or any tweaking. However I did feel a few of them were hindered by the ‘Must belong to a race with Sorcerer as their favored class’ requirement and would likely drop that on a case-by-case basis. I can see the Feat ‘Power in the Blood’ being abused. Score – 4

4. Mutations: These are a little harder to grade as they are arbitrarily rated for the CR increase, but some parties may be harder hit by a mutation with a low CR increase than another party would be. Ex. ‘Chameleon Skin’ grants a +8 to hide skill checks, a party with no rogues or others specialized in spot skill checks would suffer against these more than some others, but it is only a +1/3 of a CR to the Kobolds. (Which would round down to a +0 increase in CR in most cases). All in all I think a good job was done in keeping them in balance and do not see too many issues being caused by them. Score - 4

5. NPC’s: The two Mutations at the back of the PDF do a good job of introducing the actual usage of the mutations and the Feats and give the DM 2 new toys to throw at a low level party. Score – 5

Over all I feel that this book more than adequately succeeded in presenting modifications and mutations to the standard Kobolds of D&D, and I can see players wanting the Feats listed and running from leveled Kobolds with said Feats. The book is priced reasonably ($1.35 ) and is available from Clockwork Golem Games at the RPGnow website.

Overall Score – 4.25 (4)
 

By Peter M. Ball
Published by Clockwork Golem Workshop
Pages: 10 + OGL
No bookmarks or TOC

Disclaimer: This is not a playtest review. I did not buy Masterwork Monsters: Kobold Feats and Mutants, it was sent to me for review as part of Crothian’s Review Project.

The premise behind Masterwork Monsters: Kobold Feats and Mutants is that even though we may not like to admit it, most of us have a soft spot for these little draconic underdogs. With that in mind, the author has sought to expand the usefulness of this particular critter in your game with twenty-four new feats and a customizable template with which to beef up their threat level.

The PDF is small (less than 100 kilobytes) and very short; a mere ten pages in total, not including the Open Game License which takes up the last page. There are no bookmarks, nor is there a Table of Contents, but then again, it’s only ten pages long; how long could it possibly take you to find what you’re looking for? The first page is basically an introduction, and a boxed section of text provides a listing of design assumptions that the author considered while designing the various kobold options. There are two pieces of artwork, three if you include the publisher’s logo, and they are all very minor. I didn’t notice them at all during my first read-through of the PDF, and probably wouldn’t have subsequently had I not inadvertently spied at the bottom of the OGL page a line which reads “Artwork courtesy of JUPITERIMAGES”. There are no art-heavy borders to quickly drain your printer’s ink cartridge; at worst there is a thick, black line separating the header and footer from the main body of the page.

Kobold Feats is the first section, containing two dozen feats listed in alphabetical order. None of the feats strikes me as “must haves”, which is good, because it implies that a reasonable amount of thought went into balancing them. While the feats look like they are designed with the kobold in mind, most aren’t limited to being just for kobolds. Where the author does want to limit access to a particular feat, usually one of the requirements will be that the creature taking the feat must have sorcerer as their race’s favored class. There is a fair amount of variety to them, although as you might expect given the subject matter, they tend to be ones that likely only warriors and sorcerers would generally take, although there are exceptions. For example, I can see a rogue focused on boosting their Use Magic Device skill wanting to take Bloodbind Items, which allows them a temporary +2 boost to the skill in exchange for anointing the item they are trying to activate in a little (1 hp worth) of their own blood. Five of the feats are listed as fighter feats, and one also is a metamagic feat.

The metamagic feat in particular, Magic in the Blood, I find interesting because it introduces a simple and yet flavourful blood-magic mechanic. In exchange for twice a spell’s level worth of hit points in self-inflicted blood-letting, the spell gains +2 to the save DC and a +2 to its caster level for purposes of overcoming spell resistance. Before any warning bells go off, let me add that the feat notes that since the damage represents loss of blood, only natural, non-magical healing will restore the caster to full health.

Kobold Mutants, the second half of the PDF, is taken up by a kobold template called the Arcane Mutant. An Arcane Mutant is basically a kobold which has, either through long-term exposure to various natural effects or through some kind of ritual, gained a number of special qualities. And indeed, a handy table lists twenty-six specific Arcane Mutant special qualities, along with their corresponding adjustments to the creature’s CR. There is quite a bit of variety to the special qualities. Some of the weaker ones grant an extra attack form, whether it be a bite or a claw attack, or a good, solid tail smack. Slightly better qualities grant a small amount of damage reduction, or scent, or blindsight, or maybe even some energy resistances. And on the high end of the scale there are things like a breath weapon to consider adding, or the ability to perform an ethereal jaunt, or possibly even make the kobold’s bite poisonous. The template allows one to mix-and-match up to five of these qualities. Interestingly, none of the qualities add a corresponding boost to the kobold’s hit die, which could lead to some odd results if you go nuts on the toppings, such as a CR 4 kobold which breathes acid, can perform an ethereal jaunt, has fast healing 5, a paralyzing gaze and a poisonous bite, and 4 hp. Clearly, some eye-balling of the final CR is still required. Throw some class levels in there, and kobolds can easily hang in there as viable challenges to your players for quite some time. The section ends with two sample mutant kobold tribes that you can use immediately. The first is a CR 1 tree-climbing variant with a paralyzing gaze, and the second is a CR 2 quick-striking poisonous strain which has more in common with the cobra than with the dragon.

At first the lack of bookmarks and a Table of Contents bothered me, but functionally it doesn’t appear to be a problem. The feats are laid out alphabetically, which is what you would see in the bookmarks anyway, and the template section comes after the feats. Both sections are short enough you’d be hard pressed to get lost. There are a number of small typos, but nothing terribly major. For Deep Diver, the feat description should probably read “… their aquatic nature” instead of “… the aquatic nature”. The table of arcane mutant special qualities lists the Combustion quality as +2/6, whereas the quality description itself gives it as a much more likely +2/3. And the sample Stone Tree Tribe kobold mutation claims to possess the “Petrifying gaze” quality, which I suspect should actually be “Paralyzing gaze”, since the former doesn’t actually exist. Similarly, any other complaints I might have with the product are small and niggling. The Arcane Smite feat introduces a slightly different smite mechanic, and since I’m lazy I don’t want to have to remember yet another smite mechanic. But owing to the modularity of the product, not to mention the concept of feats in general, this is something that is easily dealt with.

My only concerns with the template section stems from how the Challenge Ratings are calculated. The increase to the arcane mutant kobold’s CR provided by the various special qualities are all given in multiples of 1/6th. That is, some are 1/6th, others are 1/3rd, and the rest 2/3rd. However, one is required to add the sum of these to the base value of 1/4, making the calculations a frustrating mess if you happen to hate fractions and fervently wish that grade school was the last you had seen of the wretched things. It probably would have been better to either use a decimal system, or list the fractions all as multiples of 1/12 instead.

But these small complaints are easily outweighed by what was done right, which is to say, everything else. With Kobold Feats and Mutants, kobolds have been given a much-deserved shot of game longevity. The feats section gives DMs, not to mention the occasional kobold player, plenty of new ideas and options to mess around with, and the Kobold Mutants section can easily be used to surprise jaded adventurers who have “been there, done it all, and brought back the monsterhide T-shirt.” Masterwork Monsters: Kobold Feats and Mutants doesn’t offer any frills. It is simple and straight-forward, first explaining what it sets out to do, and then doing it. You get new feats and abilities with which to beef up the kobolds in your campaign, and really, that’s it. But the product truly is an excellent example of substance over style, and for what it is, it delivers in spades. It is a good and solid addition, and in spite of what I may have been thinking when I first read the title, if you’re looking for something to beef up the kobolds in your campaign a little, I recommend it.

Reviewed by Scott Benoit
 
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