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| AdenThornwood12-11-07, 10:47 PM | In my campaign setting, the players can play as a common kobold (called a 'scale kobold' in the realm) or two additional kobold subraces (the serpent kobold and deep - 'fafnirri' - kobold). Their traits are below along with the kobold's base traits. Kobolds (Scale); D&D Race. - +2 Dexterity, -4 Strength, -2 Constitution - Small size. - Darkvision out to 60 feet. - Racial Skills: +2 Craft (trapmaking), +2 Profession (miner), +2 Search - Light Sensitivity: Kobolds are dazzled in bright sunlight or within the radius of a daylight spell. - Dragon Blood: For all effects related to race, a kobold is considered draconic. - +1 natural armor bonus - Base land speed 30 feet - Automatic Languages: Draconic, Bonus Languages: Common, Undercommon - Favored Class: Sorceror Fafnirri (Deep Kobold); D&D Subrace. These traits are in addition to kobold traits, except where noted. - +2 Constitution, -4 Strength, -2 Charisma. These adjustments replace the kobold's ability score adjustments. - Stonecunning: Like dwarves, fafnirri have a +2 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A fafnirri who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A fafnirri can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up. - Favored Class: Ranger. This favored class replaces the kobold's favored class. Serpent Kobold; D&D Subrace. These traits are in addition to kobold traits, except where noted. - Spell-Like Abilities: 1/day - water breathing. Caster level equals 1/2 of serpent kobold's class levels (minimum caster level 1) - Racial Skills: Serpent kobolds have a +2 racial bonus on Search, Craft (trapmaking) and Swim. These skill bonuses replace the kobold's racial skill bonuses. - Poison Immunity: Serpent kobolds have a +2 racial bonus vs poisons. - Automatic Languages: Draconic, Bonus Languages: Common, Aquan NOTE: I did give the kobolds a 'Dragon Blood' rule for realm-specific reasons. |
| ragoftag12-15-07, 10:21 AM | Nice! I went with a base Kobold race that can adapt to a particular dragon they attach too. A tribe serving Wyverns would develop immunities or resistances to Wyvern poison, for example. |