Kobold

Kobolds are a small, craven, draconic race that dwells in places hidden from the sun, particularly subterranean caverns or densely wooded areas. Most commonly encountered in and around the nation of Andoran, the inherent cowardice of the kobolds has lent the schemers a bit of cleverness and ingenuity, especially when it comes to devising deadly traps. Despite the fact that kobolds believe they are, in fact, the most superior race on Golarion, they are commonly found in service to other, more powerful masters.

Description

A kobold is a small, lizard-like humanoid with a short, stunted snout and a long, slithering tail. Their hands and feet end in sharp, clacking claws, and their scales appear in a variety of colors, including red, black, white, green, and blue. Their scales are quite thick, giving them a modicum of protection from damage. Despite their diminutive size (they generally stand about three feet in height and weigh about 40 pounds), kobolds are quite agile and quick, able to easily keep up with the average human. As with most other underground creatures, kobolds have darkvision, but are not well adapted to life on the surface, as they are quite sensitive to light.

Ecology

metabolism, which means they require little food and drink to survive. This adds to their diligent work ethic, as they require few meal and water breaks, and increases their ability to survive in the nutrient-poor underground environment.

Kobolds lay hard-shelled eggs that incubate for a period between 45 and 60 days, after which they hatch using their distinctive cranial horn buds. Although only six to eight inches in height at birth, neonatal kobolds are able to quickly take care of themselves, often spending the first hour after birth eating the remains of their shells. Cannibalizing other clutch mates is not unheard of and is seen by the adults as a sign of strength. Hatchlings grow quite quickly and double in size every year until achieving their juvenile state at around three. They are considered to be full adults around age 10. Sexual dimorphism is very limited, with non-kobolds rarely able to tell the differences between the sexes. Most kobolds are quite short-lived, with typical life-expectancy around 30 years, although they have also been known to live for quite a long time, with the oldest kobolds claiming their age to be 140.

Kobolds remain fertile throughout their entire adult lives, with females able to produce an egg once every 20–25 days. Given ideal conditions, however, females can lay a clutch of up to six eggs, and require a coupling only once every six years in order to produce viable eggs.

Language

Kobolds speak Draconic, the language of their ancient forebears. Educated or well-traveled kobolds speak the trade tongues of their homelands (Common or Undercommon), or the languages of their most-frequent opponents: Dwarven or Gnome.

Enemies

Ancestral enemies of the kobolds are the dwarves, the cave giants, the goblins and the purple worms.

Creation Myths

The origins of the kobold race are told in countless ways by the many tribes scattered across Golarion. Most break down to one of these three stories.

The Third Brood

This story claims that kobolds were made by the draconic god Apsu from the dying spirits of the chromatic and metallic dragons that his son Dahak had brought down. Their life essence had faded to only a little flame, and Apsu feared that it was not strong enough to save them from death if he brought them back in their true form. Instead, he reincarnated their spirits into smaller, kobold bodies.

Tears of Dahak

This myth tells that kobolds were born from Dahak’s tears of shame after he defeated his father Apsu in battle. These tears had many colors and as they hit the earth, each transformed into a differently colored kobold.

The Firstborn

Perhaps the grandest of the creation myths, this story claims that when the kobolds were first created during the Age of Creation, they were parceled away deep beneath the earth. When Dahak went on his legendary orgy of destruction, the kobolds became curious and tunneled to the surface. When Dahak saw them, he transformed some of them into the first dragons. Those he left behind could not find their way back beneath the earth and have stayed near the surface ever since.

Kobolds of Golarion

Absalom

The Sewer Dragon tribe are a tribe of sophisticated kobolds who have dwelt beneath the city of Absalom since 4696 AR. The kobolds attempted to force tributes from outsiders and expand their sewer ‘empire’. This aggression has since been resolved with a formal alliance with the Pathfinder Society.

Andoran

There are kobold tribes in Darkmoon Vale, who favour the use of the Flying talon in combat.

Mediogalti Island

The Thunderscale tribe is the largest of the kobold tribes that live in the jungles of Mediogalti Island. They make their home in the vast cave network known as the Thunderscale Warrens and are known for their habit of painting their scales with bright plant dyes.

Nar-Voth, Darklands

The Flamescale tribe is a recently discovered kobold tribe that live some miles outside of Hagegraf. They were enslaved by a mysterious ogre and freed by an assault conducted by Brokkr Ironhand, Egyl Anvilfist, Ulara Goldcrown, Sardaes Flintshield, and Darkhon Steelspike. Their matriarch has allied herself with Ulara Goldcrown for security and prosperity purposes. They are known for their bright red scales, and mining of amethyst crystals.

Realm of the Mammoth Lords

The Icerender tribe is a kobold tribe that live in a pass in the Tusk Mountains. The kobolds work tirelessly to keep the pass open. A lot of caravans use that mountain pass in order to avoid the attacks of Lydek the White in the south. The kobolds sporadically attack and loot the caravans, and then they dispose of the remnants of them. A large part of the loot the kobolds obtain, is given to Lydek the White as a tribute.


Standard Racial Traits

Defense Racial Traits

Feat and Skill Racial Traits

Senses Racial Traits

  • Darkvision: Kobolds can see perfectly in the dark up to 60 feet.

Weakness Racial Traits

  • Light Sensitivity: Kobolds lives in darkness have caused them to suffer from light sensitivity.

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Beast Bond: Some kobolds have a talent for training animals and beasts to help them both on and off the battlefield. Kobolds with this racial trait gain a +2 racial bonus on Handle Animal and Ride checks. Handle Animal and Ride are always class skills for them. This racial trait replaces crafty.
  • Day Raider: You’re one of the few kobolds born with a greater tolerance for sunlight. You don’t have light sensitivity, and you have low-light vision instead of darkvision. This racial trait replaces light sensitivity and darkvision.
  • Dragon Affinity: Kobold sorcerers with the draconic bloodline or kobold bloodline treat their Charisma scores as 2 points higher for all sorcerer spells and class abilities. This racial trait replaces the armor trait. Source PCS:ISR
  • Dragonmaw: Your draconic heritage makes you smile- not just because it makes you happy, but also because your powerful teeth and jaws are proof of your kinship with a chromatic dragon. You gain a bite attack that deals 1d4 points of damage. Once per day, you can deal 1d6 points of additional energy damage with your bite attack. The damage type depends on your scale color: acid for black or green; electricity for blue; fire for red; cold for white. If you have a different scale color, you still gain a bite attack, but cannot deal the additional energy damage. This racial traits replaces the armor racial trait.
  • Dragon-Scaled: Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of chromatic dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragons matching the color of the kobold’s scales. Black-scaled and green-scaled kobolds with this racial trait gain acid resistance 5. Blue-scaled kobolds with this racial trait gain electricity resistance 5. Red-scaled kobolds with this racial trait gain fire resistance 5. White-scaled kobolds with this racial trait gain cold resistance 5. This racial trait replaces the armor racial trait.
  • Echo Whistler: By observing the noises in underground tunnels, you learned to uncannily mimic any voice or sound you heard. Three times per day, you can attempt to trick someone in this way by making a Bluff check against the listener’s Sense Motive check. You get a +2 circumstance bonus on this check if you’re in tunnels or other structures where your voice can echo. This racial trait replaces crafty.
  • Frightener: Like the great dragons, you can strike fear in the hearts of your foes with your majestic presence. Few enemies suspect that you make yourself look more dangerous with simple tricks you learned back when you were newly hatched. You gain a +1 racial bonus to the DC of saving throws against spells you cast with the fear descriptor. This racial trait replaces the armor racial trait.
  • Gliding Wings: Some kobolds are born with wings that, while too weak for actual flying, do allow them to fall at a very slow and safe pace. A kobold with wings can use them to glide. It can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, it may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet it falls. This racial trait replaces crafty.
  • Jester: Some kobolds swallow their pride and survive by groveling, placating, and amusing the powerful. Kobolds with this racial trait gain a +2 racial bonus on Diplomacy and Perform checks. Diplomacy and Perform are always class skills for them. This racial trait replaces crafty.
  • Prehensile Tail: Your tail is especially flexible and strong, so you’ve learned to use it for both movement and simple tricks. You gain a +2 racial bonus on Acrobatics and Climb checks, and you can use your tail to draw a hidden weapon as a move action instead of as a standard action. This racial trait replaces the armor racial trait.
  • Secret Strider: You have the ability to traverse the wilderness without a trace. Twice per day, you can move through natural surroundings without leaving a trail for 1 minute, increasing the DC of any attempts to track you by 10. This racial trait replaces crafty.
  • Shoulder to Shoulder: Having lived and worked in close quarters with your tribe-mates, you’ve learned how to maneuver within their personal space without disturbing them. You can occupy the same space as one other Small ally without penalty. If you share a space with another kobold who has this trait, you each gain a +1 circumstance bonus to AC, as you help jostle one another out of the way of incoming attacks. You also gain a +1 racial bonus on aid another rolls. This racial trait replaces crafty.
  • Spellcaster Sneak: Traversing the tunnels near big, nasty, hungry creatures, you learned to keep quiet- and to keep your spells quiet too. You gain a +2 racial bonus on Stealth checks, and once per day you can gain the benefit of the Silent Spell feat on a spell you cast. This racial trait replaces crafty.
  • Wild Forest: Kobold You’re one of the barbaric kobolds dwelling in the forests of the surface world. Your culture shuns artifice, but teaches how to endure the hunt. You gain a +2 racial bonus on Perception and Survival checks, and Stealth and Survival are always class skills for you. This racial trait replaces crafty.
  • Wyrmcrowned: Your horns have grown to the extent that they appear similar to those of a dragon who shares your scale color, lending a draconic power or menace to your dealings with others. Choose either Diplomacy or Intimidate. You gain a +2 racial bonus on checks with that skill, and it is always a class skill for you. This racial trait replaces crafty.

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

  • Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
  • Barbarian: While you are raging, your racial natural attacks deal +1/4 point of damage.
  • Bard: Treat the bard’s level as +1/2 level higher for the purpose of determining the effect of the fascinate bardic performance.
  • Cavalier: Add 5 feet (up to 15 feet maximum) to the cavalier’s mount’s speed when it uses the charge or withdraw action.
  • Cleric: Add +1 to channel energy damage dealt to creatures denied their Dexterity bonus to AC (whether or not the creature has a Dexterity bonus to AC).
  • Druid: Add +1/2 to the druid’s wild empathy bonus.
  • Fighter: Add +1/2 to damage rolls the fighter makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.
  • Gunslinger: Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +4).
  • Inquisitor: Add 1/2 to Survival checks made to track creatures in total darkness.
  • Magus: Add a +1/2 bonus on concentration checks made to cast defensively.
  • Monk: Add +1/3 to the monk’s AC bonus class ability.
  • Oracle: Add +1/4 to the armor or natural armor bonus granted by oracle spells she casts on herself.
  • Paladin: Add 1/4 to the deflection bonus granted by your smite evil ability.
  • Ranger: Add +1/4 to the number of opponents the ranger may select when using hunter’s bond to grant a bonus to allies. All selected creatures must be of the same type.
  • Rogue: Add +1/2 to the rogue’s trap sense bonus to AC.
  • Sorcerer: Choose acid, cold, electricity, or fire damage. Add +1/2 point of the chosen energy damage to spells that deal the chosen energy damage cast by the sorcerer.
  • Summoner: Add +1/4 to the summoner’s shield ally bonus (maximum +2).
  • Witch: Add +5 feet to the distance at which her familiar grants the Alertness feat (maximum +20 feet).
  • Wizard: Add 1/2 to your familiar’s Will saves against enchantment effects, or increase the hit points of your bonded item by 1.

Racial Archetype & Bloodline

The following racial archetypes and bloodline are available to kobolds:

Racial Feats

The following feats are available to a kobold character who meets the prerequisites.

Regional Traits

The following regional traits are available to kobolds or other creatures from kobold-inhabited regions, with GM approval:

Race Traits

The following race traits are available to kobolds:

Kobold Scale Coloration

Kobolds are zealously proud of their draconic heritage, and make much of the physical similarities they share with those regal monsters. One of the most obvious similarities between the two races is their distinctively reptilian scales, which come in five chromatic colors. As with dragons, the color of a kobold’s scales often corresponds to a variety of innate abilities, tendencies, and personality traits it possesses. Scale coloration plays a subtle yet vitally important role in relationships both between kobold tribes and within them.

Though some traits are common to all kobolds, the following race traits are particular to kobolds of certain colors. Note that kobolds born from two differently colored parents are colored like one parent or the other, rather than a mix of the two. Kobolds characters are not restricted from taking traits from another color, though the following traits are typical of each color, and considered prestigious.

Black-Scaled Kobolds

Like the black chromatic dragons they venerate, black kobolds often lurk in fetid swamps. With an affinity for acidity and corruption, these marsh dwellers revel in decay.

Blue-Scaled Kobolds

Blue kobolds are orderly and neat, and tend to hatch complex schemes. While they plan brutally effective ambushes and traps, they do not excel at improvisation, and may falter if their plans go awry.

Green-Scaled Kobolds

Like their corresponding draconic cousins, green kobolds are at their best when surrounded by foliage. At home in forest caves, green kobolds tend to be more tolerant than kobolds of other colors.

Red-Scaled Kobolds

Like the ruthless red chromatic dragons they esteem, red kobolds respect destructive power and little else. The most widely recognized of their race, red-scaled kobolds are notoriously menacing.

White-Scaled Kobolds

White kobolds inhabit the frozen reaches of the world, raiding across icy tundra and glacial expanses. Though not as hearty as red or green kobolds, they are well adapted to their environments.

Rare Scale Colors

Though the majority of kobolds exhibit one of the five major chromatic colors, occasionally individuals emerge with alternate pigmentations, with the most common being purple, orange, and yellow. Those who possess the rarer colors described below are discriminated against by their homogeneous tribe-mates, but these colors do have unique benefits. In addition to the attested colorations listed below, translucent-scaled kobolds are rumored to exist, but these “ghost kobolds” haven’t been encountered in centuries.

Random Kobold Starting Ages

Adulthood

Intuitive1

Self-Taught2

Trained3

14 years

+1d4 years (15 – 18 years)

+1d6 years (15 – 20 years)

+2d6 years (16 – 26 years)

1 This category includes barbarians, oracles, rogues, and sorcerers. 2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches. 3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards

Random Kobold Height and Weight

Gender

Base Height

Height Modifier

Base Weight

Weight Modifier

Male

2 ft. 6 in.

+2d4 in. (2 ft. 8 in. – 3 ft. 2 in.)

25 lbs.

+(2d4 lbs.) (27 – 33 lbs.)

Female

2 ft. 4 in.

+2d4 in. (2 ft. 6 in. – 3 ft.)

20 lbs.

+(2d4 lbs.) (22 – 28 lbs.)

Table: Race Point Costs

 

Racial Traits

Race Point Cost

Type

Humanoid (reptilian)

0

Size

Small

0

Base Speed

Normal

0

Ability Score Modifiers

Greater weakness (–4 Str, +2 Dex, –2 Con)

–3

Languages

Standard

0

Defense

Natural armor

2

Skill Bonus

Craft [trapmaking] and Profession [miner]

2

Skills

Craft [trapmaking]

1

Senses

Darkvision 60 ft.

2

Weaknesses

Light sensitivity

–1

Total

5

Kobold

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