Kobold
Kobolds within modern Aldebaran are a minor race among the world, similarly sized to that of Gnomes and other lesser known races. Originally from the Realms down Under, their history is a bit of a mystery. They are very amicable race, and while they have no problems with living above ground, they have a preference to build their towns and cities underground. Kobolds that end up living primarily within cities will often find home within the sewer systems of said cities. This has led to some thinking that they're stupid creatures that roil around in sewage and dirt, but really they just prefer being under something. Many towns and cities have also regarded them as quite helpful, keeping the sewers themselves safe and functioning.
As a race, kobolds are studious and very outgoing creatures when it comes to work related tasks and cooperation amongst themselves and others. However, when it comes to sharing their inner most ambitions and desires with others they are known to close up. They often enjoy defining themselves as something specific to their function. An engineer kobold can probably go on forever about what type of wrench they use and what they're making at the moment, but if you ask them about anything else unrelated to that, their reactions will vary from trying to veer back onto engineering or silence. Only the closest of family and friends will know what a Kobold wants, what they like, dislike, and more.
Kobolds families are often large and encompassing, typically sticking to a clan-like structure. While many in a clan might not be directly related, any kobold that is part of one often considers each member family. Each person within a clan is expected to fill a role. Clan sturcture tends to have either a matriarch or patriarch that leads the clan, several specialized members that deal with various functions of the clan, and then a swathe of apprentices beneath these specialists. Every clan tends to have their specialty. For example, a clan of sewer kobolds may have many members that specialize in the engineering necessary to make sewers run efficiently, thus fulfilling the existence of the clan.
Members of a clan often strike out on their own to learn new trades or potentially expand the clan. Other times, a kobold may feel a call for adventure, just like any other person might. With their natural intelligence, quick wits, and subtle movements, they make for a fine addition to any party willing to adopt them. Typically, kobolds lean towards structure and tradition, and while it make take time for one to develop a bond towards others, they are fiercely loyal.
History
Kobolds are a very long lived race, thought to have been created by dragons as a slave race during the times of draconic dominance. They, along with the Iruxi, were among the first to rise against dragonkind and drive them to Dragixis Isle. Since then, kobolds have spread themselves throughout the world. Even capable of living in the coldest portions of the world should they have white scales, kobolds had typically kept to themselves in their warrens. It is only after the Beast and Carofolk wars, where they the side of beastfolk, that they decided to integrate themselves further into the society's of others.Anatomy
Kobolds are small, the average height of their race is 3"3. They stand up straight. On average, they weigh around 45lbs. They have a tail, two 4 digit hands, and two digitigrade legs. The color of their scales vary, although tribes will often be all similarly colored. They are representative of dragons, having scales that can be red, gold, purple, green, silver, and more. They have a snout with sharp teeth that may or may not stick out similar to that of a crocodiles. Their ears are extremely varied, sometimes being just holes, droopy dog ears, frilled, pointy, or none at all. They often have horns which can be curvy, straight, spined, and mixtures.Kobold
Type
Humanoid/(Reptilian)
Ability Score Modifier
+2 Dexterity, +2 Intelligence or Charisma, and –2 Strength
Size
small
Speed
30ft.
Language
Kobolds begin play speaking two regional languages and Draconic. Kobolds with high Intelligence scores can choose from the following: Aklo, Dwarven, Elven, Gnome, Terran.
Racial Traits
- [2 RP] Natural Armor: Kobolds naturally scaly skin grants them a +1 Natural Armor bonus.
- [2 RP] Kobold Immunities: Kobolds are immune to the condition paralysis.
- [2 RP] Darkvision: Kobolds can see 60ft. in complete darkness.
- [1 RP] Dragon-Scaled: Kobolds have colored scales that provide them with energy resistance 5 dependent on the dragon they are representative of.
- [5 RP] Crafty: Kobolds gain a +2 racial bonus on either Diplomacy or Bluff. They always receive a +2 racial bonus on Craft(any one skill), Perception, and Stealth checks. Perception and Stealth are always class skills for a Kobold, and so is either Diplomacy or Bluff.
- [1 RP] Swarming: Members of this race are used to living and fighting communally with other members of their race. Up to two creatures that have this ability can share the same square at the same time. If two creatures that have this ability that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
- [-1 RP] Cold Blooded: Kobolds are cold blooded humanoids and take a -2 on any cold related saves unless they are white scaled. In this case, they take a -2 on fire and heat related saves.
- [2 RP] Kobold Magic: Kobolds gain a +1 bonus to the DC of any saving throws against evocation spells that they cast. Members of this race with a Charisma or Intelligence score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level):
- 1/day—ray of frost (damage type is energy resistance), ghost sound, prestidigitation, magic missile.
Scientific Name
Lacertilia Parvusdraconem Hominid Origin/Ancestry
Reptile Lifespan
150-200 Typical Habitat
Prefer warmer regions, but can live anywhere. Average Physique
Small and Scaled, slightly hunched humanoid with tail and snout. Range in many different scaled colors.
Lacertilia Parvusdraconem Hominid Origin/Ancestry
Reptile Lifespan
150-200 Typical Habitat
Prefer warmer regions, but can live anywhere. Average Physique
Small and Scaled, slightly hunched humanoid with tail and snout. Range in many different scaled colors.
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