The Kobold bloodline is available to Kobold sorcerers.
While many kobold sorcerers tout their purely draconic bloodline, over generations of eldritch training, some such spellcasters have created a bloodline that, while tinged with some draconic magic, is the embodiment of the race’s virtue distilled into arcane form. Many practitioners of this bloodline go on to lead powerful kobold tribes.
Class Skill
Disable Device.
Bonus Spells
Alarm (3rd),
Create Pit (5th),
Explosive Runes (7th),
Dragon's Breath (9th),
Transmute Rock to Mud (11th),
Guards and Wards (13th),
Delayed Blast Fireball (15th),
Form of the Dragon III (17th),
Imprisonment (19th).
Bonus Feats
Alertness,
Combat Casting,
Defensive Combat Training,
Dodge,
Improved Initiative,
Lightning Reflexes,
Silent Spell.
Bloodline Arcana
Whenever you cast a spell against a creature that is denied its
Dexterity bonus to AC, increase that spell’s DC by +2.
Bloodline Powers
Like all
Kobolds, you have a natural talent for ambushing, creating traps, and mining. As your power increases, you discover ever more useful ways to blend your magic with these instinctive talents.
Trap Rune (Sp): At 1st level, as a
Standard Action, you can sketch a single, nearly invisible magical rune on any 5-foot-square solid surface. When you create a rune, pick one of the following energy types: acid, cold, electricity, or fire. While the rune is active, the next creature other than you who steps on or touches the rune’s area causes the rune to explode. The rune’s explosion deals a number of points of energy damage equal to 1d8 + 1 per
Sorcerer level you possess to anything in its square. A
Reflex Save halves the damage (DC 10 + 1/2 your
Sorcerer level + your
Charisma modifier). The rune is considered a magical trap for the purpose of perceiving it or disabling it. The DC for both
Perception and
Disable Device checks is the same as the
Reflex Save to halve the damage. You can use this ability a number of times per day equal to 3 + your
Charisma modifier. Each rune lasts for 24 hours or until discharged.
Trap Sense (): At 3rd level, you develop a sixth sense that helps you avoid traps. You gain a +2 bonus on
Perception checks made to notice traps. You also gain a +1 bonus on Reflex saves to avoid traps and a +1
Dodge Bonus to AC against attacks made by traps. These bonuses increase by +1 at 7th level and for every four
Sorcerer levels you gain thereafter (to a maximum of +5 at 19th level). This bonus stacks with that provided by a
Rogue’s trap sense and similar abilities.
Arcane Ambush (Su): At 9th level, as a
Swift Action, you can expend a spell slot in order to grant you and your allies a bonus on attack and damage rolls. This bonus lasts 1 round, is equal to the level of the spell expended, and only applies to opponents your allies are
Flanking or opponents denied their
Dexterity bonus against your allies. You grant this bonus to yourself plus up to one ally for every four
Sorcerer levels you possess (to a maximum of five allies at 20th level). The allies must be within 30 feet of you and you must have line of effect to each affected ally.
Earth Glide (Su): At 15th level, you gain the
Earth Glide ability with a speed equal to your base speed. This does not give you the ability to breathe while passing through earth, so you must hold your breath or use some alternate method to breathe while using this ability.
Nimble Walker (Su): At 20th level, you gain a +5
Racial bonus on Reflex
Saving Throws and on
Acrobatics checks made to move through a creature’s threatened area or through its space. You also gain the ability to breathe while passing through earth using your earth glide ability.
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