Kobold Racial Feats

Child of Utopia:   Prerequisite: Dragonborn, Lamia, or Kobold race, Character level 1st Only   Effect: Gain the homebrew spell Resonate as an at-will spell-like ability, cast homebrew Spell Overseer's Imperious Resonation 1/day.   Some Dragonborn, Lamia, and even the odd Kobold find that they cannot trace their lives back to where they were born. Their friends, loved ones, and associates all speak of them as if they speak of myth...one day, they simply were. Blessed with vague, indistinct memories of their true draconic parents, of a city where magic and stone are as one, of being cast down, far down...they cannot recall it, but they carry within them memories, emotions, and recollections of the secretive place which the True Dragons now call home...of Utopia...and strangely, they find that the ancient ruins of the High Humans respond intrinsically to their command.
 
Superior Husbandry:   Prerequisites: Kobold Race, Must have an animal companion or familiar.   Effect: Your Animal Companion or Familiar Gains one of the following bonuses of your choice. Once chosen, it cannot be changed.  
  • Gain +1 HP per HD.
  • Gain a +2 on a save of your choice.
  • One form of their movement is increased by 1.5x.
  • Gain skill focus in a skill of your choice.
  • Gain either Tremorsense(30ft) or Blindsense(30ft).
  Special: An animal companion or familiar that could be classified as a "Worm"(GM Discretion) gains two of the above benefits.   For good reason, Kobolds are considered the masters of Animal Handling, Husbandry, and all things related. They are masters of their craft, able and willing to wrangle the largest and most deadly beasts, and their advanced techniques result in animals that are superior to their kin in a variety of ways...many seek out Kobolds for exactly these techniques, and buy animals from them if at all possible.
 
Blood of a True Dragon:   Prerequisites: Kobold, 'Wyrmbellows' Kobold alternate racial trait, Character level 7th   Effects: Your blood and other fluids are infused with your Draconic ancestry energy type. Every time you are damaged by a piercing or slashing weapon, the attacking creature takes energy damage which starts at a 1d4 for small creatures and scales up one dice step for each size above small. (or double damage if the attack is a critical hit). Using a reach weapon does not endanger the attacker in this way.   Special: You count as a creature of both the Humanoid(Reptilian) and the Dragon type for all effects related to race.   To those rare Kobold who find themselves blessed with the breath weapon of their True Draconic parents, rarer yet is the Kobold who finds their own blood subsumed by liquid reminders of their heritage, each cut and slash upon their body giving birth to a violent explosion of energy which harms nearby enemies.
 
Jormunganda's Gift:   Prerequisites: Kobold, 'Jormunganda's Maw' Alternate Racial Trait, Small Sized or Smaller Creature   Effects: All your attacks deal +5 damage and have a +2 to hit while you are swallowed. Additionally, while you are within a tight, confined space(Such as a stomach or a backpack), you can teleport as per dimension door to a similar space within 60ft of you as an immediate action. This does not provoke AoO.   For the zealously faithful Kobolds who fervently give faith to the World Serpent, it is inevitable that they receive a gift from their Goddess after their profane acts. And while they cannot ever become true predators capable of devouring prey, the gift of the World Serpent turns her faithful into dangerous hunters who can take apart a creature from inside, who can infiltrate unnoticed, and sow chaos and brutality in her unholy name.
 
Pharaonic Bane:   Prerequisites: Kobold, 'Pharaonic Soul-Ward' Alternate Racial Trait, Character level 11th, Cannot have the Undead type   Effects: Gain a permanent detect undead effect. You can transfer diseases, addictions, and poisons from a touched and willing target to yourself or another willing target and automatically inflict such effects on the new target as if they had failed the initial save. You gain a +2 to all saves made to resist Curses, Diseases, or Poisons, as well as to resist any spell or effect of the Necromancy school. Once per day, you can make yourself immune to all fear effects for 2d4 rounds.   Special: You cannot transfer any afflictions to a target immune to them or their effects. Any attempt to raise your corpse as an undead requires a caster level check of (20 + 2x your HD) or the spell or effect fails.   Descendants of the brave Kobold warriors who marched against the Infinite Pharaoh in defense of all life, these Kobolds are blessed with the same legendary protections gifted to their ancestors by the enemies of the Infinite Pharaoh...capable of moving around curses and poisons and more with but a touch, they are innately hardened against them and any necromantic spell.
 
Warren Seeker:   Prerequisites: Kobold, Character Level 3rd   Effects: Gain the 'Light Steps' ninja class ability. Your scent increases to 100ft against creatures of the Animal, Dragon, or Magical Beast subtype.   Trusted with the important task of seeking out and finding new potential warrens containing new beasts or even new mega-worms for their beastmasters to tame, these Warren Seeker kobolds range far afield from their cities searching the countless tunnels and caves of the world searching for any manner of dangerous beasts that may lurk within...
 
Specialized Hunter:   Prerequisites: Kobold, Craft(Trapmaking) rank 5 or Character level 7th   Effects: One weapon you wield gains the bane weapon enhancement against either Humanoid(Giants), Humanoid(Humans), Animals, or Magical Beasts so long as you wield it. This bonus applies to traps made by you as well.   Whether they take on a specialized role in the defense of their massive worm-cities or they wander out on their own to make a life of their own, many Kobolds hone their hunting and trapmaking skills on a certain breed of living targets and learn to become more effective both when attacking them and when building traps to kill them.
 
Ankle-Biting Menace:   Prerequisites: Kobold   Effects: You count as one size larger for determining your bonuses/penalties to your CMB and CMD scores. You gain the constrict Universal Monster Rule at a damage amount equal to one dice step higher than your Bite Attack.   Though many small races find themselves at a disadvantage when larger creatures attempt to grab them, many Kobolds naturally learn how to properly dart aside, scamper, and scurry about their opponent to keep themselves safe from those who would attempt to grab or move them in combat...turning into a veritable whirlwind of tooth and claw, these Kobolds are more akin to wrathful porcupines when angered, for they may be small but they are far from helpless.
 
Senses of a True Dragon:   Prerequisite: Kobold, Character level 5th   Effects: Gain the 'Dragon Senses' universal monster ability. (Gain the following senses: Darkvision 120 ft. and blindsense 60 ft. You see four times as well as a human in dim light and twice as well in normal light).   While not as impressive as their blood nor as mythically mighty as their hearts, the famed Senses of the True Dragons were said to be mighty weapons unto themselves. And while the Kobold who inherits such power is rare, they are said to have sight beyond sight, and vision so keen and sharp as to pinpoint a needle drop within a sandstorm.
 
Dragon Emperor's Blessing:   Prerequisites: Kobold, Character level 7th   Effects: Gain a racial +2 on saves versus sleep and paralysis effects. Gain a fly speed equal to your base land speed with a clumsy maneuverability.   Yet another sign the zealous Kobolds take as proof positive of their draconic ancestry, the blessing of the Dragon Emperor is a powerful gift that is believed to be a remnant of a blessing from the original creator or progenitor of the entire Kobold People.
 
Kobold Sneak:   Prerequisites: Stealth 4 ranks, Kobold   Effects: When you are sniping, you only take a –10 penalty on your Stealth checks to stay hidden. You take no penalty on Stealth checks when you move up to your full speed. You can use the run or charge action and remain hidden, taking a –10 penalty on the check to do so.   Normal: You take a –20 penalty on your Stealth check to maintain your obscured location while sniping. When moving greater than half speed up to your full speed, you take a –5 penalty on Stealth checks. When you are able to run or charge while using Stealth, you take a –20 penalty on the Stealth check.   You snipe and stealth quickly, making it harder for others to find the location of your attack.
 
Kobold Confidence:   Prerequisites: Charisma or Intelligence 13, Kobold   Effects: You use your Charisma, Intelligence, or Wisdom in place of Constitution to determine your bonus to Fortitude saves and your maximum negative hit points before death. Once this choice has been made, it can’t be changed.   Special: Once you reach Character level 7th, this feat also adjusts your HP to use the chosen ability score instead of CON.   Your cunning, confidence, or faith in the Draconic power in your blood allows you to overcome your physical frailty.
 
Merciless Magic:   Prerequisites: Ability to cast spells, Kobold   Effects: The DC to resist your spells increases by 1 for targets that are already afflicted with any of the following conditions: blinded, dying, entangled, exhausted, frightened, helpless, nauseated, panicked, paralyzed, or stunned.   Your spellcasting is strongest against those in peril.
 
Merciless Precision:   Prerequisites: Sneak attack class feature, Kobold   Effects: Your sneak attack damage increases by 1d6 against targets that are already afflicted with any of the following conditions: blinded, dying, entangled, exhausted, frightened, helpless, nauseated, panicked, paralyzed, or stunned.   You delight and excel in bringing down hobbled targets.
 
Scaled Disciple:   Prerequisites: Ability to spontaneously cast divine spells, Kobold   Effects: You gain a +1 bonus to your caster level when casting spells included in the Scalykind domain or subdomains. Your spontaneous divine spellcasting qualifies in place of arcane casting for the dragon disciple prestige class, and you may increase spellcasting in your spontaneous divine class as you progress in dragon disciple levels. Add the bonus spells gained from the blood of dragons ability to those you can cast as divine spells.   Your Draconic heritage manifests as divine power.

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