Kobold Culture
Culture Traits
Common Traits
- Ability score modifiers: -2 Inteligence +2 Charisma
- Starting Languages: Characters with this culture only know Draconic. Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages: Common, Dwarven, Gnome, Goblin, and Undercommon
- Local Knowledge: A character of the Kobold Culture can make knowledge (local) checks untrained so long as the check pertains to Kobold warrens and the areas surrounding the warrens. In addition, they always roll such checks with advantage.
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Trait Descriptions
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.
Favored Class Options
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.
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