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.
 
Simple Traits
|
|
 
Intermediate Traits
|
|
 
Advanced Traits
|
|
 
Trait Descriptions
Beast Bond: Kobold culture nutures a strong talent for training animals and beasts to help them both on and off the battlefield. Kobolds with this racial trait gain a +2 cultural bonus on Handle Animal and Ride checks. Handle Animal and Ride are always class skills for them.   Crafty: Characters with this trait gain a +2 cultural bonus on Craft (trapmaking) and Profession (miner) checks. Additionally, Craft (trapmaking) and Stealth are always class skills for them.   Dragon Works: Kobold culture revolves around worship and imitation of their true dragon kin. Some go so far as to learn simple tricks to impress their clankin or scare off unwanted pests. A character with this trait gains a +4 cultural bonus to intimidate checks and the following spell like ability 3/day - snapdragon fireworks. If the character with this trait is biologically a kobold or Dragonborn, this spell deals damage of their lineage type. Additionally, when striking a creature with this ability, the character can make an intimidate check to demoralize the creature struck. Alternatively, a character with this trait and the dazzling display feat may use this ability as a full-round action (3 actions) to use their dazzling display feat centered on the square struck with this ability.   Jester: Characters with this racial trait gain a +2 racial bonus on Diplomacy and Perform checks. Diplomacy and Perform are always class skills for them.
Magic Imitation: Kobold culture lacks in refined mage schools so they often try to imitate what magics they have seen. A character with this trait adds a +2 cultural bonus to spellcraft. This bonus is doubled to +4 to identify a spell as it’s being cast   Shoulder to Shoulder: Having lived and worked in close quarters with your clankin, 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 character 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 cultural bonus on aid another rolls.   Simply Complicated: A character with this trait treats Disable Device and Craft (Traps) as class skills and adds a +2 cultural bonus to craft (traps) and on Disable Device checks to disarm traps. If either skill is gained through class levels, increase the bonus gained by +2. In addition, they ignore the penalties for improvised tools when crafting traps and always treat traps they construct as one complexity lower for the purposes of determining the craft DC.   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.
 

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.


Comments

Please Login in order to comment!