Count Aericnein Neska

Grammar Nazi's page

91 posts. Alias of Jiggy (RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32).


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deusvult wrote:
Since it's a made up word, we can agree to disagree or try in vain to prove the other wrong.

Do you know what "murder" means? Do you know what "hobo" means?

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Don't make me make that true.

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Sundakan wrote:
And WHO whom you want.

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Lemmy Z wrote:
AN SNARKY

>:(

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Ross Byers wrote:
I haven't had 'amazing mod powers' in quite some time now...but I'm feeling like I missed something here. I consider Crystal a friend, and I was just trying to be supportive and encourage her to be happy that there are so many people that care about her and are willing to pitch in. Or was it merely grammar I assaulted in some way?

If you are confused by the bird's post, it's because it was a reply to me, not to you. In fact, your own post was removed from the quotation chain within the bird's post.

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Ross Byers wrote:
Crystal Frasier wrote:
We aren't not a family that accepts charity.
My (completely unsolicited) advice is think of it as accepting gifts.

My completely unsolicited advice is to clean up that sentence and align it with her intended meaning.

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"Effect".

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Tormsskull wrote:
If someone rolls an 18 I feel like they earned it
Tormsskull wrote:
TOZ wrote:
I can't for the life of me understand such a view.
It's probably due to starting with Basic D&D and roll 3d6 in order stat gen method.

It's probably due to you not knowing what "earned" means.

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swoosh wrote:
Though that just changes the question to "Is introductory text on monsters and feats irrelevant".

Typically, a short statement that introduces a more in-depth description (such as the opening sentence of a paragraph, or a line leading into a list) is understood to be loosely accurate. The purpose of such an introduction is to take the full data that follows and compress it into a single idea that mentally prepares the reader to properly frame the information they're about be given. It intentionally sacrifices precision for the sake of brevity. When you want the full details, you read the full details. When you want a general idea (such as because there were too many details for you to process), you read the introduction. An introduction is a loose and imprecise summary.

However, the italicized text at the top of a monster entry in the Bestiary is not exactly an introduction. You can tell it's different both by its different formatting (being italicized) and by the fact that it's written in a narrative tone rather than a descriptive tone. The "voice" of this text is that of a GM describing to the players what their characters see, not of a manual informing the GM of how the mechanics work. Its purpose is not to summarize, but to provide an example of the mood and tone of a scene in which the monster might appear. It is a narrative suggestion.

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I was promised a semantics question. I'm still waiting.

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This thread is what happens when we teach people to recognize commonly-used phrases and expressions (instead of teaching them the underlying mechanics of how phrases are constructed from words and syntax) and then pretend we've taught them how to read.

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How and with whom do you game?

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My main takeaway here is that Gary Gygax wasn't very good at writing.

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Lamontius wrote:
I just do the best I can

Your best is not good enough.

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Insain Dragoon wrote:
If we have Wizards so mighty they can create whole dimensions, why don't we have Fighters so skilled they can slice a hole into a new dimension with nothing but a sword and some elbow greese?

Because there's no such thing as 'greese'.

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Bandw2 wrote:
don't worry, I'm brother's with the commission of Internal consistency's director, i'll be out in no time.

>:(

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Bandw2 wrote:
ah yes, that would definitely put the expectation that the have in the 2nd part is the determining verb. That definitely is an editing error though, not really needing a FAQ, but an error all the same.

I'm sure it's probably a mere typo, but I still couldn't let "it is written correctly" stand.

While I have your attention, you missed your appointment in the torture chamber to atone for your own capitalization and punctuation errors. Expect a knock on your door soon.

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Tacticslion wrote:
LIKE A BAWS.

>:(

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Whenever you have a list of lists, semicolons separate the lists from each other while commas separate the items within the sub-lists.

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Anzyr wrote:
Grammar Nazi wrote:
Anzyr wrote:
I can literally taste the salt in this post.

>:(

I promise I'm not being figurative. Quite literal in fact. Try tasting it.

I could accept a claim that you literally tasted salt on your monitor, but not in the post.

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Anzyr wrote:
I can literally taste the salt in this post.

>:(

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Chris Lambertz wrote:

Katina It's a QUESA-dilla.

Katina YOU PUT A LOT OF QUESA IN...

Katina AND THAT'S THE DEAL-AH.

>:(

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Dorothy Lindman wrote:
This is I always recommend hit Preview

>:(

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Message board troll wrote:
Has anyone been called a nazi yet?

Your sentence uses the passive voice, and—

Oh. Hm.

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At first I was sad that I could no longer be visibly affiliated with the oppressively-lawful nation of Cheliax, but I think a book of dark flame will be a suitable alternative.

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I'm trying to follow the dialogue between Chess Pwn and shroudb, but I'm failing. I think there's a disagreement in there somewhere, but I'm not entirely sure.

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LazarX wrote:
Jiggy wrote:
Morgen wrote:
Yes, there needs to provide some justification for the stance

Okay, here you go:

There are many magic items which straight-up let you cast a spell. For example, the cloak of arachnida says, "Once per day, the wearer of this cloak can cast web." Several other items use the same language: the user/wearer/item can cast [spellname]. Scabbard of keen edges, strand of prayer beads, ring of friend shield, ring of telekinesis, etc.

Meanwhile, the ring of invisibility instead says, "the wearer can benefit from invisibility, as the spell." The hat of disguise similarly says, "...allows its wearer to alter her appearance as with a disguise self spell." There are plenty of other items which use wording like this as well.

So I ask you, what is the functional difference between those items that refer to actually casting the spell and those which reference a spell to describe the effects of using the item? I believe that in attempting to answer that question, you will see why the issue is not as clear as you think.

I don't see any real difference here. if it says AS the spell, it means it operates AS the spell. The items have spell effects and caster levels built in. Ipso Quacko Dotto.

If you don't see any real difference, then you need to brush up on sentence structure. (Though really, who doesn't?) The phrase "as with a disguise self spell" is defining "alter her appearance". That means that the parameters of the spell are only relevant insofar as they pertain to the manner in which the appearance is altered, not to a broader event such as the activation of the item or how long it lasts.

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LeesusFreak wrote:
RainyDayNinja wrote:
Jiggy wrote:
Brf wrote:
That depends on your campaign. If you are not running an Eastern-flavored campaign you would probably want them all considered Exotic.
Right, because sticks and knives get a lot more complicated to use if you live far enough away from the manufacturer.
That does mean the instruction manual is probably in some foreign language.
I'm almost certain that anyone who doesn't innately understand "Put pointy end in bad guy" doesn't belong running around the countryside, nevertheless fighting dragons and liches and beholders.

You mean "never mind" or possibly "let alone".

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Kthulhu wrote:
Buri wrote:
One rule for every each thing!
The d20 battle-cry.

I think this is what you meant.

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insaneogeddon wrote:
that can also read and has brain enough to rpg.

-_-'

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This thread makes me sad.

"May" can introduce a list of options without necessarily making the list itself optional in its entirety.

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Shadowlord wrote:

I still have a question about the Favored Target action. At 7th level when the Slayer is able to perform his FT study as a move or swift action,

Playtest Revision wrote:
At 7th level, the slayer can study an opponent as a move or swift action.
Is it possible for the Slayer to spend a swift action to study one target and spend a move action to study a second target in the same round? IF it is allowed, the insertion of an and in the description might be a good idea for PFS and the rules lawyers out there.

No. That would cause a single activation of the ability to require expenditure of both actions. The current wording is correct for the functionality of being able to activate the ability twice and still have a standard action remaining. Your proposed change would remove the possibility of two activations in the same round.

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The comma mentioned by Dylos would not change the meaning of the text, but would probably help more people to read it correctly. I endorse said comma.

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BigNorseWolf wrote:
English simply isn't precise enough to definitively say,

Yes it is. People just don't always read carefully enough.

Then I arrest them.

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Azouth wrote:

But that is not what it says.

If you possess a class feature that permits you to take a bear as an animal companion or mount that progresses as an animal companion, you may instead gain the service of an owlbear.

You appear to be parsing that sentence like this:

Global: "If you..."
Option 1: "possess a class feature that permits you to take a bear as an animal companion"
or
Option 2: "mount that progresses as an animal companion"

-------------------------

The above is incorrect. The correct way to parse the sentence would be:
Global: "If you possess a class feature that permits you to take a bear..."
Option 1: "as an animal companion"
or
Option 2: "mount that progresses as an animal companion"

The qualifier of it having to be a bear applies to the entire condition, not just to the first of the two versions of the condition.

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Mystic Lemur wrote:
That is incorrect, at least as far as the English language is concerned. You can trade either the+1 hp or the +1 skill point for the alternate favoredd class bonus. You still get the benefit of the other option. A human wizard can take that feat and get both the +1 hp and the +1 spell per level.

Not so.

Look again:
Fast Learner wrote:
When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

The structure of that sentence is as follows:

"When you gain a level in a favored class"
^ This is the condition under which the rest of the sentence applies.
"you gain both +1 hit point and +1 skill rank instead of choosing either on or the other benefit"
^ This is your first option.
"or"
^ This shows us that there is about to be a second option besides what we've just read.
"you can choose an alternate class reward."
^ This is the second option.

How exactly are you parsing that sentence?

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Hmph.

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"Precedes".

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mplindustries wrote:
Grammar Nazi wrote:
mplindustries wrote:
First, I don't see how it could be read in any other way than allowing all ten to hit one guy.
Then your understanding of the word "each" is incomplete.
Each sound hits one target. If all 10 sounds hit the same guy, they've each only hit one target.

That statement is true. So is this one:

If each of the 10 notes hits a different target, then they've still each only hit one target.
You don't see how it could be read that way?

Additionally, if each note hits the same target, then it would be more correct for the ability to use "all" instead of "each", or to leave out both words entirely.

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mplindustries wrote:
First, I don't see how it could be read in any other way than allowing all ten to hit one guy.

Then your understanding of the word "each" is incomplete.

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Mystic Lemur wrote:
rulz we're maid too b broked

Sleep with one eye open.

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1 person marked this as FAQ candidate. 4 people marked this as a favorite.

Let's break this down:

The rules wrote:

Draw or Sheathe a Weapon

Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.

If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

When the second sentence opens with "This action", it is referring to the titular "Draw or Sheathe a Weapon" action which has just been defined in the immediately-preceding sentence (the first sentence of the first paragraph). Thus, "Draw or Sheathe a Weapon" refers to the action of drawing or sheathing a weapon or weapon-like object.

Now, the divergence of interpretation happens in the second paragraph. The first sentence of that paragraph refers to drawing a weapon. There are two ways to read this. One is that this continues to refer to the titular action, which has already been defined as including things like wands. The other is that this reference to drawing a weapon is separate from the titular action, and is therefore not attached to anything that was established in the first paragraph (such as the inclusion of weapon-like objects).

Which is correct? The former. If the latter were correct, then that would mean that we have two separate "draw a weapon" actions which function differently and affect different sets of objects, yet are also placed under the same header with each other and share an entry on the AoO chart. The former interpretation does not face these problems, and is therefore correct.

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Drogon wrote:
I don't understand how any of this has anything to do with making one of those characters a paly. d-:

I approve of this post.

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Danit wrote:
But seeing how bluff is only what is said does how it is said effect the outcome at all.

*twitch*

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melodywise wrote:
It's so prevalent, just right there.

"Prominent."

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Kazaan wrote:
I get the feeling that "explicitly" is going the same route as "literally"...

Mostly in RPG circles, but yes.

Quote:
RIP, English Language.

Amen.

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James Risner wrote:
Is there any way to force people to read the rules?

Yes, but I've not yet been granted the necessary tools (or legal protections) to do so.

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Cheapy wrote:
I'm not entirely sure where people are seeing that they function as the paladin's mount for everything.

When a sentence reads "Do X in the manner of Y," the relevance of Y is limited exclusively to the manner in which one does X. This is basic sentence structure; so basic, in fact, that most readers understand the meaning of the sentence as a whole without even realizing that they followed this rule - much like how people can successfully write a sentence without being able to differentiate the subject from the object (despite using both in said sentence). Their entire understanding of basic grammar and syntax is subconscious.

Similarly, people often "read" by simply skimming over a portion of text. They don't realize that they've only skimmed, because any "holes" created by the lack of thoroughness in their reading gets filled in by their brains with whatever they expect or assume would be there. This is the same phenomenon which allows yuo to raed thsi phraes despite it containing only one actual word. (Incidentally, this is also the source of a lot of messageboard conflicts involving "if you had actually read my post" and "I did read it!" and "stop putting words in my mouth" and so forth.)

Now combine those two paragraphs: a sentence clearly states something, but one or more persons read it too sloppily and only caught a couple of key nouns and the word "as". Their brains filled in the rest with assumptions/expectations based on what they already know about topics related to the few words they actually read, and a conclusion was reached that is contrary to what is actually stated in the text.

That is how the misunderstanding originates.

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DM_Blake wrote:
logically sound assumptions

*twitch*

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Darkness wrote:
Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness.

This statement is of the form "X does Y within area Z", with X being light sources, Y being "fail to increase the light level" and Z being the radius of darkness.

Within the structure "X does Y within area Z", the clause "within area Z" defines where Y takes place, regardless of the location of X. Contrast this with "X within area Z does Y", in which "within area Z" defines the set of X which will be doing Y, regardless of where Y would take place. With darkness having used the former rather than the latter, we can conclude that the light level within the radius of a darkness effect is not increased by nonmagical sources of light, regardless of where the sources are. (The parameters of the area are applied to the action of increasing the light level, not applied to the light sources themselves.) For the same reason (the parameter of area being applied solely to the effect of preventing light level increase), we can further conclude that the effect of preventing the increase of a light level is limited to the defined area, and therefore a light source will continue to affect lighting conditions outside the area.



40 people marked this as FAQ candidate. Answered in the FAQ. 8 people marked this as a favorite.

Once upon a time there was an Orc Scarred Witch Doctor called Lupo, who took Gorda, a human, as his wife - from this relationship came Marsuina, a half-orc eager to follow on her father's footsteps as the shaman of the tribe. However, as the developer gods had decreed "there shalt not be any half-breed choosing racial archetypes from their parent races", she was barred by the stup... I mean, strange forces that guide the universe from finding her path among the Scarred Witch Doctors which guided her clan for generations; this saddened her greatly, and she began to consider herself a worthless being for not being a pureblood, even though half-orcs are equal, if not more valuable, members of orcish society due to their improved mental faculties. Feeling the universe had disgraced her, she went into self-exile for many years before deciding to settle among the human cities; there, she met a blind, homeless man named Keane, a human who was cast away from society due to not being able to be a productive member. Soon the two would realize how much they had in common and fall in love, the product of this union being a city raised half-orc called Foca.

Foca, being born to the lowest of the lowest in human society decided to take a stand to change how things worked, and became a Redeemer Paladin; after years of crusading against discrimination and prejudice, he married a human woman named Magda, and they soon had lots of children, so thin blooded they were considered humans with an orcish racial heritage.

One of their daughters, named Burra. had hoped to follow on her father's footsteps as a Redeemer, but due to the rules imposed by the developer gods, she could not do so. After months of depression, her paternal grandmother came to her and told her her own story. Impressed by the feats of Tier 1 deliciousness Scarred Witch Doctors were capable of, she vied to become one of them, until her grandmother tried to dispel her hopes by saying the developers had decreed that half-breeds could not follow on their parent's footsteps. She replied by saying: "I'm no longer a half-breed, nana, I am a human who happens to have orcish blood in her veins, and who will use it to achieve the status of a goddess upon men... in more ways than one" - and so she became exactly that, even though she had absolutely no exposure to the orcish traditions, the gods had decreed that "Humans with the feat of having a racial heritage should qualify for archetypes that race has".

You (yes, you) wrote:
So being a Half-Orc, who is at most 2 generations separated from their Orcish ancestors, does not qualify you for their classes; while being a Human with an Orcish Racial Heritage who is 3 or more generations separated from Orcs does? What gives?

Do you realize how stupid this is?

Sources:

Racial Heritage wrote:
Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.
Orc Blood wrote:
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Pathfinder Design Team wrote:

Half-Elf or Half-Orc: Can a character of either of these races select human racial archetypes (such as from Advanced Race Guide?

No. While half-elves and half-orcs do count as humans "for any effect related to race", racial class archetypes do not count as an "effect."

—Pathfinder Design Team, 03/15/13

Jason Bulmahn wrote:

Racial Heritage: Can a human with this feat take levels in an archetype that requires you to be of a specific race?

Yes, the Racial Heritage feat allows you to qualify for archetypes that have the chosen race as a requirement, assuming you still meet all of the other requirements to take levels in the archetype.

—Jason Bulmahn, 07/27/12

Bottom Line:

The Racial Heritage and Half-Orc/Half-Elf FAQs are explictly contradicting each other on what "effects relating to race" represent when it comes to archetypes. Why can humans with a Racial Heritage pick archetypes of that race whereas Half-Elves and Half-Orcs cannot, seeing as the Orc/Elf Blood trait and the Racial Heritage feat do the same thing mechanically?


I wanted some critique on my take on the kobolds - I made them so as to fit better with the campaign setting - a radical departure from standard D&D notions. They might seem imbalanced at first when compared with standard Pathfinder races - bear in mind that I amped up all other races as well (except humans, because they were already mechanically superior to almost everything).
This is a very rough draft, basically I wanted kobolds to fit the role of Halflings, Gnomes as well as being a stark contrast to the anarchic half-orcs and revenants[custom race, marked by the ability to cast paragon surge twice a day (this alone should give you a feeling of the competition)]
Kobolds (12 RP)
"We are the Dragonwrought, sworn to bring justice and balance to people." - Focus Fane, Bard and Paladin from Dragonscourge
"When others have failed, we have succeeded; Where others fail, we succeed; If others fail, we will succeed." - The Dragonwrought creed

Kobolds, formally The Dragonwrought, are reptilian humanoids descended from dragons through unknown methods of experimentation. Short in stature but gigantic in fervor, Kobolds feel it is their duty to succeed where others fail, whether through bringing justice and balance to the world, fighting for what they believe in, improving the lives of people or just being the best in what they do. Devout protectors and shrewd diplomats, kobolds often have a good, or at least neutral, relationship with other races.
Physical Description: Kobolds are small, around 3 feet tall and weighing about 50 pounds. Their heads are commonly described as "a crocodile with horns" and their bodies are robust for their height; their hands and feet are clawed, additionally, they walk on their toes, much like a dragon would. Their eyes are akin to those of an iguana, and are commonly colored red, green, yellow or orange. Their teeth are irregular and thick, often straying outside their mouths. Their bodies are covered in scales which vary in color much like a dragon's. They also have thick semi-prehensile tails.
Society: The kobolds' sense of duty extends to their society: every individual has a role in it, and aeveryone is aware of their importance; while some positions obviously grant more prestige by default, even a sanitary worker can be among the most valued members of society. Kobold government is composed of a council of elected individuals who act much like a parliament would. Kobolds have strong extended families, with children being raised as much as their parents as uncles and aunts, grandparents, older cousins and close friends. Kobolds most often mate for life.
Relations: Kobolds often have good, or at least neutral, relationships with other races. They are often valued as protectors and diplomats. Kobolds are quick to lend aid, but tend to remain outside of war. However, kobolds are often unforgiving, still blaming humans for the extermination of Halflings, Gnomes and Drow – leading to the saying "Kobolds never forgive. Kobolds never forget.".
They do not claim kinhsip with either humans or beastmen, and indeed, they breed truly with either of them, their offspring only slightly resembling kobolds through a short stature, slightly off skin colors and sharp features; this is also how the draconic sorcerous bloodline is most commonly introduced to the other races, and not through dragons mating directly with them.
Alignment: Kobolds are decidedly lawful, with lawful good and lawful neutral having around the same number of individuals. Lawful evil individuals are uncommon. Non-lawful individuals are rare, but as long as they do not cause strife, they are tolerated.
Adventurers: Kobolds often take the mantle of adventurers if they feel that is their purpose. The strong dragon blood in their veins makes for good Sorcerers, while their strong sense of justice means many take upon the mantles of the Paladin and Inquisitor, and their fervor naturally lends them to the role of the Bard. Rogues are surprisingly common, but are most often members of structured organizations with strict codes of conduct, and as such, are decidedly unrogue-ish.

Small (0 RP): Kobolds are small creatures, and as such gain a +1 Size Bonus to Armor, +1 Size Bonus to Attack Rolls, -1 Size Penalty to CMD and +4 Size Bonus to Stealth
Humanoid (Reptilian)
Base Speed: 30 feet (0 RP)
-2 Str +2 Dex +2 Con +2 Cha (4 RP) – Kobolds are physically weak, but agile. Additionally, the strong dragon blood in their veins make them surprisingly resilient and imponent.
Languages: Kobolds start knowing Common and Draconic. Kobolds with higher Intelligence scores can choose from the following list: Undercommon, Goblin, Tengu and Gnoll.
Natural Armor + 1 (2): The scales that cover the body of a kobold provide a small degree of protection against physical harm.
Draconic Presence (Modified Silver Tongued) (3): Kobolds have a strong presence due to the dragon blood in their veins. Kobolds gain a +2 Racial Bonus to booth Diplomacy and Intimidate; additionally, when using Diplomacy to shift a creature's attitude, they may move it up three steps rather than two.
Kobold Disinhibitions (Extra Feat: Improved Initiative) (2 RP): Kobolds are naturally comfortable in taking the lead, regardless of the situation. They gain Improved Initiative as a bonus feat at 1st level.
Low-Light Vision (1 RP): A Kobold's eyes can quickly adapt to conditions of dim light. They can see up to 30 feet in the dark.

Alternate Racial Traits:
Dragonmaw: Your draconic heritage makes you smile- not just because it makes you happy, but also because your powerful teeth and jaws are proof of your kinship with a dragon. You gain a bite attack that deals 1d4 points of damage. Once per day, you can deal 1d6 points of additional energy damage with your bite attack. The damage type depends on your scale color: acid for black, copper or green; electricity for blue or bronze; fire for red or gold; cold for white or silver. If you have both this trait and opal-scaled, once per day, your bite attack instead gains the ability to Dispel Magic (caster level equal to character level) on strike – this does not, however, allow you to dispel magical effects that target an area, such as Entangle. This racial trait replaces the draconic presence racial trait.
Dragon-Scaled:Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragons matching the color of the kobold's scales. Black-scaled, Copper-scaled and Green-scaled kobolds with this racial trait gain acid resistance 5. Blue-scaled and Bronze-scaled kobolds with this racial trait gain electricity resistance 5. Red-scaled and Gold-scaled kobolds with this racial trait gain fire resistance 5. White-scaled and Silver-scaled kobolds with this racial trait gain cold resistance 5. This racial trait replaces the armor racial trait.
Opal-Scaled: In extremely rare cases, a kobold's scales seem to change color much like an opal gem. Many are the theories as to why this happens, ranging from being the offspring of a hag and a kobold, a lineage dating to the elusive fairy dragons or even a heritage comprising both chromatic and metallic dragons. While no one can explain the exact reason for this quirk, its effects are obvious: the scales absorb magic, granting the kobold a small amount of innate spell resistance. Kobolds with this trait have a spell resistance of 5 + character level. This racial trait replaces the armor racial trait.
Kobold Eagerness: Some kobolds possess a perpetual child-like eagerness to learn new things. Kobolds with this racial trait gain 1 additional skill rank at 1st level and one additional skill rank whenever they cain a level. This trait replaces the kobold disinhibitions racial trait.
Kobold Wings: Some kobolds are born with large batlike wings. While not enough to grant them flight, they grant them increased agility. Kobolds with this trait gain an additional 10 feet to their base speed. This trait replaces the Low-Light vision.