Advanced Races #6: Kobolds (PFRPG)

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Small but Fierce!

For a kobold nearly every foe is a giant to kill, and they have long practice at evening the odds. Kobolds are the ultimate underdog contenders, striving gamely to survive and conquer in a hostile and brutal world. Like all true heroes, the odds are against them—and glory is waiting to be seized in their tiny, scaled claws!

For reasons which must be obvious, Kobold Press is VERY pleased to present Advanced Races 6: Kobolds. This book gives you everything you need to play a member of this iconic race in the campaign world of your choice. This 32-page book by designers Nicholas Milasich and Matt Blackie includes:

  • Practical notes on kobold ecology, culture and gods
  • 100 kobold names and 10 traits that come with them, including Dirtskulker, Ghostsnare and Gougeeye
  • 7 alternate racial traits, and 26 new kobold feats
  • 7 new archetypes including Arcanomechanist, Scrap Warrior, and Tunnel Harrier
  • New gear, spells, and magic items
  • A collection of street traps
  • And much more!

The whole world is against you—and you have so very many surprises planned for it…

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An review


There we go - the 6th installment in Kobold Press' Advanced Races series is devoted to our favorite scaly miners/trapsmiths at an unprecedented 32 pages of length, of which 1 page is devoted to front cover, 1 to ToC/editorial, 1 to advertisement and 2/3 of a page to the SRD, leaving us with a whopping28 1/3 pages of content, so let's take a look, shall we?

"Me against my egg-clutch, my egg-clutch and me against other kobolds, we as kobolds against the rest of the world" - this maxim sums pretty much up how kobolds tend to view the world and, probably having escaped death at least once upon reaching adolescence and having probably witnessed the death of at least some fellow kobolds, these hardy beings come into adult life sans many illusions of their place in society and exhibit thus an opportunistic go-getter mentality. Speaking of mentality - as egg-laying reptilians, kobolds don't exhibit the same attachment to their brood as mammalian races do - after all, it is not uncommon for more than half of a clutch not living past the first year and thus, closer attachment would probably yield rather devastating results for the parental psyche. Apprenticeship and adulthood come soon, at a mere 3-4 years of age and the final stages of kobold life are also depicted - a rare thing, btw.

Next would be a first among the Advanced Races-series, one particularity of the Midgard setting- race-specific masks of the god (see my review of the campaign setting for details on the concept): 2 deities thus get a full write-up and in a "further" section, relationships with other divinities are also covered before we delve into a neat section on Kobolds in various regions of Midgard - from Zobeck to Mharot to the subterranean realms, we get a nice little overview on how they interact with areas of significant kobold population.

The first piece of crunch comes in the guise of sobriquet traits - a total of 10 are provided and deliver access to class-skills, +1 to hit and damage versus one type of humanoid - you know the drill. Rules-wise, there's nothing wrong here, though personally, I think the bonuses listed should be trait bonuses instead of untyped, but since the context makes it obvious, no strike against the pdf here. What makes these traits special, then? Well, the next couple of pages are mostly devoted to a massive d%-table that helps you create names - one column name roots, one for the first word of a sobriquet, one for the second word of the sobriquet and one for the m/f name suffix - including the appropriate sobriquet trait for the combination, though the latter not in all of the massive 100 entries. I LOVE this table - being a fan of cohesive nomenclature and significance, the linguistic nerd in me relished and rejoiced at this table and immediately longed for other installments of the series to feature this level of detail as well - awesome! The sheer beauty of this table offsets the absence of the imho rather crucial age, height and weight-table, though I still hope for the latter to be added.

Next up would be a total of 7 different alternate racial traits for e.g. decreased light sensitivity (but also diminished darkvision), one that reduced base movement speed to 20 feet, but nets you the endurance feat, one that grants you scent, one that increases the potency of form of the dragon spells and increased resistance to inhaled and ingested poisons - all in all solid racial traits, though there is a plural s missing in one of them. A total of 26 feats (including a handy table) are next: And some of these actually are awesome - from retrieving unattended objects as swift actions to ricochet sling-bullets, gaining a solid breath weapon (thankfully with a daily limit) to better climbing, several of the feats herein are actually great - what's not so great would be the eye-gouge feat - allowing you to temporarily blind foes denied their dex-bonus if they fail a rather difficult ref-save. Notice something? It's essentially an alternative to one of the effects of the dirty trick maneuver, so why not go that way? Having two wildly different mechanical representations of the same basic effect can prove to be confusing - the same goes for a nauseating effect. One feat that allows you to add your breath weapon to your bites mentions "Draconic Breath" as a prerequisite - I assume this should be the Breath Weapon feat?

One feat I wouldn't allow in my game allows you to use Draconic to provide the verbal components of spells - spells with only verbal components hence do not provoke AoOs. While not terribly OP, in context with some options/spells out there, this one can have some unpleasant additional repercussions - what would e.g. happen to a still spell that only retains the somatic component? Logic would dictate the spell no longer provokes AoOs, rules RAW, it still would. Kobolds with the feat "Small but Fierce" can use dex-mod to add to atk and damage with light or one-handed melee weapons. Thing is, low str-scores still can reduce damage, but not atk - which is not standard: Either apply str for full benefits or don't. The feat also fails to specify whether dex replaces str or stacks with it (in the latter case: Op) and lacks the bold "Benefits"-line. Speaking of lack - the feat that nets you a bite attack lacks information on whether it's a primary or secondary attack - at least in the first feat netting a bite attack -as soon as you take the follow up feat for claw attacks, you actually get this information, so I won't hold that against the pdf. Unfortunately, there is also a feat that fails the bag of kittens-test: By reducing a helpless creature to 0 hp, you gain +1 temporary hp per level and +1 to AC, atk and damage - while the benefits are not that OP and while I actually can see kobolds carrying bags of kittens around, I still think there should be some limit for this feat.

Other than that, not much to complain.

Next up would be 7 archetypes: The first would be the Arcanomechanist - an alchemist that creates small devices instead of extracts -said devices can be used by anyone as a standard action that provokes an AoO from the user - that means the archetype has the whole infusion-discovery abilities built in. The arcanomechanist may also craft special grafts to apply to creature that net them level-dependent benefits ranging from skill bonuses to later even DR and SR, but only a maximum of 4 (at 16th level) can remain active at one time. They may also shrug off cursed items and becomes a masters of item creation, but at the total cost of never gaining access to mutagens, poison etc. - all in all an interesting archetype that at first elicited a kneejerk "OMG OP"-reaction from me, but was quickly mitigated down to a more moderate reaction - so yeah, neat.

The second archetype would be the Bravo rogue, who essentially gets a variant of grit - fighting against large or multiple opponents for example nets a bravado point, with each day offering cha-mod starting points. Problem here: The text does not specify the kobold has to fight in melee against the adversaries, which somewhat defeats the intent of this caveat and makes regaining bravo very easy. Oh well, at least this particular ability passes the kitten-test via various restrictions - whether its instigating combat with giant opponents, making successful, eluding damage/imprisonment etc., springing traps, romancing creatures or using dirty tricks - surprisingly, the designers got all of them right and left no exploits in this complex environment open - kudos where kudos are due! The bravo also gets 6 deeds to use with bravado, and unfortunately, the wording isn't as precise here - dirty attack lets you spend 3 points to make a "dirty trick action", which, when successful, allows you to add sneak attack as an immediate action. that +sneak attack damage? An additional attack? At what BAB? What type of option is using this deed? Does it provoke AoOs? This deed needs a more precise wording, which is particularly annoying since I love the archetype's idea and the imprecise wording extends to the final revenge strike the bravo gains at 10th level. Please fix this one!

Next up would be the Clockwork Alchemist, who substitutes so-called complications, essentially a mechanical variant of mutagens - complications can be used by non clockwork alchemists, but require a save against a prolonged nausea. Unfortunately, the wording comes completely apart in this ability, making it extremely hard to understand how this is supposed to work:

"A non-clockwork alchemist who attaches a complication must make a Fortitude save (DC 10 + 1/2 the clockwork alchemist’s level + the clockwork alchemist’s Intelligence modifier) or become nauseated for 1 hour. This is a distinction from more traditional alchemy—a non-clockwork alchemist can never gain the benefit of a mutagen, but a clockwork alchemist can gain the effects of another clockwork alchemist’s mutagen if he drinks it (although if the other clockwork alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.)"

- Non-clockwork alchemists can gain the benefits of mutagens. Clockwork Alchemists have complications, no mutagens. They can't drink them, I assumed. Can Clockwork Alchemists benefit from a complication and a mutagen? This ability-complex needs a tighter wording that clearly distinguishes between mutagens and complications.

These alchemists also create bombs that need to be immediately thrown and deal slashing damage and can enhance these via 8 new discoveries that allow the bombs to become alchemical silver, cold iron, bludgeoning damage etc. or throw bombs that repair constructs in their blast. Unfortunately, errors have crept in here: Axiomatic clockwork bombs sport an excerpt from the text on alchemical silver bombs - no idea what they're supposed to do. Then, the text of chaotic bombs is intact and specifies that they " do chaotic damage. The clockwork alchemist may choose only one special damage discovery to apply to any individual clockwork bomb." There is no such thing as chaotic damage. I don't have the slightest idea of how these discoveries are supposed to work. Also: can regular bomb discoveries be added to clockwork bombs? I assume so, but the pdf fails to specify. Essentially, the clockwork alchemist needs a thorough cleaning up.

The Grudge Rager barbarian offsets the penalties of being small and draws strength from being hit - that one's okay. Scrap Warrior Fighters may Use Magic Devices and may temporarily change damage type of weapons and repair mundane equipment - which is cool per se- only, the archetype does not limit the damage-types available. I assume only slashing, piercing and bludgeoning were intended, but RAW any type of exotic damage, profane or holy, elemental damage - all would be possible. And that is slightly too strong at 2nd level for my tastes. Rather interesting - the kobold may also reuse potions that have been used by others, gaining half the initial benefit - per se cool. What about discarded vials of poison? Also half potency? Relevant for DMs laying traps for the fellows... The archetype also learns to squeeze last uses out of magic items and repair things/improvise tools. All in all, a very cool archetype here.

Next up would be the Spike Monk, who uses a new weapon, the kobold spike - essentially a combination of shuriken and caltrop. They deal 1d3 points for small, 1d4 for medium weapons. They may flurry with these and spread 4 on a field to duplicate the effect of caltrops as one attack that can be taken as part of a flurry. Look at that damage output. While shuriken have thankfully been nerfed, this still is evil, surpassing them by quite a bit - not counting as ammunition helps, though. At 4th level, the archetype gets quick draw - the signature spikes count as weapons, after all. How that interacts with flurry, though, remains slightly opaque - can a Spike Monk only have 2 spikes readied for a flurry (one per hand?) before gaining the feat? How does the caltrop scattering work then? Also: What if the monk already has Quick Draw? (The latter extends to e.g. precise shot and similar prescribed bonus feats the class gets, btw.) Also weird - these monks may expend ki and drill their spikes in matter, gaining +20 to acrobatics-checks for high jumps or helping with climbing - what about combat? Could the spike monk drill these spikes into e.g. enemy shields? If so, does he provoke AoOs?

Problematic: " At 5th level the spike monk may use a point of ki and use a standard action to make a single attack to throw a spike and pin an opponent within 30 ft. in place. If the spike monk’s attack against the target’s CMD succeeds, the target gains the entangled condition and is anchored. An anchored opponent can disentangle themselves with a Strength check or Escape Artist check equal to 10 + 1/2 the spike monk’s monk level + the monk’s Wisdom modifier. This ability replaces purity of body." What does "Anchored" entail? Also: What attack? Regular attack? CMB? Don't know. 10th level spike master may also cause bleed damage and stack it - the ability just fails to specify whether the bleed damage replaces the regular weapon damage. Essentially, the class tries to replace unarmed attacks with kobold spikes as signature weapons and generally, I like the idea - caltrops are underused. Still, a lot of issues that require fixing here...

The final archetype would be the Tunnel Harrier rogue, who actually WORKS! The idea is simple and cool: Add withdraw to any sneak attack as an immediate action - simple, elegant, cool and the other abilities complement this one well - that's the way to go!

Next up would be 11 new spells: With delay traps, multiple sprung traps can be delayed in their onset and unleashed at a command. Level 1, duration 1 hour/level, 1 trap per level, no two of which may be further than 60 foot apart. Looks simple on paper, doesn't it? Now start thinking - and bam, you realize how insanely broken this one is. Create a vast gauntlet of traps - lure enemies -> free-action, INFERNO. No disable device, no chance. Add to that another issue: What about complex, multi-effect traps? One trap? Component effects traps? This spell is broken in two ways.

Growing in size and shrinking are possible, as is smelting objects, as is a spell to add bleed to sneak attack, one to search for ore/gems in walls, one to create an animate tripping stick and one to change the voice into that of a dragon. Fans of Metal Gear Solid will like the stealth-enhancing spells that essentially conceal the target behind trash or shrubbery (instead of a box) and another spell can fire kobolds at foes - free movement + charge attack, but also the chance for the kobolds to fall prone. Why only kobolds? Why not e.g. goblins? Usually spells restricted to a race have a reason for being restricted in that they interact with some racial quality - not so here. There is no reason other small humanoids can't be catapulted. Oh, and why can e.g. enlarged kobolds be catapulted just as easily? Here we need a rephrasing as well.

After that, we're off to new items - suits helping against cold weather, a paste that temporarily makes stone soft, magnetized cobalt, tail sconces and scent chalk make for interesting items. On the magical front, we also get 6 new ones, which include a minor artifact, the gnomeskull and a neat focus on dire weasels in a selection of rather cool items. Let me also mention that the kobold street traps from the Zobeck Gazetteer have been included here - for what purpose, though, I can't fathom: They do not adhere to standard trap-statblocks/lack crafting information for PCs and while I didn't complain about them lacking that for DMs, as a player-supplement, this section imho constitutes SPOILERS and should be cut/replaced/made player-friendly at least.

Conclusion in the product discussion.

Small but Fierce


This is probably the best installment yet of a very good series. Which makes sense since it's about Kobold Press' namesake.

The pdf is 32 pages long. There's 1 page for the cover, 1 table of contents/copyright page, 1.5 pages of legal text, and 1 page for the back cover. That leaves 27.5ish pages of Kobold goodness.

Advanced Races: Kobolds starts talking about the Kobold mindset and life cycle. Basically an overview and ecology of the race. This information is specific to the Kobolds of Midgard, but should be very familiar to any Kobold fan. This is followed by a couple pages of text talking about Kobold religion. A lot of this section is Midgard specific, though it shouldn't be difficult to file the serial numbers off. Then there's another page or so talking specificity about the Kobolds from three different regions of Midgard, Zobeck, Mharot, and Lillefor. This section provides a good overview of the race as a whole and really helps explain why Kobolds are the way they are.

Then we start to get to the meaty parts. There are 10 new traits with very flavorful names: Gearcobble, Ghostsnare, Lumpback. Each one can be used for a trait bonus and an added sobriquet. Each trait/sobriquet also has a list of alternate names, so you can get the same bonus but with a different sobriquet to help make your Kobold unique. There's a very neat table for rolling up a random Kobold name and sobriquet. Simply roll a few percentiles and get your very own Kobold name. There's 7 new alternate racial traits. Each has a good background explaining why a particular Kobold might have this trait. Finally there are 26 new feats. Most of them are Kobold only(Small but Fierce), but there are a few that are open to Dragonkin(Climbing Claws) and others, and a few that are open to anyone(Bank Shot). The feats are very flavorful and fit the sneaky, “use any advantage you can” style of the race.

Next are the Archetypes. This is probably my favorite part of the pdf. In general I've never been a huge fan of “Racial” archetypes. I don't like the idea of restricting them to a specific race. Though I can understand the reasoning. These archetypes, however, are very good and not all of them are Kobold only. The Arcanomechanist is an Alchemist archetype that uses cobbled together magical devices to do what elixirs do for the normal Alchemist. This is a great take on the Alchemist and makes them really feel more like an Artificer then an Alchemist. (Also the picture for the Arcanomechanist might be my favorite in the book.) The Bravado combines the rogue with deeds from the gunslinger. The deeds are great, and the ways to get extra bravado points are prefect for Kobolds. The only problem with this archetype is that the deeds only go to level 10 and I don't see what rogue abilities get replaced. The Clockwork Alchemist is another Alchemist archetype. This one is similar to the Arcanomechanist except it uses clockwork devices/constructs instead. The Grudge Rager, Barbarian archetype focuses on channeling the rage of being an oppressed race into getting even. The Scrap Warrior is a Fighter archetype that can can temperately build and repair weapons/items and even magic items from scraps. The Spike Monk focus on using Monk powers on Kobold Spikes, a new shuriken like weapon. Finally the Tunnel Harrier, Rogue archetype is a master at guerrilla hit and run tactics.

There are 11 new spells with some great names: “I am a Rock”, “OgreKobold”. My favorite, “Illemark's Kobold Slingshot” throws a friendly Kobold forward where they can make a free charge attack. These spells also make me wonder what Illemak's story is. There are several pages of new equipment. This section specificity focuses on a lot of new traps. Finally there are 6 new magic items culminating in a new artifact, the “Gnomeskull of the Kobold Kings”. Which has some nasty side effects if the user isn't careful.

In conclusion, this is an amazingly well done pdf. I can't recommend it enough. It should be a must buy for any Pathfinder Kobold fan, especially if they use the Midgard Setting. It does a great job of putting the life of a Kobold, adventurer or not, into perspective. You can't help but feel sorry for the little guys and gals. Though in many cases they're their own worst enemies.


Webstore Gninja Minion

2 people marked this as a favorite.

Now available—and print edition up for preorder! (And OMG YAY KOBOLDS.)

Oooh I will need to pick this up. Never been a fan of Golarion Kobolds, but I do love the Midgard treatment of the race.

I like kobolds.

I like kobolds a lot.

Silver Crusade

Kobold Press' look for kobolds is my favoritest. :)

Liberty's Edge

Yeah, it's a very cool cover!!!

It's a great cover. Catches the grit of the kobold existence.

Can't wait to get my copy of this, it will be quite an adventure to play as a kobold.

I like the Advanced Races series. I would like to request more. Someone should do a Ratfolk version. They're not in Midgard that I can remember, but someone should do it anyway. I want more Ratfolk options. Just saying.


Shadow Lodge

1 person marked this as a favorite.

Candle helmet. Never thought I'd see a kobold with a candle helmet outside of Warcraft ;)

2 people marked this as a favorite.

There! My first review!


The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

Thank you for the review, Kcinlive! I'm glad you like the book.

Thanks for all the interest guys! I'm one of the authors, and I really hope that people can use this material to make some awesome kobold heroes. I really love this race, and I hope it comes through in the work.

Kcinlive - good catch on the bravo. Bravado replaces trap sense. I'll make sure it gets into errata! I'll work on some bravado deeds for levels 10+ and get them publish on the Kobold press site.

Liberty's Edge

Advanced Races #6: Kobolds made Paizo's Top Downloads From Other Companies!


How come Kobold's advanced races #6 - Kobold's is so much more expensive compared to other Advanced races books?

Page-count. It's 32 pages long.

How many pages are the other ones?

Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

I'm not really a fan of additional player races, so I must admit that I haven't been paying attention to this product line like I have been to all other Kobold Press lines. Kobolds are cute, though, and this will make me reconsider...

EDIT: Reconsidering finished, and ordered. :)

Liberty's Edge

Awesome! This is a really good one - if you like kobolds, you will definitely like this PDF!

Hopefully you will also reconsider the next release in this line, coming out next month - I know the guy that wrote it :)

I probably shouldn't say yet what it is, but here's the subtitle ...

"Slithering in Moonlight" :)

Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber


2 people marked this as a favorite.

"Have you ever slithered with the devil in the pale moonlight?"

The Kobold book looks interesting, and one of my players already wants to play an arcanomechanist. (I managed to typo a great idea - "arachnomechanist.")

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

5 people marked this as a favorite.

I'm pretty sure an Arachnomechanist was responsible for that contraption in Wild West.

I love that typo. I want to write it up.

2 people marked this as a favorite.
Wolfgang Baur wrote:

I'm pretty sure an Arachnomechanist was responsible for that contraption in Wild West.

I love that typo. I want to write it up.

I'd play it.


5 people marked this as a favorite.

Both fascinated and haunted by its passage through the Margreve, a gearforged inventor seeks to combine the perfect design of the nightmarish spiders encountered and the refined skill of clockworks...

I could handle an arachnomechanist or two and some mechanical spider familiars!

I can't wait to see someone pull it off!! (I'm concentrating on sci-fi rules right now, or I'd have a go at it. But someone certainly needs to!)

A legendary kobold has been chronicled at the KQ website. Check out the firocious Roka Mangouger at the link below, made using the Advanced Races: Kobolds Rules.

I have purchased this book and it's pretty neat. Filled with a decent amount of fluff and goofy items/feats/racials. They are very underpowered but very fun, which fits kobolds quite well.

Was worth buying the book, it does exactly what you would want from it. I purchased the hard copy.

Oh, this looks nice...

Gram, PM with your concerns and I'll talk to you. I used herolab to make Roka, using a racial special from Kobolds of Golarion, and the files I created to actually write and playtest Advanced Races: Kobold. I really would like to know what stats were off!

Thanks for your concern,


Gram, Also note that Roka's stats have her power attacking and raging.

Shadow Lodge

Lilith wrote:
Both fascinated and haunted by its passage through the Margreve, a gearforged inventor seeks to combine the perfect design of the nightmarish spiders encountered and the refined skill of clockworks...

See me, I was thinking Aranea....

Actually I'd give a lot for an Advanced Races: Aranea book. I know I can't be the only one who has cooked up a PC-level version of the shapeshifting spiderfolk.

1 person marked this as a favorite.

I've always had an interest in Spiderfolk. I be we could do something cool with that.

Grand Lodge

1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber

I wonder if an Advanced Races Compendium is on the cards....

Shadow Lodge

Lava Child wrote:

I've always had an interest in Spiderfolk. I be we could do something cool with that.

Huzzah! Color me intrigued =D

Liberty's Edge

mach1.9pants wrote:
I wonder if an Advanced Races Compendium is on the cards....

That's a very good question ...

I think that would be a very cool thing.

Grand Lodge

Pathfinder Roleplaying Game Superscriber
Marc Radle wrote:
mach1.9pants wrote:
I wonder if an Advanced Races Compendium is on the cards....
That's a very good question ...

And maybe a MA Modules Compendium whilst they are at it ;)

The Exchange Contributor; Publisher, Kobold Press; RPG Superstar Judge

Both really good ideas.

I need to think carefully about them, because there is a fair bit of update/editorial and production work involved in pulling together a collection like that and making it print-ready. Especially if (as the AR series would imply) it's over 200 pages already, and thus a hardcover.

Grand Lodge

Pathfinder Roleplaying Game Superscriber

YAY Hardcovers!

This was a sad review to write. I hope the pdf gets a revision - the ideas in here deserve it. Reviewed first on, then submitted to Nerdtrek and GMS magazine and posted here.

@Endzeitgeist - your review seems to have been curtailed midsentence...

Thanks, OSW. Didn't notice it, probably due to sighing too much.

Conclusion of my review:

Editing and formatting are no longer okay - while not as bad as it could have been, especially rules-editing is simply not precise enough - there are a lot of issues and ambiguities herein. Layout adheres to Kobold Press' beautiful 2-column full-color standard and the pdf comes fully bookmarked for your convenience. The artworks herein are nice b/w-pieces.

As (almost) always with Kobold Press, the fluff is superb - this book presents cool ideas galore in that department and the nomenclature-table is simply glorious, as are some of the smaller pieces of crunch herein, though ardent fans of the Midgard-setting will experience severe déjà-vu here and there, with several pieces already known from various other sources.

All right, I'll cut right to it: I so HOPED that Kobold Press would take a very close look at the book that details the titular humanoids. Well, seems like some of the tasked kobolds celebrated "We no work day." (Midgard-fans like yours truly hopefully got a chuckle out of this one...) Authors Nicholas Milasisch and Matt Blackie have crafted a supplement full of glorious ideas - the items, the sobriquet traits, the damn cool fluff - there is a lot to like, love even, herein. Unfortunately, a lot of this supplement is also very deeply flawed, to the point where some glitches/oversights render parts of the content utterly op or unusable. Which sucks. This is one of those sad reviews, where I look at a pdf of glorious potential and just shake my head. I won't complain about the reused content, since it's great, but I wish that e.g. the traps has been modified for player-use instead of just cut-copy-pasting them. In the end, though I do love so many ideas herein, I can't even rate this as average anymore - the flaws are too pronounced and thus, I will settle on a final verdict of 2 stars - the good ideas herein don't deserve being rated down to one.

Endzeitgeist out.


Thanks for your review. I respect your analysis and want to make this book as good as possible.

I see areas for improvement on several of areas you've mentioned, and I will contact kobold press to see if we can't clarify and adapt some of these issues before a new edition.


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