My game's small races: Variant gnome, halfling and kobold


Homebrew and House Rules


For my local game, I wanted to differentiate the small races a lot more. Tell me what you think.

Gnomes
Gnomes are a strange and magical race, often thought to be the result of an ancient experiment to draw out the best traits of dwarves and elves. Some say that this union was more natural and that in the past pairings of dwarves and elves were far more common. Even the gnomes cannot say for sure. Whatever their origin, the gnomes are insightful and intelligent and surprisingly hardy for their size.

+2 Constitution, +2 Charisma, -2 Strength: Gnomes are physically weak but surprisingly hardy, and they are naturally inclined toward intellectual endeavours.
No other changes from core.

Halflings
It's a common belief amongst rustic humans that halflings spring forth from hillsides and farmlands fully grown, like maggots from meat and mice from hay. Halflings are naturally rural folk, in tune with the land and the seasons.

+2 Dexterity, +2 Wisdom, -2 Strength: Halflings are nimble and worldly, but their small stature makes them weaker than other races.
Underfoot: Halflings are adept at getting out from under the reach of tallfolk. Halflings receive Underfoot as a bonus feat, ignoring prerequisites.
No other changes from core.

Kobolds
Kobolds hold themselves to be the true inheritors of the domains once ruled by dragons of old. They tend to be very determined and amazingly confident in their abilities for their size and reputation. Every kobold knows he or she is born to be a champion of one of the dragon aspects.

+2 Dexterity, +2 Charisma, -2 Strength, -2 Constitution: Kobolds are small, weak and frail but make up for this with their speed and forceful personalities.
Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Kobolds have a base speed of 30 feet.
Darkvision: Kobolds can see in the dark up to 60 feet.
Armour: Kobolds have a +1 natural armour bonus.
Crafty: Kobolds receive a +2 racial bonus on Craft (trapmaking) and Profession (miner) skill checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
Keen Senses: Kobolds receive a +2 racial bonus on Perception skill checks.
Languages: Kobolds begin play speaking Common and Draconic. Kobolds with high intelligence scores can choose from the following: Aklo, Dwarven, Gnome, Undercommon


Oops. Error. Gnomes are supposed to be +2 Con, +2 Int, -2 Str. I wish I could edit posts. :|

Silver Crusade

Is the kobold considered a player option?

The two negative abilities makes me instinctively worry, but then again they get a number of bonuses elsewhere, particularly the speed advantage over the other two.

Stat arrangements makes perfect sense for me on all three though!


Kobolds are people, too! One of the players in an old campaign worked to get them recognised as a nation.

Kobolds have the highest starting AC of any race, barring class and feats. And they have access to the Improved Natural Armour feat. The additional penalty is to balance them out fairly.


I may give kobolds racial proficieny in all picks (light and heavy), since they are natively tunnel-dwellers and already gain a fitting profession bonus.


Umbral Reaver wrote:


Kobolds
Kobolds hold themselves to be the true inheritors of the domains once ruled by dragons of old. They tend to be very determined and amazingly confident in their abilities for their size and reputation. Every kobold knows he or she is born to be a champion of one of the dragon aspects.

+2 Dexterity, +2 Charisma, -2 Strength, -2 Constitution: Kobolds are small, weak and frail but make up for this with their speed and forceful personalities.
Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on...

I definitely thing that Kobolds need something extra. I was thinking of letting them have the Shifty ability like they have in 4e.

Not that I'm endorsing 4e but I feel like looking after the little guys.


I could give them an ability that makes them take no penalties while squeezing.


Umbral Reaver wrote:
I could give them an ability that makes them take no penalties while squeezing.

I couldn't imaginer a kobold squeezing much.

shifty is like an additional free 5'step a round.


I can see how to break an extra 5 foot step per round in some horrible ways.

The idea for non-penalised squeezing is that as the smallest of the small races, kobolds have no trouble going through tight tunnels that would trouble even halflings and gnomes.

The Exchange

They get plenty of racial bonuses, fine how they are.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / My game's small races: Variant gnome, halfling and kobold All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules