Kobold Enhancements - An Ongoing Thinktank


Homebrew and House Rules


For those who don't know me, I love me some kobolds. Something about them is just a delight to play, and let's be honest, they are true underdogs in Pathfinder. Kobolds demand more thought and creativity from a player (in my opinion) in order to overcome challenges, and it's a gratifying experience to see them come out on top.

If you're reading this, odds are, you like kobolds as well, and if you really like them, I wager you've read (and probably own) Kobolds of Golarion, which gives the little guys a great host of options. You've probably also seen this web enhancement from WotC that gives them more options.

And I thought, you know? Pathfinder could use something a bit similar.

So, I've started this thread as my own little construction bench/display box, to show off some of the ideas I've conjured up and think would make for good enhancements to the little guys. They won't be in any particular order (yet), it'll just be stuff that I think would be great to add on to the little guys.

Extra Racial Features

Strong Stomach - From the dingy tunnels of their warrens to the foul odor of the slurks they herd, kobolds live with a lot of awful smells, and have learned to supress their gag reflex with ease. Kobolds have a +2 bonus to Fortitude saves against foul odors.

All Together! - Kobolds place great value on teamwork and community, and know how to pick up the slack for others to keep a task going. When a kobold makes an Aid Another check to assist an ally, add +1 to the roll, as well as +1 to the bonus that ally recieves from a successful check.

Innate Navigation - Kobolds seem to have a keen sense of direction and spacial awareness, which helps them keep from getting lost in their tunnels. Kobolds gain a +2 on Survival checks made to keep from becoming lost. This bonus increases to +4 when underground.

Draconic Knowledge - Ask any kobold and she can list off numerous facts regarding their relationship to their draconic cousins... or at least enough to fake a vast knowledge on the topic. Kobolds gain a +2 on Knowledge checks concerning dragons, and a +4 to Bluff checks with subjects concerning dragons.

Bad Biology - Kobolds taste terrible, a fact best taken at someone's word. There is a reason they are not a regular part of the diets of larger underground creatures. Whenever a kobold is grabbed or attacked by a non-construct creature using its mouth, that creature makes a DC 10 Fortitude save, or is sickened for 1 round. This save must be made for every round the kobold is in the creature's mouth.

Extra Feats

Slurk Herder - (Pre-req: Kobold) You've spent a great deal of time tending to your tribes slurks, in spite of their foul order. You gain a +4 on Fortitude saves against foul odors instead of the usual +2.

Kobold Fervor - (Pre-req: Kobold) In spite of their size and weaknesses, kobolds seem capable of thriving just about anywhere. A combination of spirit, hard work, and some luck can let kobolds live to see another day. If you have any racial abilities granted by a racial trait or feat that have a daily number of uses, you may use that ability 1 extra time per day.

Out Of Reach - (Pre-req: Kobold, BAB +1) Kobolds know that the best strategy to keeping out of harm's reach is to do just that - keep out of reach. When you attack using a polearm or any weapon with "spear" in it's name and your target is not adjacent to you, you gain a +1 to your attack rolls with that weapon.

Master Miner - (Pre-req: Kobold, 1 rank Kn. Engineering) Some kobolds are so in tune with their surroundings, they can detect just how thick a tunnel wall is with a few simple tests. As a full-round action, you may make a Knowledge (Engineering) against a wall or door, using the object's thickness + 10 as it's DC. If successful, you are able to determine the durability of the wall or door you target, including HP, thickness and so on.


I figure one thing that would help kobolds a lot is making the negatives to their starting stats a bit less brutal.

However, these are all pretty cool additions to the repertoire that a given kobold can have, and I could use a few of these.


Kobolds as a 10 pt. character race from the ARG.

Kobold Racial Traits

+2 Dex, –2 Str, +2 Int: Kobolds are fast and smart but not strong.

If you prefer Wis or Cha to Int, then alter it freely.

Reptilian: Kobolds are humanoids with the reptilian subtype.

Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to 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.

Armor: Kobolds have a +1 natural armor bonus.

Crafty: Kobolds gain a +2 racial bonus on Perception checks. Craft (traps) and Stealth are always class skills for a kobold.

Gliding Wings: Kobolds are born with wings that, while too weak for actual flying, do allow them to fall at a very slow and safe pace. Kobold can use their wings to glide. It can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, it may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet it falls.

Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon.

Another Option: Kobolds as a 10 pt. character race from the ARG.

Kobold Racial Traits

+2 Dex, –4 Str, +2 Int: Kobolds are fast and smart but not strong.

If you prefer Wis or Cha to Int, then alter it freely.

Reptilian: Kobolds are humanoids with the reptilian subtype.

Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to 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.

Armor: Kobolds have a +1 natural armor bonus.

Crafty: Kobolds gain a +2 racial bonus on Craft (trap making), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.

Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon.

Third Option: Kobolds as a 9 pt. character race from the ARG.

Kobold Racial Traits

+2 Dex, –2 Str, +2 Int: Kobolds are fast and smart but not strong.

If you prefer Wis or Cha to Int, then alter it freely.

Reptilian: Kobolds are humanoids with the reptilian subtype.

Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to 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.

Armor: Kobolds have a +1 natural armor bonus.

Crafty: Kobolds have a +2 racial bonus on Perception and gain a +1 racial bonus on Craft (trap making) and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.

Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon.


I believe that the trouble with playing a kobold is not that they are at a statistical disadvantage, but that it's hard to play them without slipping into that normal adventurer mindset. I've seen a lot of arguments about why kobolds suck, and I think the fault is not with the kobolds, but with the players who pick them up.

Kobolds suck only if you play them... normally, I suppose would be the best word. When you're a kobold, you're in a world that isn't made for you, neither flavor-wise or mechanically. You are weak, you are scrawny... which is why your mind and wits are your greatest weapons. There is no such thing as cheesing for kobolds - merely leveling the playing field.

Master Miners - Why do you think kobolds have a +2 to Profession (Miner)? They're instinctive underground masters, and when you think about it, that seemingly useless skill has a lot more use if you're willing to think on it. Kobolds have a remarkable sense of direction - branching tunnels and sharp turns with no waypoints pose nigh no problem to them. (See Kobolds of Golarion if you can, it provides some fascinating insight into kobold lifestyles). And get creative! If you can't lockpick the door, dig through the wall! If you need a hiding spot, scoop out some earth and hide! You know how to hold up a roof the best way possible, so you should know how to bring one down on your foes, shouldn't you? A skill is only as useful as you make it... and kobolds should be making use of every trick they have at their disposal!

Tribal Mindset - As they say, if you aren't able to do something, bring enough friends until you are. Aid Another will let a small team of kobolds make a simple d20 a surefire solution. Kobolds are like Pikmin - alone, they're not that spectacular, but as a group, they can accomplish magnificent feats! Suddenly, digging through that dungeon wall seems easy when you have a cohesive team of kobolds working together to get it done! A helping hand and a +2 bonus can carry you a long way (literally, in some cases), so don't be afraid to either offer a hand or ask for one anytime you do anything.

Be Batman! - Okay, perhaps not Batman specifically, but the prevailing joke is Batman can take down anyone with enough prep time. So can you and your team of kobolds! Every kobold should have a Plan B, C, D and E at the ready, and as a group, you should never go into things blind. Talk with the team and conjure up a crazy, insane plan. You're a little dragonoid in a world of zombies, demons, deities, and the occasional talking plant - think big, like your dragon cousins, and you may find that the most laughable solution is your most viable!

Like I said, there is no such thing as cheesing for kobolds - only leveling the playing field. Kobolds are as weak as you play them, and nothing is braver or more admirable than an underdog (underlizard) defying the odds and going at it with everything he/she can muster. Never rely on luck: that's for the stupid bigger races. You and your kin survive with wit, guile and cunning - you have to play a different game when you pick up a kobold PC.


Kobold Weaponry
Leave it to kobolds to find new and frustrating ways to inflict pain on their foes. Although not master craftsmen, almost every kobold has the urge to tinker and make something just a little more nasty, especially when used in battle.

Splintered Shortspear
Cost: 1 gp Dmg(S): 1d4 Dmg(M): 1d6 Critical: x2 Range: 20 ft Weight: 3 lbs Type: P Special: fragile
A splintered shortspear is a battered wooden spear that has been intentionally torn up at the head, leaving a multitude of sharp splinters sticking out. Although this weakens the weapon's overall durability, the added splintering leaves nasty cuts in it's target. The target of a successful attack with this weapon must make a DC 12 Fortitude save or suffer a -2 penalty on attack rolls, saving throws, skill checks, and ability checks each round following the attack. On success, the spear must be ripped up again before this effect can be used again, and functions as a regular shortspear with the fragile weapon quality until such time. Re-splintering is full-round action.

Splintered Spear
Cost: 2 gp Dmg(S): 1d6 Dmg(M): 1d8 Critical: x2 Range: 20 ft Weight: 6 lbs Type: P Special: fragile, brace
A splintered spear has the same abilities as a splintered shortspear.

Splintered Longspear
Cost: 5 gp Dmg(S): 1d6 Dmg(M): 1d8 Critical: x2 Range: 10 ft Weight: 3 lbs Type: P Special: fragile, reach, brace
A splintered longspear functions like a splintered shortspear or spear, and has the same abilities.

Bullet, bramble (10)
Cost: 10 gp Dmg(S): 1d2 Dmg(M): 1d3 Critical: x2 Range: 60 ft Weight: 5 lbs lbs Type: S/B Special: bleed
Bramble bullets are specially crafted sling bullets with sharp edges shredded over the surface. Although lighter than normal sling bullets, on a successful hit, the bullet causes 1 bleeding damage in addition to its normal attack.

Alchemical Tools

Alchemical Coal, glittersnap
This chunky, crystalline hunk of salty gray coal allows a kobold to breathe a 15-foot cone of crackling sparkling fumes that dazes a creature for 1d4 rounds. A creature that succeeds at a DC 15 Reflex saving throw is dazzled for 1 round.

Alchemical Coal, sticky spittle
This sticky chunk of rugged green coal allows a kobold to breathe a 15-foot cone of humid vapors that entangles a creature for 1d4 rounds. A creature that succeeds at a DC 15 Reflex saving throw is staggered for one round.

Scale token (trench)
This small scale is looped onto a length of string. When touched to a dirt surface, the scale shatters and a 5' x 5' trench is created on the space touched. When a creature of Medium size or larger stands in the space occupied by the trench, they suffer a -1 penalty to attack rolls and Acrobatics checks. If a creature of size Small or smaller stands in the trench, they gain a +1 bonus to AC. Kneeling or laying prone in the trench grants a +2 AC bonus, but a -1 penalty to attacks made while kneeling or prone.


Scale Coloration Traits

Foul Breath (black scales) A diet consisting of things found lurking in a swamp has made your breath rancid, but your stomach strong. You earn a +2 racial bonus to avoid becoming sickened or nauseated.

Tough Blood (black scales) You have great fortitude when it comes to overcoming diseases, something that has saved you from illness more than once. Whenever you are threatened from poisoning or disease, you gain a +2 bonus in overcoming or resisting it.

Thick Blood (blue scales) Your blood seems a little thicker than your other kin, and you recover from wounds faster than others. You gain a +2 racial bonus to stop bleeding. Heal is always a class skill for you.

Quick Clamber (green scales) Growing up in a forest, you learned to use your claws to climb up trees with great speed to dodge danger. You move at your full speed when making Climb checks. Climb is always a class skill for you.

Draconic Fury (red scales) Like your red draconic cousins, you can unleash untapped sources of power when enraged. If you have the Rage class ability, you can rage for additional 1 round per day.

Cold Hearted (white scales) You've seen nature at her most furious, and experiencing it firsthand has made you realize that nothing compares to the howling winter winds. You gain a +1 bonus to avoid becoming Shaken. If shaken, the duration of the effects are reduced by 1 round (minimum 1).

Gray Scales Your gray scales make you a very dull member of your tribe, but your coloration makes it easy to avoid standing out. You gain a +2 racial bonus to Stealth checks.

Orange Scales Your bright scales make you a target for bullying in your tribe, but you've learned to counter it with wit, guile, and smarts. You may make Intimidate checks using your INT score instead of your CHA. Intimidate is always a class skill for you.


This is a slight departure from the mechanics, and a little more into the fluff of kobolds. As I was reading through some material, I realized that while D&D 3.5 has a relatively good reason for kobolds to hate gnomes so much (a big dispute between their racial deities that has been inherited by their kind since), Pathfinder seems to lack that. The best I could find was a small tidbit saying that when gnomes first came to the mortal realm, kobolds picked on them and enslaved them, the gnomes retaliated big time, and since then, they've never got along.

Sensible, probably historically true, but not very exciting, and certainly not how a kobold would tell it.

So I got to thinking a bit more, and conjured up a kobold version of why the two races absolutely loathe each other. Feel free to include this in your campaign, or perhaps use it as a story told by a kobold bard. But here's the kobold account of why gnomes and kobolds hate each other so much.

History of Gnomish Aggression

Long, long ago, kobolds used to live closer to the surface, and had tons of treasure! Gold, silver, gemstones and precious trinkets that rivaled the hordes of glorious dragons! The kobolds lived happily with their treasure and enjoyed the sunshine and clean air of the surface world.

But then, the gnomes came to the mortal realm, and they saw all the treasure the kobolds had. With greedy eyes and malicious minds, they began sneaking into their homes and stealing the hard won treasure of the kobolds. The gnomes flaunted their thefts and other so-called adventurers started to seek out their treasures. To hide what remained of their riches, they started to dig, and hid themselves and their treasure underground. This is why kobolds now live under the earth, rather than above it where they rightfully belong.

But the gnomes still lusted for their gems and gold. So they used magic to sneak into the underground homes, and steal even more from the kobolds. The kobolds began to build traps and become extremely vigilant for the tricky gnomes, and to this day, kobolds continue to build and improve traps within their warrens, remaining alert for dangers around them.

Even this was not enough for the gnomes! They wanted ALL the treasure the kobolds possessed, and used their foul fey magic to trick all the creatures of the underground that kobolds were evil creatures! As the kobolds fought valiantly to protect their homes and their tribes, the gnomes snuck past all the ruined traps triggered by the other creatures, and took what little remained of the mighty kobold treasure pile! This is why kobolds are hated by everything around them.

To this day, adventurers continue to harass kobold tribes, still seeking the treasures they once had long ago. But kobolds no longer live happily on the surface, with the sunshine and clean air. They dig holes, build traps, and face many angry creatures to protect themselves and their kin.

This, hatchlings, is why the gnomes are the sworn enemies of all kobolds. Kindle your rage, and leave none of them alive!

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