Help with Homebrew Kobold Racial Feats


Homebrew and House Rules


In a (Kobold) campaign that I am currently running, I had a player ask if I would homebrew some of the Kobold racial Feats as they were pretty weak options. The player wanted to take them in order to be more thematic (especially since the players are competing in-character for which scale color is better and who is more dragon-like), but was concerned with falling behind other PCs as a result.

Considering that I agree the feats aren't all that great, I decided to try boosting them a bit. While the player had some of their own thoughts about what would be a good adjustment, I'm unsure about the proper balance for the strength of a Feat. As such, I would like to ask for other opinions about how strong these feats would be and what could be done to make them better as a homebrew rule for my campaigns.

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Draconic Breath

Original Text:
Prerequisites: Draconic Aspect, kobold.

Benefit: You gain a +2 bonus against sleep and paralysis effects. You gain a breath weapon that is determined by your scale coloration by either the Draconic Aspect feat or the dragon-scaled racial trait. Using a breath weapon is a standard action that does not provoke attacks of opportunity. You can use your breath weapon once per day. Creatures within the area of your breath weapon who succeed at a Reflex saving throw (DC 10 + your character level + your Constitution modifier) take only half damage.

Black (Su): You breathe a 30-foot line of acid that deals 2d6 points of acid damage.
Blue (Su): You breathe a 30-foot line of electricity that deals 2d6 points of electricity damage.
Green (Su): You breathe a 15-foot cone of acid that deals 2d6 points of acid damage.
Red (Su): You breathe a 15-foot cone of fire that deals 2d6 points of fire damage.
White (Su): You breathe a 15-foot cone of cold that deals 2d6 points of cold damage.

Special: Kobold sorcerers with either the Draconic or Kobold bloodline can use their Charisma modifier instead of their Constitution to determine the DC of this breath weapon.


Player's Suggestions:
The player suggested making the damage 1d6 +1d6 for every two levels, usable once per day for every two levels with 1d4rounds in between each use.

My Initial Homebrew:
Though I agree that 1/day anything on a feat is pretty poor, I'm unsure if the damage scaling + additional uses suggested by the player are too much for a single feat. As such, I was thinking of boosting the damage by +1d6 at 5th lvl and every so many levels afterward and the number of uses by 1 for every 6 lvls.

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Draconic Glide

Original Text:
Prerequisites: Draconic Aspect, kobold.

Benefit: You gain a +2 bonus against sleep and paralysis effects. You grow a pair of wings that you can use to fall and glide at a safe pace. You 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, you may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet you fall.

Special: If you have the gliding wings racial trait, you don't need to make a Fly check to glide, and you can move 10 feet laterally for every 20 feet you fall.


Player's Suggestions:
The player suggested adding a +20 on Acrobatics checks for High Jumps and Long Jumps and increasing the gliding movement to 20ft laterally for every 5ft fallen (or 40ft lateral if have gliding wings racial trait.

My Initial Homebrew:

Benefit: You gain a +2 bonus against sleep and paralysis effects. You grow a pair of wings that you can use to fall and glide at a safe pace. You 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, you may make an additional DC 15 Fly check to glide, as per the spell, for a number of minutes per day equal to your level. At 9th lvl, you can gain a fly speed of 20 feet (average maneuverability) for a number of minutes per day equal to your level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Special: If you have the gliding wings racial trait, you don't need to make a Fly check to fall safely or glide, and you count your level as 1 higher when determining the effects of this feat.

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Draconic Paragon

Original Text:
Prerequisites: Draconic Aspect, Draconic Breath, Draconic Glide, character level 10th, kobold.

Benefit: You gain an additional +2 bonus against sleep and paralysis effects. You can use your breath weapon twice per day and your breath weapon damage increases to 4d6 points of energy damage. Your wings from the Draconic Glide feat grow stronger, granting you a fly speed of 20 feet (average maneuverability).


Player's Suggestions:
The player suggested making the damage 1d6 per level, usable a number of times per day equal to the character's level (with 1d4rounds between each use). The also suggested boosting the fly speed to 40 feet (average maneuverability).

My Initial Homebrew:
Prerequisites: Draconic Aspect, Draconic Breath OR Draconic Glide, character level 10th, kobold.

Benefit: You gain an additional +2 bonus against sleep and paralysis effects. If you do not have Draconic Breath or Draconic Glide, you gain the effects of the feat you are missing, but do not gain the additional abilities listed below for having the feat. At 15th level, you may assume the form of a dragon as the spell form of the dragon I. Your caster level for this effect is equal to your HD and you must assume the form of a dragon of the same type as your scale color.

If you have the Draconic Breath Feat, your breath weapon increases by an additional +2d6 energy damage and can be used an additional time per day.
If you have the Draconic Glide Feat, when you use it to gain a fly speed you may instead fly, as per the spell, for a number of minutes per day equal to your level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Additionally, you gain a permanent fly speed of 20 feet (average maneuverability).

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So what do people think? Have I thrown too much into my feat variations? Or are they still too weak? And should I make the damage more in line with what the player suggested, or is it better where it is?

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