A Test Run on Custom Ancestries: Kobolds


Homebrew


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With the generally popular response to the appearance of the Pathfinder 2e Kobolds and the Twitch streaming PF2e streaming game Oblivion Oath having a custom made Ancestry—Iruxi, i.e. Lizardfolk—I was curious how difficult it would be to create a custom Kobold Ancestry. I tried it and came up with this. I used Kobolds of Golarion, Inner Sea Races, the Advanced Race Guide, and the Playtest Bestiary as resources. Also, this uses the last iteration of the Playtest rules, which have likely altered slightly—and in some cases greatly—to the final version of PF2e. Still, from what we have seen from Oblivion Oath play, these should match up with the rules relatively well. This is straight up mechanics: the above-mentioned books are great for flavor text.

Hit Points 6
Size Small
Speed 25 feet

ABILITY BOOSTS
Dexterity
Wisdom
Free
ABILITY FLAW
Strength

LANGUAGES
Common
Draconic
BONUS LANGUAGES
At 1st level, if your Intelligence score is 14 or higher, you can also select one of the following languages: Dwarven, Gnomish, Halfling, or Undercommon.

TRAITS
Kobold
Humanoid

Darkvision
You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Crafty
All kobolds have an affinity for traps and mechanical gizmos. You gain a +2 bonus on all Crafting and Thievery checks involving mechanical devices and traps.

.
KOBOLD HERITAGES
The traditional view of all kobolds is that they are descended from dragons, and the great variations found among those magical beings are often represented in kobold bloodlines. Choose one of the following kobold heritages at 1st level.

Beast Master
You come from a tribe with a talent for training animals and beasts to help them both in combat and with daily chores. You gain a racial bonus on all Command an Animal and Handle an Animal checks equal to half your level (minimum 1).

Dragon-scaled
You were born with scales and head that match the vivid colouration and shape of a true dragon. These scales mark you as deserving great reverence in kobold society, especially those of chromatic colors. You gain a resistance to one form of attack equal to half your level (minimum 1) based on which dragon type you resemble:
Black and Copper: Acid
Blue and Bronze: Electricity
Brass, Gold, and Red: Fire
Green: Poison
Silver and White: Cold

Glider
Some kobolds are born with nearly vestigial wings which nevertheless allow them to fall with great control and at a safe speed. You can make a DC 15 Maneuver in Flight check to fall safely from any height without taking falling damage, as if using feather fall, even if you aren’t trained in Acrobatics. When falling safely, you may make an additional DC 15 Maneuver in Flight check to glide, moving 5 feet laterally for every 20 feet you fall so long as you are trained in Acrobatics.

Tail Warrior
Though most kobolds have access to tail weaponry, some tribes have developed battle techniques and fighting styles dedicated to tail combat. This has greatly improved their control of their tails to the point that they can work as a third hand. Your tail is considered prehensile and can act as a free hand when taking Actions. Your control further gives you a bonus on all Acrobatic checks and Climb Athletics checks equal to half your level (minimum 1).

.
KOBOLD ANCESTRY FEATS
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a kobold, you select from among the following ancestry feats.

Reaction Ambush Squad Feat 5
When you are adjacent to kobold ally and they made a surprise attack on an opponent, you may make an attack of your own.

Armored Scales Feat 1
Due to a rough upbringing, your scales have gotten thicker. You gain a +1 bonus to your Armor Class.

Beast Rider Feat 5
Prerequisites Beast Master Heritage
You acquire an animal friend that you can use as a faithful steed. You gain the Animal Companion druid feat. You calculate your companion’s abilities as though you were a druid of one half your level.

Draconic Breath Feat 9
Prerequisites Dragon-scaled Heritage or draconic sorcerer bloodline
You gain a breath weapon that is determined by your scale coloration by either the Dragon-scaled Heritage or draconic sorcerer bloodline. Using a breath weapon takes two actions. You can use your breath weapon once per day. Creatures within the area of your breath weapon are allowed a Reflex saving throw (DC 10 + your character level + your Constitution modifier).
Black or Copper: You breathe a 30-foot line of acid that deals 2d6 points + your character level + Constitution modifier of acid damage.
Blue or Bronze: You breathe a 30-foot line of electricity that deals 2d6 points + your character level + Constitution modifier of electricity damage.
Brass, Gold, or Red: You breathe a 15-foot cone of fire that deals 2d6 points + your character level + Constitution modifier of fire damage.
Green: You breathe a toxic cloud that affects all creatures within a 20-foot cone that deals 2d6 points + your character level + Constitution modifier of poison damage.
Silver or White: You breathe a 15-foot cone of cold that deals 2d6 points + your character level + Constitution modifier of cold damage.
Special: Kobold sorcerers with the draconic bloodline can use their Charisma modifier instead of their Constitution to determine the DC and damage of this breath weapon.

Draconic Paragon Feat 17
Prerequisites Draconic Breath and Winged Flight
You gain bonus against sleep and paralysis effects equal to one half your level. You can use your breath weapon twice per day and your base breath weapon damage increases to 4d6 points of damage. Your wings grow stronger, increasing your fly speed to 25 feet.

Dragon Affinity Feat 1
If you are a sorcerer with the draconic bloodline, you treat their Charisma score as 2 points higher for all sorcerer spells and class abilities.

1 Action Hurried Retreat Feat 1
You can stride up to your speed plus 5 feet and gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that’s not adjacent to any enemy.

Jester Feat 1
You have learned to swallow your pride and survive by groveling, placating, and amusing the powerful. You gain a +2 bonus on all Diplomacy and Performance checks.

Tail Terror Feat 1
You can make a tail slap attack with your tail. If you have the Tail Warrior Heritage, you gain a +2 bonus on this attack. This is an unarmed attack that deals 1d4 points of bludgeoning damage. Furthermore, you can augment your tail slap attack with a kobold tail attachment weapon, making it an armed attack instead.

Weapon Expertise (Kobold) Feat 13
Prerequisites Weapon Familiarity (Kobold)
You become an expert in crossbows, picks, and all kobold weapons in which you are trained.

Weapon Familiarity (Kobold) Feat 1
You favor weapons that can be used for mining as well as distance weapons, especially with moving parts. You are trained with crossbows, hand crossbows, heavy crossbows, light picks, picks, slings, and spears.
In addition, you gain access to all uncommon kobold weapons. For the purpose of proficiencies, you treat martial kobold weapons as simple weapons and exotic kobold weapons as martial weapons.

Weapon Precision Feat 5
Prerequisites Weapon Familiarity (Kobold) (see above)
Your skill with your ancestral weaponry is precise and quick. Whenever you critically hit using a weapon of the bow group, pick group or a kobold weapon, you apply the weapon’s critical specialization effect.

Winged Flight Feat 9
Prerequisites Glider Heritage
You’ve strengthened your wings to the point where you can actually fly. You gain a fly speed of 15.

.
KOBOLD WEAPONRY
Uncommon Simple Melee Weapons
Weapon...Cost...Damage...Bulk...Hands...Group...Special
Pounder....1 sp.....1d6 B.........L ...........1..........Club......Agile, finesse, kobold, sweep, tail
Razored.....3 sp.....1d6 S.........L ...........1..........Knife.....Agile, disarm, finesse, kobold, tail
Spiked.......3 sp.....1d6 P..........L ...........1..........Pick......Agile, deadly d8, finesse, kobold, tail

Uncommon Martial Melee Weapons
Weapon...Cost...Damage...Bulk...Hands...Group...Special
Long lash..15 sp....1d6 S.........L ...........1..........Flail.....Disarm, finesse, kobold, reach, tail
Sweeper....7 sp.....1d6 B.........L ...........1..........Flail.....Agile, finesse, kobold, tail, trip

Uncommon Exotic Melee Weapons
Weapon.......................Cost...Damage...Bulk...Hands...Group...Special
Kobold dragon’s tail.....30 sp.....1d8 B.........1 ..........1..........Flail......Agile, deadly d10, finesse, kobold, tail, versatile P

New Weapon Trait—Tail: These weapons are designed to be placed on creatures with tails. As such they are difficult to use without a tail. The wielder takes a -2 penalty to attack when not using the weapon attached to their tail.

.

The Kobold dragon’s tail is a weapon of my own invention. It consists of a large steel or iron ball tipped with a long spike.

This took me 3 hours total using the afore mentioned sourcebooks. :) All in all, a very easy task. All the flavor text from PF1, plus the vast array of feats and traits made this quite simple to do!


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Really solid job on this! Love the feats you've done.

As a minor nitpick, I'm not sure I care for the +WIS over say +CHA/+INT, but that's probably just me :)

I also think 20ft wouldn't be a huge deal, since they seem to have methods for gaining much better movement than most other races.

For 3 hours work, you certainly killed it!


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Midnightoker wrote:

Really solid job on this! Love the feats you've done.

As a minor nitpick, I'm not sure I care for the +WIS over say +CHA/+INT, but that's probably just me :)

I also think 20ft wouldn't be a huge deal, since they seem to have methods for gaining much better movement than most other races.

For 3 hours work, you certainly killed it!

Thanks! And there was so much more material to mine for heritages and ancestry feats! I didn't even put in a trap oriented feat (!)

I waffled on whether or not to use INT or WIS, but went with what was suggested by their Bestiary entry, which showed a definite WIS bonus.

As for CHA as a boost, that's reserved for the Plushie Heritage.

>.>

<.<

;)


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Feros wrote:

I waffled on whether or not to use INT or WIS, but went with what was suggested by their Bestiary entry, which showed a definite WIS bonus.

As for CHA as a boost, that's reserved for the Plushie Heritage.

>.>

<.<

;)

PLUSH FOR THE PLUSH GOD (Rysky, mostly)


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Feros wrote:


As for CHA as a boost, that's reserved for the Plushie Heritage.

>.>

<.<

;)

BUT BUT WHAT ABOUT SORCERER KOBOLDS!


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Great Job! Here are some random thoughts:

I think the +half level to climb checks for the Tail Warrior heritage isn't in keeping with the new systems design. You might consider giving a climbing related skill feat instead like the Jungle elf heritage in the playtest. Some version of one-handed climber maybe. You can use one hand and a tail to climb leaving one hand free.

Ambush squad is probably okay to trigger off of any ally just like goblin scuttle does in the playtest.

Not sure how to do armored scales, a +1 untyped bonus also seems like an outlier in the system, maybe become expert in unarmed defense?

Dragon Breath. It might be easier to just say you can cast the Dragon Breath Focus power as an innate spell once per day. Maybe Draconic paragon lets it auto-heighten as well.


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Very good write up, I hope they do something like in their Ancestry and Background book, whatever the actual title is.


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Loved the ideas. But i do think a few of them need some balancing as it always happens... And why is it missing the plushie bold heritage?


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Pathfinder Lost Omens, Rulebook Subscriber

Just to mirror, half level is a massive problem. The most all other options combined for any given thing only adds up to likely +20 so I feel any heritage bonus giving up to +10 is way out of line.


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Good notes everybody! Let’s see what we can do with it.

Bardarok wrote:

Great Job! Here are some random thoughts:

I think the +half level to climb checks for the Tail Warrior heritage isn't in keeping with the new systems design. You might consider giving a climbing related skill feat instead like the Jungle elf heritage in the playtest. Some version of one-handed climber maybe. You can use one hand and a tail to climb leaving one hand free.

Yeah, I wasn’t enthused about it either. Let’s leave the bonus to Acrobatics and replace the climb bonus with One-Handed Climber, as you suggest.

Bardarok wrote:
Ambush squad is probably okay to trigger off of any ally just like goblin scuttle does in the playtest.

Actually, goblin scuttle only triggers with a goblin ally. I checked when I moved this Feat over from PF1e specifically because of that.

Bardarok wrote:
Not sure how to do armored scales, a +1 untyped bonus also seems like an outlier in the system, maybe become expert in unarmed defense?

The loss of Natural Armor did make this trickier. Perhaps we call it an ancestry bonus rather than untyped, and become expert at unarmored defense at 7th level?

Bardarok wrote:
Dragon Breath. It might be easier to just say you can cast the Dragon Breath Focus power as an innate spell once per day. Maybe Draconic paragon lets it auto-heighten as well.

That works better. Let’s dump the draconic bloodline Prerequisite and make it Dragon Breath Focus Power. Dragon Paragon auto heightens and uses Dragon Breath Focus Spell as a prereq.

Draconic Breath Feat 9
Prerequisites Dragon-scaled Heritage
You gain a breath weapon that is determined by your scale coloration from the Dragon-scaled Heritage. This functions as the Sorcerer Dragon Breath Focus Spell using your Constitution instead of Charisma for determining Focus points and DC.

oholoko wrote:
Loved the ideas. But i do think a few of them need some balancing as it always happens... And why is it missing the plushie bold heritage?

As per request:

Plushie Bold
Due to an odd mix of facial traits, you don’t just resemble a small, humanoid dragon: you resemble an incredibly cute small, humanoid dragon! You gain a + 2 circumstance bonus on any Deception checks to pass off as harmless. Your exceptionally soft scales make you very cuddly and easy to heal, giving a bonus of 4 hit points when healed with the Medicine skill. Finally you gain a circumstance bonus equal to one half your level on any Stealth checks to hide among a group of stuffed toys.

The Jester Ancestry Feat would fit this Heritage very well…
;)

Malk_Content wrote:
Just to mirror, half level is a massive problem. The most all other options combined for any given thing only adds up to likely +20 so I feel any heritage bonus giving up to +10 is way out of line.

I went with + half level as many of the Heritages already used that mechanic. The resistances were right in with Arctic Elves and Inflammable Goblin. Since that is in keeping with what we already have, I don’t think it is too far out of line. Now if it was an attack bonus or on all defenses other than a corner case…yeah, that would be way too much.


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Feros wrote:
I went with + half level as many of the Heritages already used that mechanic. The resistances were right in with Arctic Elves and Inflammable Goblin. Since that is in keeping with what we already have, I don’t think it is too far out of line. Now if it was an attack bonus or on all defenses other than a corner case…yeah, that would be way too much.

Resistencies is a thing. There's no checks with resistencies after all. But +5 on any check makes crits 25% more likely now and failures 25% more likely to happen.

With the tighter math even +2 to any kind of check is already a huge problem as it increases the chance of success massively.
How about instead of adding +level, add +half level if you are untrained and give a circumstance/conditional bonus of +1(Scaling to +2 in some way.) when trained or more. That solves a bit


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Pretty good first draft. As Oholoko and Malk say, I also think the bonus of 1/2 level to d20 rolls is way out of balance. Basically +1/2 level to damage or resistance is supported in the new mechanics, but not to d20 rolls. With the way they dropped level from untrained, you could add level, or half level to untrained skills if you wanted to, if applicable. You could also probably grant a skill as trained as well.

As far as Tail Warrior, I'd say giving a +2 circumstance bonus to Acrobatics checks or Athletics checks to climb would work when the tail isn't holding anything, instead of the 1/2 level bonus you gave.
(perhaps allow the bonus to apply even when wielding tail attachments, if they have expert proficiency in the attachement)

The scales option and lack of natural armor does make for an interesting challenge doesn't it. Actually, do I remember hearing that the Iruxi might have an armor bonus of some sort as an option. If so need to find out how they did it.

You could perhaps make it 1/4 level (min 1) resistance to your choice of Slashing or Piercing damage.

Another interesting option would be to make Scaled be a Reaction that triggers anytime an opponent hits or critical hits exactly. The kobold then can spend their reaction to make the hit a miss, or a critical hit a normal hit. It could be worded that you have learned how to use your natural armor to deflect some blows sometimes. It is powerful in that you don't have to burn your reaction, unless it will make a difference, but it limits its use to only 1 use per round, and would stop the use of another reaction.

Otherwise, you might also be able to simply make it a +1 circumstance bonus to AC(which wouldn't stack with other circumstance bonuses, or it might count it as a +1 item bonus to any Armor or their Unarmored AC. (then it would probably not stack with magic bonus from armor)

I think the Plushie Bold heritage should get 1/2 level(min 1) resistance to bludgeoning weapons. With the given +2 on deception checks to appear harmless, and +2 circumstance bonus to stealth when hiding with toys (the bonus doubles to +4 if they are stuffed animal toys).

Tail Terror seems problematic with its +2 to hit, it would make a trained combatant equivalent to a fighter in combat with their tail. That seems problematic, or even worse if applied on top of a fighter being considered an expert with such a weapon. I understand you are trying to give them a synergy bonus, but I'm not sure it is a good choice.

Also I'm not sure any of the tail weapons should be considered simple weapons, some could probably be martial, but I think many should be exotic (or I think I heard they are called advanced now)


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Loreguard wrote:

Pretty good first draft. As Oholoko and Malk say, I also think the bonus of 1/2 level to d20 rolls is way out of balance. Basically +1/2 level to damage or resistance is supported in the new mechanics, but not to d20 rolls. With the way they dropped level from untrained, you could add level, or half level to untrained skills if you wanted to, if applicable. You could also probably grant a skill as trained as well.

As far as Tail Warrior, I'd say giving a +2 circumstance bonus to Acrobatics checks or Athletics checks to climb would work when the tail isn't holding anything, instead of the 1/2 level bonus you gave.
(perhaps allow the bonus to apply even when wielding tail attachments, if they have expert proficiency in the attachement)

The scales option and lack of natural armor does make for an interesting challenge doesn't it. Actually, do I remember hearing that the Iruxi might have an armor bonus of some sort as an option. If so need to find out how they did it.

You could perhaps make it 1/4 level (min 1) resistance to your choice of Slashing or Piercing damage.

Another interesting option would be to make Scaled be a Reaction that triggers anytime an opponent hits or critical hits exactly. The kobold then can spend their reaction to make the hit a miss, or a critical hit a normal hit. It could be worded that you have learned how to use your natural armor to deflect some blows sometimes. It is powerful in that you don't have to burn your reaction, unless it will make a difference, but it limits its use to only 1 use per round, and would stop the use of another reaction.

Otherwise, you might also be able to simply make it a +1 circumstance bonus to AC(which wouldn't stack with other circumstance bonuses, or it might count it as a +1 item bonus to any Armor or their Unarmored AC. (then it would probably not stack with magic bonus from armor)

I think the Plushie Bold heritage should get 1/2 level(min 1) resistance to bludgeoning weapons. With the given +2 on deception checks to appear harmless, and +2 circumstance bonus to stealth when hiding with toys (the bonus doubles to +4 if they are stuffed animal toys).

Tail Terror seems problematic with its +2 to hit, it would make a trained combatant equivalent to a fighter in combat with their tail. That seems problematic, or even worse if applied on top of a fighter being considered an expert with such a weapon. I understand you are trying to give them a synergy bonus, but I'm not sure it is a good choice.

Also I'm not sure any of the tail weapons should be considered simple weapons, some could probably be martial, but I think many should be exotic (or I think I heard they are called advanced now)

Sorry I didn't reply sooner, as work has gotten hectic.

You make some very good points. I'm dropping the +1/2 level bonuses on checks while leaving the resistances. I adjusted Tail Warrior to a bonus on climb checks alone, as having a constant "free hand" is actually quite useful in 2E.

Armored bonuses in the game seem to be just a simple bonuses to AC, so I went with a +1. It works.

I adjusted Tail Terror down to a +1 bonus for Tail Warriors...not as good as a fighter, but better than average.

I agree with your assessment than none of the weapons should be considered simple. They are now all Uncommon Martial Weapons with the tail descriptor, except for the Dragon Tail with is now Advanced.


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I've done up a proper 2e version of the Kobold Ancestry.

I have removed the scaling up part of Draconic Paragon to make it a 13th level Feat and have made other adjustments to match up with the ancestries in the book and added a Drake-kin Heritage that looks more like the old 1st edition kobolds for those who prefer their kobolds lizard-like.

I'll post it here on Thursday, so any who want to use it will be able to right from the release of the Second Edition!

:)


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I have some ideas I am adding to my Kobolds, In my setting they are unbelievably awesome diggers and tend to pretty much live in warrens that should remind you of the Viet Cong.

They're the reason my light picks are finesse weapons, and they have a racial shield which is kind of like a heater shield combined with a shovel head (that's more narrative than mechanical really).

They have an action that allow them to basically throw dirt in the eyes of a target, dazzling/blinding them until actions are spent, which can be performed with a free hand or their shield.

Since they are such good diggers, they can make new tunnels rather quickly and quietly, making them masters of underground combat, and also a rather good targets for loot, if the party can get their hands on them.

Anyway, ideas for you to steal if ya like.


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Alright, with Second Edition now released let’s take the notes everyone has made plus the differences in the new ruleset and apply them. For cultural information on kobolds, I recommend Advanced Race Guide and Kobolds of Golarion; the Advanced Race Guide cultural material can be found online at the Achives of Nethys.

As a kobold, you gain the following traits:

Hit Points 6

Size Small

Speed 25 feet

ABILITY BOOSTS
Dexterity
Wisdom
Free

ABILITY FLAW
Strength

LANGUAGES
Common
Draconic
Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Dwarven, Gnomish, Goblin, Halfling, Orcish, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region).

TRAITS
Kobold
Humanoid

Darkvision
You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

.
KOBOLD HERITAGES

The traditional view of all kobolds is that they are descended from dragons, and the great variations found among those magical beings are often represented in kobold bloodlines. Choose one of the following kobold heritages at 1st level.

Beast Master
You come from a tribe with a talent for training animals and beasts to help them both in combat and with daily chores. You gain a +2 circumstance bonus on all Command an Animal checks.

Diabolic Kobold
Your tribe has forsworn the serving of dragons as demeaning and have instead embraced devil worship and diabolism to rise in power. You are trained in the Religion skill. If you are already trained in Religion from another source (such as your background), you may choose to be trained in any other skill.

Dragon-scaled
You were born with scales and head that match the vivid colouration and shape of a true dragon. These scales mark you as deserving great reverence in kobold society, especially those of chromatic colors. You gain a resistance to one form of attack equal to half your level (minimum 1) based on which dragon type you resemble:

Black and Copper: Acid
Blue and Bronze: Electricity
Brass, Gold, and Red: Fire
Green: Poison
Silver and White: Cold

Drake-kin
While all kobolds claim to be descended from dragons, some more closely resemble lizards and may be mistaken for the humanoid offspring of the lesser drakes. This has an advantage in a sharp toothed mouth. You can make a bite attack which is an unarmed attack that does 1d4 piercing damage.

Glider
Some kobolds are born with nearly vestigial wings which nevertheless allow them to fall with great control and at a safe speed. You can make a DC 15 Maneuver in Flight check to fall safely from any height without taking falling damage, as if using feather fall, even if you aren’t trained in Acrobatics. When falling safely, you may make an additional DC 15 Maneuver in Flight check to glide, moving 5 feet laterally for every 20 feet you fall so long as you are trained in Acrobatics.

Plushie Bold
Due to an odd mix of facial traits, you don’t just resemble a small, humanoid dragon: you resemble an incredibly cute small, humanoid dragon! You gain a + 2 circumstance bonus on any Deception checks to pass off as harmless. Your exceptionally soft scales make you very cuddly and easy to heal, giving a bonus of 4 hit points when healed with a Treat Wounds Action. Finally, you gain a +2 circumstance bonus on any Stealth checks to hide among a group of stuffed toys.

Tail Warrior
Though most kobolds have access to tail weaponry, some tribes have developed battle techniques and fighting styles dedicated to tail combat. This has greatly improved their control of their tails to the point that they can work as a third hand. Your tail is considered prehensile and can act as a free hand when taking Actions. This control gives a +2 circumstance bonus on all Climb checks.

.
KOBOLD ANCESTRY FEATS
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a kobold, you select from among the following ancestry feats.

1ST LEVEL

Armored Scales Feat 1
Kobold
Due to a rough upbringing, your scales have gotten thicker. You gain a +1 circumstance bonus to your Armor Class.

Carnation Scales Feat 1
Kobold
Prerequisite Cannot have Dragon-scaled heritage
Your light pink scales have made you the subject of ridicule by your tribe, but as an outsider you have learned to adapt to more environments than they can. You gain a +2 circumstance bonus on Survival checks.
Special This feat can only be taken at first level.

Crafty Feat 1
Kobold
Many kobolds have an affinity for traps and mechanical gizmos. You gain a +2 circumstance bonus on all Crafting and Thievery checks involving mechanical devices and traps.

Draconic Affinity Feat 1
Kobold
Prerequisite Draconic Sorcerer Bloodline
You treat your Charisma score as 2 points higher for all sorcerer spells and class abilities.

Hurried Retreat [SINGLE ACTION] Feat 1
You can stride up to your speed plus 5 feet and gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that’s not adjacent to any enemy.

Jester Feat 1
Kobold
You have learned to swallow your pride and survive by groveling, placating, and amusing the powerful. You gain a +2 circumstance bonus on all Diplomacy and Performance checks.

Kobold Lore Feat 1
Kobold
Maintaining tribal traditions and practices is not just a duty, it is essential to kobold survival. You gain the trained proficiency rank in Crafting and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Kobold Lore.

Kobold Weapon Familiarity Feat 1
Kobold
You favor weapons that can be used for mining as well as distance weapons, especially with moving parts. You are trained with crossbows, hand crossbows, heavy crossbows, light picks, picks, slings, and spears.
In addition, you gain access to all uncommon kobold weapons. For the purpose of determining your proficiency, martial kobold weapons are simple weapons and advanced kobold weapons are martial weapons.

Purple Scales Feat 1
Kobold
Prerequisite Cannot have Dragon-scaled heritage
Having purple scales made you an outright outcast from your tribe and forced you to leave kobold society. Wandering throughout the Darklands and the surface world has opened your eyes to many different cultures and points of view. You gain a +2 circumstance bonus to all Diplomacy checks and can add Aklo, Elven, Gnoll, and Jotun to the list of available languages from having a high Intelligence modifier.
Special This feat can only be taken at first level.

Tail Terror Feat 1
Kobold
You can make a tail slap attack with your tail. If you have the Tail Warrior Heritage, you gain a +1 circumstance bonus on this attack. This is an unarmed attack that deals 1d4 points of bludgeoning damage. Furthermore, you can augment your tail slap attack with a kobold tail attachment weapon, making it an armed attack instead.

5th LEVEL

Ambush Squad [REACTION] Feat 5
Kobold
When you are adjacent to an ally and they made a surprise attack on an opponent, you may make an attack of your own.

Beast Rider Feat 5
Kobold
Prerequisite Beast Master Heritage
You acquire an animal friend that you can use as a faithful steed. You gain the Animal Companion druid feat. You calculate your companion’s abilities as though you were a druid of one half your level.

Weapon Precision Feat 5
Kobold
Prerequisite Kobold Weapon Familiarity
Your skill with your ancestral weaponry is precise and quick. Whenever you critically hit using a weapon of the bow group, pick group or a kobold weapon, you apply the weapon’s critical specialization effect.

9th LEVEL

Draconic Breath Feat 9
Kobold
Prerequisite Dragon-scaled Heritage
You gain a breath weapon that is determined by your scale coloration from the Dragon-scaled Heritage. You gain a Focus Point pool of 1 or if you have a Focus Point pool from another source, increase it by 1. This functions as the Sorcerer Dragon Breath Focus Spell using your Constitution instead of Charisma for determining DC.

Winged Flight Feat 9
Prerequisite Glider Heritage
You’ve strengthened your wings to the point where you can actually fly. You gain a fly speed of 15.

13th LEVEL

Kobold Weapon Expertise Feat 13
Kobold
Prerequisite Kobold Weapon Familiarity
Your kobold affinity blends with your class training, granting you exceptional skill with kobold weaponry. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency crossbows, hand crossbows, heavy crossbows, light picks, picks, slings, spears, and all kobold weapons in which you are trained.

Draconic Paragon Feat 13
Kobold
Prerequisites Dragon Breath Focus Spell and Winged Flight
You gain a circumstance bonus against sleep and paralysis effects equal to one half your level. Your wings grow stronger, increasing your fly speed to 25 feet.

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KOBOLD WEAPONRY
Uncommon Martial Melee Weapons
Weapon...Cost...Damage...Bulk...Hands...Group...Special
Long lash..15 sp....1d6 S.........L ...........1..........Flail.....Disarm, finesse, kobold, reach, tail
Pounder....1 sp.....1d6 B.........L ...........1..........Club......Agile, finesse, kobold, tail, trip
Razored.....3 sp.....1d6 S.........L ...........1..........Knife.....Agile, disarm, finesse, kobold, tail
Spiked.......3 sp.....1d6 P..........L ...........1..........Pick......Agile, deadly d8, finesse, kobold, tail
Sweeper....7 sp.....1d6 B.........L ...........1..........Flail.....Agile, finesse, kobold, sweep, tail, trip
Uncommon Advanced Melee Weapons
Weapon.......................Cost...Damage...Bulk...Hands...Group...Special
Kobold dragon’s tail.....30 sp.....1d8 B.........1 ..........1..........Flail......Agile, deadly d10, finesse, kobold, tail, versatile P

New Weapon Trait—Tail: These weapons are designed to be placed on creatures with tails. As such they are difficult to use without a tail. The wielder takes a -2 penalty to attack when not using the weapon attached to their tail.

Silver Crusade

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Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

YAY FOR PLUSHIE!!!


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Quote:

Hurried Retreat [SINGLE ACTION] Feat 1

You can stride up to your speed plus 5 feet and gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that’s not adjacent to any enemy.

Might be worth including that you have to start adjacent to an enemy, or in some way otherwise prevent people from using Expeditious Retreat as Expeditious Charge.

Not ending adjacent helps, but a second move action would result in (up to) 55 movement to get next to someone. Maybe that's fine, just a thought.

I'd also like to see some more 9th level options as the two you have are both heritage locked.

Love it though.


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Draco18s wrote:
Quote:

Hurried Retreat [SINGLE ACTION] Feat 1

You can stride up to your speed plus 5 feet and gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that’s not adjacent to any enemy.

Might be worth including that you have to start adjacent to an enemy, or in some way otherwise prevent people from using Expeditious Retreat as Expeditious Charge.

Not ending adjacent helps, but a second move action would result in (up to) 55 movement to get next to someone. Maybe that's fine, just a thought.

I'd also like to see some more 9th level options as the two you have are both heritage locked.

Love it though.

I don't think this feat is a problem at all. It's only +5 move, and like you said you still have to move again to strike in melee. The only cheese I can see is using it with a reach weapon.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
lordcirth wrote:
Draco18s wrote:
Quote:

Hurried Retreat [SINGLE ACTION] Feat 1

You can stride up to your speed plus 5 feet and gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that’s not adjacent to any enemy.

Might be worth including that you have to start adjacent to an enemy, or in some way otherwise prevent people from using Expeditious Retreat as Expeditious Charge.

Not ending adjacent helps, but a second move action would result in (up to) 55 movement to get next to someone. Maybe that's fine, just a thought.

I'd also like to see some more 9th level options as the two you have are both heritage locked.

Love it though.

I don't think this feat is a problem at all. It's only +5 move, and like you said you still have to move again to strike in melee. The only cheese I can see is using it with a reach weapon.

It is reasonable to think that someone might still want a hurried retreat even if someone isn't standing right over them holding a weapon on them. Being in range would easily give someone the motivation to get the move on. So I understand, not necessarily wanting to limit it to only when someone is adjacent to you, or has a weapon threatening them.

If people are worried about them using it to charge with a reach weapon, one quick, easy, and simple solution is to have the action dictate that no subsequent actions that make melee strikes/attacks can be done with following actions in that turn. I wouldn't exclude reactions however, just to be honest however, and I don't see too bad of an issue allowing them to use a ranged attack back as they run away. That would quite easily remove the risk of using it for an immediate melee charge. If you are worried about ranged attacks being too effective with this, you could have the action count as a single Agile attack for purposes of MAP penalties on ranged attacks that follow.

As far as starting conditions, you could require that they be, within melee range of an adversary, or have witnessed one of their allies attacked by someone in the last minute. [Which would mean at a stand-off at range, that no attack has been made, the ability would not yet be available, but if they are in direct threat from an adversary with a melee weapon they know about, they could use it.

You also might, say must end movement in a space that is not adjacent to any enemy, nor within reach of any enemies known melee weapons.

Elves get a much more open +5 bonus movement available to them, so the +5 isn't a big deal in and of itself, but there should be some limitations keeping it from being an overly spectacular version of a charge having them run into a battle, given in part the name of the feat.


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Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

Actually, this was taken from the Bestiary and it DOES have a Requirement:

Hurried Retreat [SINGLE ACTION] Feat 1
Requirement You are adjacent to at least one enemy.
You can stride up to your speed plus 5 feet and gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that’s not adjacent to any enemy.

So a slight modification that seems to take Draco18s' concerns seriously. My bad for missing that on the initial write up!

I also agree with lordcirth and Loreguard that it wasn't that serious and commend their suggestions. But since this is an attempt to match up with the actual rules, it should go in there.


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

As for additional 9th level Ancestry Feats...I completely agree. I didn't notice the Heritage locked nature of both 9th level feats until they were arranged the same as in the CRB. Amazing what better organization will do!

I'll look into adding some additional stuff this weekend.


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Loreguard wrote:
It is reasonable to think that someone might still want a hurried retreat even if someone isn't standing right over them holding a weapon on them.

Oh sure, which is why I sorta babbled a bit about potential tweaks.

I didn't expect to be so on the money about it already existing in the Bestiary though!


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

A few new 9th level feats and a 5th level feat to open things up a bit:

Quick Snare Feat 9
Kobold
Prerequisite Crafty
You have become well-versed in kobold techniques for setting traps and snares and can do so very quickly. You can spend 3 actions to set up a snare. Doing so makes the snare less reliable then normal; all characters attacked by or saving against the snare gain a +2 circumstance bonus on their AC or on their check against the attack or effect.

Draconic Aspect Feat 9
Kobold
Prerequisite Cannot have Dragon-scaled heritage
All kobolds are dragons, but sometimes it takes a while for those aspects to become evident. You molt your scales and your new scales are the color of a true dragon, giving you a resistance to energy as if you had the Dragon-scaled heritage and you qualify as having the Dragon-scaled heritage for any prerequisites.

Winged Aspect Feat 5
Kobold
Prerequisite Cannot have Glider heritage
Your latest scale molt produced something new—vestigial wings form from your back. This gives you the glide abilities of the Glider heritage and you qualify as having the Glider heritage for any prerequisites.


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Wow, this is all so great. I came to investigate the homebrew section as I have a player who wants to bring a planned tiefling character concept for a future campaign in 1E across to 2e, so wanted to see what racial stuff people were coming up with already. Really fine work here, looking forward to seeing what else people start producing!

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