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  ·  .  .  ·  ·  . |         Help on:  Kobold          | .  ·  ·  .  .  ·
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Adjustments: +2 Dexterity, +1 Intelligence, -1 Constitution, -2 Strength
Compatible Classes: Assassin, Fighter, Rogue, Thief, Fighter/Thief

General
Kobolds are small, cunning, and highly resourceful humanoids that dwell in hills, 
tunnels, and underground lairs across Derlith. They are dog-faced creatures, 
known for their crafty nature, large numbers, and sheer determination to thrive 
despite their small stature. What they lack in strength, they make up for in 
numbers, traps, and ambush tactics. Kobolds are notoriously intelligent, often 
compared to gnomes in their talent for tinkering and invention. However, where 
gnomes build for curiosity and discovery, kobolds create solely to gain an 
advantage - whether through traps, weapons, or clever devices to dominate their 
enemies. They prefer to let their traps do the fighting, weakening their enemies 
before moving in for the kill. A kobold would rather flee and regroup than stand 
toe-to-toe in a fair fight. Despite their cowardly tendencies, kobolds are not to 
be underestimated. Their numbers are vast, and they are organized and disciplined 
within their tribal structures. They breed at an alarming rate, and entire 
underground tunnel systems can be teeming with thousands of them. Many an unwary 
adventurer has scoffed at a single kobold - only to find themselves outmaneuvered 
by a swarm of the creatures, armed with poisoned darts, slings, and devious traps.
They have an age-old rivalry with gnomes and dwarves. Dwarves despise kobolds as 
vermin, often holding "Kobold Tossing" events at clan gatherings, using captured 
kobolds as unwilling participants. Gnomes, on the other hand, view kobolds as corrupt 
and sinister reflections of themselves, disliking how kobolds use their intelligence 
for deceit and destruction rather than invention and artistry.

Physical & Mental Traits
Kobolds are small, standing barely three feet tall, with scrawny, wiry bodies covered 
in short fur. Their snouts resemble that of a jackal or wild dog, and their large, 
beady eyes glimmer with intelligence and mischief. Their clawed hands and feet make 
them adept at climbing and burrowing, allowing them to move swiftly through tunnels 
and narrow spaces. They are exceptionally nimble, relying on speed, reflexes, and 
sneak attacks to survive. Their bodies may be frail, but their minds are sharp, 
giving them a natural talent for setting traps, engineering crude but effective 
weapons, and exploiting weaknesses in their foes. Though physically weak, kobolds 
are remarkably resilient, capable of surviving in filthy, disease-ridden conditions 
that would kill most creatures. They have little regard for cleanliness or comfort, 
thriving in squalor and decay. While goblins are known for being disgusting, kobolds 
at least have the discipline to use their filth strategically - whether through poison, 
disease, or psychological warfare. Kobolds possess infravision, allowing them to see 
in total darkness, making them dangerous nighttime raiders and tunnel fighters.

Culture & Philosophy
Kobolds are extremely tribal, living in densely packed underground communities where 
thousands of them may coexist. Their societies are built around survival, trickery, 
and expansion, with each kobold working toward the prosperity of the tribe. Leadership 
among kobolds is determined by cunning, intelligence, and the ability to outscheme rivals. 
The strongest leader is not necessarily the biggest or toughest, but the one who can set 
the best traps, control the most resources, and keep other kobolds in line through fear 
and clever manipulation. Unlike goblins, who are chaotic and impulsive, kobolds are 
strategic and methodical. They plan their ambushes carefully, always ensuring the odds 
are in their favor. They have no shame in retreating, knowing that a battle lost today 
is simply an opportunity to strike back harder tomorrow. Their hatred for dwarves and 
gnomes is legendary. While dwarves see kobolds as pests, kobolds view dwarves as overgrown, 
arrogant oafs who hoard wealth and claim land that should rightfully belong to kobold-kind. 
Their dislike for gnomes runs even deeper, as kobolds see them as rivals in craftsmanship, 
intelligence, and invention. However, where gnomes create for art and discovery, kobolds 
create to conquer and kill.

Racial Traits
-See in dark (Infravision): Yes
-Size class: Small

Racial Perks & Benefits
-Shadow Skulker: +10% bonus to hiding and sneaking, with faster hide times.
-Trapmaker's Precision: Increased effectiveness with thrown weapons and crossbows, as 
                        kobolds rely on ranged attacks and ambush tactics.
-Small Target: Harder to be hit by giantkin, as their small size and agility 
               make them difficult targets.
-Lucky Dodge: Increased dodge chance
-Cunning Ambusher: Increased damage when attacking from stealth, reflecting their natural 
                   hit-and-run combat style.
-Filthborne Endurance: Resistant to diseases and toxins, allowing them to survive in the 
                       filthiest of conditions.

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