Kobold (4e Race)
From D&D Wiki
|By Aaron H.|
A small humanoid race that is related to dragons.
|Average Height: 2'0"-2'6"|
|Average Weight: 35-45 lbs.|
|Ability Scores: +2 Dexterity, +2 Charisma or Wisdom|
|Speed: 7 squares|
|Languages: Common, Draconic|
|Skill Bonuses: +2 Perception, +2 Thievery|
|Trap Making: You gain a +2 racial bonus to Perception skill to spot traps, and a +2 racial bonus to Thievery to disarm traps.|
|Reptilian: You are considered a reptile for the purpose of effects relating to that keyword.|
|Shifty: You gain Shifty racial power.|
|Shifty||Kobold Racial Power|
|You duck, cower and slink.|
|Effect: The Kobold may shift 1 square.|
|Special: Can only be used once per round.|
Kobold usually build "colonies" that worship dragons of all types. Each Kobold society usually "baptize" their chosen few in their patron dragon's element. But, there are such cases of revolts, both against community AND Dragon. Two sides of the same coin, yet so much different from each other. Rarer cases involve hatchlings wandering off (or abandoned) and learning of the outside world that his/her parents never wanted the kobold to know. But kobolds see the latter case to be "Vagabonds" or "Forsaken" of their patron Dragon.
Play a kobold if you want...
- To be short.
- To be a reptilian humanoid.
- To be cowardly.
- To have sadistic tendencies.
- To be a member of a race that favors the Shaman, Rogue, and Sorcerer classes.
A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is nonprehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds.
Kobolds are small, reptilian humanoids (approx. 2-2 1/2' tall). Their scaly skin is dark red-black to red-brown. Their eyes are sensitive to the point that they are partially blinded in daylight.
Playing a Kobold
"Survival of the tribe" is foremost in every Kobold's mind. They hate and mistrust other humanoids. They are natural miners. They prefer to lead enemies into traps rather than to confront them directly.
Kobold Characteristics: Survival, mistrust, indirect combat
Male Names: Depends on the tribe, but usually give Draconic Names for males (e.g. Zakaar)
Female Names: For being inferior in any community, females are given Goblin names (e.g. Gressmah)
Three sample Kobold adventurers are described below.
Sjach is a sorcerer who's tribe was slaughtered after the Red Dragon they worshipped turned on them. Desperate for vengeance, he mastered the arcana by using the draconic power within the blood of his fallen comrades before he cremated their remains. He lives in an utterly alien world surrounded by races he grew up fearing. Though he doesn't give his trust easily, he'd give his life for the few friends he has. More than anything, though, he wants to slay that dragon. To that end, he's joined a group of adventurers, a new tribe, in a way. He hopes that at their side, he'll finally be able to avenge his old tribe.
Svent is a shaman who was kidnapped from his tribe many years ago when they were attacked by Gnolls. They reared him to be a servant and a slave. However, one of the Gnolls took pity and helped him master the primal arts. When this Gnoll's actions were discovered, the rest of the pack mauled him and mortally wounded him. Enraged, Svent slew them all, and with his final breath, his teacher revealed Svent's old tribe was still alive, having escaped the pack. Bolstered by this knowledge, Svent set out on a mission to find his tribe and their new home.
Dragtor is a rogue who left her tribe to escape sexism and oppression and seek profit and fortune. She always took thrill in seeking new and innovative ways of getting money, especially less than honest ones, but due to her being a woman, this practice was frowned upon. Eventually, she got fed up and did the unthinkable - she left the tribe. For many years, she's travelled through the towns and cities of other races, outwitting and fleecing people, then clearing out when she got discovered. One day, she tried to cheat an adventuring party in a game of cards and she got discovered. Instead of making an example of her, though, the adventurers were impressed by her ingenuity and hired her. Though she remains indebted to her comrades, she has a tendency to pick their pockets when she thinks they aren't looking.