KOBOLDS
Typical Adult Height: 3'6"-4'6"
Birth Rate: Clutch of 6-12 eggs every few months
Lifespan: 0-4 (Child), 5-10 (Young Adult), 11-54 (Adult), 55-80 (Elder)
Nicknames: Rat Lizards
Sexual Dimorphism: Very little
Skin Tones: Nearly any possible shade or design (Grey & Blue most common colours, usually striped darker)
Hair: None
Racial Mounts: Monitor Lizards, Komodo Dragons, Deinonychus, Struthiomimus, Pterosaurs
Racial Weapons: Spears, Javelins, Traps
Religion: Elder Dragon Gods, The Clutch Mother
Allies: Skinks, Lizardmen, Dragons
Encounter Groups:
Group (2-12, plus 0-15 Animals, 0-2 Mounts)
Bands (4-45 plus 0-5 Elites, 0-10 Mounts, 5-50 Animals, 0-15 Skinks, 0-2 Lizardmen, 0-1 Heavies, 0-1 Monster)
Tribe (15-75, plus 3-30 Elites, 5-45 Mounts, 0-45 Animals, 0-100 Kobolds, 0-40 Lizardmen, 0-25 Heavies, 0-4 Monsters)
PL Variants:
PL 0-1: Weaker Specimens
PL 2: Common Kobold
PL 3-4: Elites, Trappers
PL 5+: Important Characters
-Kobolds are one of the most numerous races in the world, existing largely as a 'pest' race, much like the Greenskins, but numerous in large clutches rather than vast expanses or territorial holdings. Living inside hills, caves and mountains, Kobolds inhabit part-Subterranean, part-Overworld status, and usually only maintain temporary lodging, packing up and moving when things become too difficult. A short, tiny race, Kobolds are reptilian in form, with rough, scaled and knotted textures of any sort of colour, and possess little in the way of muscle mass.
-Kobolds are characterized by cowardice to most races- they simply are pragmatic and prefer to flee if things get too difficult (as in; they don't outnumber the foe by 10 to 1). Their preferred tactics are to horde over the enemy with sheer numbers, attacking at range with long spears or crossbows if possible, or letting tamed pets do the dirty work. In fact, Kobolds, as reptilians, have a closer link to Dinosaurs than most sentient races do, taming and trapping many of the smaller ones for various uses- usually packing & carrying, or even as mounts or warriors in battle. Kobolds are sneaky and spry, often quickly overwhelming unprepared adventurers expect "easy" kills and rewards for their hides. Their nomadic lifestyle and raiding nature (Kobolds are known to attack lone individuals or small towns if possible, to eat or enslave the victims) has left them little respect among other races, even the similar Lizardmen.
-Reptilian creatures such as Kobolds are actually very ancient, and worship the Elder Dragon Gods long since forgotten by most of Castellia. They believe that many of these beings (including their patron Goddess, the Clutch-Mother) are laying in wait, plotting for the day when they can return, and destroy all the other Gods that cast them down.
Jab's Notes: I like Kobolds a whole lot better than Goblins, for the most part. More inventive, unique-looking and with their own personality (trap-making cowardly guys with mommy issues), versus the "same old" kind of Disposable Goblin that most Fantasy worlds use. Of course, both races occupy the EXACT SAME ROLE in most gaming- the wussy, "starter" race that's easy to kill. Of cours, those races are often the most fun to play with and modify, not to mention they make easy-to-kill Hordes. I made them more the "random bands" threat than anything, but they're also notable for being the weakest servants of the mighty Dragons.
KOBOLD
Role: Reptilian Mooks
PL 2 (40)
STRENGTH -2 STAMINA 0 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -2
Skills:
Athletics 6 (+4)
Expertise (Traps) 5 (+4)
Expertise (Animal Handling) 6 (+4)
Expertise (Survival) 4 (+3)
Perception 5 (+4)
Stealth 2 (+4, +8 Size)
Advantages:
Equipment, Ranged Attack 2, Teamwork
Powers:
"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength & Speed, +2 Defenses, +4 Stealth, -4 Intimidation)
"Not THAT Weak" Power-Lifting 1 (25 lbs.) [1]
"Cold-Blooded" Immunity 1 (Heat) [1]
"Fleet of Foot" Speed 1 (2 mph) [1]
"Reptilian Senses" Senses 2 (Acute Scent, Infravision) [2]
"Dragon Children" Senses 3 (Detect Dragons, Ranged, Acute) [3]
"Ditch-Diggers" Movement 1 (Environmental Adaptation- Underground) [2]
Equipment:
"Spear" Strength-Damage +2 (Feats: Reach 2) (4) -- (5)
- AE: "Handbow" Blast 2 (4)
Unarmed +4 (-2 Damage, DC 13)
Spear +4 (+0 Damage, DC 15)
Handbow +2 (+2 Ranged Damage, DC 17)
Initiative +2
Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +0, Fortitude +1, Will +0
Complications:
Weakness (Cold)- As cold-blooded reptiles, Kobolds are very prone to temperature change, and will not survive for long in winter habitats. Similarly, they will take additional afflictions from any Cold-based attack.
Total: Abilities: 0 / Skills: 28--14 / Advantages: 4 / Powers: 19 / Defenses: 3 (40)
-The most common of Kobolds are small, weak and very stupid, but have attained a survivalist nature, an ability to craft ingenious traps, and minor combat capabilities. They are little threat individually, but tend to gather in huge groups, allowing them massive outnumbering. They prefer to await victims that fall into their traps, then attack from range and, if necessary, attack with their Spears in tandem.
KOBOLD ELITE
Role: Reptilian Mooks
PL 4 (61)
STRENGTH -1 STAMINA 1 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1
Skills:
Acrobatics 2 (+5)
Athletics 7 (+6)
Expertise (Traps) 8 (+8)
Expertise (Animal Handling) 10 (+9)
Expertise (Survival) 5 (+5)
Intimidation 6 (+1 Size)
Perception 7 (+7)
Stealth 2 (+5, +9 Size)
Advantages:
Close Combat, Defensive Attack, Equipment 2, Evasion, Improved Critical (Spear) 2, Improved Defense, Power Attack, Ranged Attack 6, Teamwork, Tracking
Powers:
"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength & Speed, +2 Defenses, +4 Stealth, -4 Intimidation)
"Not THAT Weak" Power-Lifting 1 (50 lbs.) [1]
"Cold-Blooded" Immunity 1 (Heat) [1]
"Fleet of Foot" Speed 1 (2 mph) [1]
"Reptilian Senses" Senses 2 (Acute Scent, Infravision) [2]
"Dragon Children" Senses 3 (Detect Dragons, Ranged, Acute) [3]
"Ditch-Diggers" Movement 1 (Environmental Adaptation- Underground) [2]
Equipment:
"Trapping Gear" (5)
"Spear" Strength-Damage +2 (Feats: Reach 2) (4) -- (5)
- AE: "Handbow" Blast 2 (4)
Unarmed +6 (-1 Damage, DC 14)
Spear +6 (+1 Damage, DC 16)
Handbow +6 (+2 Ranged Damage, DC 17)
Initiative +3
Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +1, Fortitude +3, Will +2
Complications:
Weakness (Cold)- As cold-blooded reptiles, Kobolds are very prone to temperature change, and will not survive for long in winter habitats. Similarly, they will take additional afflictions from any Cold-based attack.
Total: Abilities: 14 / Skills: 48--24 / Advantages: 17 / Powers: 19 / Defenses: 7 (61)
-The most common of Kobolds are small, weak and very stupid, but have attained a survivalist nature, an ability to craft ingenious traps, and minor combat capabilities. They are little threat individually, but tend to gather in huge groups, allowing them massive outnumbering. They prefer to await victims that fall into their traps, then attack from range and, if necessary, attack with their Spears in tandem.