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Kobold Racial Talents
Dragon's Breath
You gain a breath weapon, based upon your heritage - choose from one of the types listed below. The breath weapon inflicts 1d6 points of damage for every Hit Dice you possess (Reflex for half, DC 10 + 1/2 your HD + your Constitution modifier). Using your breath is an Attack action, which does not provoke an Attack of Opportunity. Upon using your breath, you cannot use it again for 3d6 rounds.
- Black: You breathe a 30-foot line of acid.
- Blue: You breathe a 30-foot line of electricity.
- Green: You breathe a 15-foot cone of acid.
- Red: You breathe a 15-foot cone of fire.
- White: You breathe a 15-foot cone of cold.
At HD 5, the cooldown decreases to 3d4 rounds. At HD 10, the cooldown lowers to 2d6 rounds, and the size or length of your breath's area of effect doubles. At HD 15, the cooldown lowers to 1d6 rounds, and at HD 20 the cooldown lowers to 1d4 rounds.
Dragon's Glide
You grow a pair of wings, which you may use to safely fall from great heights and to glide about. By making a DC 15 Fly check (subject to weather conditions), you make fall from any height, as if using Feather Fall. Additionally, you may make a DC 20 Fly check whenever you are airborne to glide, moving 5 feet laterally for every 10 feet of distance fallen.
Dragon's Flight
You gain true mastery over your wings, and may now fly with them at a speed equal to your base land speed, with a maneuverability of Poor (-4). When you reach HD 10, the maneuverability increases to Average, and you may fly at your base land speed +30 ft. When you reach HD 15, the maneuverability increases to Good (+4), and you may fly at your base land speed +60 ft. Lastly, at HD 20, your maneuverability increases to Perfect (+8), and you may fly at your base land speed +90 ft.
Kobold Ingenuity (Ex)
As a Standard Action, you may make a Craft (Trap) check to rapidly construct a rudimentary trap in a location adjacent to you. A trap may occupy one five foot square for every 4 ranks in Craft (Trap) you possess (to a maximum of five squares at 20 ranks), and the squares must connect to one another. Additionally, you must pay 1 TU in Crafting Goods for every square of traps constructed in this manner. Your traps are only noticeable to you - the Perception DC to spot your traps is opposed to the result of your Craft (Traps) check.
When you use this Talent, select a trap from the list below - the trap creates the effects of the corresponding spell, but is a purely mundane effect. All traps require a Reflex save, as their associated spell. The DC for this save is 10 + your ranks in Craft (Trap) + your Intelligence modifier.
- Spikes Trap - Spike Stones
- Glue Trap - Glue Seal
- Oil Trap - Grease
- String Trap - Web
Traps possess a hardness of 10, and 20 Hit Points. They may be destroyed by suitable area-of-effect damage, but may not be targeted by attack rolls unless the creature has successfully spotted it with a successful Perception check. A creature caught in the trap cannot attack the trap until they escape.
