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[Pathfinder] beastisrfrt

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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

Featured Races 2

acid resistance 5. Blue-scaled kobolds with this racial trait

gain electricity resistance 5. Red-scaled kobolds with this

racial trait gain fire resistance 5. White-scaled kobolds

with this racial trait gain cold resistance 5. This racial trait

replaces the armor racial trait.

Gliding Wings: Some kobolds are born with wings that,

while too weak for actual f lying, do allow them to fall at

a very slow and safe pace. A kobold with wings can use

them to glide. It can make a DC 15 Fly check to fall safely

from any height without taking falling damage, as if using

feather fall. When falling safely, it may make an additional

DC 15 Fly check to glide, moving 5 feet laterally for every 20

feet it falls. This racial trait replaces crafty.

Jester: Some kobolds swallow their pride and survive by

groveling, placating, and amusing the powerful. Kobolds

with this racial trait gain a +2 racial bonus on Diplomacy

and Perform checks. Diplomacy and Perform are always

class skills for them. This racial trait replaces crafty.

FAVORED CLASS OPTIONS

The following options are available to all kobolds who have

the listed favored class, and unless otherwise stated, the

bonus applies each time you select the favored class reward.

Alchemist: Add +1/2 to the number of bombs per day

the alchemist can create.

Bard: Treat the bard’s level as +1/2 level higher for

the purpose of determining the effect of the fascinate

bardic performance.

Cavalier: Add 5 feet (up to 15 feet maximum) to the

cavalier’s mount’s speed when it uses the charge or

withdraw action.

Cleric: Add +1 to channel energy damage dealt to

creatures denied their Dexterity bonus to AC (whether or

not the creature has a Dexterity bonus to AC).

Druid: Add +1/2 to the druid’s wild empathy bonus.

Fighter: Add +1/2 to damage rolls the fighter makes

with weapon attacks against an opponent he is f lanking

or an opponent that is denied its Dexterity bonus to AC.

Gunslinger: Add +1/4 to the dodge bonus to AC granted

by the nimble class feature (maximum +4).

Magus: Add a +1/2 bonus on concentration checks

made to cast defensively.

Monk: Add +1/3 to the monk’s AC bonus class ability.

Oracle: Add +1/4 to the armor or natural armor bonus

granted by oracle spells she casts on herself.

Ranger: Add +1/4 to the number of opponents the

ranger may select when using hunter’s bond to grant

a bonus to allies. All selected creatures must be of

the same type.

Rogue: Add +1/2 to the rogue’s trap sense bonus to AC.

Sorcerer: Choose acid, cold, electricity, or fire

damage. Add +1/2 point of the chosen energy damage

to spells that deal the chosen energy damage cast by

the sorcerer.

Kobold Racial Traits

+2 Dexterity, –4 Strength, –2 Constitution: Kobolds are fast but weak.

Reptilian: Kobolds are humanoids with the reptilian subtype.

Small: Kobolds are Small creatures and gain a +1 size bonus to

their AC, a +1 size bonus on attack rolls, a –1 penalty on

their combat maneuver checks and to Combat Maneuver

Defense, and a +4 size bonus on Stealth checks.

Normal Speed: Kobolds have a base speed of 30 feet.

Darkvision: Kobolds can see in the dark up to

60 feet.

Armor: Kobolds have a +1 natural armor bonus.

Crafty: Kobolds gain a +2 racial bonus on Craft

(trapmaking), Perception, and Profession

(miner) checks. Craft (traps) and Stealth are

always class skills for a kobold.

Weakness: Light sensitivity.

Languages: Kobolds begin play speaking only Draconic. Kobolds

with high Intelligence scores can choose from the following:

Common, Dwarven, Gnome, and Undercommon.

133

paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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