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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
Featured Races 2
Draconic Paragon
You can shrug off sleep and paralysis effects as well as any
dragon, and your draconic aspects improve.
Prerequisites: Draconic Aspect, either Draconic Breath
or Draconic Glide, character level 10th, kobold.
Benefit: You gain an additional +2 bonus against sleep
and paralysis effects. You can use your breath weapon twice
per day and your breath weapon damage increases to 4d6
points of energy damage. Your wings from the Draconic
Glide feat grow stronger, granting you a f ly speed of 20 feet
(average maneuverability).
earth floor, rubble roils to the surface, making the square
difficult terrain. Using the gloves is a standard action that does
not provoke attacks of opportunity. The wearer can use the
gloves to create up to 20 squares of difficult terrain per day.
CONSTRUCTION
Requirements Craft Wondrous Item, expeditious excavation;
Cost 4,000 gp
TRAPMAKER’S SACK
Aura moderate transmutation; CL 9th
Slot none; Price 20,000 gp; Weight 2 lbs.
Kobold Ambusher (Combat)
You are adept at moving fast and staying hidden.
Prerequisites: Stealth 4 ranks, kobold.
Benefit: You take no penalty on Stealth checks when you
move up to your full speed. You can use the run or charge
action and remain hidden, taking a –10 penalty on the
check to do so.
Normal: When moving greater than half speed up to
your full speed, you take a –5 penalty on Stealth checks.
When you are able to run or charge while using Stealth,
you take a –20 penalty on the Stealth check.
Kobold Sniper (Combat)
You snipe quickly, making it harder for others to find the
location of your attack.
Prerequisites: Stealth 1 rank, kobold.
Benefit: When you are sniping, you only take a –10
penalty on your Stealth checks to stay hidden.
Normal: You take a –20 penalty on your Stealth check to
maintain your obscured location while sniping.
Tail Terror (Combat)
You have strengthened your tail enough to make slap
attacks with it.
Prerequisites: Base attack bonus +1, kobold.
Benefit: You can make a tail slap attack with your tail.
This is a secondary natural attack that deals 1d4 points
of bludgeoning damage. Furthermore, you can augment
your tail slap attack with a kobold tail attachment. For the
purpose of weapon feats, you are considered proficient with
all kobold tail attachments.
Kobold Magic Items
Kobolds have access to the following magic items.
DESCRIPTION
This heavy leather bag bulges only slightly but upon closer
inspection appears to be chocked full of knives, gears, picks,
shovels, and arrows. Once per day as a full-round action, the
bearer can command the sack to create any mechanical trap
of CR 4 or less (Core Rulebook 420–422), which appears at a
designated spot within 50 feet. The bearer must make a Craft
(traps) check with a DC equal to the normal DC for creating the
trap (Core Rulebook 424). If successful, the trap instantly merges
with the chosen area, exactly as if someone had actually built the
trap in that spot. If the check fails, no trap appears. The sack can
alter earth, stone, and wood to accommodate the trap without
altering nearby terrain (including doors, pits, and so on).
CONSTRUCTION
Requirements Craft Wondrous Item, fabricate, creator must
have 5 ranks in Craft (traps); Cost 10,000 gp
Kobold Spells
Kobolds have access to the following spell.
IMPROVE TRAP
School transmutation; Level antipaladin 2, druid 3, inquisitor 3,
ranger 2, sorcerer/wizard 3, witch 3
Casting Time 1 minute
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one trap
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)
When this spell is cast upon a trap, it improves one specific
element of the trap chosen at the time of casting. The caster
can improve the trap in any of the following ways (each one
raises the trap’s CR by +1).
• Increase DC of the Perception check required to locate the trap
by +5.
• Increase DC of the Disable Device check required to disarm
RUBBLE GLOVES
Aura faint transmutation; CL 5th
Slot hands; Price 8,000 gp; Weight 1 lb.
DESCRIPTION
These gloves are made of a fine metal mesh. If a creature
wearing rubble gloves touches a 5-foot square of stone or
trap by +5.
• Increase the trap’s attack bonus or saving throw by +2.
To cast this on a trap, you must know that the trap exists and
its precise location. A trap can only have one improvement from
this spell at a time. A second casting changes the improvement
on the trap, but does not add another improvement.
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012