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[Pathfinder] beastisrfrt

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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

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