Races of the Dragon
With balancing elements from Web Enhancements
- +2 Dexterity, –4 Strength, –2 Constitution. Kobolds are weak and frail, but their size grants them quickness.
- Small: As a Small creature, a kobold gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on grapple checks, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
- Humanoid (dragonblood, reptilian): Kobolds are humanoids with the dragonblood and reptilian subtypes. For all effects related to race, a kobold is considered a dragon.
- Kobold base land speed is 30 feet.
- +1 natural armor bonus.
- Darkvision: Kobolds can see in the dark up to 60 feet.
Darkvision is black and white only, but it is otherwise like normal sight. Kobolds can function just fine with no light at all. - All kobolds add Craft (trapmaking) to their list of class skills.
- +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
- Light Sensitivity: Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
- Natural Weapons: Kobolds have two primary claw attacks that deal 1d3 points of slashing damage plus Strength bonus, and a secondary bite attack that deals 1d3 points of piercing damage plus 1/2 Strength bonus. Despite possibly being the weakest reptilian humanoid, kobolds retain a connection to their feral nature.
- Slight Build: The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when “squeezing” through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
- Weapon Proficiency: Kobolds receive the Martial Weapon Proficiency feats for the heavy pick and light pick as bonus feats. Kobolds are born and bred miners, regardless of their actual profession, allowing them to easily wield these weapons.
- Weapon Familiarity: Kobolds may treat greatpicks as martial weapons, rather than exotic weapons
- Automatic Language: Draconic.
- Bonus Languages: Common and Undercommon.
- Favored Class: Sorcerer. A multiclass kobold’s sorcerer class does not count when determining whether she takes an experience point penalty for multiclassing.
Kobold Weapons
Leave it to kobolds to get the most from any weapon. If there’s a slight advantage to be gained from a tool, whether mining or attacking from great distances, kobolds will exploit that improvement.
| Exotic Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight(1) | Type |
| Two-Handed Weapons | |||||||
| Greatpick | 15 gp | 1d8 | 1d10 | x4 | — | 15 lb. | Piercing |
| Ranged Weapons | |||||||
| Double crossbow, hand | 200 gp | 1d3 | 1d4 | 19-20/x2 | 30 ft. | 3 lb. | Piercing |
| Bolts (10) | 1 gp | — | — | — | 1 lb. | — | |
| Double crossbow, heavy | 100 gp | 1d8 | 1d10 | 19-20/x2 | 120 ft. | 12 lb. | Piercing |
| Bolts (10) | 1 gp | — | — | — | 1 lb. | — | |
| Double crossbow, light | 70 gp | 1d6 | 1d8 | 19-20/x2 | 80 ft. | 6 lb. | Piercing |
| Bolts (10) | 1 gp | — | — | — | 1 lb. | — | |
| 1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. | |||||||
Weapon Qualities
These weapons require the Exotic Weapon Proficiency to wield without taking a -4 penalty on attack rolls, but taking Exotic Weapon Proficiency (double crossbow) makes a character proficient in the use of all double crossbows. The penalty for wielding a hand crossbow without proficiency is cumulative with the penalty for wielding a double crossbow without proficiency.
Weapon Descriptions
Double Crossbow, Hand: A hand double crossbow functions like a regular crossbow of the same type, but is constructed with a second crossbow above the foregrip. Individually loading each hand crossbow takes a move action that provokes an attack of opportunity. It takes a full-round action to load both hand crossbows.
A character can fire one of the two crossbows as an exotic weapon (hand crossbow) with a standard action, or both crossbows as an exotic weapon (hand crossbow) with a full round action (using multiple attacks gained from a high base attack bonus). A character with exotic weapon (double crossbow) training can fire both crossbows as a full-round action using their highest base attack bonus, but each attack takes a -2 penalty.
You can shoot a hand double crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons (see Table 8-10: Two Weapon Fighting Penalties, page 160 of the Player’s Handbook). This penalty is cumulative with the penalty for one-handed firing.
Double Crossbow, Heavy: A heavy double crossbow functions like a regular crossbow of the same type, but is constructed with a second crossbow above the foregrip. Individually loading each heavy crossbow takes a full-round action that provokes an attack of opportunity. It takes two full-round actions to load both heavy crossbows.
A character can fire one of the two crossbows as a simple weapon with a standard action, or both crossbows as a simple weapon with a full round action (using multiple attacks gained from a high base attack bonus). A character with exotic weapon (double crossbow) training can fire both crossbows as a full-round action using their highest base attack bonus, but each attack takes a -2 penalty.
A heavy double crossbow can be fired with one hand, but with a -6 penalty. You can shoot a heavy double crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons (see Table 8-10: Two Weapon Fighting Penalties, page 160 of the Player’s Handbook). This penalty is cumulative with the penalty for one-handed firing.
Double Crossbow, Light: A light double crossbow functions like a regular crossbow of the same type, but is constructed with a second crossbow above the foregrip. Individually loading each light crossbow takes a move action that provokes an attack of opportunity. It takes a full-round action to load both light crossbows.
A character can fire one of the two crossbows as a simple weapon with a standard action, or both crossbows as a simple weapon with a full round action (using multiple attacks gained from a high base attack bonus). A character with exotic weapon (double crossbow) training can fire both crossbows as a full-round action using their highest base attack bonus, but each attack takes a -2 penalty.
A light double crossbow can be fired with one hand, but with a -4 penalty. You can shoot a light double crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons (see Table 8-10: Two Weapon Fighting Penalties, page 160 of the Player’s Handbook). This penalty is cumulative with the penalty for one-handed firing.
Greatpick: A greatpick is an extension of the heavy and light pick designs, but considerably heavier and larger, concentrating twice as much force onto a small area with a two-handed heft.