Kobold PC
Kobold PC
So, what would y'all suggest for a kobold PC stats? I saw the version in the Compiled rules and didn't like them, but figured someone had come up with something.
I don't have to have everything perfect... just good enough that the seams don't show on the monkey suit. -Me
I like that. Not going to use it because I like mine better, but I do like that idea. -Treebore, summing up most home designers' philosophy
I like that. Not going to use it because I like mine better, but I do like that idea. -Treebore, summing up most home designers' philosophy
Re: Kobold PC
I haven't seen the Rules Compilation, so just off the top of my head:
+1 DEX -1STR -1CHA. Maybe +1AC.
+1 DEX -1STR -1CHA. Maybe +1AC.
- Sir Osis of Liver
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Re: Kobold PC
As per the Hypertext d20 SRD online:
http://www.d20srd.org/srd/monsters/kobold.htm
Kobold characters possess the following racial traits.
•-4 Strength, +2 Dexterity, -2 Constitution.
•Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
•A kobold’s base land speed is 30 feet.
•Darkvision out to 60 feet.
•Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
•+1 natural armor bonus.
•Special Qualities (see above): Light sensitivity.
•Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
I left out the preferred class (Sorcerer) and info on feats since...well, we know why. I might translate the skills to variants on the rogue's or ranger's Traps abilities, the miner stuff would convert to something resembling a dwarf's Determine Depth & Direction ability, with the search ability being similar to the rogue's listen ability.
http://www.d20srd.org/srd/monsters/kobold.htm
Kobold characters possess the following racial traits.
•-4 Strength, +2 Dexterity, -2 Constitution.
•Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
•A kobold’s base land speed is 30 feet.
•Darkvision out to 60 feet.
•Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
•+1 natural armor bonus.
•Special Qualities (see above): Light sensitivity.
•Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
I left out the preferred class (Sorcerer) and info on feats since...well, we know why. I might translate the skills to variants on the rogue's or ranger's Traps abilities, the miner stuff would convert to something resembling a dwarf's Determine Depth & Direction ability, with the search ability being similar to the rogue's listen ability.
- Sir Osis of Liver
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Re: Kobold PC
Much as I don't care for a lot of d20, one of the things I enjoy is their guidelines for making PC races out of some of the monsters.
Re: Kobold PC
Comparing it to the modifiers for the d20 Halfling and C&C Halfling, as well as the abilities of other races in both and the Kobold in M&T, you get:
Kobold
RACIAL TRAITS AND ABILITIES
Darkvision: As Half-Orc.
Determine Depth and Direction: As Dwarf.
Fanged Maw: A kobold's fanged mouth inflicts 1-2 damage on a successful bite. Unlike the unarmed attacks of others races, this is normal damage, not subdual damage.
Light Sensitivity: The senses of kobolds are attuned to the darkness of the underground world, and they find bright light uncomfortable. They suffer a -1 penalty to all actions, checks, and saves in conditions lighter than dim torchlight.
Scaled Hide: The scaly hide of the kobold provides it with a natural +1 bonus to its Armor Class.
LANGUAGES: Kobold
SIZE: Small
MOVEMENT: 30 feet
TYPICAL CLASSES: Rogue, Cleric
ATTRIBUTE MODIFIERS: +1 Dexterity, -2 Strength, -1 Constitution
ROGUE AND ASSASSIN MODIFIERS: +2 listen, +2 hide, +2 traps
Kobold
RACIAL TRAITS AND ABILITIES
Darkvision: As Half-Orc.
Determine Depth and Direction: As Dwarf.
Fanged Maw: A kobold's fanged mouth inflicts 1-2 damage on a successful bite. Unlike the unarmed attacks of others races, this is normal damage, not subdual damage.
Light Sensitivity: The senses of kobolds are attuned to the darkness of the underground world, and they find bright light uncomfortable. They suffer a -1 penalty to all actions, checks, and saves in conditions lighter than dim torchlight.
Scaled Hide: The scaly hide of the kobold provides it with a natural +1 bonus to its Armor Class.
LANGUAGES: Kobold
SIZE: Small
MOVEMENT: 30 feet
TYPICAL CLASSES: Rogue, Cleric
ATTRIBUTE MODIFIERS: +1 Dexterity, -2 Strength, -1 Constitution
ROGUE AND ASSASSIN MODIFIERS: +2 listen, +2 hide, +2 traps
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Re: Kobold PC
Colin, I think I like that a lot!
I was going to suggest working from the Complete humanoids handbook a la 2nd ed.
Kobold
Ability Score Adjustments. The initial abil-
ity scores are m o d i f i e d by a -1 penalty to
Strength and Constitution.
Hit Dice. Player character kobolds receive hit
dice by class.
Alignment. Kobolds tend toward lawful evil.
PC kobolds may be of any alignment, though
they are usually lawful neutral.
Natural Armor Class. 10.
Background. Kobolds are short humanoids,
growing to a height of three feet. They have
scaly hides of dark brown to rusty black, and
smell awful to anything but another kobold.
The eyes of a kobold glow bright red, and they
Special Advantages, Kobolds can see in the
dark, u p to 60 feet with their i n f r a v i s i o n .
Unless kobold characters display special capa-
bilities, intelligent and powerful opponents are
likely to attack them last of all.
Special Disadvantages. Bright l i g h t hinders kobolds, making it difficult for them to see.
When forced to fight in sunlit conditions or the
equivalent, kobolds receive a -1 penalty to
their attack rolls. Gnomes have a + 1 bonus
when attacking kobolds.
Monstrous Traits. Appearance, dog-like
voices, bestial habits.
Superstitions. Fear of spellcasters, fear and
hatred of larger races, hatred of gnomes.
Weapon Proficiencies: Club (spiked), hand
axe, javelin, short sword, spear.
Nonweapon Proficiencies: Animal noise/
animal training (giant weasel), animal training
(wild boar), begging, close-quarter fighting,
danger sense, fast-talking, gem cutting, hiding,
looting, mining, set snares, wild fighting.
Someone had done the below at some point, but that might be the one you said you didn't like;
Racial Traits and Abilities
Darkvision: Kobolds can see in complete darkness for up to 60 feet. Darkvision produces images that are in shades of gray, but it is otherwise like normal sight. Kobolds can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil darkvision. A kobold requires one turn to adjust his or her eyes when a light source is extinguished before gaining full use of darkvision.
Unimportant Combat Target: Unless the kobold displays special capabilities, an intelligent and powerful creature will attack the kobold last.
Languages: Common, Kobold, Orc, Goblin
Size: Small Movement: 30 feet
Typical Classes: Fighter, Cleric, Shaman, Rogue
Attribute Modifiers: -1 Strength, -1 Constitution
Rogue Modifier: -1 pick pocket, -3 climb, -2 decipher script
Rogue and Assassin Modifier: +9 move silent, +2 hide, +2 listen
I was going to suggest working from the Complete humanoids handbook a la 2nd ed.
Kobold
Ability Score Adjustments. The initial abil-
ity scores are m o d i f i e d by a -1 penalty to
Strength and Constitution.
Hit Dice. Player character kobolds receive hit
dice by class.
Alignment. Kobolds tend toward lawful evil.
PC kobolds may be of any alignment, though
they are usually lawful neutral.
Natural Armor Class. 10.
Background. Kobolds are short humanoids,
growing to a height of three feet. They have
scaly hides of dark brown to rusty black, and
smell awful to anything but another kobold.
The eyes of a kobold glow bright red, and they
Special Advantages, Kobolds can see in the
dark, u p to 60 feet with their i n f r a v i s i o n .
Unless kobold characters display special capa-
bilities, intelligent and powerful opponents are
likely to attack them last of all.
Special Disadvantages. Bright l i g h t hinders kobolds, making it difficult for them to see.
When forced to fight in sunlit conditions or the
equivalent, kobolds receive a -1 penalty to
their attack rolls. Gnomes have a + 1 bonus
when attacking kobolds.
Monstrous Traits. Appearance, dog-like
voices, bestial habits.
Superstitions. Fear of spellcasters, fear and
hatred of larger races, hatred of gnomes.
Weapon Proficiencies: Club (spiked), hand
axe, javelin, short sword, spear.
Nonweapon Proficiencies: Animal noise/
animal training (giant weasel), animal training
(wild boar), begging, close-quarter fighting,
danger sense, fast-talking, gem cutting, hiding,
looting, mining, set snares, wild fighting.
Someone had done the below at some point, but that might be the one you said you didn't like;
Racial Traits and Abilities
Darkvision: Kobolds can see in complete darkness for up to 60 feet. Darkvision produces images that are in shades of gray, but it is otherwise like normal sight. Kobolds can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil darkvision. A kobold requires one turn to adjust his or her eyes when a light source is extinguished before gaining full use of darkvision.
Unimportant Combat Target: Unless the kobold displays special capabilities, an intelligent and powerful creature will attack the kobold last.
Languages: Common, Kobold, Orc, Goblin
Size: Small Movement: 30 feet
Typical Classes: Fighter, Cleric, Shaman, Rogue
Attribute Modifiers: -1 Strength, -1 Constitution
Rogue Modifier: -1 pick pocket, -3 climb, -2 decipher script
Rogue and Assassin Modifier: +9 move silent, +2 hide, +2 listen
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
- Dead Horse
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Re: Kobold PC
Awhile back i complied all the humanoids i could find that were converted to C&C i found this for Kobold. Seems mine is from the complete book of Humanoids.
Kobold
Description
Kobolds are small, scaly humanoids covered with a sparse layer of thin fur. They are thin and wiry, and have scaly skin that sheds periodically in large white flakes. This gives them an unkempt and filthy appearance.
Personality
Kobolds have a deep hatred of all other life, especially gnomes and those who mock their size and speech (which sounds like that of a yapping dog). They find great delight in killing.
Racial Affinities
Kobolds will attack gnomes on sight if their numbers are equal. They are almost never included in hosts of other humanoids (unless enslaved) as they are reviled by all and considered of little value to any save themselves.
Environment
Kobolds make their lairs in dark forests, tangled swamps, or deep in remote underground dens. When above ground, they build crude circular huts or yurts, that are packed closely together for protection. Their homes are usually full of snares and alarms that warn of any intruders.
Kobolds do not naturally tunnel, but do make crude efforts to widen and work their underground homes for their large families and tribes. In all cases, kobolds prefer the option of mobility over that of doggedly defending one parcel of territory. They know territory is easier to find than members of the tribe are to replace.
Racial Traits and Abilities
Darkvision: Kobolds can see in complete darkness for up to 60 feet. Darkvision produces images that are in shades of gray, but it is otherwise like normal sight. Kobolds can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil darkvision. A kobold requires one turn to adjust his or her eyes when a light source is extinguished before gaining full use of darkvision.
Unimportant Combat Target: Unless the kobold displays special capabilities, an intelligent and powerful creature will attack the kobold last.
Languages: Common, Kobold, Orc, Goblin
Size: Small Movement: 30 feet
Typical Classes: Fighter, Cleric, Shaman, Rogue
Attribute Modifiers: -1 Strength, -1 Constitution
Rogue Modifier: -1 pick pocket, -3 climb, -2 decipher script
Rogue and Assassin Modifier: +9 move silent, +2 hide, +2 listen
Kobold
Description
Kobolds are small, scaly humanoids covered with a sparse layer of thin fur. They are thin and wiry, and have scaly skin that sheds periodically in large white flakes. This gives them an unkempt and filthy appearance.
Personality
Kobolds have a deep hatred of all other life, especially gnomes and those who mock their size and speech (which sounds like that of a yapping dog). They find great delight in killing.
Racial Affinities
Kobolds will attack gnomes on sight if their numbers are equal. They are almost never included in hosts of other humanoids (unless enslaved) as they are reviled by all and considered of little value to any save themselves.
Environment
Kobolds make their lairs in dark forests, tangled swamps, or deep in remote underground dens. When above ground, they build crude circular huts or yurts, that are packed closely together for protection. Their homes are usually full of snares and alarms that warn of any intruders.
Kobolds do not naturally tunnel, but do make crude efforts to widen and work their underground homes for their large families and tribes. In all cases, kobolds prefer the option of mobility over that of doggedly defending one parcel of territory. They know territory is easier to find than members of the tribe are to replace.
Racial Traits and Abilities
Darkvision: Kobolds can see in complete darkness for up to 60 feet. Darkvision produces images that are in shades of gray, but it is otherwise like normal sight. Kobolds can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil darkvision. A kobold requires one turn to adjust his or her eyes when a light source is extinguished before gaining full use of darkvision.
Unimportant Combat Target: Unless the kobold displays special capabilities, an intelligent and powerful creature will attack the kobold last.
Languages: Common, Kobold, Orc, Goblin
Size: Small Movement: 30 feet
Typical Classes: Fighter, Cleric, Shaman, Rogue
Attribute Modifiers: -1 Strength, -1 Constitution
Rogue Modifier: -1 pick pocket, -3 climb, -2 decipher script
Rogue and Assassin Modifier: +9 move silent, +2 hide, +2 listen
Please don't beat me.
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- Sir Osis of Liver
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Re: Kobold PC
Kobolds strike me as more fighter or even barbarian types than they do any spellcasting type. Just sayin'.
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Re: Kobold PC
The whole sorceror thing came about due to their sudden connection to a draconic heritage.Sir Osis of Liver wrote:Kobolds strike me as more fighter or even barbarian types than they do any spellcasting type. Just sayin'.
Personally, with all their traps and ambush style combat, I'd think rogue or ranger.
Though my kobold PC was a Witchdoctor (Necromancer)...and a total blast to play. Yapp gOOoood kobold...yes, Yapp issss. Make all hurt go awAy fast fast. Now where my nightshade? (igor voice)
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"Certified crazy since 2009."
Re: Kobold PC
Gary did one in Lejendary Adventures . . if you have the book - ya know, for comparison and idea generation. And if you know LA, then tis an easy conversion to C&C.

Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
Re: Kobold PC
oh, that's the one I was thinking of! I wasn't sure who did it.Dead Horse wrote:A while back i complied all the humanoids i could find that were converted to C&C i found this for Kobold. Seems mine is from the complete book of Humanoids.
Nice work, Horse.
(pun intended)
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Re: Kobold PC
The one in my Compilation uses converted stats from the Complete Book of Humanoids. The one Dead Horse posted is the original one I did, but i changed all those to work like the entries in M&T.
Re: Kobold PC
There was a Dragon article a long time back which had random tables for random humanoid qualities which I always found to be fun and humorous, sort of like mutating the weaklings to make them playable with the big boys. But, in all honesty, I would go the racial class route. Kobolds are kobolds... they're not traditionally known for being bright and "unusual" like the adventuring type. Of course, a different game world could hold them in a different position. So, whatever works.
Re: Kobold PC
Thanks. It was a quick conversion but it was intended to maintain the spirit of the SRD Kobold (while also tying things in to the C&C M&T entry). I went with Rogue and Cleric as the Preferred Classes because the Rogue one obviously fits (sneaky buggers, use traps) and M&T notes that they have Shamans (basically limited Clerics). I figure that PC Kobolds are so unusual that they can get further in these pursuits than normal Kobolds.Relaxo wrote:Colin, I think I like that a lot!
Colin
Radioactive Ape Designs - Award-nominated publishers of Atomic Highway and other fine RPG publications!
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CKDad
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Re: Kobold PC
When I get home tonight I'll bang out a write-up of the method I use for the "Kobold Raiders!" games I run at TrollCon. It's not suitable for a PC in an on-going campaign - at least not a traditional one. It makes for a fun one-off, though, and could probably be adapted for something longer.
"I don't wanna be remembered as the guy who died because he underestimated the threat posed by a monkey."
Re: Kobold PC
Currently polling my players (especially the one thinking of playing a Kobold) what they think should be in a Kobold PC race.
I don't have to have everything perfect... just good enough that the seams don't show on the monkey suit. -Me
I like that. Not going to use it because I like mine better, but I do like that idea. -Treebore, summing up most home designers' philosophy
I like that. Not going to use it because I like mine better, but I do like that idea. -Treebore, summing up most home designers' philosophy



