All these classes
are Kobolds. If you're a kobold, you're a small cold-blooded dragonic
minion. Kobolds are about as smart as humans, just weaker and with
less self preservation instinct, so you generate your Strength with a
1d8+1 roll and have a base AC of 12 from being small and scaly. Also,
you have the innate move of Sacrifice. Whenever another party
member takes a hit, you can jump in front of the attack if you're
adjacent and take the damage instead. Additionally, all Kobolds can
pick locks about as well as a first level thief, but isn't capable of
picking locks more complex without further training. If you want to
play a Kobold and not be one of these silly classes, you can play
anything that's not a Fighter.
Kobolds also need
Warm. Warm is a resource you need every day, like food with a
ration. If you do not have at least one Warm, you treat this
condition as filling your inventory spaces; you become sluggish and
encumbered from the chill in your blood. Going multiple days without
Warm can kill you. If you have more then one Warm, you can give it to
another Kobold through touch. This is why Kobolds often sleep in big
piles. Needless to say, you lose any Warm you have if your character
is hit by a cold spell or attack that deals 2 or more damage.
Art @ExitStageLeft |
Shiny-Finder
HD- d6
Max AC- 15
/ Minimum Hit-Points-
4
Kobolds have a
different definition of bravery then humans do. To a Kobold, life is
less about conquering and overcoming obstacles and more about
avoiding them and twisting them to your advantage. To deftly avoid
danger is a Kobold heroic trait. Think about it- no Kobold will ever
be able to beat up an ogre. To Kobolds, dodging under an Orc's swing
and running between their legs to grab the jewels, then collapsing
the tunnel behind you? That's a heroic feat akin to a human slaying
that orc. Fighters just remind kobolds of the brutes in the dungeons
they live around, Rogues are more worthy of praise.
You're a mix of a
miner, thief, and warrior. You can use pickaxes like a d6 weapon if
you couldn't already. You get +1 damage with all attacks at 3rd
level and 7th level. You get +1 to hit with all weapons at
1st, 4th, and 8th level.
Kobolds aren't
great at fighting, but they are fast and agile. They're great at
climbing on people. You'll lose almost any grapple as a Kobold, but
you can make a combat saving throw to wriggle out of people's grasp
if you couldn't already. Plus, whenever you make this save, you can
then make an attack roll with advantage against the being which
grappled you on your next action, stabbing or striking them from that
sneaky position. Also, give yourself +1 AC naturally.
At 10th
level, you will find a massive diamond worth 100,000c. This is a
major spell component that can be used to cast wishes, or sold to
generate some real cash. Anyone bigger and stronger then you is
likely to try and take it if your secret gets out.
Warm-Maker
HD-
d6
Max AC-
14 / Minimum Hit-Points-
3
You make warm.
You're a combination of a crafter, armor smith, survivalist, and
pyromanic. You can create armor from feathers, leaves, spiderwebs,
and other insulating material which helps prevent cold weather from
sapping the warm from kobolds. Your knowledge of sewing is akin to
sorcery for other kobolds- though other races wouldn't need a special
skill to do this. You can also repair clothes and armor pretty fast
too, taking a turn to repair a patch or hole.
You can start
fires with anything flammable and an exploration turn of time. You
can also add your level to outside survivalist rolls to find warm
shelter or to find food. If your system doesn't use rolls like this,
just allow the Warm-Maker to find a cave to use as shelter that can
fit a maximum number of creatures equal to their level, starting at
3rd level and above. Also, gain +1 maximum hit point every
odd level 3rd level and up.
Warm Makers also
deal additional damage with fire. You can throw firebombs, use
torches as weapons, use flame rods or other magic items to great
effect. You get +2 to hit and damage with any flaming object or spell
effect, though you can't cast spells yourself.
At 6th
level, increase your maximum AC by +1. At 8th level, you
lose the Kobold's weakness to cold based spells and attacks, and gain
a +1 resistance to fire.
At 10th
level, you gain the inner flame. You generate two Warm per day
naturally, and can light any small, flammable object you can hold in
your hands on fire at your will, magically, and can burn people
dealing 1 damage per round you grab them with your flaming hands.
Warm-Makers of this level may aspire to learn how to breath fire, to
emulate the power of the Dragons.
Kill-Trapper
HD-
d4
Max AC-
14 / Minimum Hit-Points- 3
You are adept with
machines. Kobolds are naturally talented with mechanisms, traps, and
dungeon hazards. It's an instinct like walking and talking for
humans, or swimming for dogs. Even a Kobold raised in the woods that
stumbled across a bear trap would know instantly what it was, how to
trigger it, how to modify it, and would quickly come up with plans to
use it to catch food- that's how innate Kobold's are with traps. To a
Kobold, a trap primed and ready is a weapon like any other; luring
someone into a trap is no different then slaying them with your own
hand, the concept of “honorable combat” as other races define it
is laughable.
The Kill-Trapper
specializes in mechanisms and traps. You can pick locks equal to a
Rogue, and can apply that same ability to machines. You can modify a
trap that deals a number of damage die equal to your level or less to
not trigger, or only trigger under certain broad conditions, such as
making the pressure point less sensitive- It won't trigger for you,
but will for a heavier creature. You can also use this ability to
disable a trap temporarily, but not permanently disarming it. At 8th
level and above, you can also interface with magical runes and traps
by closing your eyes and scratching tiny modifications to the runes;
however this does require you to have a friendly magician teach you
some basics about that particular Runic spell.
Additionally, you
gain +1 to hit with all weapons at 5th level. You gain
advantage on all trap saving throws at 6th level and
above. If this is too strong, just let the Kill-Trapper learn a new secret weapon instead.
At 10th
level, you become so skilled with traps that you venture to create
your own gauntlet. The gauntlet is a single floor of a dungeon,
retrofitted to your design, one floor in a friendly character's tower
you build for their protection, a large space to defend your treasure
hoard, etc. The gauntlet is filled to the brim with traps. Every tile
or 5ft area moved in the gauntlet has a 1 in 6 chance to activate a
devious trap. All traps mapped out, avoided, or disarmed have an
extra 1 in 6 chance to activate a secondary back up trap, which was
just a decoy for the real traps. Traps in this place deal 1d6 damage
on each failed save, growing by another die for each save you fail on
a single trip. The first time you fail you are hit with an arrow that
deals 1d6, then you're struck by a lightning spine for 2d6, then
shoved into an acid pit that deals 3d6, and so on until you escape or
die.
The gauntlet can
be circumvented by the Kill-Trapper who made it, and anyone who they
personally coach on the secret method to avoid the traps. If this
method gets out, then whoever learns it can make their way through in
absolute safety. If an enemy learns your method, you get a final 1 in
10 chance for a secret surprise trap to activate anyway, causing a
save vs death to the offending intruder.
Proud-Crier
HD-
d3
Max AC-
13 / Minimum Hit-Points-
2
Kobold Wizards.
Criers are known to be quite fearsome- their spells lack none of the
potency that a human mage might have and may be taught by dragons
themselves. The crier has the ability to make their voice boomingly
loud at their will, which echoes through caverns and dungeons
incredibly well. This will almost certainly attract wandering
monsters (5 in 6 chance), but is terrifying to kobolds and other
intelligent creatures that respect the Wizard's power, causing a
morale check.
You can cast
spells. You are probably illiterate, but can 'learn' spells by
listening to the invocations made by other Wizards, mimicking their
voice in your own yippy shrill voice to learn spells that way. You
must listen to spell incantations at least once per spell level of
the spell. If you eventually do learn how to read and write, you can
learn spells that way too.
At 8th
level, you gain the power to focus your voice into a weapon. You can
shout a cone of force that deals 1d4+1 damage to anyone struck by it.
You can use this power 3 times a day before losing your voice, which
will also stop you using any spells if you stress your throat.
At 10th
level, you gain a 4th Circle spell slot, and
you can also focus your voice and use your voice weapon power as many
times a day as you want. Additionally, your voice has given you special status. Intelligent dungeon monsters regardless of their strength will give pause before attacking you if you speak in your Proud voice- make a morale check to attack, but they do not flee on a failed roll. Proud-Criers are among the only messengers between the kobolds' camps, and are also known for brokering trade agreements and alliances between different monster factions, as the only Kobold who can be taken seriously is one with incredible arcane might.
Proud-Crier
Spell Table
Level
|
1st Circle
|
2nd Circle
|
3rd Circle
|
4th Circle
|
1
|
1
|
|||
2
|
2
|
|||
3
|
2
|
1
|
||
4
|
3
|
1
|
||
5
|
3
|
2
|
||
6
|
3
|
2
|
1
|
|
7
|
3
|
2
|
2
|
|
8
|
3
|
2
|
2
|
|
9
|
3
|
3
|
2
|
|
10
|
3
|
3
|
2
|
1
|
"Warm" as a resource is quite brilliant!
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