KOBOLDS ARE SHORT, SCRAWNY DRAGONKIN who trace their history to the dawn of time. According to ancient legend, kobolds were formed from the drops of blood shed in the battle between the celestial dragons. Due to their physical similarities, kobolds loudly proclaim themselves the scions of dragonkind, and portend a glorious return of the Dragon Kings. While they may speak loudly of divine right and manifest destiny, kobolds are keenly aware of their own weakness. Cowards and schemers, they never fight fair if they can help it.
Kobolds are creatures of the dark, found most commonly in enormous underground warrens. While they prefer to live in natural environments, kobolds have a great gift for mining and stoneworking, and they often fill their lairs with cunning traps. Their culture is driven by tradition, and kobolds have rarely sought to change or progress. In the nation of Ber, however, they comprise a vital component of the nation’s industry as engineers, masons, and colliers. Kobolds tend to be as comfortable in factories and refineries as they are in their cramped burrows, and are a regular fixture at excavations. Despite their annoying tendency to rave about the imminent return of their draconic masters, kobolds are usually respected by their Beran coworkers.
All ZEITGEST kobolds benefit also from the following racial traits:
Scaling Scales: Kobolds have a natural armor bonus equal to 1/4 their character level (rounded down, minimum 1). This trait replaces Armor.
Natural Weapons: Kobolds have two claw attacks that deal 1d2 points of slashing damage plus Strength bonus, and a bite attack that deals 1d3 points of damage plus Strength bonus.
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, 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.
While most kobolds are red, green, blue, or black in coloration, a few among them exhibit powerful abilities based on the color of their scales. These truly exceptional specimens are admired by their kin and often rise to positions of power and authority in the tribe. Slightly superior to their kin, PC kobolds are encouraged to choose one of the following traits to bring their character up to a power level equivalent to the other PC races.
Black: Widely dispersed in forests, swamps, and underground, the black-scaled kobolds are better swimmers than their brethren and gain a +4 racial bonus on Swim checks.
Blue: The blue variant of kobolds appears most often within tribes dominated by other scale colors. They are said to be among the best diabolists and schemers, and gain a +1 inherent bonus to their Wisdom. Many are powerful clerics of Dahak or Asmodeus.
Green: These are the standard forest kobolds, well camouflaged in leafy undergrowth. They gain an additional +4 racial bonus on Stealth checks.
Red: These kobolds are pyromaniacs and make extensive use of fire, especially the alchemical and magical kinds. These kobolds gain a +2 bonus to the DC of any spell or effect they create that does fire damage and a +2 bonus on saves made against fear effects. Most are a bit more arrogant than average kobolds.
White: Like the blues, white-scaled kobolds are a little less frequent than other types. They are often powerful sorcerers, gaining a +1 bonus to the DC of any spell they cast with the cold subtype and a +1 inherent bonus to their Charisma.
From Classic Monsters Revisited. Copyright 2008, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason Bulmahn, Joshua J. Frost, James Jacobs, Nicolas Logue, Mike McArtor, James L. Sutter, Greg A. Vaughan, Jeremy Walker.