Kobold

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Average Height: 3' 6" - 4' 0"

Average Weight: 60 - 75lb.

Ability Scores: +2 Dexterity, +2 Constitution or +2 Wisdom
Size: Small
Speed: 6 squares
Vision: Normal

Languages: Common, Draconic
Skill Bonuses: +2 Stealth, +2 Thievery

Trap Sense: You gain a +2 bonus to defenses against traps.

Shifty: You can use shifty as an at-will power.

Kobold.jpg

 

Shifty Kobold Racial Power
You skitter and scamper through the ranks of your enemies, much to their chagrin.
At-Will        
Minor Action Personal
Effect: You shift 1 square.
 

Racial Feats

Heroic Tier

Ambush Prodigy

Prerequisite: Kobold
Benefit: Whenever you miss with a ranged or an area attack while hidden, you remain hidden.

Backstabber

Prerequisite: Kobold
Benefit: If you make an area attack that includes at least one ally, you deal an extra 1d6 damage to all targets of that attack.

Bullying Shove

Prerequisite: Kobold, rogue, Sneak Attack class feature
Benefit: When you hit a Small or smaller enemy and would deal Sneak Attack damage against that target, you can forgo rolling Sneak Attack damage and instead cause the target to be knocked prone. Using this option counts as using Sneak Attack for the round.

Draconic Wizardry

Prerequisite: Kobold, wizard
Benefit: You gain the dragonborn racial power dragon breath as a daily arcane power.

Improved Trap Sense

Prerequisite: Kobold
Benefit: Your trap sense increases to a +4 bonus to all defenses against traps. In addition, you gain a +2 bonus to Thievery.

Kobold Sniper Training

Prerequisite: Kobold
Benefit: You gain proficiency and a +2 feat bonus to damage rolls with all simple and military ranged weapons, and all simple and military melee weapons that have the light thrown property.

Leading From The Rear

Prerequisite: Kobold
Benefit: If all of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.

Sneaky Switch

Prerequisite: Kobold
Benefit: When shifting, you can move into a space occupied by an ally. The ally shifts into your previous space as a free action.

Trapster

Prerequisite: Kobold, Int 15 or Wis 15
Benefit: You can swap one 7th-level or higher encounter attack power you know for the caltrop scatter attack power.

Caltrop Scatter Kobold Feat Power
You scatter a small handful of spikes over the floor, causing chaos.
Encounter   ✦   Zone
Standard Action Close blast 3
Effect: The burst creates a zone of caltrops that fills the area until the end of the encounter. The zone is considered difficult terrain. Any creature that ends its move in the zone takes a secondary attack.
      Secondary Target: The triggering creature.
      Secondary Attack: Intelligence +2 vs. Reflex, or Wisdom +2 vs. Reflex.
      Hit: The target is slowed until the end of its next turn.

 

Wily Warrior

Prerequisite: Kobold, Dex 15, any martial class
Benefit: When you use a martial encounter or daily attack power, you can shift 1 square before or after the action.

Wyrmpriest of Bahamut

Prerequisite: Kobold, Channel Divinity class feature, must worship Bahamut
Benefit: You can invoke the power of your deity to use wyrmpriest of bahamut.

Channel Divinity: Wyrmpriest of Bahamut Kobold Feat Power
Following Bahamut means inspiring your allies to brave injustice in all forms.
Encounter   ✦   Divine
Minor Action Ranged 10
Target: One ally
Effect: The target shifts 2 squares, and gains a +2 bonus to Will until the end of the encounter.
Special: You must take the Wyrmpriest of Bahamut feat to use this power.

 

Wyrmpriest of Tiamat

Prerequisite: Kobold, Channel Divinity class feature, must worship Tiamat
Benefit: You can invoke the power of your deity to use wyrmpriest of tiamat.

Channel Divinity: Wyrmpriest of Tiamat Kobold Feat Power
Tiamat encourages her followers to take vengeance for every slight.
Encounter   ✦   Divine
Immediate Reaction Personal
Trigger: You are hit by an attack
Effect: You deal an extra 1d6 damage against the triggering creature until it is reduced to 0 hit points, or until the end of the encounter.
Special: You must take the Wyrmpriest of Tiamat feat to use this power.

 

Paragon Tier

Coward's Wailing

Prerequisite: 11th level, kobold
Benefit: When you are first bloodied in an encounter, all adjacent allies may shift 2 squares as a free action.

Lies And Slander

Prerequisite: 11th level, kobold, trained in Bluff
Benefit: When you succeed on a Bluff check, you gain a +1 bonus to Bluff checks until the end of the encounter. This bonus is cumulative with itself. When you fail a Bluff check or a Diplomacy check, or attempt an Intimidate check or any hostile action, you lose any bonus from this feat and cannot gain the bonus again during this encounter.

Master Trapster

Prerequisite: 11th level, kobold, Int 17 or Wis 17
Benefit: You can swap one 15th-level or higher daily attack power you know for the fiendish snare attack power.

Fiendish Snare Kobold Feat Power
You hide a noose nearby, where it waits for an unsuspecting victim.
Daily      
Standard Action Melee 1
Effect: You designate a square in range as holding a fiendish snare. At any point during the encounter, when a creature is occupying that square, you can trigger a secondary attack.
      Secondary Target: The triggering creature.
      Secondary Attack: Intelligence +4 vs. Reflex, or Wisdom +4 vs. Reflex.
      Hit: 3d8 damage, and the target is restrained (save ends).
      Miss: Half damage, and the target is prone.

 

Scamper

Prerequisite: 11th level, kobold, trained in Acrobatics
Benefit: You can move through the space of a creature two or more sizes larger than you (Large or larger) without provoking opportunity attacks from that creature. You don't provoke when you leave an adjacent square to enter the target creature's space, or when you leave the target creature's space to enter an adjacent square. You still provoke attacks from other creatures. You can't end your move in another creature's space.

Swift Shift

Prerequisite: 11th level, kobold, Dex 17, shifty racial power
Benefit: You shift 2 squares when using your shifty power.

Epic Tier

Racial Backgrounds

Clan Leader

A lot of kobolds look up to you, because you're a clan leader. You're a big shot, the one in charge. Do you really believe that to be true, or do you have your doubts? Maybe you inherited your position. Do you have a chip on your shoulder? Do you feel in over your head? Maybe that's why you're off adventuring. Or are you adventuring with your clan?

Associated Skills: Diplomacy, Insight, Intimidate

Former Minion

You used to work for a dragon or some other imposing authority figure. Was your job important? Were you a close confidant to your master? Or did you scrub the privies? Maybe that's why you left. Did you learn a lot while you were a minion? Perhaps you became skilled in the arcane arts, or maybe you just learned how to foist off your responsibilities onto others. Could it be that your greatest accomplishment was being able to sleep on duty and never get caught?

Associated Skills: Arcana, Bluff, Stealth
Associated Languages: Goblin

Miner

You're a professional digger who has carved out vast tunnels in the rock, with a little help. Why do you dig? Do you search for precious ores? Do you seek out other underground excavations so your clan can raid them? Do you not ask stupid questions and just keep your head down? Perhaps you dream of bigger things. Maybe that's why you're adventuring. Maybe you just got lost and hooked up with the first group you found. Are you actually any good at digging? All that swinging pickaxes probably gave you some good upper body strength.

Associated Skills: Dungeoneering, Endurance, Nature

Racial Paragon Path: Draconic Partisan

"All for one, one for all!"

Prerequisite: Kobold

Draconic Partisan Path Features

Master Sniper (11th level): You add 5 squares to the normal range of any ranged weapon you wield and 10 squares to the long range. Treat any ranged weapon that has the load minor property as having the load free property instead.
Slippery Assassin (11th level): When you spend an action point to make a ranged attack and you have combat advantage against the target of the attack, you gain a bonus to the attack roll equal to your Dexterity, Intelligence, or Wisdom modifier. If the attack hits, you can shift 1 square.
One by One (16th level): When you reduce a non-minion enemy to 0 hit points, pick a second enemy within 10 squares of you. You gain combat advantage against the second enemy until it is reduced to 0 hit points or the encounter ends.

Draconic Partisan Powers

Dragon Breath Draconic Partisan Attack 11
As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.
Encounter   ✦   Acid, Cold, Fire, Lightning, or Poison
Minor Action Close blast 3
Targets: All creatures in area
Attack: Strength + 4 vs. Reflex, Constitution + 4 vs. Reflex, or Dexterity + 4 vs. Reflex
Hit: 2d8 + Constitution modifier damage.
21st Level: Increase to +6 bonus and 3d8 + Constitution modifier damage.
Special: Choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls with this power. You also choose the power's damage type: acid, cold, fire, lightning, or poison. These two choices remain throughout your character's life and do not change the power’s other effects.

 

Shifty Shadow Draconic Partisan Utility 12
You silently scamper through the ranks of your enemies, leaving them baffled.
Encounter        
Minor Action Personal
Effect: You shift a number of squares equal to your Dexterity modifier. At the end of that movement, if you have cover, you can make a Stealth check with no penalty for moving. If you make the Stealth check, you stay hidden during your movement.
 
Assassin's Shot Draconic Partisan Attack 20
You strike from across the battlefield, panicking your enemies.
Daily   ✦   Weapon
Standard Action Ranged Weapon
Primary Target: One creature
Primary Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: Make a secondary attack, which has the fear keyword.
      Secondary Target: The primary target and each enemy within 3 squares of it.
      Secondary Attack: Dexterity vs. Will
      Hit: Until the end of your next turn, the secondary target takes a -2 penalty to attack rolls and grants combat advantage to you and your allies.