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Kobold (Class, Pages)

Kobolds are small demihuman creatures that stand 3 feet tall and weigh 30-40 pounds. They have enhanced abilities related to stealth, traps, and senses. As they level up, kobolds gain increased hit dice, improved armor class and attack bonuses, higher chances of success with skills, and eventually the ability to establish a stronghold that attracts other kobolds. Their prime abilities are intelligence and dexterity.

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Agustin Rendon
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
116 views

Kobold (Class, Pages)

Kobolds are small demihuman creatures that stand 3 feet tall and weigh 30-40 pounds. They have enhanced abilities related to stealth, traps, and senses. As they level up, kobolds gain increased hit dice, improved armor class and attack bonuses, higher chances of success with skills, and eventually the ability to establish a stronghold that attracts other kobolds. Their prime abilities are intelligence and dexterity.

Uploaded by

Agustin Rendon
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Kobold By A.C.

Luke

Requirements: Minimum DEX 9 DefensiveBonus


Prime requisite: INT and DEX
Hit Dice: 1d4 Due to their small size, kobolds gain a +2
Maximum level: 8 bonus to Armour Class when attacked by large
Armour: Leather, chainmail, shields opponents (greater than human-sized).
Weapons: Any appropriate to size
Languages: Alignment, Common, Kobold DetectRoomTraps
Due to their expertise with traps, kobolds have
Small demihumans with a canine appearance, a 2-in-6 chance of detecting non-magical
kobolds stand 3’ tall and weigh 30-40 pounds. room traps when searching (see Dungeon
They have rat-like tails and communicate in a Adventuring in OSE).
language that resembles a small dog barking.
Kobolds who live above ground have a thin
layer of fur, while underground dwellers are
Infravision
hairless with scaly, rust-coloured skin. Kobolds have infravision to 60’ (see Darkness
Keenly aware of the disadvantages of their size under Hazards and Challenges in OSE).
and stature, kobolds use stealth, traps, and
trickery to protect themselves and their KoboldSkills
communities. This has given them a Kobold can use the following skills, with the
reputation for being cunning and wicked, but chance of success shown opposite:
a kobold ally is steadfast—those who can’t
work as a team rarely last long. ► Find or remove treasure traps (TR): A roll
is required to find a treasure trap and then
Prime requisites: A kobold with at least 13 in
another to remove it. This may be
one prime requisite gains a 5% bonus to
attempted only once per trap.
experience. If both INT and DEX are 13 or
higher, the kobold gets a +10% bonus. ► Hear noise (HN): In a quiet environment
(e.g. not in combat), a kobold may attempt
Backstab to listen at a door or to hear the sounds of
something (e.g. a wandering monster)
When attacking an unaware opponent from approaching.
behind, a kobold receives a +4 bonus to hit and
► Hide in shadows (HS): Requires the kobold
doubles any damage dealt.
to be motionless—attacking or moving
while hiding is not possible.
Combat
► Move silently (MS): A kobold may attempt
Kobolds can use leather armour, chainmail, to sneak past enemies unnoticed.
and shields, but it must be tailored to their
small size. Similarly, they can use any weapon ► Open locks (OL): Requires thieves’ tools
appropriate to their stature (as determined by (see Equipment in OSE). A kobold can only
the referee). They cannot use longbows or two- try this skill once per lock. If the roll fails,
handed swords. the kobold may not try the same lock again
before gaining an experience level.
Kobold Level Progression
SAVING THROWS
Level XP HD THAC0 D W P B S
1 0 1d4 19 [0] 8 9 10 13 12
2 1,800 2d4 19 [0] 8 9 10 13 12
3 3,600 3d4 19 [0] 8 9 10 13 12
4 7,200 4d4 17 [+2] 6 7 8 10 10
5 14,400 5d4 17 [+2] 6 7 8 10 10
6 29,600 6d4 17 [+2] 6 7 8 10 10
7 59,200 7d4 14 [+5] 4 5 6 7 8
8 118,400 8d4 14 [+5] 4 5 6 7 8

THAC0: Attack matrix row to use. D: Death / poison; W: Wands;


(Ascending AC attack bonus in []) P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.

AfterReaching8thLevel Kobold Skills Chance of Success


Level TR HN HS MS OL
A kobold may construct a stronghold that will
attract kobolds seeking refuge and security 1 15 1–2 10 20 15
from far and wide. Kobolds typically live in 2 20 1–2 15 25 20
clans, so kobolds of the character’s clan will be
attracted to this stronghold. Kobolds from 3 25 1–3 20 30 25
other clans will generally be friendly and clans 4 30 1–3 25 35 30
may collaborate in times of war or disaster. 5 40 1–3 30 40 35
A kobold ruler may only hire kobold 6 50 1–3 35 45 45
mercenaries. Specialists and retainers of any
race may be hired, but this is very uncommon. 7 60 1–4 45 55 55
8 70 1–4 55 65 65
RollingSkillChecks
All skills except hear noise are rolled on d%,
with a result of less than or equal to the listed
percentage indicating success.
Hear noise is rolled on 1d6. If the roll is within
the listed range of numbers, the skill succeeds.

Player Knowledge
The referee should roll for hear noise, hide in
shadows, and move silently on the player’s
behalf, as the kobold does not immediately
know if the attempt was successful.

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