Advanced Race Guide | Races | Kobolds | Racial Archetypes and Bloodlines

Racial Archetypes and Bloodlines

The following racial archetype and racial bloodline are available to kobolds.

Bushwhacker (Gunslinger)

The bushwhacker specializes in the art of the ambush. For her, gunplay works best when it comes from a concealed position and is directed against a target that falls with the very first volley and is dead before the smoke clears. A bushwhacker has the following class features.

Trembling Grit

At 1st level, at the start of each day, a bushwhacker gains grit points equal to her Wisdom modifier – 1 (minimum of 1). In addition to all the ways any gunslinger can regain grit, a bushwhacker who reduces a helpless or unaware opponent to 0 hit points or fewer also regains 1 grit point. This expands the way in which the bushwhacker gains grit points, so a bushwhacker who gains grit points in this way only gains 1 grit point for reducing a helpless or unaware opponent, not 2 grit points. This otherwise works like the gunslinger's grit ability and alters that ability.

Craven Deeds

A bushwhacker replaces some of her deeds with the following deeds. This ability otherwise works like the gunslinger's deed ability and alters that ability.

Shifty Shot (Ex)At 3rd level, a bushwhacker with at least 1 grit point deals 1d6 points of extra damage when using her firearm to attack opponents denied their Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). Except for the requirement that she must use a firearm and must have at least 1 grit point to use it, this deed otherwise works identically to a rogue's sneak attack class feature (including the requirement that she must be within 30 feet of her target to deal this extra damage), and stacks with the sneak shot ability (see below) and sneak attack. This deed replaces the utility shot deed.

Long Range Shifty Shot (Ex): At 7th level, a bushwhacker can double the range at which she deals extra damage from a sneak attack or shifty shot (from 30 feet to 60 feet) with a firearm by spending 1 grit point. When she spends this grit point, she must still have at least 1 grit point left to deal extra damage from shifty shot if she is using this deed. This deed replaces the targeting deed.

Sneak Shot

At 4th level and every four levels thereafter, a bushwhacker deals 1d6 points of extra damage when using a firearm to attack opponents who are unable to properly defend themselves. Unlike with the shifty shot ability, she deals this extra damage regardless of whether or not she has any grit points when making the attack. Except for the requirement that she makes a firearm attack, this works identically to a rogue's sneak attack class feature. This extra damage stacks with sneak attack and the damage from shifty shot. This ability replaces the bonus feats the gunslinger gains at 4th, 8th, 12th, 16th, and 20th level.

Kobold Sorcerer Bloodline

While many kobold sorcerers tout their purely draconic bloodline, over generations of eldritch training, some such spellcasters have created a bloodline that, while tinged with some draconic magic, is the embodiment of the race's virtue distilled into arcane form. Many practitioners of this bloodline go on to lead powerful kobold tribes.

Class Skill

Disable Device.

Bonus Spells

alarm (3rd), create pit (5th), explosive runes (7th), dragon's breath (9th), transmute rock to mud (11th), guards and wards (13th), delayed blast fireball (15th), form of the dragon III (17th), imprisonment (19th).

Bonus Feats

Alertness, Combat Casting, Defensive Combat Training, Dodge, Improved Initiative, Lightning Reflexes, Silent Spell.

Bloodline Arcana

Whenever you cast a spell against a creature that is denied its Dexterity bonus to AC, increase that spell's DC by +2.

Bloodline Powers

Like all kobolds, you have a natural talent for ambushing, creating traps, and mining. As your power increases, you discover ever more useful ways to blend your magic with these instinctive talents.

Trap Rune (Sp)At 1st level, as a standard action, you can sketch a single, nearly invisible magical rune on any 5-foot-square solid surface. When you create a rune, pick one of the following energy types: acid, cold, electricity, or fire. While the rune is active, the next creature other than you who steps on or touches the rune's area causes the rune to explode. The rune's explosion deals a number of points of energy damage equal to 1d8 + 1 per sorcerer level you possess to anything in its square. A Reflex saving throw halves the damage (DC 10 + 1/2 your sorcerer level + your Charisma modifier). The rune is considered a magical trap for the purpose of perceiving it or disabling it. The DC for both Perception and Disable Device checks is the same as the Reflex saving throw to halve the damage. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Each rune lasts for 24 hours or until discharged.

Trap Sense (Ex): At 3rd level, you develop a sixth sense that helps you avoid traps. You gain a +2 bonus on Perception checks made to notice traps. You also gain a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 at 7th level and for every four sorcerer levels you gain thereafter (to a maximum of +5 at 19th level). This bonus stacks with that provided by a rogue's trap sense and similar abilities.

Arcane Ambush (Su): At 9th level, as a swift action, you can expend a spell slot in order to grant you and your allies a bonus on attack and damage rolls. This bonus lasts 1 round, is equal to the level of the spell expended, and only applies to opponents your allies are flanking or opponents denied their Dexterity bonus against your allies. You grant this bonus to yourself plus up to one ally for every four sorcerer levels you possess (to a maximum of five allies at 20th level). The allies must be within 30 feet of you and you must have line of effect to each affected ally.

Earth Glide (Su): At 15th level, you gain the earth glide universal monster ability with a speed equal to your base speed. This does not give you the ability to breathe while passing through earth, so you must hold your breath or use some alternate method to breathe while using this ability.

Nimble Walker (Su): At 20th level, you gain a +5 racial bonus on Reflex saving throws and on Acrobatics checks made to move through a creature's threatened area or through its space. You also gain the ability to breathe while passing through earth using your earth glide ability.