New Rules
Kobolds use a wide variety of tricks and techniques to repel invaders. Below are some new rules displaying the height of kobold defensive tactics and technology.
Kobold Archetypes
The following archetypes are available to kobolds.
Alchemical Trapper
Because kobolds rely on traps to soften up enemies, kobold alchemists learn to turn bombs into traps. When such alchemists are preparing defenses against larger creatures that might enter their tunnels and attempt to exterminate them, their skills mean the difference between life and death.
Bomb Trap
At 2nd level, an alchemical trapper can use one of her bombs to make a trap. Setting a bomb trap is a full-round action that provokes attacks of opportunity. A bomb trap fills a single 5-foot square and cannot be placed in the same area as any other trap. The alchemical trapper needs the same materials required for making a bomb. The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and saving throws to avoid it are equal to the DC for the alchemical trapper's bombs. All bomb traps have location triggers and do not reset. The alchemical trapper can use any one discovery that applies to a bomb when making a bomb trap. The bomb trap lasts 10 minutes for each alchemist level the trapper possesses. If the bomb trap is not disabled or exploded within that time frame, the trap becomes inert. Creating a bomb trap uses one of the alchemical trapper's bombs per day. This ability replaces the discovery at 2nd level.
At 4th level, an alchemical trapper can find and disable traps, as the rogue class feature of the same name. This ability replaces the discovery at 4th level.
Dragon Yapper
Kobolds' yammering songs distract opponents in combat, hindering their ability to attack.
A dragon yapper gains the following types of bardic performance.
: A dragon yapper can use performance to annoy those that hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear effects and charm effects as long as the dragon yapper continues performing. This penalty increases by 1 at 5th level and every 6 levels thereafter. Yapping song is a mind-affecting ability that uses audible components, but is not language-dependent. This performance replaces fascinate.
: A dragon yapper of 8th level or higher can amplify his voice to sound like an actual dragon. Enemies within 30 feet become shaken unless they succeed at a Will save (DC 10 +1/2 the dragon yapper's level + the dragon yapper's Charisma modifier). A successful save renders targets immune to this ability for 24 hours. Frightful song is a mind-affecting ability, and a fear effect that uses audible components. This performance replaces dirge of doom.
: A dragon yapper must choose sing at 2nd level.
Kobold Companions
Each of these animal companions has a different starting speed, attacks, ability scores, and special qualities. As you gain levels, your companion grows in power as well. It gains the same bonuses that are gained by other animal companions . Each companion gains an additional bonus, usually at 4th or 7th level, as listed with each choice. A kobold cavalier can select either of these companions as a mount instead of a dog or pony.
Cave Salamander
4th-Level Advancement
4th-Level Advancement
The following traps are available to kobolds. At the GM's discretion, other races can also make use of these traps.
Acid drop Trap
Rotting Badger Under a Falling Rock Trap
Kobold Feats
The following feats are unique to kobolds.
Draconic Magic
Your draconic aspect manifests as magical might.
Prerequisites
Benefit
You gain a group of spell-like abilities based on the color of your dragon aspect. Each spell-like ability can be used once per day, and the DC of any of these spell-like abilities is 10 + 1/2 your Hit Dice + Charisma modifier.
Black
: Corrosive touch , †, darkness .
Blue
: Minor image, shocking grasp †.
Green
: Entangle †, gust of wind .
Red
: Burning hands †, pyrotechnics .
White
: Burning hands † (deals cold damage instead of fire), fog cloud .
Special
You can use this feat instead of Draconic Breath or Draconic Glide to qualify for the Draconic Paragon feat. If you have this feat and Draconic Paragon, you can use the spell-like ability marked with a dagger (†) twice per day.
Slurk Rider
You are skilled at riding slurks into battle.
Prerequisite
Benefit
You are able to control, guide, and communicate with slurks (Pathfinder RPG Bestiary 2 251), as if they understood Draconic. You can also spend a standard action to manipulate the nodules on the slurk's back to activate its slime ability. Both you and the slurk can activate this ability during the same round.