Small but tenacious, proud warriors and pioneers of invention
Game rules for the Almish kobold are identical to the kobold race detailed in the D&D 4e official rulebooks, except as noted below.
Ability Scores: Choose either Constitution or Dexterity. Instead of a +2 to the chosen ability score, you instead gain a +2 to Intelligence.
Languages: Draconic, plus either Common or Bestial.
Beast Kin: Your ancestors were amongst the many beast-kin who once ruled Alm. You are considered a beast for the purpose of effects that relate to creature type.
Far from cowardly reptiles, the kobolds of Alm are an inventive and enterprising people. Once the poorest of the beast-kin, the downtrodden slaves of their tyrannical “god“, kobolds changed the course of history through their ingenuity and courage. Learning from the relics left by the precursors, the kobolds discovered gunpowder and went on to destroy their god, revealing his divinity—perhaps all divinity—to be a ruse. This world-shaking event changed the way religion was perceived forever, and made the kobolds the pioneers of the what would later become known as “technology“.
After their emancipation, the Almish kobolds sent a band of heroes to the surface world to seek a new homeland. Each of these “Seven Seekers” formed their own mining colony, and they became the forebears of the seven kobold clans.
Play a kobold if you want…
- to have draconic and canine traits.
- to have helped overthrow a tyrannical divine overlord.
- to be an inventor of machines and magecraft.
Almish kobolds draw their ancestry as much from mammalian ancestorsd as dragons, making them a curious mix of traits. They are small and thin creatures, long-bodied like a weasel, whose natural stance is sitting over their haunches. Though they stand flat-footed, they can use this natural crouch for a remarkable burst of speed when necessary. Their tails are long and surprisingly musular, eventually tapering to a point from a thick base that aids their balance.
Their long, toothy snouts are distinctly reptilian; some are broad and rounded like a crocodile’s, while others are pointed like a skink’s or even beaked like a tortoise’s. Their long, floppy ears, however, are distinctly more dog-like—as are their fur coats ranging from long and shaggy to short and bristly. Beneath their fur, tough scales are a testament to their draconic heritage; some have barely any fur at all, and even sport reptilian crests or fins.
An Almish kobold has a slightly shorter lifespan than a human, though they also mature somewhat more quickly. They exhibit no reliable sexual dimorphism—indeed, their sexual characteristics are not normally visible under their fur, meaning they care little for clothing beyond useful or pretty accessories.
Playing an Almish Kobold
Used to being looked down upon, Almish kobolds are typically stubborn and slow to trust, and distinctly uncomfortable with authority. However, this contrary streak makes them fiercely protective of their kin, including those outsiders they consider family. As adventurers, they are tough, determined creatures whose courage belies their small size.
Possessed of a frenetic energy, Almish kobolds are difficult to control or keep up with. They are renowned for a sort of bizarre sideways-thinking that leads them to ideas other races might never reach. Their off-the-wall solutions often seem incomprehensible to others—even moreso the disquieting devices they create—but it’s difficult to argue that they aren’t effective. Not all kobolds are gadgeteers, of course, but even those who are not typically share this creativity and unconventional outlook.
Philosophy is not a traditional area of interest for kobolds, but since the death of their ”god“, it has become a point of much curiosity. If the god is a lie, what of his promised afterlife? Much debate moves through kobold communities regarding this topic, though much of it seems a simple contest of exaggeration. It is broadly believed that they will eventually vote in the most outrageous theory.
Almish Kobolds are perceived as… Inventive, impulsive, inquisitive, energetic, irreverent, courageous, industrious, tough, skeptical, stubborn.
Names: Arytiss, Chicahua, Edar, Leirith, Manauia, Mejir, Nanixtl, Neitl, Skeltr, Talz, Tihuirl, Vaess.
Almish kobold names are taken from the draconic tongue as a mark of pride, and it is a common practice for a young kobold to choose a new name for themselves when they reach adulthood.
“No no. Try this.”
Like the Seventh Seeker Vaess, you have an uncanny knack for engineering and craftsmanship. Always looking for a new development, you’re constantly furnishing your party with odd devices – and keeping their existing gear in working order. Why did you become an adventurer, when you could have had a successful career back home? Are you looking for new inspiration? Or stockpiling funds for a grand experiment?
Associated skills: Dungeoneering, arcana
Associated ritual: Enchant magic item (PHB)
“I wonder what would happen if…”
Even for a kobold, you have an insatiable desire for experimentation – and an under-developed voice of reason. Even working devices can be improved with a little adjustment. The occasional perilous misfire is simply part of the process! ”Normal“ people prefer to keep their distance from you – do you make your adventuring party nervous too? Or do you choose these companions because they have the vision to truly appreciate science?
Associated skills: Thievery, arcana
Associated ritual: Disenchant magic item (PHB)
“Hand me that pole.”
While other kobolds tinker with Aethyr relics or devise bizarre machines, you follow one of your race’s older traditions. Dedicated to exploration, you seek out the secret places at the very heart of the world. Accustomed to deadly hazards and vicious beasts, you are used to being in constant peril; do you rely on steely resolve to keep your feet moving, or is your sense of consequences as stunted as that of your inventor kin?
Associated skills: Perception, dungeoneering
Associated ritual: Detect secret doors (PHB)
The following feats include this heritage as a prerequisite.
Benefit: At the end of your turn, if a creature you summoned with an arcane power has not been commanded this turn, it can make a basic attack as a free action.
Prerequisite: Kobold, Paragon Tier, Defender
Benefit: When you roll initiative, you can designate one ally as your ward. Until the end of the encounter, you receive a +1 bonus per tier to attack rolls against the enemy closest to your ward. If two enemies are equally close when you make the attack, you choose one.
Prerequisite: Kobold, Defender
Benefit: When you provoke an opportunity attack from an enemy you’ve marked, that enemy cannot move away from you until the end of its next turn.
Benefit: When you successfully save against a slow, immobilise or daze effect, you may use your racial power as a free action.
Benefit: When you successfully save against a slow, immobilise or daze effect, you may shift up to 3 squares.
Benefit: Whenever you use a blast or burst power with the fire keyword, the area of that power is increased by 1.
Benefit: When you miss a target with a burst or blast power, you may choose to deal damage to that target equal to your Intelligence modifier. If you do, you take damage equal to the amount of extra damage dealt this way, which cannot be reduced or prevented in any way.
Prerequisite: Kobold or Wu-kan
Benefit: When you have cover against an enemy, they suffer a -3 penalty to hit you instead of -2. If you have superior cover, they suffer a -7 penalty instead of -5.
Benefit: Whenever you shift three or more squares as one action, you can move through enemy squares during that movement.
Benefit: Whenever you and an ally are attacking an enemy from the same side, you are both considered to be flanking that enemy.
Prerequisite: Felbraug, Kobold or Goblin, Leader
Benefit: When you grant an attack to an ally, enemies from whom you are hidden grant combat advantage to that ally until the end of your next turn.
Benefit: Whenever you shift three or more squares in one action and end your movement adjacent to an enemy, you can make a melee basic attack against that enemy as an free action.
Prerequisite: Kobold, Shaman
Benefit: You gain a +1 bonus to attack rolls with spirit powers. When you use your shifty racial power, you spirit companion also shifts one square.
Benefit: You can take dragonborn racial feats. You do not gain the dragonborn racial breath weapon power.
Prerequisite: Kobold, Sorceror
Benefit: When you wield an implement which is also a weapon, you can apply the weapon’s proficiency bonus to your shaman attack powers.
Prerequisite: Kobold or Goblin
Benefit: When you move through a creature’s square, the movement does not provoke opportunity attacks from that creature.
Benefit: When an enemy marked by you would damage an ally adjacent to you, you can choose to reduce the damage dealt by half. If you do, you take an equal amount of damage which cannot be reduced or prevented in any way.
Benefit: Creatures you summon with arcane powers gain a +1 bonus per tier to attack.
- 14 years ago Update Original version published for D&D 3.5e
- 10 years ago Update Game mechanics overhauled for 4e. First 4e version published to gamebrief.wikidot.com
- 3 years ago Update Published to original Skies of Escarnum website.
- 2 years ago Update Moved to current Skies of Escarnum website. Various language changes; no significant rules changes