The Kobold Clans

This is group of variants on the kobold race, originally published in the Monster Manual.

The "Kobold" racial traits given for this setting are for the most common type of kobold, those descended from the Tihuirl clan. After the journey of the Seven Seekers, however, the kobolds of Alm formed seven major settlements under the names of their heroes, of which the Tihuirl is only one. In time, these later became seven distinct clans, each carrying their own racial traits. This newly-found diversity proved extremely fortuitous for the kobolds, their racial philosophy of community and interdependence reinforced as they learned to form more effective groups based on their new strengths and weaknesses. Accordingly, the kobold "clans" are not the basis of one's dwelling or social group, but rather the origin of one's distinct bloodline – interbreeding is not so much encouraged as simply expected, as every tribe wants to have at least one or two descendants of each clan.

Clan Arytiss

Thought to carry the purest dragon blood of any known kobold, the giant-sized Arytiss ("warrior") was the pride of her tribe, and her prowess saved them from many an unnecessary loss in battle. Although she bore no sorcerous talent, and was by all accounts a rather simple and introverted individual, Arytiss' prodigious brawn and hardiness made her an invaluable member of the Seven Seekers' expedition, and a symbol of the draconic heritage that is the kobolds' great pride.

Physical Description

The descendants of Arytiss are much larger than other kobolds, some even rivalling humans in overall mass. They also develop a much more pronounced muscle structure than their smaller brethren, and usually grow far less fur, their sleek but powerful musculature visible under a tight, scaly sheen.

Game Rule Information

Arytiss Kobold Racial Traits

Arytiss kobolds have the same racial traits as the common kobold described earlier, except as noted below.

  • +2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma. Arytiss kobolds are the brawn of their people, but are socially awkward and somewhat simple-minded. These ability score adjustments replace those of the common kobold.
  • Medium-size: As Medium-size creatures, Arytiss kobolds have no special bonuses or penalties based on their size.
  • Racial Skills: An Arytiss kobold's dragon levels grant her skill points equal to (6 + the kobold's Int modifier) x 5. Her class skills for these levels are arcane lore, athletics, discipline, negotiate, perception and wild lore. Additionally, she receives a +2 racial bonus on negotiate checks made to intimidate a subject - Arytiss kobolds carry the presence of dragons.
  • Natural Armour: An Arytiss kobold receives a +3 natural armour bonus to AC (this replaces the +2 natural armour bonus of the common kobold). Arytiss kobolds have much thicker and stronger hide than their smaller cousins.
  • Dragon: Unlike their smaller counterparts, Arytiss kobolds are of the dragon type, though they are still humanoid in form.
  • Racial Immunity: Arytiss kobolds are immune to magical sleep effects and paralysis effects.
  • Team Tactics: An Arytiss kobold does not gain this ability.
  • Racial Hit Dice: An Arytiss kobold begins play with two levels of dragon, which provide 2d12 Hit Dice; a base attack bonus of +2; and base saving throw bonuses of Fort +3, Ref +3, and Will +3.
  • Level Adjustment: +1. Arytiss kobolds level up slower and gain experience more slowly than other races.
  • Favoured Class: Fighter. Arytiss kobolds are obviously inclined to the most basic of physical professions, but are surprisingly versatile in such a role.

Clan Edar

Edar, who took the name of "earth", was a ferocious warrior who trained ceaselessly to overcome his small stature. Deeply proud of his people, Edar wanted nothing more than to overthrow their tyrannical ruler; however, he lacked the patience and presence to instigate such a change himself. Ever frustrated, he waited many years for those who would lead the revolution, and was well into middle-age when his dream was finally realised. Afterward, Edar joined the Seven Seekers as a form of atonement; let his sharp blades and sharp wit, he reasoned, make up for his social shortcomings.

Physical Description

Edar kobolds are fairly average in appearance; though they are often amongst the smaller specimens of their race, they are also lean and wiry, and surprisingly muscular. They also have longer legs than their brethren, though this is rarely evident unless the legs are expanded for running or stretching.

Game Rule Information

Edar Kobold Racial Traits

Edar kobolds have the same racial traits as the common kobold described earlier, except as noted below.

  • +2 Dexterity, -2 Charisma. Edar kobolds bear their namesake's speed and deftness; however, their constant activity makes them seem flighty and disinterested when interacting with others. These ability score adjustments replace those of the common kobold.
  • Speed: Edar kobold base speed is 40 feet, despite their small size.
  • Saving Throws: An Edar kobold receives a +2 racial bonus on saves against non-magical fear effects. Edar kobolds are known for their tenacity and fearlessness.
  • Team Tactics: An Arytiss kobold does not gain this ability.
  • Favoured Class: Scout. Edar kobolds like to be constantly active, and find the scout's abilities compensate well for their size disadvantage.

Clan Leirith

The kobold who called herself Leirith - "near", for her vigilance was her greatest pride - was the leader of the Seven Seekers, watching over her companions with a dutiful eye. A gifted commander and a pioneer who negotiated through many of her peoples' first encounters with the surface races, Leirith embodied the loyalty and sense of family that unites her race, and provides and ideal to which many a young warrior hopes to live up.

Physical Description

The descendants of Leirith appear to be fairly ordinary by kobold standards, but for their height - their arms and legs tend to be longer than those of their kin, giving them a slightly noble bearing. This is usually complemented by a noticeably different stance, speaking of pride and authority. They also tend to be more solemn than their kindred, which gives them an odd sense of presence; they can often seem all the more dangerous for their apparent calm.

Game Rule Information

Leirith Kobold Racial Traits

Leirith kobolds have the same racial traits as the common kobold described earlier, except as noted below.

  • +2 Charisma, -2 Dexterity. Leirith kobolds are natural leaders, but have a placid manner, reluctant to act until all things are considered. These ability score adjustments replace those of the common kobold.
  • Tall Frame: Despite her small stature, the longer limbs of a Leirith kobold allow her to function in many ways as if she were on size category larger. When it is beneficial to her, she is treated as if she were one size category larger for the purpose of size modifiers and special size modifiers on opposed checks, for figuring whether or not a special attack based on size can effect her, and for figuring her carrying and lifting capacities. She can also wield weapons designed for a creature one size category larger than herself without penalty, though her space and reach remain the those of a creature of her actual size. The benefits of this trait stack with other effects that change the subject's size category.
  • Natural Armour: A Leirith kobold receives +1 natural armour bonus (this replaces the +2 natural armour bonus of the common kobold). Leirith kobolds do not have hides as hardy as those of their common brethren, but are still tougher than most humanoids.
  • Racial Skills: A Leirith kobold gains a +2 bonus to negotiate checks. The Leirith are the diplomats of their species.
  • Team Tactics: A Leirith kobold does not gain this ability.
  • Favoured Class: Marshall. Leirith kobolds are stern and authoritative, naturally inclined to positions of leadership.

Clan Mejir

Mejir, whose name means "scent", was a renowned - if rather young - huntsman and tracker, the champion of many a raiding party. A restless explorer, Mejir was enchanted by the forests and rivers of the surface world; it was he who first raised the idea of migrating to the surface, and scouted many of the initial settlement locations. Even after the expedition of the Seven Seekers, Mejir continued to serve as a guide for most of his life, leading tribe after tribe to new homes on the surface world.

Physical Description

Mejir kobolds generally bear the most distinctively canine traits of all the kobold sub-races. They tend toward thicker and shaggier coats than their brethren, especially over the tail area, and their draconic ridges are normally less pronounced.

Game Rule Information

Mejir Kobold Racial Traits

Mejir kobolds have the same racial traits as the common kobold described earlier, except as noted below.

  • +2 Wisdom, -2 Intelligence. Mejir kobolds tend to be instinctive and intuitive, but spare little time for more structured learning. These ability score adjustments replace those of the common kobold.
  • Racial Skills: A Mejir kobold receives a +2 racial bonus on wild lore checks. Mejir kobolds are natively adept hunters and woodsmen.
  • Intuit Direction: check dwarf.
  • Team Tactics: A Mejir kobold does not gain this ability.
  • Favoured Class: Ranger. Mejir kobolds are more at home in the wilds than in a warren, and have a natural aptitude for wilderness survival.

Clan Neitl

Small and frail even for a kobold, Neitl ("little") was a rather unlikely hero. Despite being weak and sickly himself, the child seemed constantly surrounded by good fortune, from miraculous escapes in battle to unusually strong and healthy offspring; soon his tribe held him to be a charm for all sorts of good luck. Ironically, this was somewhat substantiated when Neitl's sorcerous talents finally manifested - far later than normally expected, but also far more powerful. Although he was somewhat unsure of his inclusion in the Seven Seekers, Neitl's arcane gifts were an invaluable aid to the expedition.

Physical Description

Simultaneously the furthest and closest kobold sub-race to their draconic kin, Neitl kobolds tend to be small and delicate, their frames slim rather than bony, and their eyes surprisingly soft. Their draconic crests, however, tend to be more pronounced, and quite elegant; they carry a presence completely apart from their kin, fully aware of their closeness to the dragon within. However, they are also the most rare of the kobold sub-races - mostly due to the frail Neitl's relative lack of paternal success.

Game Rule Information

Neitl Kobold Racial Traits

Neitl kobolds have the same racial traits as the common kobold described earlier, except as noted below.

  • +2 Dexterity, +2 Charisma, -4 Strength, -2 Constitution. Neitl kobolds inherit their forebear's frailty and physical weakness, but are nimble and have a great presence about them. These ability score adjustments replace those of the common kobold.
  • Saving Throws: A Neitl kobold receives a +2 luck bonus on all saving throws.
  • Racial Skills: A Neitl kobold receives a +2 racial bonus on arcane lore checks.
  • Team Tactics: A Neitl kobold does not gain this ability.
  • Favoured Class: Sorceror. These physically weak creatures are ill-suited to direct combat, but their dragon blood gives them a distinct predilection toward inherent arcane power.

Clan Tihuirl

Tihuirl, who was given the name meaning "ally" by his companions, is the least famous member of the Seven Seekers. Unlike his peers, Tihuirl had no remarkable trait which set him apart from the average kobold - which is, perhaps, why his courage in joining the Seekers expedition made him so thoroughly beloved by his people. Even now, while all of the Seekers are hailed as champions, the commoners and everyday workers of the kobold race admire the steadfast Tihuirl above all others.

Physical Description

Visually, Tihuirl kobolds are the embodiment of "ordinary" for their race, as described earlier.

Game Rule Information

The Tihuirl kobold's racial traits are those of the common kobold described in the Kobolds (Escarnum article.

Clan Vaess

Vaess, or "arrow" in the draconic tongue, was one of the foremost developers of what would become known as "technology" in the Age of Mortals. One of the first individuals in the world to employ such devices in combat, Vaess was a true revolutionary; her experimental nature and desire to push boundaries serve as a reminder to her people, to continue moving forward and testing themselves.

Physical Description

Vaess' descendants tend to be entirely average-looking kobolds. Usually interacting with many technological devices during their youth, they are often a little eccentric in nature - even to other kobolds. Still, they are courageous - if slightly reckless - individuals, who rarely shirk from any challenge.

Game Rule Information

Vaess Kobold Racial Traits

Vaess kobolds have the same racial traits as the common kobold described earlier, except as noted below.

  • +2 Dexterity, -2 Wisdom. Whether or not they inherit their namesake's love for technology, Vaess kobolds do typically develop the deftness and coordination that were her survival mechanisms. On the other hand, they are usually also reckless and single-minded, prone to a distinct lack of foresight. These ability score adjustments replace those of the common kobold.
  • Natural Armour: A Vaess kobold receives a +1 natural armour bonus (this replaces the +2 natural armour bonus of the common kobold). Vaess kobolds do not have hides as hardy as those of their common brethren, but are still tougher than most humanoids.
  • Weapon Familiarity: If a Vaess kobold selects the light firearms weapon group, she automatically gains the light firearms (exotic) weapon group. If she selects the heavy firearms weapon group, she automatically gains the heavy firearms (exotic) weapon group.
  • Team Tactics: A Vaess kobold does not gain this ability.
  • Favoured Class: Rogue. Vaess kobolds have a certain cunning and deftness that lends itself well to the rogue's particular techniques.

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