Kobolds
The blood of dragons runs through the kobolds, granting them a variety of gifts depending on their bloodline. Kobolds have traditionally lived in tribes of a single dragon type, but recent fighting has seen tribes merging for mutual protection.
Kobolds are at least somewhat related to true dragons, despite there much smaller size, and it's not uncommon to find a group living as servants, guards and occasionally snacks for the less pleasant members of dragon kind, while others may look at them as a group of cousins or children in need of help.
Kobolds are typically small, slight creatures, hairless and covered in scales related to there element - water kobolds would be covered in emerald and sapphire scales, for example, and fire ones in amber, red and gold.
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Although small and typically weak more impressive kobolds are often adventurers, and there tendency towards closeness, trust and reliance on others often makes them the heart of groups.
All Kobolds gain the following ability.
Small - Kobolds are smaller than many, taking a -1 on damage with melee weapons.
Kobolds gain one of the following Draconic heritages.
Earth - Gain +10 to Physical Prowess.
Fire - Gain +10 Agility.
Wind - Gain +10 to Ranged Attack.
Water - Gain +10 Weapon Skill.
Spirit - Gain +10 to Fellowship.
Light - Gain +10 to Intelligence.
Shadow - Gain +10 to Willpower.
Kobolds also gain two of the following racial abilities.
Dragonic Flight - Kobolds gain wings, along with a flyspeed equal to their walking speed.
Versatile Tail - It takes 1 less AP to retrieve an item.
Claw and Fang - Gain a a Natural Attack that inflicts 1d10+1 in damage for 4AP.
Breath Weapon - Gain a breath weapon in a cone shape that reaches 5m. This breath weapon is a Ranged Weapon attack that inflicts 1d10+ half their level and takes 4 AP to use. It recharges in 1d5 rounds. Damage depends on the type of Heritage chosen.
Earth, Light and Shadow Kobolds inflict physical damage.
Spirit Kobolds inflict Force damage.
Fire Kobolds inflict Fire damage.
Water Kobolds inflict Cold damage.
Wind Kobolds inflict Lightning Damage.
In addition to normal talents, Kobolds can take Enhanced Breath Weapon once every five levels.
Earth, Light and Shadow Kobolds inflict physical damage.
Spirit Kobolds inflict Force damage.
Fire Kobolds inflict Fire damage.
Water Kobolds inflict Cold damage.
Wind Kobolds inflict Lightning Damage.
In addition to normal talents, Kobolds can take Enhanced Breath Weapon once every five levels.
Cunning - Gain +10 to Intelligence.
Teamwork - Gain a +5 to hit and +1 damage when fighting the same target as an ally.
Bloodline
Finally, the character selects one of the below abilities;
Pure Draconic - Gain a second Heritage.
Lizardfolk Blood - Increase size to Medium and add +1 to Armour.
Human Blood - Gain an additional advantage.
Dwarf Blood - Gain +5 to Willpower.
Elf Blood - Gain +5 to Intelligence.
Orc Blood - Gain the Berserker Talent.
Gnome Blood - Gain a talent from the Alchemy or Artificery
Halfling Blood - Gain +1 luck every 2 levels.
Goblin Blood - Gain a talent from the Alchemy or Artificery.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - Reduce the effects of the Exposure condition by 1.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.
Elf Blood - Gain +5 to Intelligence.
Orc Blood - Gain the Berserker Talent.
Gnome Blood - Gain a talent from the Alchemy or Artificery
Halfling Blood - Gain +1 luck every 2 levels.
Goblin Blood - Gain a talent from the Alchemy or Artificery.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - Reduce the effects of the Exposure condition by 1.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.