TEXT: 1 Races Revised The Kobold Kings
  Races Revised The Kobold Kings 1 
  
  2 Races Revised The Kobold Kings
  supeR genius pResenTs
  Each of the products in the Super Genius Presents line is 
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  The auThoR
  Owen K.C. Stephens is an experienced and well-
  known game designer, with credits dating back to 
  the late 1990s for games that focus on fire-breathing 
  lizards and laser swords. He has worked with 
  numerous role-playing game companies, has 
  more than 250 RPG credits, and is currently 
  the Lead Developer of Super Genius Games.
  The Kobold Kings
  The Kobold Kings” is a term used by the 
  common civilized races to describe those kobolds 
  that differentiate themselves from the sniveling, fearful, 
  treacherous, and cowardly nature that otherwise defines 
  their race as a whole. Most common humanoid races 
  believe the kobold kings are just exceptional kobolds – 
  paragons of their race who, through a quirk of bloodline 
  or an unusual degree of talent and determination, manage 
  to achieve a higher degree of skill in magic or learn more 
  advanced fighting techniques. In some ways this is true 
  – occasionally, a kobold clan will produce a kobold king 
  child as a throwback to a time when that branch of the 
  race was stronger and closer to their draconic forefathers. 
  But its also an extremely dangerous misunderstanding 
  of what the kobold kings are, for there are places far 
  from other civilized nations where entire kingdoms 
  are populated with the more potent, more noble kin 
  of kobolds. Those nations are generally too far from 
  other settled lands for the kobold king nations to pose a 
  threat, often located in vast cavern systems deep below 
  the ground, in the center of vast swamps, or perches on 
  massive plateaus with no paths to the lowlands. But the 
  day may yet come when the border lands of the humans, 
  elves, and dwarves discover just how numerous and 
  dangerous the kobold kings truly are.
  Some lone kobold kings born into tribes of lesser 
  kobolds often have no idea what they truly are, and accept 
  that they are simply more blessed with the courage and 
  power of a distant winged ancestor than their clan-mates. 
  But in lands were the kobold kings have maintained 
  their own civilizations (as well in the few kobold tribes 
  that have remembered how they came to be), the 
  kobold kings know their traditional name. They 
  are the Koldemar, and their history holds the 
  secret of why kobolds think themselves the 
  inheritors of the dragons, and why so few 
  of them show the nobility and power of 
  their distant progenitors.
  
  3 Races Revised The Kobold Kings
  Races Revised The Kobold Kings 3 
  hisToRy of The Kobolds and 
  KoldemaR
  According to the oldest kobold legends and records, 
  their forefathers were once clans of proud and savage 
  lizardfolk who lived in a vast continent ruled by a 
  council of the most ancient dragons—great wyrms of 
  every color and alignment who had, in their ancient 
  wisdom, made peace among themselves. While 
  other younger dragons continued to struggle against 
  each other in the name of different ethos (and the 
  acquisition of vast hoards), these great wyrms had 
  evolved beyond such petty concerns. They existed 
  primarily to study the mysteries of the universe 
  uncovered over millennium-long lifetimes and saw 
  no need to fight one another.
  The lizardfolk native to this collection of lands 
  worshiped the great wyrms as gods, and in return the 
  great wyrms protected the lizardfolk and empowered 
  them with mighty magics much as true deities empower 
  clerics, inquisitors, and paladins. Sometimes the great 
  wyrms took the form of lizardfolk themselves, and spent 
  time among their worshipers, training the most clever 
  and breeding with the most comely. Their demidragon 
  offspring in return were treated as great lizardfolk 
  heroes, and also protected and mixed with the greatest 
  of the lizardfolk. After generations, so strong was the 
  draconic blood within these lizardfolk tribes that they 
  had become as much dragon as humanoid, and they 
  came to call themselves dragonfolk.
  The dragonfolk were as advanced as any civilization 
  in those days, and while they lacked the blessing of 
  omnipotent (if distant) true gods, they did enjoy the 
  aid of the great wyrms, who could offer much more 
  direct and immediate aid. The dragonfolk empire 
  spread, their champions grew in power and cunning, 
  and their territories increased. They came to have 
  many different forms, from Huge bipedal dragonmen 
  to Small, quick dragonlings – all taking the colors and 
  features of many different breeds of dragons.
  Exactly how the downfall of the dragonfolk came to 
  pass is lost to the ages, as even koldemar accounts no 
  longer agree on the details. Some claim the dragonfolk 
  became so powerful that all other civilized races came 
  to fear them, and prayed to their true gods to destroy 
  the dragonfolk before they conquered the world. 
  Others say the great wyrms who had protected the 
  dragonfolk empire eventually reached the end of their 
  incredibly long lifespans, and their passing left the 
  dragonfolk confused and vulnerable. Some even blame 
  the dragonfolk themselves, recounting how they came 
  to believe they were as powerful as the great wyrms 
  they worshiped, and that the dragons struck down their 
  towers and fortresses in retaliation for such hubris.
  What all the kobold accounts agree on is that 
  the dragonfolk suffered some terrific calamity that 
  weakened them and, in the years that followed, 
  armies of other races attacked them on all fronts. The 
  dragonfolk were outnumbered and unable to call upon 
  their draconic defenders. Fearful of the dragonfolk’s 
  power, and desirous of their treasures, the humanoid 
  armies smashed all dragonfolk fortresses and cities, and 
  worked to scourge the whole of their race from the land.
  In the face of this holocaust, the Medium and Large 
  dragonfolk could not escape. But the smaller of their 
  kind, those who embodied the speed and cleverness of 
  younger wyrmling dragons, could move through enemy 
  lines and hide in places bigger dragonfolk couldn’t. 
  Those Small dragonfolk who escaped the destruction 
  of their homeland moved far from all settled lands, and 
  began building new strongholds. These became the 
  koldemar, the mighty and regal last line of dragonfolk.
  Those Small dragonfolk who were captured by 
  attacking humanoids, however, were enslaved and 
  forbidden to follow their own traditions, or speak of 
  their true origins. The strong among them were killed, 
  and their numbers reaped of those with courage or 
  insight. In time those nations who had taken them 
  prisoner lost track of their slaves, and the survivors 
  went on to form their own clans as kobolds, a shadow 
  of the race they had been.
  Kobolds and KoldemaR
  While this document often refers to kobolds and 
  koldemar separately, for nearly all purposes the two 
  races are interchangeable. Koldemar have different 
  initial racial traits, as they retain more of the draconic 
  power of their line, but any prerequisite or game 
  mechanic that affect kobolds affect koldemar (and 
  vice versa), and kobolds and koldemar are the same 
  race for all prerequisites.
  Koldemar are designed to be a player-character race 
  on equal footing with the core races from the Pathfinder 
  Roleplaying Game Core Rulebook, and the changes made to 
  the race are an effort to bring them up to par. While they 
  aren’t “normal” kobolds, and are always defined by (and 
  have their CRs determined by) their class levels, they can 
  be used in any situations where kobolds are called for.
  
  4 Races Revised The Kobold Kings
  KoldemaR in youR 
  campaign
  The idea of an older noble race of kobold-kin can 
  be smoothly added into most campaigns without 
  disrupting any existing history or cosmology. 
  Since the game rules seem to support that kobolds 
  truly are distantly related to dragons, and there is 
  a huge gap in power between the weakest dragon 
  and a kobold, it stands to reason there is a “missing 
  link” between the two bloodlines. Fantasy settings 
  often have numerous sub-races, related as elves 
  and drow are related, or gnomes and svirfneblin, 
  or rock dwarves, hill dwarves, mountain dwarves, 
  and duergar. There’s no reason why one sub-race of 
  kobolds should throw things out of balance, either 
  game mechanically or culturally.
  Koldemar societies also give 
  a GM an opportunity to play 
  with player’s expectations. As 
  the dragonfolk that both kobolds and koldemar are 
  descended from took traits from a wide range of 
  dragons, there’s no need for koldemar to be “Usually 
  Lawful Evil,” or live in simple tribal arrangements. 
  A lost koldemar kingdom could easily be based 
  on the height of Aztec glory, the Shogunate era of 
  Japan, or even the high court romances of King 
  Arthur. Koldemar can be lawful good champions of 
  the draconic ideal, chaotic evil demon-worshipers 
  of fiendish cunning and power, or just another race 
  where each member’s alignment varies as much as 
  humanity’s. This broader variety can also give players 
  interested in playing a kobold but not wanting to be a 
  craven henchman named “Opeem,” a chance to make 
  exactly the kobold character they envision (even if it’s 
  actually a koldemar).
  A GM who doesn’t want to add a whole culture 
  to a campaign can decide there are no koldemar 
  kingdoms left, and only allow them as the rare 
  throwback from kobold bloodlines. This still gives 
  players a chance to have “kobold” PCs balanced with 
  other race choices, and for the GM to throw players 
  the occasional surprise without really changing 
  anything else about a campaign.
  inTRoducing a KoldemaR 
  inTo a campaign
  Even if a campaign has added koldemar as a fairly 
  widespread option in the world, that doesn’t 
  always make it easy to find a reasonable way for 
  a koldemar PC to join a group of more traditional 
  characters. Kobolds are generally seen as “the 
  enemy” by the societies most PCs come from, and 
  tolerance for strangers isn’t always high on their 
  list of virtues. If kobolds (or at least koldemar) are 
  considered “just another race” in a world where 
  orcs, ratfolk, and minotaurs can walk side-by-side 
  with humans and elves, there’s no problem. For 
  campaigns with less open-minded and egalitarian 
  societies, the following suggestions are designed to 
  help introduce a small number of koldemars into a 
  more traditional group of characters.
  exploReR
  Just as elven and gnomish explorers may find lost 
  civilizations in the dense jungles of far-away 
  lands, a sole koldemar explorer might stumble 
  across the lands of a campaign while exploring 
  far from his own homeland. The koldemar’s 
  
  5 Races Revised The Kobold Kings
  Races Revised The Kobold Kings 5 
  obvious refinement and quality gear are his pass 
  into civilized humanoid cities, though he will be met 
  with suspicion and prejudice. If the koldemar is a 
  dedicated explorer he may decide he needs to learn 
  all he can of these new lands before returning home, 
  giving ample reason to stay with an adventuring 
  party. Alternatively, the koldemar explorer might 
  have gone through some disaster on his explorations 
  (a massive sea storm, an earthquake, month-long 
  blizzards) and become so badly lost he has no idea 
  where “home” is. The idea of a visitor who cannot 
  go home is common in fantasy literature, and again 
  creates a strong motivation for the koldemar PC to 
  go adventuring, looking for hints on how to go back 
  to his own lands.
  foundling
  Another common fantasy trope is the child found by 
  a group other than his own people, and raised as if he 
  was one of them. This koldemar doesn’t even know if 
  he has lands of his own, or if he is just a kobold with 
  greater education and training. Among those who 
  raised him or lived nearby his adoptive parents, the 
  foundling is accepted because they have known him 
  for years. When he goes farther afield, the foundling 
  KoldemaR (Kobold King) Racial TRaiTs
  +2 Dexterity, +2 Charisma, -2 Strength: Koldemar are not enough larger than their kobold cousins to be 
  noticeably stronger and remain just as quick, but they have significantly more endurance and force of 
  personality.
  Reptilian: Koldemar are humanoids with the reptilian subtype.
  Kolkin: Koldemar count as kobolds for purposes of all game rules (including prerequisites and targeting 
  effects).
  Small: Koldemar are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 
  –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size 
  bonus on Stealth checks.
  Normal Speed: Koldemar are quick, and retain a base speed of 30 feet despite their diminutive size.
  Darkvision: Koldemar can see in the dark up to 60 feet.
  Armor: Koldemar have a +2 natural armor bonus.
  Clever: Each koldemar has a natural knack for a few skills. Each koldemar selects three skills at character 
  creation. One of these must be a Craft, Knowledge, or Profession skill. Once selected, these skills cannot 
  be changed. These skills are always class skills for the Koldemar, and it receives a +2 racial bonus to them. 
  This trait can be replaced by any trait that replaces the kobold crafty trait.
  Languages: Koldemar begin play speaking Common and Draconic. Koldemar with high Intelligence 
  scores can choose from the following as bonus languages: Dwarven, Ignan, Giant, Goblin, Terran, and 
  Undercommon.
  koldemar runs afoul of whatever laws and bigotry 
  the GM thinks would be standard for his world. But 
  as long as a few members of an adventuring party 
  come from his hometown, the foundling is accepted 
  as a known and trusted neighbor.
  my enemy’s enemy
  In most cases, kobolds and other groups of humanoids 
  (especially “civilized” humanoids) have very little 
  common ground on which a koldemar character 
  could forge an alliance with other PCs. However, if 
  a small village of mixed dwarven/human population 
  and a nearby kobold mine both found themselves 
  under assault from a group of powerful, militant 
  hobgoblins (or facing destruction from a powerful 
  monster or fighting a curse of the dead turning into 
  hungry undead, or any other massive regional threat), 
  the common threat might well be enough for the town 
  to accept at least a single kobold champion into their 
  midst. And if a single koldemar player character lives 
  within the kobold clan, he is most likely their greatest 
  champion. (And if he is young, the aging kobold 
  chieftain might send him in the hopes he doesn’t 
  grow up to become a rival for the clan’s leadership.)
  
  6 Races Revised The Kobold Kings
  KoldemaR names
  While most kobold tribes have lost too much of their 
  original cultural heritage to still have :traditional” 
  names (instead often adopting bits and pieces of 
  draconic words as names, or taking names from strong 
  cultures around them), those koldemar nations still 
  in existence have retained a connection to the names 
  of their dragonfolk forefathers. 
  Of course it’s not within the scope of a product 
  this size to provide a list of every traditional koldemar 
  name. Instead the following lists provide the msot 
  common elements used to create koldemar names, as 
  well as some idea what conceptual ideas such names 
  tend to include within their meaning. Alternate 
  spellings have been provided in some cases. Each 
  name is made of one prefix and one suffix (suffixes 
  being broken into elements most common in male 
  and female names). In rarer cases, a name may be 
  made of two prefixes, or a prefix and two suffixes.
  The best way to use these lists is to wither pick 
  sounds that sound cool and form 
  a name from them 
  (and then determine the name’s meaning), or two 
  look through the conceptual elements and build a 
  name with a meaning you like. If a name is needed 
  quickly, a d20 can be rolled for the prefix and then 
  for the gender-appropriate suffix. If you don’t like a 
  particular combination of name prefixes and suffixes, 
  add an a, b, d, f, g, i, k, m, t, v, or z between the 
  prefix and suffix. Although not every combination of 
  prefixes and suffixes will sound right, usually only a 
  minor change is called for.
  Koldemar Name Prefixes
  1. Aa-, Aan-: Beneveolent, powerful.
  2. Af-, Asf-: History, legend, past
  3. Ay-, Aya-, Aym-: Moon, pure, silver
  4. Az-, Azi-: Great, precious, respected, rare
  5. Ba-, Bas-: Fang, fanged, smiling
  6. Bi-, Bri-: Hundred, sky, thousand, vast
  7. Char-, Chri-: Berserk, berserker, rage, storm.
  8. E-, El-, En-: Learned, scroll, any spellcaster
  9. Fik-, Fir: Champion, dangerous, death, warrior
  10. Gha-, Ghal-: Changing, fluid, river, sea
  11. Ghi-, Ghiz-: Cold, ice, winter
  12. Ghu-, Ghur-: Dark, shadowed, night
  13. Gu-, Gulg-: Cave, consuming, mouth, void
  14. Ha-, Hra-, Hrad-: Last, lost, hidden, patient, secret 
  15. Ka-, Kan-. Kha-: Destined, fated, chosen one
  16. Ko-, Kol-: Dragon
  17. Lha-, Lhar-: Enemy, foe, human, giant
  18. Mhe-, Mher-: Defender, defense, keep, tower, 
  wall, warden
  19. Nha-, Nhar-, Nhaz-: Curse, debt, gate, horror
  20. Tze-, Tziv-: Defense, food, shield, shielding
  Male Koldemar Name Suffixes
  1. -ar, -ahr, -jha: Craft, crafter, magic, secret, skill
  2. -bold, -bhol: Family, kin, son, father
  3. -bru, -brur: Knight, warrior, any melee 
  weapon (dagger, lance, sword, and so on)
  4. -demar, -dhr: Imperial, king, lord
  5. -dil, ndil: flying, winged, wings.
  6. -djid, -diir: Ancient, eldest, old, older
  7. -gis, -gris, -griv: Air, ghost, mist, phantom
  8. -gzel, -zel: Ally, shield, rider, twin
  9. -jal, -jha, -jhal: Home, homeland, mine, tunnel
  10. -l, -lhak: Brace, fierce, honor, honored
  11. -nar, -nha: Grave, necromancer, undead, unending
  12. -rh, -rhuk: Claw, tooth, primal, any natural attack
  13. -ser, -seren: Rune, sigil, any magic item
  14. -rha, -ram: Black, chromatic, green, prismatic, any color
  
  7 Races Revised The Kobold Kings
  Races Revised The Kobold Kings 7 
  15. -tn, -tin, -trin: Any metal, metallic, strong, undefeated.
  16. -tz, triz: any element (air, earth, fire, water)
  17. -vha, -vhar: hunter, killer, slayer
  18. -wah, -whar: Armor, armored, fortress
  19. -zin, -zn, -z: Hardy, tough, any rock or stone
  20. -zli, -zte, -ztet: Border, mountain, stalwart, warning
  Female Koldemar Name Suffixes
  1. -bah, -bha: Gift, oath, vow
  2. -dah, -dha: Bronze, metallic, steel, alloy
  3. –dwi, -dwin: Family, kin, daughter, mother
  4. -fi, -fsyn, fys: Speaker, singer, roar
  5. -ghr, -ghir: Egg, first, new, young
  6. -hra, hrin: Forest, primal, nature, the land, the kingdom
  7. -mhes: Diamond, unbreakable
  8. -nah, -ina: Cloud, mist, silk, silken, swift
  9. -nysah, -sah: Imperial, lady, queen, royal
  10. -rika, -rhi: Guardian, keeper, teacher
  11. -rhis, -rhy: Graceful, any ranged weapon (arrow, 
  bow, crossbow, bolt, and so on)
  12. -rhel: Angel, celestial, outsider
  13. -shad, -shev: any element (air, earth, fire, water)
  14. -sh, -she: Healer, living, oracle
  15. –shak, -shaki: Beautiful, prefect, swift
  16. -shar, -shwar: Gem, pearl, wise, wisdom.
  17. -ti, tiyr: Chromatic, hoard, wealthy, any color
  18. -vii, -viit: Clever, mistress, skilled
  19. -vin, -vn: Assassin, hidden, secret, shadow
  20. -yah, -yn, -y: Bright, intelligence, scholar, mistress
  KoldemaR Racial 
  Rules
  The following game rules apply to the koldemar, and the 
  various options can be taken by koldemar or kobolds.
  alTeRnaTe Racial TRaiTs
  The following racial traits may be selected instead of 
  existing kobold/koldemar racial traits. Players should 
  consult their GMs before selecting any of these new 
  options – even a campaign allowing kobold and 
  koldemar PCs may not allow all of these options.
  Beast Bond: Some kobolds have a talent for training 
  animals and beasts to help them both on and off 
  the battlefield. Kobolds with this racial trait gain a 
  +2 racial bonus on Handle Animal and Ride checks. 
  Handle Animal and Ride are always class skills for 
  them. This racial trait replaces crafty or clever.
  Dragonfolk: Rarely, a koldemar is born who has the full 
  stature of the dragonfolk of old. Such koldemar have 
  +2 Strength and +2 Charisma (replacing the normal 
  koldemar ability adjustments), and are size Medium. 
  This replaces the Small, normal sped, and clever 
  traits. (If this trait is selected with the Old Blood feat, 
  the koldemar still loses the clever trait as an exception 
  to how that feat normally works.)
  Dragon Scaled: Some kobolds are hatched with scales 
  of such vivid color that their connection to a particular 
  sort of true dragon seems undeniable. Whether this 
  coloration is just a quirk of a stray egg or a trait shared 
  by all the members of a tribe, these kobolds gain a 
  resistance that makes them especially suited to work 
  alongside dragons matching the color of the kobold’s 
  scales. Black scaled, green scaled, copper-scaled, and 
  blue-green-scaled (brine) kobolds with this racial trait 
  gain acid resistance 5. 
  Blue scaled, bronze-scaled, sky-blue scaled (sky), 
  and blue-white-scaled (cloud) kobolds with this racial 
  trait gain electricity resistance 5. 
  Red scaled, sea-green-scaled (sea), volcanic-black-
  scaled (underworld), gold-scaled, and jet-black-scaled 
  (magma) kobolds with this racial trait gain fire resistance 5. 
  White scaled and silver-scaled kobolds with this 
  racial trait gain cold resistance 5. 
  Jade-scaled (forest) kobolds with this racial trait 
  gain DR 5/piercing or slashing.
  White gold-scaled (sovereign) and pearlescent-scaled 
  (crystal) kobolds with this racial trait gain sonic resistance 5. 
  Dark-grey-scaled (umbral) kobolds with this racial 
  trait gain +4 to saves vs death effects, ability drains, 
  ability damage, and negative levels.
  This racial trait replaces the armor racial trait.
  Gliding Wings: Some kobolds are born with wings 
  that, while too weak for actual flying, do allow them 
  to fall at a very slow and safe pace. A kobold with 
  wings can use them to glide. It can make a DC 15 Fly 
  check to fall safely from any height without taking 
  falling damage, as if using feather fall. When falling 
  safely, it may make an additional DC 15 Fly check to 
  glide, moving 5 feet laterally for every 20 feet it falls. 
  This racial trait replaces crafty or clever.
  Water Adaptation: Some kobolds show signs of a sea 
  dragon lineage, and are born with webbed hands and 
  feet and a fluked tail. A kobold with this trait has a 
  natural swim speed of 20, and can hold its breath for 
  a number of minutes equal to its Constitution score. 
  This racial trait replaces crafty or clever.
  
  8 Races Revised The Kobold Kings
  favoRed class bonus 
  opTions
  When a koldemar takes a level in his favored class, 
  he gains a bonus. Under the core rules, that bonus is 
  either an additional skill point or an extra hit point. 
  However, the Advanced Player’s Guide introduced a new 
  set of racial favored class options. Members of specific 
  races can get these benefits when they gain a level in 
  a class that is listed as a favored class for their race. 
  The koldemar gain the same favored class options as 
  kobolds in some classes (included below and marked 
  with an asterisk for convenience), but also have new 
  favored class options for every other class as well. Some 
  of these options can only be taken by a koldemar that 
  has taken the Draconic Aspect feat (see New Feats). 
  Additionally, koldemar may choose to take the bonus 
  listed under “any” when it takes a level in its favored 
  class, regardless of what that class is. Bonuses listed as 
  a fraction (+1/2, +1/3 and so on) must be taken often 
  enough to form a whole number to be useful (having 
  a +1/2 bonus to something does you no good until you 
  take it again, and have a +1 bonus).
  Some of these bonuses have been presented in 
  official Pathfinder Roleplaying Game rulebooks, and 
  are marked with an asterisk.
  Any: +1 to attack rolls to confirm a critical hit against 
  a foe that is flat-footed, flanked by you, or denied its 
  Dex bonus to AC.
  Alchemist: Add +1 foot to the splash radius of bombs 
  the alchemist creates & throws. Multiples of less than 
  +5 feet have no effect.
  Antipaladin: Add +1 foot to the radius of the 
  antipaladin’s aura of cowardice. Multiples of less 
  than +5 feet have no effect.
  Barbarian: Add 5 feet (up to 15 feet maximum) to 
  the barbarian’s speed when she is raging. This bonus 
  stacks with a class’s fast movement feature and 
  applies only under the same conditions as that ability.
  Barbarian: Delay the onset of fatigue the barbarian 
  suffers after raging by 1 round. (If the barbarian is 
  17th level and has selected this at least five times, the 
  barbarian can enter a rage while fatigued or exhausted.)
  Bard: Treat the bard’s level as +1/2 higher for purpose 
  of determining the effect of the fascinate 
  bardic performance.*
  Cavalier: Add 5 feet (up to 15 feet maximum) 
  to the cavalier’s mount’s speed when it uses 
  the charge or withdraw action.*
  Cleric: Add +1 to channel energy damage dealt to 
  creatures denied their Dexterity bonus to AC (whether 
  or not the creature has a Dexterity bonus to AC).*
  Druid: Add +1/2 to the druid’s wild empathy bonus.*
  Fighter: Add +1/2 to damage rolls the fighter makes 
  with weapon attacks against an opponent he is 
  flanking or an opponent that is denied his Dexterity 
  bonus to AC.*
  Fighter (Draconic Aspect koldemar only): Add 1 to 
  the fighter’s energy resistance against the energy type 
  corresponding to the koldemar’s dragon type from 
  the Draconic Aspect feat (maximum +10).
  Gunslinger: Add +1/4 to the dodge bonus to AC 
  granted by the nimble class feature (maximum +4).*
  Inquisitor: Add +1/4 to the sacred bonus to AC 
  granted by the protection judgment (maximum +4).
  Magus: Add a +1/2 bonus on concentration checks 
  made to cast defensively.*
  Monk: Add +1/3 to the monk’s AC bonus class feature.*
  
  9 Races Revised The Kobold Kings
  Races Revised The Kobold Kings 9 
  Ninja: +1/4 a bonus ki point. These ki points can only 
  be used to power talents with “bomb” in their title, or 
  those that only require a ki point be left in the ninja’s 
  ki pool.
  Oracle: Add +1/4 to the armor or natural armor bonus 
  granted by oracle spells she casts on herself.*
  Paladin: Add +1 foot to the radius of the paladin’s 
  aura of courage. Multiples of less than +5 feet have 
  no effect.
  Ranger: Add +1/4 to the number of opponents the 
  ranger may select when using hunter’s bond to grant 
  a bonus to allies. All selected creatures must be of the 
  same type.*
  Ranger: Add +1/2 to damage rolls made by traps the 
  ranger has crafted.
  Rogue: Add +1/2 to the rogue’s trap sense bonus to AC.*
  Rogue: Add +1/2 to damage rolls made by traps the 
  rogue has crafted.
  Samurai: Add +1/3 to the number of uses per day of 
  the samurai’s resolve.
  Samurai (Draconic Aspect koldemar only): Add 
  +1/2 to damage rolls the samurai makes for attacks 
  against an opponent wielding a weapon that is bane 
  vs dragons, or who has dragons as a favored enemy.
  Sorcerer: Choose acid, cold, electricity, or fire 
  damage. Add +1/2 point of the chosen energy damage 
  to spells that deal the chosen energy damage cast by 
  the sorcerer.
  Sorcerer (Draconic Aspect koldemar only): Add one 
  spell known from the sorcerer spell list. This spell 
  must be at least one level below the highest spell level 
  the sorcerer can cast, and must deal damage of a type 
  corresponding to the sorcerer’s dragon type from the 
  Draconic Aspect feat.
  Summoner: Add +1 hp to creatures summoned with 
  the summoner’s summon monster spell-like ability.
  Summoner: Add +1 foot to the range of the 
  summoner’s eidolon’s breath weapon. Multiples of 
  less than +5 feet have no effect. Requires the eidolon 
  to have the breath weapon evolution.
  Summoner: Add +1/2 to the number of times per day 
  the summoner’s eidolon can use its breath weapon. 
  Requires the eidolon to have the breath weapon 
  evolution.
  Witch: Add +1/3 to the number of 1st level patron 
  spells the witch may prepare. After gaining 1 bonus 
  1st level preparation, this bonus can be applied to a 
  bonus 2nd level spell, then a bonus 3rd level spell, 
  and so on.
  Wizard: The bonus the wizard gains from his familiar 
  increases. If the bonus is normally +3 or higher, it 
  increases by +1/2. If the bonus is +2, it increases by 
  +1/3. If the bonus is +1, it increases by +1/4.
  favoRed class opTions foR supeR 
  genius classes
  For campaigns using classes taken from the various 
  Genius Guide .pdfs released by Super Genius Games, 
  the following favored class options are available to 
  kobolds that take levels in these classes.
  Archon: Add +1/4 to the archon’s favored spell bonus.
  Armiger: Add +1/2 to the armiger’s AC vs traps.
  Death Knight: +1/4 grave strike/day.
  Death Mage: +1/6 a bonus fetish power (regardless of 
  what death bond the death mage has selected).
  Dragonrider: +1/2d6 to dragon steed’s breath weapon.
  Godling, Any: +1/2 divine trait rank.
  Magister: +1/2 a bonus spell known from the sorcerer 
  class spell list (regardless of the magister’s selected 
  spell lists). Must be at least 1 level lower than the 
  highest level spell the magister can cast.
  Mosaic Mage: +1/6 a red spectrum power (regardless 
  of the mosaic mage’s own spectrum).
  Shadow Assassin: +1/6 daggermaster bonus.
  Shaman: Reduce the time needed to gain a +1 
  circumstance bonus to Perform (ritual) checks to 
  summon spirits by 1 minute.
  Templar: Add curse resistance bonuses to saves 
  against one of the following types of effects: acid 
  descriptor spells, cold descriptor spells, death effects, 
  electricity descriptor spells, fear descriptor spells, 
  fire descriptor spells, sleep effects, paralysis effects, 
  poisons, sonic descriptor spells.
  Time Thief: +1/3 motes/day.
  Time Warden:  +1/3 motes/day.
  Vanguard: +1/2 to damage done with a vanguard 
  blast.
  War Master: +1 a round/day of battle tactics.
  Witch Hunter: Add +1/2 to damage rolls the witch 
  hunter makes with devoted strikes.
  
  10 Races Revised The Kobold Kings
  Kobold aRcheTypes
  The following class archetypes are available exclusively 
  to creatures with some draconic blood that are not true 
  dragons, including kobolds, koldemar, and half-dragons.
  apocalypse (fighTeR aRcheType)
  The apocalypse is a kobold or koldemar warrior who 
  has dedicated himself to strengthening his bloodline’s 
  ties to dragonkind and mastering the art of fighting like 
  a dragon. The name comes from the kobold collective 
  noun for dragons (an “apocalypse of dragons,” much 
  as you might refer to a herd of cattle, or a murder of 
  crows). While many kobolds focus on the spell ability 
  and breath weapons of dragons, an apocalypse learns 
  to grow the steel-hard scales and razor-sharp claws 
  of true dragons, and draw on his draconic blood’s 
  link to a hoard to augment the power of his natural 
  weapons and defenses.
  Armored Hide (Ex): An apocalypse grows a set of 
  “overscales” that grant an armor bonus to AC, separate 
  from any natural armor the apocalypse possesses. An 
  apocalypse’s overscales grant him an armor bonus to 
  AC equal to 5, +1/3 his apocalypse level. Overscales 
  have no arcane spell failure or skill check penalty. 
  This does not prevent an apocalypse from wearing a 
  suit of armor, but armor bonuses to AC from multiple 
  sources do not stack. This ability replaces the bonus 
  feat the fighter receives at 1st level.
  Draconic Perseverance (Ex): Starting at 2nd level, 
  the apocalypse gains some measure of a dragon’s 
  immunity to incapacitating spells. The apocalypse 
  gains a +1 bonus to saving throws against magic sleep 
  effects and paralysis effects. This bonus increases by 
  +1 for every four levels beyond 2nd.
  This ability replaces bravery.
  Natural Weapons (Ex): The apocalypse begins to take 
  on the natural characteristics of his dragon forefathers 
  at 4th level, and gains two claw attacks. These are 
  primary natural weapons that deal 1d3 damage for a 
  Small apocalypse, and 1d4 for a Medium apocalypse. 
  An apocalypse cannot fight with his claws and 
  manufactured weapons on the same round. This 
  damage increases to 1d4 Small/1d6 Medium at 
  5th level, 1d6 Small/1d8 Medium at 9th level, 1d8 
  Small/2s6 Medium at 13th level, and 2d6 Small/2d8 
  Medium at 17th level.
  This ability replaces the ability for the apocalypse 
  to be able to take fighter feats (levels in apocalypse do 
  not count as levels of fighter for any feat prerequisites) 
  and weapon training.
  Eldritch Dragon (Su): An apocalypse can ritualistically 
  consume precious metals and gems (literally eating 
  the materials) to feed his inner dragon, using the 
  draconic lust for a hoard to call forth the power of 
  his distant draconic ancestors. The effect of this is 
  to gain enhancement bonuses and special magic 
  qualities on his natural attacks and overscales (see 
  armored hide, above) that function just as the powers 
  for magic weapons and armor do. This works as 
  the Rune Scales feat (see New Feats, below), except 
  the apocalypse uses this ability for magic armor 
  enhancement bonuses and properties (using the rules 
  to craft magic armor) on his overscales, and for magic 
  weapon enhancement bonuses and properties (using 
  the rules to craft magic weapons) on his claws (and 
  any natural bite or tail attack, if he has gained such 
  natural attacks through some means). Each natural 
  attack is augmented as a separate weapon.
  This ability replaces the bonus feat a fighter 
  receives at 6th level.
  
  11 Races Revised The Kobold Kings
  Races Revised The Kobold Kings 11 
  Bonus Feat: At 12th and 18th level the apocalypse gains a 
  bonus feat. This bonus feat may be any metamagic feat 
  (it’s not unusual for an apocalypse to multiclass with 
  sorcerer levels), or any feat with kobold, dragon type, 
  or reptilian subtype as a prerequisite. The apocalypse 
  must meet all the feats prerequisites normally.
  haRasseR
  Kobolds are well-known as trap-builders, both 
  because they often must fight creatures bigger than 
  themselves (and it’s a good idea to soften up such 
  foes before attacking them directly), and because they 
  often live in caves and similar tight spaces (where 
  traps make a much better defense than a gate, as many 
  of your enemies can dig through the cave wall if they 
  know you’re defending a passageway).
  Some kobolds and koldemar are master trap-builders, 
  able to draw upon their draconic desire to “protect the 
  hoard and lair” to drive themselves to extraordinary 
  exertion to create very effective traps quickly and 
  efficiently from a collection of carried materials.
  Quick Traps (Ex): The harasser can make a trap quickly 
  a number of times per day equal to half his harasser 
  level plus his Dexterity bonus (minimum 1). The 
  DCs for Perception checks to notice the trap, Disable 
  Device checks to disable it, and for saving throws 
  to avoid it are equal to 10 + 1/2 the harasser level + 
  the harasser’s Dexterity bonus. A harasser begins 
  knowing one form of quick trap (see below), but gains 
  additional quick traps at 5th, 9th, 13th, and 17th level. 
  A harasser may also spend a rogue talent or a feat to 
  gain an additional form of trap.
  Setting a quick trap is a full round action that 
  provokes attacks of opportunity. A trap fills a single 
  5 foot square, and cannot be placed in the same area 
  as another trap or a magical trap such as a glyph of 
  warding. The harasser only needs simple materials to 
  create the trap, such as a piece of cloth, a small amount 
  of metal (such as a dagger, iron spike, or a few nails), 
  a foot of rope or vine, and so on. (Treat the harasser’s 
  trap making kit as a material component pouch.) All 
  harasser traps are Trigger: location, and Reset: none 
  unless they specify otherwise.
  Harasser traps are always extraordinary and 
  Type: mechanical, and last 1 day per harasser level 
  or until it is triggered, whichever comes first. A trap’s 
  DC decreases by 1 for each full day that passes after 
  it is set. Traps marked with an asterisk (*) add to or 
  modify the effects of another trap; a harasser can add 
  one of these trap types to any standard trap (this costs 
  1 additional use of the trap ability).
  The quick traps ability replaces the sneak attack 
  dice gained at 1st, 5th, 9th, 13th, and 17th levels, 
  as well as one skill point/level. A rogue with the 
  archetype still receives sneak attack dice at 3rd, 7th, 
  11th, 15th and 19th level.
  Alarm Trap*
  Effects
  When the trap is triggered, it also creates a momentary loud 
  noise equivalent to the audible alarm version of alarm.
  Burning Trap*
  Effects
  A harasser can only add this to a fire trap. If the 
  triggering creature fails its Reflex save, it catches on 
  fire, taking 1d6 points of fire damage at the start of its 
  turn for 1d4 rounds. The burning creature can attempt 
  a new save as a full round action. Dropping and rolling 
  on the ground grants a +4 bonus on this save.
  apocalypse aRcheTypes
  For those who have one of the Super Genius 
  Games archetype or template books, the first of 
  which is The Genius Guide to Archer Archetypes, the 
  apocalypse option can be treated as the archetypes 
  or PC template from those products. The fighter 
  abilities an apocalypse does not gain are exactly 
  the same as those given up by fighters sacrificing 
  the Battle Master archetype to gain a new one. A 
  GM could thus allow kobolds of other classes to 
  gain access to the apocalypse by giving up the 
  archetype package normally granted to their class, 
  as defined in Archer Archetypes. The apocalypse 
  should still be restricted to kobolds and similar 
  dragonkin races. Note that it is not necessary to 
  have The Genius Guide to Archer Archetypes to use 
  the apocalypse as described here—as an alternate 
  power structure for fighters.
  While the harasser doesn’t remove exactly the 
  same abilities a rogue gives up using the Archer 
  Archetypes rules (it retains the trap sense ability 
  and gives up 1 skill point/level), it too is balanced 
  to be added as an archetype for any class using the 
  archetype system from those .pdfs.
  
  12 Races Revised The Kobold Kings
  Caltrop Trap*
  Effects
  After it is triggered, a caltrop trap also fills its space 
  with caltrops. The harasser must provide a set of 
  caltrops to set this trap, though they may be gathered 
  and reused afterwards if they are not destroyed. A 
  caltrop trap may be set as a solo trap, or added to 
  another kind of trap.
  Command Trap*
  Effects
  A command trap does not activate unless the harasser 
  sets it off with a remote switch (generally a rope or 
  lever). The harrier must be within short range (25 
  ft. +5 ft./2 harasser levels) to set off a command trap, 
  which is a move action. The Perception DC to discover 
  a command trap is 2 higher than normal.
  Complex Trap*
  Effects
  A complex trap resets itself once, using springs or 
  counterweights set by the harasser when the trap is 
  set. The harasser may have the delay occur between 1 
  to 10 rounds after the trap is triggered (decided when 
  the trap is created).
  Deadly*
  Effects
  Only a weapon trap may be deadly. If a target is 
  flanked, flat-footed, helpless, or denied his Dexterity 
  bonus to AC when attacked by a deadly trap, he 
  takes additional damage equal to the harasser’s sneak 
  attack dice (at the time the trap was set). This damage 
  counts as sneak attack damage for all purposes.
  Exploding Trap*
  Effects
  A harasser can only add this to a fire trap. The trap 
  explodes in fire, filling all squares adjacent to the 
  trap and dealing a number of points of fire damage 
  equal to 1d6 + 1/2 the harasser’s level (Reflex negates). 
  If it is an extraordinary trap, the harasser must use 
  an explosive material such as alchemist’s fire when 
  setting the trap.
  Fire Trap
  Effects
  The trap explodes in flames, dealing a number of 
  points of fire damage equal to 1d6 + 1/2 the harasser’s 
  level to the triggering creature (Reflex negates). If 
  it is an extraordinary trap, the harasser must use 
  an explosive material such as alchemist’s fire when 
  setting the trap.
  Marking Trap*
  Effects
  If the triggering creature fails its save against the trap, 
  it is marked with a dye and/or scent of the harasser’s 
  choosing. A scent mark decreases the DC of tracking 
  the marked creature by scent by 4. The mark can be 
  washed off with vigorous scrubbing, but fades on its 
  own over several days.
  Poison Trap*
  Effects
  The trap poisons the creature that triggers it. If it is a 
  supernatural trap, the poison deals 1d2 Con damage 
  per round for 6 rounds. The harasser must provide 
  1 dose of contact, inhaled, or injury poison when 
  setting the trap, and the trap uses that poison’s effects 
  and DC. A poison trap may be set by itself, or may be 
  added to another trap.
  Snare Trap
  Effects
  The trap constricts around a limb or other part of 
  the triggering creature’s body (Reflex avoids). The 
  creature cannot move from the location of the trap, 
  unless the harasser included a “leash” when setting the 
  trap, in which case the creature is limited to the length 
  of the leash. The trapped creature can escape with an 
  Escape Artist check (DC equal to the trap’s DC) as a 
  full round action. The trap or its leash has a number 
  of hit points equal to 1/2 the harasser’s level, or can 
  be burst as a full round action with a DC 25 Strength 
  check. The trap can hold up to a Medium creature; 
  each extra daily use of the harasser’s trap ability spent 
  when the trap is set increases the maximum size of 
  creature the trap can hold. At the harasser’s option, if 
  there is a tall object or structure nearby, she can have 
  the trap lift the creature.
  Splash Trap*
  Effects
  A splash trap also has an effect on every space adjacent 
  to it. Creatures in those spaces gain a +4 bonus to any 
  saving throw the trap allows or skill check it requires 
  to avoid or escape its effects, and any attack the trap 
  makes against creatures in adjacent spaces is at a -4 
  penalty.
  Weapon Trap
  Effects
  The trap launches an attack at the creature that triggers 
  it. Its attack bonus is equal to the harasser’s level (at 
  the time the trap was set), and it deals 1d6 points of 
  damage plus +1/2 harasser levels.
  
  13 Races Revised The Kobold Kings
  Races Revised The Kobold Kings 13 
  
  14 Races Revised The Kobold Kings
  new feaTs
  Kobolds and koldemar have access to the following feats.
  dRaconic aspecT
  You possess some of the qualities of your dragon 
  ancestors.
  Prerequisite: Kobold.
  Benefit: Your scales take on the color and some 
  of the resistances of one of the chromatic dragons. 
  Choose of the following dragon types listed below. 
  Your scales take on the color of that dragon (and you 
  may gain some of its body or facial features), and you 
  gain the special defense listed with its type.
  Chromatic: black (acid resistance 5), blue (electricity 
  resistance 5), green (acid resistance 5), red (fire 
  resistance 5), or white (cold resistance 5)
  Imperial: forest (DR 5/piercing or slashing), sea (fire 
  resistance 5), sky (electricity resistance 5), sovereign 
  (sonic resistance 5), underworld (fire resistance 5)
  Metallic: brass (fire resistance 5), bronze (electricity 
  resistance 5), copper (acid resistance 5), gold (fire 
  resistance 5), silver (cold resistance 5)
  Primal: brine (acid resistance 5), cloud (electricity 
  resistance 5), crystal (sonic resistance 5), magma (fire 
  resistance 5), umbral (+4 to saves vs death effects, 
  ability drains, ability damage, and negative levels).
   
  Special: If you have the dragon scaled racial trait, your 
  scale color does may not change and you can gain a +1 
  natural armor bonus instead, if you prefer. Alternatively, 
  you may pick a Draconic Aspect that does not match the 
  coloration of your dragon-scaled trait, gaining the normal 
  benefits of both and gaining mixed scale coloration.
  dRaconic bReaTh
  You possess draconic defenses and a draconic breath 
  weapon.
  Prerequisites: Draconic Aspect, kobold.
  Benefit: You gain a +2 bonus to saving throws 
  against sleep and paralysis effects. You gain a breath 
  weapon that is determined by your scale coloration 
  from either the Draconic Aspect feat or the dragon 
  scaled racial trait. Using a breath weapon is a standard 
  action that does not provoke attacks of opportunity. You 
  can use your breath weapon once per day. Creatures 
  within the area of your breath weapon who succeed 
  at a Reflex saving throw (DC 10 + your character level 
  + your Constitution modifier) take only half damage.
  Chromatic
  Black (Su): You breathe a 30 ft line of acid that deals 
  2d6 points of acid damage.
  Blue (Su): You breathe a 30 ft line of electricity that 
  deals 2d6 points of electricity damage.
  Green (Su): You breathe a 15 ft cone of acid that deals 
  2d6 points of acid damage.
  Red (Su): You breathe a 15 ft cone of fire that deals 2d6 
  points of fire damage.
  White (Su): You breathe a 15 ft cone of cold that deals 
  2d6 points of cold damage.
  Imperial
  Forest (Su): You breathe a 15 ft cone of wooden 
  splinters that deals 2d6 points of piercing damage.
  Sea (Su): You breathe a 30 ft line of water that deals 
  2d6 points of bludgeoning damage.
  Sky (Su): You breathe a 15 ft cone of electricity that 
  deals 2d6 points of electricity damage.
  Sovereign (Su): You roar a 15 ft cone that deals 2d6 
  points of sonic damage.
  Underworld (Su): You breathe a 30 ft line of magma 
  sparks that deals 2d6 points of fire damage.
  Metallic
  Brass (Su): You breathe a 30 ft line of fire that deals 
  2d6 points of fire damage.
  Bronze (Su): You breathe a 30 ft line of electricity that 
  deals 2d6 points of electricity damage.
  Copper (Su): You breathe a 30 ft line of acid that deals 
  2d6 points of acid damage.
  Gold (Su): You breathe a 15 ft cone of fire that deals 
  2d6 points of fire damage.
  Silver (Su): You breathe a 15 ft cone of cold that deals 
  2d6 points of cold damage.
  Primal
  Brine (Su): You breathe a 30 ft line of acid that deals 
  2d6 points of acid damage.
  Cloud (Su): You breathe a 15 ft cone of electricity that 
  deals 2d6 points of electricity damage.
  Crystal (Su): You breathe a 15 ft cone of vibrations 
  that deals 2d6 points of sonic damage.
  Magma (Su): You breathe a 15 ft cone of fire that deals 
  2d6 points of fire damage.
  Umbral (Su): You breathe a 15 ft cone of umbral 
  darkness that deals 1d6 points of negative energy 
  damage. (This does not heal undead.)
  
  15 Races Revised The Kobold Kings
  Races Revised The Kobold Kings 15 
   
  Special: Kobold sorcerers with either the Draconic 
  or Kobold bloodline can use their Charisma modifier 
  instead of their Constitution to determine the number 
  of times per day they can use this breath weapon and 
  the DC of this breath weapon.
  dRaconic glide
  You possess draconic defenses and wings that allow 
  you to glide.
  Prerequisites: Draconic Aspect, kobold.
  Benefit: You gain a +2 bonus on saving throws 
  against sleep and paralysis effects. You grow a pair 
  of wings that you can use to fall and glide at a safe 
  pace. You can make a DC 15 Fly check to fall safely 
  from any height without taking falling damage, as if 
  using feather fall. When falling safely, you may make 
  an additional DC 15 Fly check to glide, moving 5 feet 
  laterally for every 20 feet you fall.
  Special: If you have the gliding wings racial trait, 
  instead of the above abilities, you gain an actual fly 
  speed of 30 feet with poor maneuverability. You 
  may still choose to glide (using the rules for gliding 
  wings) rather than fly if it’s more useful in a specific 
  circumstance.
  dRaconic paRagon
  You can shrug off sleep and paralysis effects as well as 
  any dragon, and your draconic aspects improve.
  Prerequisites: Draconic Aspect, either Draconic 
  Breath or Draconic Glide, character level 10th, kobold.
  Benefit: You gain an additional +2 bonus to saving 
  throws against sleep and paralysis effects. You can use 
  your breath weapon twice per day and your breath 
  weapon damage increases to 4d6 points of energy 
  damage. Your wings from the Draconic Glide feat grow 
  stronger, granting you a fly speed of 20 feet with average 
  maneuverability (40 feet with average maneuverability 
  if you also have the gliding wings racial trait).
  exTRa dRaconic bReaTh
  You can use your draconic breath weapon more often.
  Prerequisites: Draconic Aspect, Draconic Breath, 
  kobold.
  Benefit: You may use your breath weapon gained 
  from Draconic Breath two additional times per day. 
  You must wait 1d4 rounds between uses of your 
  breath weapon.
  Special: This feat may be taken more than once. 
  Its effects stack.
  gReaTeR dRaconic bReaTh
  Your draconic breath weapon grows in power.
  Prerequisites: Draconic Aspect, Draconic Breath, 
  Draconic Paragon, kobold.
  Benefit: The range and damage of your breath 
  weapon gained from Draconic Breath increased. Double 
  your breath weapon’s range. Increase the damage by 
  +1d6 for every three hit dice or levels you possess.
  Kobold ambusheR (combaT)
  You are adept at moving fast and staying hidden.
  Prerequisites: Stealth 4 ranks, kobold.
  Benefit: You take no penalty on Stealth checks 
  when you move up to your full speed. You can use 
  the run or charge action and remain hidden, taking a 
  10 penalty on the check to do so.
  Normal: When moving greater than half speed 
  up to your full speed, you take a  5 penalty on Stealth 
  checks. When you are able to run or charge while using 
  Stealth, you take a  20 penalty on the Stealth check.
  Kobold snipeR (combaT)
  You snipe quickly, making it harder for others to find 
  the location of your attack.
  Prerequisites: Stealth 1 rank, kobold.
  Benefit: When you are sniping, you only take a  10 
  penalty on your Stealth checks to stay hidden.
  Normal: You take a  20 penalty on your Stealth check 
  to maintain your obscured location while sniping.
  Tail TeRRoR (combaT)
  You have strengthened your tail enough to make slap 
  attacks with it.
  Prerequisites: Base attack bonus +1, kobold.
  Benefit: You can make a tail slap attack with your 
  tail. This is a secondary natural attack that deals 1d4 
  points of bludgeoning damage. Furthermore, you 
  can augment your tail slap attack with a kobold tail 
  attachment. For the purpose of weapon feats, you are 
  considered proficient with all kobold tail attachments.
  old blood
  You have developed traits from one or more of the old 
  clans of dragonfolk.
  Prerequisites: Cha 13, kobold.
  Benefit: Select one alternate kobold racial trait. 
  (See Alternate Racial Traits, above.)You gain that trait, 
  without losing the racial trait it normally replaces.
  
  16 Races Revised The Kobold Kings
  Rune scales
  Your can use your hereditary link to the power of 
  dragons and sorcerers to bind magic enchantments 
  directly to your body.
  Prerequisites: Cha 13, dragon type or dragon or 
  reptilian subtype.
  Benefit: With this feat you can infuse yourself with 
  magic power to turn parts of your body into living 
  magic items. This is done through complex rituals 
  that involve drawing forth the mystic essence of your 
  ancient ancestors and their innate magic powers.
  Rune scales can only duplicate a small range of magic 
  items. Only wondrous items that grant constant bonuses 
  (and have no other abilities) and take a body slot, rings, 
  and rods can be duplicated by a rune scale. Additionally 
  a rune scale cannot duplicate items with charges (though 
  items with uses/day are fine), an item that conjures or 
  summons anything, an item that acts as a weapon, or one 
  that forces other creatures to make saving throws. Thus a 
  rune scale could duplicate a lesser rod of enlarge spell or belt 
  of giant strength +2, but not a rod of the python or bag of tricks.
  Creating a rune scale is very similar to creating the 
  item its duplicating the effect of, but this feat replaces 
  the appropriate item creation feat and your character 
  level replaces caster level for any calculations based 
  on caster level. You can only create rune scales on 
  your own body, and each rune scale takes one day to 
  create (regardless of its base price). Each rune scale is 
  placed on the body slot its matching item would use 
  (rods take the hand body slot). If a magic item is then 
  placed on the body slot, the associated rune scale stops 
  functioning until the item is removed. Rune scales 
  have the same creation cost as the items they emulate.
  A rune scale can be re-inscribed, to improve or change 
  the powers it has. When this is done, the cost of the new 
  rune scale is reduced by half the cost of the existing rune 
  scale (with a minimum cost of any rune scale of 100 gp).
  A rune scale can be targeted by a sunder attempt, 
  or any ability that can damage armor. 
  Any damage done to one of your rune 
  scales is also dealt to you. A rune scale has 
  hp equal to your Constitution score plus half 
  your level, and has any DR or similar defenses 
  you have. If a rune scale takes half its hit points 
  in damage, it gains the broken condition. A 
  rune scale with the broken condition remains 
  nonfunctioning until it heals. Healing a 
  broken rune scale is as difficult as healing 
  1d6 points of temporary ability damage 
  (rolled when the rune scale is broken), and 
  anything that could heal such damage 
  (including natural healing over time, 
  lesser restoration spells, and so on) can 
  heal the rune scale.
  A rune scale that takes all its hp 
  in damage is destroyed, and must be 
  recreated by performing the ritual 
  (and spending the cost) all over again. 
  (Anything a GM would rule could 
  restore a destroyed magic item could 
  also restore a destroyed rune scale.)
  sea dRaKe
  You have features taken from the dragons 
  of the river, lake, swamp, and sea.
  Prerequisites: Draconic Aspect, kobold.
  Benefit: You have a natural swim speed of 
  20, and can hold your breath for a number of 
  minutes equal to your Constitution score.
  
  17 Races Revised The Kobold Kings
  Races Revised The Kobold Kings 17 
  Special: If you have the water adaptation racial trait 
  instead of the above abilities, your swim speed increases 
  to 30 feet, and you can breathe air or water at will.
  Tail focus
  You have trained your tail to be used for more than 
  just balance.
  Prerequisites: Dragon type or dragon or reptilian 
  subtype, tail.
  Benefit: You can hold one held magic item in your 
  tail and use it normally, leaving your hands free. You 
  cannot make attacks with a melee or ranged weapon 
  held in your tail, but could cast spells from a wand 
  or staff clutched in your tail, or use a rod or similar 
  held item.
  new iTems
  The more advanced koldemar society has the resources 
  and craftsmen to create items designed specifically for 
  their own use (though lone kobold geniuses may have 
  also created such items after sparks of inspiration).
  new equipmenT
  Due to their draconian features, koldemar often have 
  use for equipment other humanoids find out of place.
  Buckler, Tail
  A tail buckler acts like a normal buckler, but is 
  carefully balanced and constructed to be strapped to 
  the tail of a tailed creature. The tail cannot be used for 
  any other purpose while wearing a tail buckler, and 
  if any other equipment is strapped to the tail the AC 
  bonus of the buckler is lost.
  Buckler, Tail; 50 gp; 2 lbs.(1)
  (1)When made for Small characters. When made for 
  Medium creatures this item weights twice as much.
  Gauntlets, Clawed
  Clawed gauntlets act like spiked gauntlets but are 
  martial weapons, and if worn as a pair (cost and 
  weight given are for a single clawed gauntlet) a 
  second claw attack can be made as a secondary 
  attack. Appropriate feats that give bonuses to 
  attacks and damage with claws (such as Weapon 
  Focus and Weapon Specialization) may also apply 
  to claw gauntlet attacks (and vice versa) at the 
  GM’s discretion.
  Gauntlets, Clawed; 15 gp; 1/2 lbs.(1)
  (1)When made for Small characters. When made for 
  Medium creatures this item weights twice as much.
  Pouch, Tail
  A tail pouch is typically made of soft leather, with 
  a wide belt with a tough cloth or sharkskin interior. 
  It straps snugly to the tail of a kobold or similar 
  creature. Because the tail can be brought up to the 
  wearer’s hands easily, an item can be removed from 
  a tail pouch carefully (a standard action that does not 
  provoke an attack of opportunity) or quickly (a move 
  action that provokes normally). It typically holds 1 lb. 
  or 80 cubic inches (4 inches x 4 inches x 5 inches).
  Pouch, Tail (empty); 2 gp; 1/8 lb.(1)
  (1)When made for Small characters. When made for 
  Medium creatures this item weighs four times more, 
  and can carry four times more material.
  special maTeRials
  Elfhide: Elfhide is made from the supple and resilient 
  leather created by tanning the skin of an elf, half-
  elf, or gnome. Elfhide is most common in koldemar 
  communities who have encountered one-too-many 
  elven adventurers in dragonhide armor, and decided 
  that if a group has no problem wearing the skin of a 
  sapient creature, they should have no problems being 
  turned into armor when defeated.
  Because of its extraordinary flexibility and 
  toughness when alchemically preserved, elfhide armor 
  can be much thinner than normal leather without 
  sacrificing protective power. Spell failure chances for 
  armors and shields made of elfhide are decreased by 
  10%, maximum Dexterity bonuses are increased by 2, 
  and armor check penalties are decreased by 3 (to a 
  minimum of 0). Elfhide armor and shields are always 
  masterwork (and the modifiers for masterwork are 
  already calculated into the modifiers for elfhide). 
  Elfhide items weigh half as much as the same item 
  made of standard leather. Items not primarily made 
  of leather or hide cannot be made out of elfhide.
  Type of Elfhide Item
  Item Cost Modifier
  Light Armor
  +600 gp
  Medium Armor
  +2,400 gp
  Shield
  +600 gp
  Other items
  +120 gp/lb.
  
  18 Races Revised The Kobold Kings
  new magic aRmoR
  The following magic armor is designed specifically 
  by koldemar, though in some cases other races could 
  use it as well.
  woodsTalKeR aRmoR
  Aura: faint conjuration; CL: 3rd
  Slot: armor; Price: 12,600 gp; Weight: 5 lbs.(1)
  Description
  This +1 shadow elfhide (see above) studded leather is 
  normally given to scouts and huntsmen in koldemar 
  communities. Any round that the wearer takes no 
  movement and is in a natural setting, the armor also 
  provides concealment (20% miss chance) until the 
  wearer once again moves.
  construction requirements
  Craft Magic Arms and Armor, obscuring mist; Cost: 
  6,300 gp. 
  (1)When made for Small characters. When made for 
  Medium creatures this item weighs twice as much.
  new magic iTems
  The following magic item is designed specifically by 
  koldemar, though other races could use it as well.
  pRopiTious pouch
  Aura: moderate conjuration; CL: 6th
  Slot: —; Price: 500 gp; Weight: 1 lb.
  Description
  This pouch is made of soft but sturdy 
  leather, fastened by a single bone 
  button. The pouch appears large 
  enough to hold about a quart of 
  material. In fact it is very similar to 
  the side pouches on a handy haversack, 
  and can actually hold material of as 
  much as 2 cubic feet in volume or 20 
  pounds in weight. Additionally, when 
  the wearer reaches into it for a specific 
  item, that item is always on top. Thus, 
  no digging around and fumbling is 
  ever necessary to find what the pouch 
  contains. Retrieving any specific item 
  from a propitious pouch is a move 
  action, but it does not provoke the 
  attacks of opportunity that retrieving 
  a stored item usually does.
  A propitious pouch can also be used 
  as a tail pouch (see above). In this case, 
  retrieving a single specific item from it 
  is a swift action. 
  construction requirements
  Craft Wondrous Item, secret page; 
  Cost: 250 gp
  
  19 Races Revised The Kobold Kings
  Races Revised The Kobold Kings 19 
  appendix a: sTandees
  
  20 Races Revised The Kobold Kings
  we eRR on The side of 
  awesome!
  Designer:
  Owen K.C. Stephens
  Editor:
  Jeremy Miller
  Project Manger:
  Lj Stephens
  Cover Art:
  Jacob E. Blackmon
  Interior Art:
  Jacob E. Blackmon
  Graphic Design and Typesetting:
  Hyrum Savage and Lj Stephens
  Creative Director:
  Stan!
  Produced by:
  Super Genius Games
  www.supergeniusgames.com
  Contents Copyright ©2012 Super Genius Games
  For more information about Super Genius Games, and our upcoming products, 
  follow us on  
  Facebook: www.facebook.com/SuperGeniusGames, 
  Twitter: Owen: @Owen_Stephens, 
  Hyrum: @savageplanet 
  and/or Super Genius Games: @SuperGeniusRPG, 
  or at our Yahoo Group: http://Games.Groups.Yahoo.com/Group/Super-Genius/
  All logos are the trademark of Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, 
  Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires  
  the Pathefinder Roleplaying Game from Paizo Publishing, LLC.  
  See http://Paizo.com/PathfinderRPG for more information 
  on the Pathfinder Roleplaying Game.  
  Paizo Publishing, LLC does not guarantee compatibility, 
  and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
  Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  compatibility logo are the trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game compatibility license. 
  See http://Paizo.com/PathfinderRPG/compatibility 
  for more information on the compatibility license.
  DESIGNATION OF PRODUCT IDENTITY
  The Super Genius Games (SGG) and OtherWorld Creations (OWC) company, names and logos; the 
  “Super Genius Presents Races Revised The Kobold Kings” name and logo; all artwork, backgrounds, and 
  logos; all trade dress, and graphic design elements. 
  DECLARATION OF OPEN CONTENT:
  All game mechanics, proper names of classes, prestige classes, archetypes, feats, skills, spells, magic 
  items, monsters, rituals, artifacts AND/OR the names of abilities presented within this book are open game 
  content as described in Section 1(d) of the License. 
  Open Game Information
   The material in this document utilizes the Open Gaming License, available at www.wizards.com and 
  reprinted below: 
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 
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  clearly identified as Open Game Content by the Contributor, and means any work covered by this License, 
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  15. COPYRIGHT NOTICE
  15. COPYRIGHT NOTICE
  Open Game Licence v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, 
  and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by: Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason 
  Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, 
  James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick 
  Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg 
  A. Vaughn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason 
  Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. 
  Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Genie, Marid from the Tome of Horrors Compete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors Compete © 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Nereid from the Tome of Horrors Compete © 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K 
  Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean 
  K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal 
  MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Super Genius Presents Races Revised The Kobold Kings © 2012, Super Genius games; Author: Owen 
  K.C. Stephens
  Special Thanks: to my two primary playtesting 
  groups: Bane of the Apocalypse: Ian Allen, Marc 
  Curlee, Lj Stephens; The Summer Solstice in 
  Winter: Carl Gilchrist, John Menzie, Lj Stephens
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Super Genius Presents/Super Genius Presents - Races Revised - The Kobold Kings.pdf