TEXT: ®
  ™
  ®
  ™
  ®
  ™
  
  Kobold Racial Traits
  +2 Dexterity, –4 Strength, –2 Constitution: Kobolds are fast but weak. 
  Reptilian: Kobolds are humanoids with the reptilian subtype.
  Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks 
  and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  Normal Speed: Kobolds have a base speed of 30 feet. 
  Darkvision: Kobolds can see in the dark up to 60 feet.
  Armor: Kobolds have a +1 natural armor bonus. 
  Crafty: Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills 
  for a kobold.
  Weakness: Light sensitivity. Kobolds are dazzled in areas of bright sunlight or within the radius of a daylight spell.
  Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following: Common, Dwarven, 
  Gnome, and Undercommon.
  KOBOLD NAMES
  Because kobolds identify so passionately with dragons, they strive to reinforce their connection through names that reflect their 
  draconic heritage. Kobold birth names are relatively short, usually consisting of two syllables, and are almost always faintly reminiscent 
  of dragons’ names.
  To further emulate their draconic brethren, kobolds change their names to longer and more complex forms as they reach important 
  age milestones, perform spectacular acts, or attain notable achievements. Kobold adventurers often add more syllables to their names 
  upon reaching significant points in their careers—every 5 levels or so.
  Kobolds rarely have surnames; most instead use clan names or honorifics to identify themselves. Those kobolds who do use surnames 
  are most often reinforcing a claim to a hereditary throne or attempting to adhere to regional or cultural influences.
  Female Names
  Ahmmra
  Azzlyn
  Enga
  Grymwyr
  Gynnezz
  Kregnaan
  Jynnjun
  Lyrtrahk
  Melrynn
  Petrahk
  Ryzzntyg
  Skyxa
  Tyrrell
  Varshez
  Vregma
  Zarrnyl
  male Names
  Athraz
  Dyrtrax
  Fazij
  Grytnok
  Jekkajak
  Kaidynn
  Keegyn
  Kirrok
  Merlokrep
  Nydryn
  Nyktox
  Ryzztyl
  Torphrex
  Varrann
  Vreknog
  Xahndyg
  
  ON THE COVER
  ®
  ™
  ®
  ™
  ®
  ™
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game 
  or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 
  Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No 
  portion of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  Pathfinder Player Companion: Kobolds of Golarion © 2013, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo Publishing, 
  LLC, the Paizo golem logo, Pathfinder, Pathfinder Society, and GameMastery are registered trademarks of Paizo Publishing, 
  LLC; Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Cards, 
  Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder 
  Roleplaying Game, Pathfinder Tales, and Rise of the Runelords are trademarks of Paizo Publishing, LLC.
  Printed in China.
  Paizo Publishing, LLC 
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  Authors • Tork Shaw, Mat Smith, and Jerome Virnich
  Cover Artist • Dan Scott
  Cartography • Rob Lazzaretti
  Interior Artists • Jorge Fares, Taylor Fischer,  
  Francesco Graziani, Miroslav Petrov, Maichol Quinto, 
  Bryan Sola, Xia Taptara, and Radoslav Topalov 
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Senior Editor • James L. Sutter
  Development Lead • Logan Bonner
  Development Team • Logan Bonner, John Compton, 
  Adam Daigle, Rob McCreary, Mark Moreland, and 
  Patrick Renie
  Editorial Team • Judy Bauer, Christopher Carey, and 
  Ryan Macklin
  Lead Designer • Jason Bulmahn
  Design Team • Stephen Radney-MacFarland and  
  Sean K Reynolds
  Senior Art Director • Sarah E. Robinson
  Art Director • Andrew Vallas
  Graphic Designer • Sonja Morris
  Production Specialist • Crystal Frasier
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Finance Manager • Christopher Self
  Staff Accountant • Kunji Sedo
  Chief Technical Officer • Vic Wertz
  Senior Software Developer • Gary Teter
  Campaign Coordinator • Mike Brock
  Project Manager • Jessica Price
  Licensing Coordinator • Michael Kenway
  Customer Service Team • Erik Keith, Justin Riddler, 
  and Sara Marie Teter 
  Warehouse Team • Will Chase, Heather Payne,  
  Jeff Strand, and Kevin Underwood
  Website Team • Ross Byers, Liz Courts, Lissa Guillet, 
  and Chris Lambertz
  TABLE OF CONTENTS
  For Your CharaCter 
  2
  Kobolds on Golarion 
  4
  liFe as a Kobold 
  6
  Culture 
  8
  tribes 
  10
  Worship 
  12
  plaYer CharaCters 
  14
  snarl oF the embermaW Clan 
  16
  Coloration 
  18
  traps 
  20
  arChetYpes 
  22
  Feats 
  24
  spells 
  26
  equipment 
  28
  maGiC items 
  30
  next month! 
  32
  Kobold raCial traits and names 
  inside Front Cover
  random Kobold CharaCteristiCs 
  inside baCK Cover
  REFERENCE
  This Pathfinder Player Companion refers to several other Pathfinder Roleplaying Game 
  products and uses the following abbreviations. These books are not required to make use 
  of this Player Companion. Readers interested in references to Pathfinder RPG hardcovers can 
  find the complete rules from these books available for free at paizo.com/prd.
  Dan Scott depicts Seoni trying to 
  fend off advancing kobold hordes, but 
  discovering her flames don’t frighten 
  those blessed with draconic blood.
  Advanced Player’s Guide 
  APG
  Advanced Race Guide 
  ARG
  Ultimate Combat 
  UC
  Ultimate Equipment 
  UE
  Ultimate Magic 
  UM
  
  ?
  For Your Character
  In every Pathfinder Player Companion, you’ll find something for your character. This companion includes the following.
  QUESTIONS TO 
  ASK YOUR GM
  Asking your GM the following 
  questions can help you get the most 
  out of Pathfinder Player Companion: 
  Kobolds of Golarion.
  Are we allowed to play kobolds 
  or characters who once lived with 
  kobolds in this campaign?
  Will we be going on adventures 
  that take us into dungeons or into 
  natural subterranean tunnels?
  Since kobolds are normally 
  lawful evil, what alignments make 
  the most sense given the type of 
  campaign we’ll be playing?
  DID YOU KNOW? 
  Kobolds come from German myth, where they were originally miners. In 
  Classic Monsters Revisited, Kobold Press mastermind Wolfgang Baur wanted 
  to reinforce this—so he gave them bulette digging machines!
  FOCUS  
  CHARACTERS
  This Player Companion highlights 
  options specific to characters of 
  the following classes and races, in 
  addition to elements that can apply 
  to other characters.
  Kobolds
  Most options in this book are useful 
  to many types of characters, but 
  kobolds do get some choices that are 
  useful only to them. The options in 
  this book that apply only to kobolds 
  are listed at the end of this page.
  spellCasters
  The new spells on pages 26–27 work 
  for many different classes, including 
  the ever-popular kobold sorcerers.
  small CharaCters
  The kobold style feats (page 25) 
  give small characters a way to 
  bring bigger creatures down to the 
  ground. The Small But Deadly and 
  Wall of Flesh feats enhance their 
  combat abilities.
  bards
  Bards who want to spread the glorious 
  word about the powerful dragons can 
  choose the dragon herald archetype 
  (pages 22–23). 
  CleriCs
  You can take the kobold faith 
  race trait to gain access to special 
  subdomains: Ambush, Radiation, 
  and Trap (page 13).
  FiGhters
  For battling in close tunnels using 
  their superior numbers, kobold 
  fighters developed the swarm fighter 
  archetype (page 23).
  roGues
  The snare setter archetype (page 23) 
  is tailor-made for rogues who want 
  to create and set traps. 
  FOR EVERY  
  CHARACTER
  Certain game elements transcend the 
  particulars of a character’s race or class. 
  The following elements work equally 
  well for any character in the Pathfinder 
  Roleplaying Game, regardless of focus, 
  type, or background.
  reGional traits
  The regional traits included in this 
  book (page 9) cover many regions 
  where kobolds live, with multiple 
  options for characters who hail from 
  different parts of the Darklands 
  beneath the surface of Golarion.
  traps
  New ranger traps (pages 20–21) let 
  you get more out of the Learn Ranger 
  Trap and Improved Learn Ranger 
  Trap feats (page 24), which you can 
  take even if you’re not a ranger. Decoy 
  triggers (page 28) can make your traps 
  more devious, and trapped items can 
  make for a deadly surprise —and 
  come in both mundane (pages 28–29) 
  and magical (page 31) varieties.
  items and equipment
  Characters exploring dungeons can 
  use the new magic items (pages 30–31) 
  and alchemical items (page 29) to 
  clear tunnels, create false walls, 
  stun underground creatures, and 
  much more.
  tribes
  Not only can kobolds use the sample 
  tribes (pages 10–11) as their birth 
  tribes, but veteran adventurers 
  might describe previous dealings 
  they have had with these groups, 
  whether antagonistic or friendly, as 
  elements of their backstories.
  KOBOLD OPTIONS
  Though the rules items in this book 
  are kobold themed, not all of them 
  require you to be a kobold to choose 
  them. The kobold-specific options 
  are listed below for easy reference 
  if you’re playing a kobold character.
  KOBOLD OPTION 
  PAGE
  Alternate racial traits 
  7
  Bloatstrike tail magic item 
  30
  Dragon heart role 
  14
  Irradiating tail magic item 
  30
  Kobold Confidence feat 
  24
  Kobold Flood style feat 
  25
  Kobold Groundling style feat 
  25
  Kobold Style style feat 
  25
  Merciless Magic feat 
  24
  Merciless Precision feat 
  24
  Mixed Scales feat 
  24
  Redeemed Kobold feat 
  25
  Scale color race traits 
  18–19
  Scaled Disciple feat 
  25
  2
  1
  2
  3
  
  RULES INDEX
  In addition to new alternate racial traits (page 7), 
  archetypes (page 22), equipment (page 28), favored class 
  options (page 15), feats (page 24), ranger traps (page 20), 
  roles (page 14), spells (page 26), and subdomains (page 13),  
  the following traits and magic items appear in this 
  Player Companion.
  REGIONAL TRAIT 
  PAGE
  Briar bandit (forest) 
  9
  Gravelwalker (Darklands) 
  9
  Grit goggles (Darklands) 
  9
  Iron lungs (Darklands) 
  9
  Lair snake (dragon’s lair) 
  9
  Snowstride (Darklands) 
  9
  Stream nomad (Darklands) 
  9
  Suck in your gut (Darklands) 
  9
  Trap savvy (Darklands 
  9
  RACE TRAIT 
  PAGE
  Alchemical breath (green-scaled kobolds) 
  19
  Bog scamp (black-scaled kobolds) 
  18
  Carnation scales 
  19
  Cold fortitude (white-scaled kobolds) 
  19
  Draconic echo (blue-scaled kobolds) 
  18
  Elaborate trapper (blue-scaled kobolds) 
  18
  Firebug (red-scaled kobolds) 
  19
  Fire-tongued (red-scaled kobolds) 
  19
  Frost spitter (white-scaled kobolds) 
  19
  Golden scales 
  19
  Heat fortitude (red-scaled kobolds) 
  19
  Icy mementos (white-scaled kobolds) 
  19
  Kobold faith 
  13
  Kobold herbalist (green-scaled kobolds) 
  19
  Lightning blessed (blue-scaled kobolds) 
  18
  Liquid-tongued (blue-scaled kobolds) 
  18
  Ooze defense (black-scaled kobolds) 
  18
  Purple scales 
  19
  Skater’s balance (white-scaled kobolds) 
  19
  Slithering stride (green-scaled kobolds) 
  19
  Smoke resistant (red-scaled kobolds) 
  19
  Sneaky swimmer (black-scaled kobolds) 
  18
  MAGIC ITEM 
  PAGE
  Bloatstrike tail 
  30
  Displacing stone 
  30
  Dragon herald vestments 
  30
  Dwindling bullet 
  30
  Hezzilreen’s spellbook 
  26
  Imploding stone 
  30
  Irradiating tail 
  30
  Levitating land mine 
  31
  Paralyzing snare 
  31
  Scarecrow lure 
  31
  Trapped beverage 
  31
  Trapped puzzle box 
  31
  Trapped sword 
  31
  3
  
  Kobolds On Golarion
  Kobolds are perhaps the most underestimated race on 
  Golarion. It’s hardly surprising, considering the number of 
  adventurers’ tales that paint a picture of cowardly weaklings 
  who flee from any conflict. These unimpressive encounters, 
  however, are nothing more than a smokescreen to prevent 
  adventurers from threatening the tribe or learning the 
  deadly truth: that though diminutive, kobolds are as vicious 
  and vengeful as the dragons to which they claim kinship. 
  As meticulous as they are malicious, kobolds are highly 
  organized, sophisticated, industrious, and inventive. Their 
  natural talent for mining and gift for trapmaking are 
  known and envied throughout the Darklands and beyond. 
  Wise explorers learn to identify the hallmarks of kobold 
  tunnels and find safer alternative routes around them.
  Kobolds’ ability not just to survive the unfathomable 
  dangers of the Darklands but to thrive there speaks most loudly 
  of their tenacity, resilience, and resourcefulness. Kobolds are, 
  in fact, a race of creatures to be respected—even feared. And 
  those who dare underestimate them do so at their peril. 
  KOBOLD PSYCHOLOGY
  As individuals, kobolds are as unique as the members of 
  any other race. But taken as a whole, kobolds share a very 
  consistent and complex psyche.
  Survival Instinct: Kobolds are hardwired to survive. All 
  too conscious of their relative frailty, kobolds are cautious, 
  hyperaware of their surroundings, and sometimes paranoid. 
  Almost all activities they engage in are directly or indirectly 
  related to the survival of themselves and their tribe.
  Tribe Before Self—Usually: With their ingrained 
  communal mind-set, kobolds put the welfare and safety of 
  the tribe above all else. That’s not to say they’re mindlessly 
  selfless or suicidal, however—why die for the tribe if 
  someone else can do it? When push comes to shove (and 
  it does), a kobold won’t think twice about sacrificing 
  another to escape danger. To other kobolds, this behavior 
  demonstrates quick thinking and creative problem 
  solving. And the tribe needs more of that.
  Inter-Kobold Relations: Kobold tribes function like 
  well-oiled machines because of the cooperation required 
  by their communal society. However, because of their high 
  mortality rate, strong friendships are slow to form. For 
  similar reasons, kobolds don’t mate for life, though some 
  pairings may last for months, even years. Once a fertile egg 
  is laid, it’s taken to the hatchery to be protected and cared 
  for. The parents have no attachment to their eggs or the 
  hatchlings they may produce, and all members of the tribe 
  bear some responsibility to look after and train the young.
  Obsessive with Picks and Tricks: Whether it’s an 
  inborn compulsion or behavior wrought from generations 
  of training, kobolds have a proclivity for mining and 
  trapmaking. The reasons for this seems clear: the former is 
  a byproduct of their need to create controlled environments, 
  and the latter helps protect those spaces. 
  4
  
  Small Reptile Complex: Kobolds’ stature and physical 
  weakness instill in them a sociopathic desire to prove 
  themselves better than everyone else. This is the source 
  of kobolds’ merciless cruelty, and why they enjoy killing, 
  maiming, and torturing other creatures—especially those 
  who are larger or more powerful.
  Draconic Kinship: For kobolds, their connection with 
  dragons is irrefutable. Whether they’re a child race, disparate 
  siblings, distant cousins, or perhaps even forerunners to 
  dragons, kobolds are certain of their place alongside the 
  powerful dragons—and that’s a confidence booster. 
  Draconic Superiority: Kobolds also possess a sense of 
  entitlement and the belief that they are far better than other, 
  clumsier races. This is due to their draconic heritage—who 
  doesn’t believe that dragons are the pinnacle of all beings? 
  And as kobolds are almost dragons, they too bask in the glory 
  of being at the top—biding their time, waiting for the Age of 
  Dragons to give way to the Age of Kobolds.
  FIVE FACTS ABOUT KOBOLDS
  The following represent key information about kobolds.
  FaCt 1: “Kobolds are draGons”
  Just ask any kobold—she’ll tell you, confidently listing 
  off a number of similarities, such as basic skull shape, 
  tooth structure, horn composition, ear frills, and scale 
  coloration. And, when one considers the uncommon but 
  not entirely rare instances of kobolds with wings and even 
  breath weapons, the parallels are even more unmistakable. 
  These similarities raise the question as to whether kobolds 
  are a lesser, undeveloped version of their dragon kin—or 
  if, in fact, they’re a more advanced (albeit less impressive) 
  subspecies, destined to outlive their larger cousins. 
  FaCt 2: “Kobolds Can turn  
  anYthinG into a trap”
  Give a kobold a little time with a handful of odds and 
  ends, and he’ll turn it into a contraption that can hamper, 
  incapacitate, maim, or kill. The kobolds’ diabolical 
  obsession and skill with trapmaking is unparalleled. 
  Outsiders who want to improve their skills with traps seek 
  out abandoned kobold traps to study, or pay kobold tutors. 
  Some governments—and even thieves’ guilds—are 
  rumored to contract kobolds to design and build incredibly 
  complex traps for vaults and other highly sensitive areas.  
  The intricate construction and unconventional approaches 
  kobold trapmakers take when creating their masterwork 
  traps make them not just difficult to spot or disarm, but 
  astonishingly difficult to replicate.
  FaCt 3: “Kobolds aren’t easilY  
  repulsed or nauseated”
  Get within 20 paces of a kobold mounted on a slurk, and 
  you’ll be convinced that kobolds have no sense of smell. 
  In fact, they have a remarkable sense of smell that allows 
  them to appreciate the nuances of a staggering range of 
  scents—much as someone might savor even the most 
  intense flavors. Between this range and their ability 
  to consume nearly anything, it’s extremely difficult to 
  find something that will challenge a kobold’s incredibly 
  repressed gag reflexes. 
  FaCt 4: “Kobolds never Get lost”
  Follow a kobold moving through the snarl of her lair, 
  and you’ll quickly realize two things: first, kobolds 
  have an uncanny sense of direction; and second, you’re 
  hopelessly lost. Kobolds’ direction sense goes far beyond 
  not getting turned around easily—it also provides them 
  with exceptional spatial awareness. This, once again, is 
  easily demonstrated by a tour through a kobold snarl—
  the fact that they tunnel such complex labyrinths without 
  careful planning or surveying is mind-boggling. 
  FaCt 5: “Kobolds taste terrible”
  This is best taken on faith. With the sheer number of 
  creatures that live in the Darklands that are more than 
  capable of plunging past any defenses kobolds can 
  muster, there must be a reason kobolds aren’t a regular 
  part of something’s diet. That reason is biological: 
  kobold scales, muscles, and digestive organs contain 
  substances that are distasteful, repellent, or poisonous 
  to most large predators.
  5
  
  Life as a Kobold
  Crowded into their narrow tunnels, kobolds learn immediately that their lives belong to the tribe, and that they both 
  reap rewards from the tribe and have a duty to maintain it. Between their proximity to one another and their pragmatic 
  lifestyles, kobolds know their own life cycles and physiology quite well. The few standouts in kobold society tend to be 
  individuals who have greater gifts from their draconic blood. A youth who hatches with the “jaw of a dragon” or “the 
  wyrmfear” immediately becomes a prized member of the tribe.
  KOBOLD ECOLOGY
  Kobolds are fascinating reptilian creatures that seem to 
  be built perfectly for their underground lifestyle.
  liFe CYCle
  Hard-shelled kobold eggs—and the embryos within 
  them—are remarkably sturdy, able to endure being moved 
  or exposed to relatively harsh conditions or treatment for 
  short periods of time while still remaining viable. After a 
  45- to 65-day incubation period, a kobold hatchling breaks 
  out of its shell using its two most prominent cranial horn 
  buds. Measuring from 6–8 inches tall, a newly hatched 
  kobold is fully formed and immediately able to fend for 
  itself. It typically spends the first hour of its life consuming 
  the remnants of its shell or anything else near its birth 
  place that seems appetizing. Some voracious hatchlings 
  have been known to cannibalize their weaker siblings, an 
  act adult kobolds allow, seeing it as a sign of strength.
  Hatchlings develop quite quickly, doubling in size 
  each year until they reach the juvenile stage at around 3 
  years of age and full adulthood by their tenth year. Males 
  and females are virtually indistinguishable to other 
  races, even after reaching adulthood. Life expectancy for 
  most kobolds is about 30 years, though some particularly 
  hardy and careful kobolds have been known to live up to 
  140 years.
  external phYsioloGY
  The average kobold stands around 3 feet tall and weighs 
  about 40 pounds. Though physically weak, kobolds are 
  remarkably quick and agile. 
  Kobolds’ flexible tails, which extend roughly two-thirds 
  their height in length, provide excellent natural balance 
  and are integral to many of the creatures’ gestures and 
  subtle nonverbal cues.
  Their highly sensitive eyes, which allow them to see 
  perfectly in pitch darkness, are protected by a nictitating 
  membrane. This thick, transparent eyelid guards against 
  debris and other irritants, but doesn’t negate the discomfort 
  caused by bright lights. Because closing the membrane 
  causes a subtle shift in eye color, it may signal when a kobold 
  is about to attack or anticipates a dangerous situation.
  A kobold’s scales, teeth, and horns are always growing 
  and scales are shed with regularity. A full set of 54 teeth is 
  lost and replaced every 5 years or so, with the second set of 
  teeth seen as a sign of adulthood. Horns grow extremely 
  slowly, taking nearly a decade to accrue any noticeable 
  length or curvature.
  Kobolds’ thick hides vary in color. Most have scales 
  that match those of chromatic dragons—red being the 
  most prevalent—though some exhibit more exotic colors, 
  including orange, yellow, gray, and purple.
  internal phYsioloGY
  Kobolds are omnivorous, and because of their powerful 
  jaws, sharp teeth, and tough gizzards, they eat anything 
  they can chew. Furthermore, they have a slow, highly 
  efficient metabolism. As such, they require relatively 
  little food and water, a key factor of their remarkable 
  work ethic—they aren’t distracted by hunger or thirst—
  and their ability to survive underground.
  Kobolds are fertile throughout their entire adult lives. 
  Females typically produce one egg every 20–25 days, 
  though under ideal conditions an undisturbed female 
  could lay a clutch of up to six eggs at a time. Remarkably, 
  a female kobold’s body can retain viable material from 
  a single coupling with a mate for as long as 6 years, 
  producing fertilized eggs during that entire time.
  6
  
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  existing kobold racial traits. Consult your GM before 
  selecting any of these new options.
  Day Raider: You’re one of the few kobolds born with a 
  greater tolerance for sunlight. You don’t have light sensitivity, 
  and you have low-light vision instead of darkvision.
  Dragonmaw: Your draconic heritage makes you smile—
  not just because it makes you happy, but also because 
  your powerful jaws and teeth are proof of your kinship to 
  a chromatic dragon. You gain a bite attack that deals 1d4 
  points of damage. Once per day, you can deal 1d6 points 
  of additional energy damage with your bite attack. The 
  damage type depends on your scale color: acid damage 
  for black or green, electricity for blue, fire for red, or cold 
  for white. If you have a different scale color, you still gain 
  the bite attack, but can’t do the additional energy damage. 
  This racial trait replaces the armor racial trait.
  Echo Whistler: By observing the noises in underground 
  tunnels, you learned to uncannily mimic any voice or sound 
  you heard. Three times per day, you can attempt to trick 
  someone in this way by making a Bluff check against the 
  listener’s Sense Motive check. You get a +2 circumstance 
  bonus on this check if you’re in tunnels or other structures 
  where your voice can echo. This racial trait replaces crafty.
  Frightener: Like the great dragons, you can strike fear 
  in the hearts of your foes with your majestic presence. 
  Few enemies suspect that you make yourself look more 
  dangerous with simple tricks you learned back when 
  you were newly hatched. You gain a +1 racial bonus to the 
  DC of saving throws against spells you cast with the fear 
  descriptor. This racial trait replaces the armor racial trait.
  Prehensile Tail: Your tail is especially flexible and 
  strong, so you’ve learned to use it for both movement and 
  simple tricks. You gain a +2 racial bonus on Acrobatics 
  and Climb checks, and you can use your tail to draw a 
  hidden weapon as a move action instead of as a standard 
  action. This racial trait replaces the armor racial trait.
  Secret Strider: You have the ability to traverse the 
  wilderness without a trace. Twice per day, you can move 
  through natural surroundings without leaving a trail for 
  1 minute, increasing the DC of any attempts to track you 
  by 10. This racial trait replaces crafty.
  Shoulder to Shoulder: Having lived and worked in close 
  quarters with your tribe-mates, you’ve learned how to 
  maneuver within their personal space without disturbing 
  them. You can occupy the same space as one other Small 
  ally without penalty. If you share a space with another 
  kobold who has this trait, you each gain a +1 circumstance 
  bonus to AC, as you help jostle one another out of the way 
  of incoming attacks. You also gain a +1 racial bonus on aid 
  another rolls. This racial trait replaces crafty.
  Spellcaster Sneak: Traversing the tunnels near big, nasty, 
  hungry creatures, you learned to keep quiet—and to keep 
  your spells quiet too. You gain a +2 racial bonus on Stealth 
  checks, and once per day you can gain the benefit of the Silent 
  Spell feat on a spell you cast. This racial trait replaces crafty.
  Wild Forest Kobold: You’re one of the barbaric kobolds 
  dwelling in the forests of the surface world. Your culture 
  shuns artifice, but teaches how to endure and hunt. You 
  gain a +2 racial bonus on Perception and Survival checks. 
  This racial trait replaces crafty. Stealth and Survival are 
  always class skills for you.
  Wyrmcrowned: Your horns have grown to the extent 
  that they appear similar to those of a dragon who shares 
  your scale color, lending a draconic power or menace to 
  your dealings with others. Choose either Diplomacy or 
  Intimidate. You gain a +2 racial bonus on checks with that 
  skill, and it is always a class skill for you. This racial trait 
  replaces crafty.
  KOBOLD ORIGINS
  The stories kobolds tell about how they came into being vary from tribe to tribe. Retold here are three of the most common creation myths.
  THE THIRD BROOD
  The dragon god Dahak created the chromatic dragons, yet he has 
  no love for these creatures. During the last and most devastating 
  of his rampages against dragonkind, he slew nearly as many 
  chromatic dragons as he did metallic ones. His traps and snares 
  laid them low and held them fast.
  This great atrocity soon caught the attention of Dahak’s father, 
  Apsu, as Dahak had hoped. When Apsu came down to release 
  the dragons (chromatic and metallic alike), Dahak ambushed 
  his father and nearly slew him. Yet Apsu prevailed, and forced 
  Dahak to flee.  
  Apsu looked upon the dying dragons that were Dahak’s 
  victims, and saw that among them only the tiniest sparks of life 
  remained. These sparks, Apsu knew, were too small for great 
  draconic bodies, so to save them from death he made their 
  bodies small as well—and the descendants of these dragons live 
  on today as kobolds.
  TEARS OF DAHAK
  An alternate version of “The Third Brood” claims that Dahak 
  won the battle against Apsu, yet as he finally sent his father 
  fleeing, he shed tears of shame for the first and only time. The 
  tears fell in a rainbow of colors, and as they struck the earth, 
  they transformed into the first kobolds, which shared the same 
  scale colors as the teardrops that produced them.
  THE FIRSTBORN
  When all things were first created, the kobolds were tucked 
  away deep within the ground, kept safe because they were the 
  world’s greatest treasure. Later, when Dahak rampaged through 
  the world, the kobolds grew curious and sought out the source of 
  the disturbance. As these pioneering kobolds discovered Dahak, 
  he scooped up a handful of them and transformed them into the 
  very first dragons—those he left behind could not find their way 
  back home, and have lived in caves near the surface ever since. 
  7
  
  Culture
  Kobolds are highly cooperative and hardworking creatures, and these attributes permeate every aspect of their culture, 
  from the organization of their lairs to their social hierarchy.
  KOBOLD HABITAT & SOCIETY
  Kobolds are everywhere. That is to say, kobold lairs have 
  been encountered in every conceivable part of Golarion.
  Due to their light sensitivity and size, kobolds 
  construct their lairs anywhere that’s suitably dark 
  and restricts the movement of anything larger than a 
  kobold; this could be deep within a forest or swamp, 
  but most lairs are located far underground. The 
  majority of kobolds in any given tribe typically share 
  scale coloration with the type of dragon that favors that 
  region—white-scaled kobolds in cold regions, blue-
  scaled kobolds in deserts, and so on.
  The most notorious feature of a kobold lair is the maze-
  like network of tight tunnels and trapped passages that 
  surround it. This deadly labyrinth is known by kobolds as 
  the lair’s “snarl.” Buried deep within the snarl, the main 
  kobold lair is a series of natural 
  and constructed caverns that 
  serves as the communal home 
  and workspace for all the 
  members of the tribe.
  CommunitY
  Most kobold tribes are organized 
  as a communistic society, 
  with everyone both working 
  to contribute and sharing 
  practically all resources, 
  workspaces, and living 
  quarters. Kobolds 
  might each 
  have a small number of personal possessions, but rarely 
  claims ownership of anything they can’t carry with them 
  everywhere and at all times. 
  Though cooperative and industrious, kobold society is 
  also draconian. The tribe is only as strong as its weakest 
  members, and those “softscales” are constantly culled for 
  the benefit of the tribe. Weak, incompetent, or dull-witted 
  kobolds are regularly employed to test traps, mine in 
  dangerous areas, and (especially) join patrols, where they 
  are often charged with “taking point” or “holding off an 
  attacker” while others retreat. This explains the common 
  idea that kobolds are foolish or cowardly creatures—those 
  are the kobolds most adventurers encounter.
  All tribe members contribute equally, but some 
  contribute more equally than others. That is, certain 
  roles are afforded more respect, power, and privilege—
  usually because the role is more critical to the security 
  of the tribe. This loose hierarchy, in order of descending 
  importance, would be sorcerers, trapmakers, warriors, 
  nestwatchers, priests, miners, crafters, animal handlers, 
  and farmers.
  leadership
  Most tribes are led by a chief, commonly the eldest 
  member of the tribe. Each chief determines tribal 
  laws; these vary wildly from one chief to the next, as 
  each establishes laws that punish or eliminate rivals. A 
  chief usually reigns until death—whether due to age, 
  “accident,” or outright treachery. 
  Most often the chief is a powerful sorcerer or priest, 
  but she could also be a skilled warrior or other kobold 
  that has proven to be wise and wily enough to survive 
  and lead. Age alone doesn’t guarantee the leadership 
  position. Any particularly heroic, powerful, or otherwise 
  impressive kobolds may rise to the role of chief—
  even non-kobold leaders aren’t unheard of. 
  A small council of important kobolds 
  advise the chief. Members might include 
  elders, military leaders, trapmasters, nestwatchers, and 
  master crafters. If the tribe is allied with a dragon, the 
  dragon’s herald is always head of the council, and usually 
  becomes the chief as well.
  draGons and Kobolds
  The most fortunate and powerful kobold tribes are those 
  who boast (and boast they do) an alliance with a dragon. 
  In these remarkable circumstances, the tribe’s lair 
  connects to the dragon’s (whether by a single passage or 
  with full integration.) Kobolds are absolutely subservient, 
  focusing their efforts toward pleasing their draconic ally.
  8
  
  REGIONAL TRAITS
  The following are regional traits for kobolds (and other 
  creatures from areas commonly occupied by kobolds).
  Briar Bandit (forest): The time you’ve spent crawling 
  through thorny brambles and other thick underbrush 
  during raids and ambushes taught you how to move without 
  disturbing the dense flora around you. When in overgrown 
  areas, you gain a +2 trait bonus on Stealth checks and a +1 
  trait bonus on damage rolls with sneak attacks.
  Gravelwalker 
  (Darklands, 
  usually 
  under 
  warm 
  mountains): Having grown up navigating rockslides and 
  picking your way through partially collapsed tunnels, you 
  are able to determine the most stable path across difficult 
  terrain caused by rubble or other debris. You can move 
  normally through such obstructed spaces, and can run or 
  charge though them with a successful Acrobatics check.
  Grit Goggles (Darklands, usually under deserts): Exposure 
  to the constant hazards of airborne particles (such as during 
  a sandstorm or cave-in) has made your eyes less susceptible to 
  irritants, such as sand, dust, and even liquids and gases. You 
  gain a +2 trait bonus against being blinded by foreign objects 
  (such as from a Dirty Trick combat maneuver) and you halve 
  any reductions in visibility from the environment (such as 
  from certain storms) and their corresponding penalties. For 
  example, if you were in a sandstorm that normally reduces 
  visibility to 25 feet and imparts a –4 penalty on Perception 
  checks, you reduce visibility to 50 feet and take only a –2 
  penalty on Perception checks.
  Iron Lungs (Darklands, usually under marshlands): 
  Due to the constant intrusion of marsh gases seeping 
  into the tunnels and chambers of your lair, you can hold 
  your breath for twice as long and gain a +2 trait bonus on 
  saving throws against the effects of inhaled poisons.
  Lair Snake (dragon’s lair): You spent your formative years 
  bowing and scraping in the presence of a dragon, witnessing 
  the glory of the vast hoard... and squirreling away a few bits 
  of coin for yourself. You gain a +1 trait bonus on Appraise 
  checks, and your starting wealth increases by 200 gp.
  Snowstride (Darklands, usually under cold mountains): 
  The wide stance and sure footing you developed while 
  traipsing over ice-covered rock and frozen earth provides 
  you with a +1 trait bonus on Acrobatics checks made on 
  slippery surfaces and enables you to trip or bull rush 
  opponents two size categories larger than you instead of 
  just one.
  Stream Nomad (Darklands, usually under rivers): Digging 
  tunnels near a body of rushing water has taught you how to 
  use water as a means of travel and escape. Others whisper that 
  you must have been born with webbed feet. You gain a +1 trait 
  bonus on Swim checks, and Swim is always a class skill for 
  you. You increase the speed of any raft, barge, keelboat, or 
  rowboat you pilot by 4 miles per day (1/2 mile per hour).
  Suck in Your Gut (Darklands): Because of the frequent 
  need to move through the tight tunnels and other narrow 
  spaces surrounding your tribe’s lair, you’re able to move 
  normally when squeezing and take only a –2 penalty on 
  attack rolls and to AC.
  KOBOLD ALLIES
  Kobolds will often join forces with or enlist the aid of a 
  number of other creatures. Here are just a few.
  BULETTES
  Though occasionally raised and trained from birth, these 
  powerful burrowing creatures are most often controlled 
  through magical means. Bulettes are primarily used to 
  help with tunneling, but also lend muscle and power on 
  the battlefield and in surprise surface raids.
  DRAGONS
  Kobolds usually serve their dragon ally by building, 
  expanding, maintaining, and trapping its lair. Particularly 
  privileged kobold tribes might be tasked with the nerve-
  wracking duty of tending to a dragon’s incubating eggs. 
  These tribes are even more alert and lethal—even suicidal—
  in their zeal to maintain the security of their charges.
  GIANT ANTS
  Whether magically or alchemically controlled, giant ants 
  serve kobolds as mounts and pack animals, particularly 
  on mining expeditions where running mine cart tracks 
  is undesirable or impractical. Their stinger venom is 
  commonly harvested for use on weapons and traps.
  MYCELOIDS
  In addition to arming traps with myceloid spores, Kobolds 
  commonly enter into a mutually beneficial partnership 
  with these intelligent fungi. The myceloids are established 
  in an area near a kobold lair (often in abandoned or 
  otherwise undesirable caverns) to serve as a deterrent. In 
  return, kobolds provide a steady food supply in the form of 
  captives or livestock. 
  QUICKWOODS
  Much as myceloids are employed underground, forest-
  dwelling kobold tribes enlist quickwoods to guard an area 
  on the perimeter of their lair in exchange for food and the 
  occasional recharging of their fear auras.
  SLURKS
  These surprisingly agile creatures serve as sturdy, slime-
  covered mounts that enable kobolds to easily traverse long 
  distances with speed and greater security. Slurks’ ability to 
  adhere to walls and ceilings make them invaluable steeds for 
  hunting parties, scouts, and guards that range far from the lair.
  Trap Savvy (Darklands): Growing up in a dangerous area, 
  you were constantly surrounded by traps that had been set 
  up to defend your lair from intruders. Sometimes these 
  dangers were so densely packed that you couldn’t go more 
  than a couple feet down a tunnel without encountering a 
  new way to die. You gain a +1 trait bonus on Craft (traps) 
  checks, and gain a +1 bonus to AC against attacks by traps or 
  on saving throws against effects created by traps.
  9
  
  Tribes
  Kobolds lurk in virtually every dark corner of Golarion. Most kobold tribes are either relatively small or tucked away 
  deep in the Darklands. However, there are dozens (if not hundreds) of tribes that lair on or close enough to the surface 
  to pose a threat to those who aren’t necessarily seeking them out. Listed here are just a few of the more noteworthy or 
  notorious tribes, with details on each tribe’s location, leader, dominant scale color, allies, notable tribe members, and 
  enemies, as well as any dragons the tribe is associated with.
  BLACK CLAW TRIBE
  Location Candlestone Caverns (Andoran)
  Leader King Vexatox
  Scale Color red and black
  Allies drow, giant vermin, minor tribes in the Candlestone Caverns
  Special Personages Captain Zalsus
  DESCRIPTION
  As the dominant kobold tribe in the Candlestone Caverns, the Black 
  Claws are paid fealty by several smaller kobold tribes residing 
  nearby. The tribe’s name is literal—in a dangerous coming-of-age 
  ceremony, a black claw kobold soaks her hands in spider venom 
  that permanently blackens them. Only then, and only if she 
  survives, is she considered a full adult in the tribe. On the surface 
  world, the Black Claws are also notorious for two things: their 
  deadly poisonous traps and the “one-way” tunnels they create to 
  push monstrous Darklands creatures toward the surface preceding 
  their raids.
  DANKBLADE CREW
  Location Raptor Island (The Shackles)
  Leader Chief Captain Enga Bloodknot
  Scale Color black
  Allies Captain Jhod Deepbarrow of the Kraken’s Tooth
  Special Personages First Mate Haksikk
  Enemies sahuagin near Shark Island
  Associated Dragon Machazmroh, Brood of the Waves
  DESCRIPTION
  Since they tunneled an airshaft into a sea cave on Raptor Island, 
  the Dankblade Crew (formerly the Darkblade tribe) has shifted 
  their industry somewhat. Though they still pull valuable ore out 
  of their mines, they also fish cargo out of the sea. Most of this 
  is waterlogged flotsam and jetsam thrown wide of the Eye of 
  Abendego, but their real catches come from wayward ships that fall 
  into the crew’s simple but effective trap. On stormy or foggy nights, 
  members of the Dankblade Crew set up a series of lighted poles 
  that are easily mistaken for the lanterns marking the entrance to 
  the harbor of Ollo on nearby Shark Island. By the time a ship’s pilot 
  has realized his mistake, his vessel has run aground on the narrow 
  reef several feet below the waters, and his ship is being overrun 
  by a vicious kobold boarding crew. Merchandise that’s of little use 
  to the kobolds and any prisoners that are taken are sold to the 
  enterprising crew of a slaver ship known as the Kraken’s Tooth. The 
  Dankblades reserve the finest treasures they find, presenting them 
  to the dragon Machazmroh, who often flies over Raptor Island. She 
  searches for lowly beings to rule, but hasn’t decided between the 
  Dankblade Crew and other potential subjects.
  EMBERMAW CLAN
  Location Nar-Voth (beneath the Mindspin Mountains of Varisia)
  Leader Chief Skelvryx
  Scale Color red
  Allies Ommorph the Spore Father 
  Special Personages Trapmaster Nelnak, Xanjak Ant-Caller
  Enemies azers and salamanders of the Fume Warrens, fire giants
  Associated Dragon Tsazgatherax the Embermaw
  DESCRIPTION
  Despite the chaos of war raging in the Fume Warrens below 
  its lair, the Embermaw clan manages to continue running a 
  lucrative mining operation in the Cinderlands. Having been 
  tasked with protecting Tsazgatherax’s eggs on no fewer than 
  three occasions, the tribe is well known to the fire giants 
  residing in the area. Not brazen enough to assault the kobolds 
  (only out of fear of their dragon overlord), the giants have 
  coerced both azers and salamanders to unsuccessfully invade 
  the clan’s territory numerous times.
  10
  
  KOBOLD ENEMIES
  Kobolds are constantly at odds with other creatures. The 
  following are a few of their ancestral enemies.
  CAVE GIANTS
  Kobolds avoid cave giants at all costs. The hunched brutes 
  have a nasty habit of following kobold trails back to the 
  lair, intent on gorging themselves on one of their favorite 
  delicacies—fresh kobold eggs.
  DWARVES
  Kobolds regularly clash with dwarves when vying for 
  control over newly discovered mining resources. Dwarves 
  try to clear and fill in kobold lairs, because they fear that 
  the reptilians’ haphazard tunneling could undermine the 
  stability of the dwarven halls.
  GOBLINS
  To kobolds, goblins are pests that must be tended to 
  before they can threaten the security of the lair. Goblins 
  are undaunted by kobold traps—perhaps too dimwitted 
  to realize they’re purposeful constructions rather than 
  just odd hazards—and so frequently bungle carefully laid 
  snares and generally make a nuisance of themselves. 
  PURPLE WORMS
  Because of the utter devastation a purple worm can wreak 
  on a kobold lair—especially by undermining the integrity 
  of the tunnels that make up the snarl—whenever a kobold 
  tribe discovers one (even if it’s just rumored) it dispatches a 
  hunting party immediately. Such excursions almost always 
  result in heavy losses, but the kobolds would rather die on 
  their own terms than in a cave-in.
  ROCK TROLLS
  Kobolds come into conflict with rock trolls when scouting for 
  new areas to mine. Crafty kobold tribes sometimes construct 
  elaborate traps to lure rock trolls into sunlight, baiting the 
  giants with humanoid prisoners, and then directing the sun’s 
  rays toward them with a convoluted series of rigged mirrors.
  SVIRFNEBLIN
  Deep gnomes harbor a firmly rooted hatred of kobolds and 
  attack mining expeditions or patrols on sight. However, 
  svirfneblin also hate dwarves and duergar with equal vigor 
  (something kobolds can get behind). Kobolds sometimes 
  engineer “accidental” tunnel collapses that connect 
  svirfneblin cities with duergar strongholds.
  ICERENDER TRIBE
  Location Tusk Mountains (Realm of the Mammoth Lords)
  Leader Yerdrynnak Icerender
  Scale Color white
  Enemies frost giants led by Jarl Gnargorak
  Associated Dragon Lydek the White
  DESCRIPTION
  The lair of the Icerender tribe lies in a pass in the Tusk Mountains. 
  Travelers frequent the pass because it remains clear of snow—
  because the kobolds work tirelessly to keep the trade route 
  open. Occasionally, the kobolds target caravans with rigged 
  avalanches. After tunneling into the loot-laden snowbank to strip 
  away anything of worth, the kobolds dispose of the remnants of 
  the caravan, then clear the way again. The Icerenders give the 
  majority of the treasure stolen during these raids to Lydek the 
  White, whose attacks farther to the south drive caravans toward 
  the northern route in the first place.
  SEWER DRAGON TRIBE
  Location Absalom
  Leader Kibizax
  Scale Color black, blue, or orange
  Special Personages Yiddlepode, Yippitok (Trapmaster Tok)
  Enemies Pathfinder Society
  Associated Dragon Lirovelix
  DESCRIPTION
  The Sewer Dragon tribe first tunneled into the drainage system 
  under Absalom in 4696 ar. It’s rumored they provide discreet 
  tunneling and trapmaking services to some of the city’s noble 
  houses. The likely successors of the aging chief, Kibizax, are 
  the clutchmates Yiddlepode and Yippitok. They work in secret 
  against the chief’s more foolish schemes, attempting to institute 
  a more stable rule. Only Kibizax’s plea can bring forth Lirovelix, 
  the tribe’s blue dragon mascot.
  SOOTSCALE TRIBE
  Location Silver Caverns (Icerime Peaks bordering Brevoy)
  Leader Chief Sootscale
  Scale Color black or dark gray
  Special Personages Mikmek, Tartuk the Sorcerer
  Enemies bandits, mites
  DESCRIPTION
  Always taking on the name of its current leader, the Sootscale 
  tribe lives in an old silver mine near the Shrike River. The 
  Sootscales are currently embroiled in a petty war with mites 
  who live nearby and constantly torment and steal from the tribe. 
  Historically, the Sootscales have been far more peaceful—or at 
  least reasonable—than of late but the influence of Tartuk the 
  Sorcerer has led them into conflict.
  THUNDERSCALE TRIBE
  Location Thunderscale Warrens (Mediogalti Island)
  Leader Chief Indak Spikecatcher
  Scale Color green
  Allies dinosaurs, Ilizmagorti traders, megafauna
  Special Personages Makkatat the Trampled, Pixxiv the Painter
  Enemies monkey goblins
  DESCRIPTION
  The largest kobold tribe in the jungles of Mediogalti Island, the 
  Thunderscales can be identified by their garishly painted scales. 
  Their tolerance for non-reptilian humanoids lets them trade with 
  Ilizmagorti and guide jungle expeditions. Instead of dragons, 
  Thunderscales revere dinosaurs, and perform dangerous rituals in 
  which they release captive dinosaurs among tribe members.
  11
  
  Worship
  Kobolds have a reputation as mindless menaces who pillage with chaotic zeal, much like goblins. Though it’s true 
  kobolds are mostly evil—and wildly destructive—their group motives are not as chaotic as they might appear. In reality, 
  kobolds culture is highly structured, and influenced strongly by religion. Their worship of a broad pantheon of evil 
  deities lends a definite twisted logic to their behavior.
  KOBOLD DEITIES
  A lone kobold tribe usually dedicates itself to a single deity, 
  but larger kobold cities often have shrines to a half-dozen 
  patrons, including living dragons. From the worship 
  of deities like Nethys and Asmodeus, to outsiders like 
  Andirifkhu and Mammon, kobolds lead rich religious lives. 
  Asmodeus: The Prince of Hell is strictly authoritarian, 
  and believes deeply in a cosmic order in which the 
  strong subjugate the weak through force or trickery. 
  This emphasis on deception is naturally appealing to 
  kobolds, who use traps extensively for both defense and 
  sustenance. Asmodeus is also a master of fire, which is 
  alluring to a race that venerates dragons and uses the 
  reformative powers of heat so extensively in its mining 
  and metalworking operations.  
  The strongest connection between Asmodean thought 
  and kobold culture has to do with their mutual belief in 
  tyranny and subjugation. Kobold priests often appeal to a 
  vision of kobold supremacy, in which the Darklanders rise 
  up to subjugate the clumsy surface dwellers. The great irony 
  of this, of course, is that kobolds are deeply insecure, and 
  are willing to do anything to don the trappings of power. 
  This fundamental character flaw makes them easy pawns 
  for dragons, devils, and daemons. So, though kobolds like 
  to see themselves as the ones holding the whip, they’re far 
  more often on the receiving end of the lash.
  Dahak: One of the oldest gods, Dahak is credited with 
  giving Hell its fire, and is also said to be the progenitor of the 
  dragon race, making him a natural candidate for worship 
  Deity 
  Alignment 
  Areas of Concern 
  Domains 
  Subdomains 
  Notes
  Andirifkhu 
  CE 
  Knives, illusions, 
  Chaos, Evil, Luck, Trickery 
  Curse, Deception, Demon, Patron of sadists and 
   
   
  torture, traps 
    
  Thievery 
  mariliths, promotes torture
  Asmodeus 
  LE 
  Contracts, pride, slavery, Evil, Fire, Law, Magic, 
  Arcane, Ash, Deception, 
  Authoritarian, 
   
   
  tyranny 
  Trickery 
  Devil, Divine, Smoke  
  Prince of Darkness
  Dahak 
  CE 
  Destruction, evil, dragons, Chaos, Destruction, Evil, 
  Catastrophe, Deception, 
  Made Hell fiery, first 
   
   
  treachery 
  Scalykind, Trickery  
  Demon, Dragon, Rage, 
  creator of dragons 
   
   
   
   
  Thievery
  Mammon 
  LE 
  Avarice, watchfulness, 
  Artifice, Earth, Evil, Law 
  Construct, Devil, Metal, 
  Hell’s treasurer and 
   
   
  wealth 
   
  Toil 
  accountant
  Nethys 
  N 
  Magic 
  Destruction, Knowledge, Arcane, Catastrophe, 
  Of two minds, with the 
   
   
   
  Magic, Protection, Rune 
  Divine, Defense, 
  twin impulses to heal 
   
   
   
   
  Thought, Wards  
  and destroy
  Trelmarixian 
  NE 
  Famine 
  Earth, Evil, Madness, 
  Daemon, Decay*,  
  Archdaemon known as the 
   
   
   
  Weather 
  Insanity, Seasons 
  Horseman of Famine or  
   
   
   
   
   
  Trelmarixian the Black
  * Although this subdomain would normally not be available to worshipers of this deity, in this case an exception is made because of the 
  deity’s close association with this theme.
  by kobolds. This draconic link is why Dahak is a patron 
  of the Scalykind domain, which earns him the worship of 
  multiple reptilian humanoids. Dahak’s rites of worship 
  often revolve around his six subdomains: Catastrophe, 
  Deception, Demons, Dragons, Rage, and Thievery.
  Nethys: Though the deity Nethys is technically 
  neutral, the All-Seeing Eye is capable of extreme 
  behavior. Champion of both benevolent creation and 
  cataclysmic destruction, the magically powerful Nethys 
  can lure power-hungry kobolds away from evil deities. 
  Kobold chieftains or spellcasters might worship the 
  god of magic, and even become superior arcanists, 
  but few kobolds comprehend the deeper meaning of 
  Nethys’s message. For kobolds, the lessons of balance 
  and cyclical interdependence are less important than 
  a spellcaster’s ability to impose her will on the world. 
  This fundamental oversight keeps most kobolds from 
  attaining the highest levels of magical practice, though 
  kobold casters are often able to exercise the power they 
  have with ruthless efficiency.
  Other Kobold Deities: Powerful archdevils and infernal 
  dukes often garner kobolds’ worship, and the most 
  common of these is Mammon, who counts Metal, Toil, and 
  Construct among his domains. Andirifkhu, demonic patron 
  of knives, illusions, and traps, is a favorite among the kobold 
  trappers, who delight in creating complex death-devices 
  to guard their subterranean temples. Trelmarixian, 
  the Horseman of Famine, is occasionally worshiped by 
  kobolds suffering from blightburn radiation.
  12
  
  DRAGON IDOLATRY
  Though the majority of kobolds create altars for the 
  worship of their deities, some individuals or tribes instead 
  conduct their devotion through chromatic dragons. These 
  may be literal dragons, which live near the tribe, or merely 
  symbolic representations of the great beasts. In either case, 
  these kobolds see the regal monsters as embodiments of 
  the deity Dahak, and treat the dragons as idols through 
  which they can communicate their subservience to their 
  god. The irony of this practice is that, more often than not, 
  dragons revile Dahak as one of the few entities to ever 
  make sport of their kind. Despite this incongruity, most 
  dragons suffer this affront lightly, as it is often accompanied 
  by the groveling obsequiousness of their reptilian cousins. 
  Dragons benefit from a devoted tribe of minions who 
  view them as proxy deities, while the kobolds gain very 
  real allies that reinforce their draconic heritage. This 
  relationship of mutual convenience often has important 
  political ramifications, as a dragon ally is no small matter 
  to those who would take up hostilities with a kobold tribe. 
  For this reason, dragon-idolizing tribes often leverage their 
  faith to make bolder aboveground raids, and control a 
  disproportionately large amount of the Darklands.
  NEW SUBDOMAINS
  Even kobolds who worship the same deities as surface 
  dwellers put a kobold spin on their religious practices. This 
  results in some rare subdomains which are accessible only 
  to kobold followers of that faith. The following race trait 
  grants access to the subdomains detailed below.
  Kobold Faith (race trait): You are one of the diehard kobold 
  faithful, respected in your kobold community. You gain 
  a +2 trait bonus on Diplomacy checks when dealing with 
  other kobolds. Additionally, if your deity grants the Artifice, 
  Earth, or Trickery domain, then your kobold faith unlocks 
  a corresponding subdomain: Trap, Radiation, or Ambush.
  ambush subdomain
  Associated Domain: Trickery.
  Replacement Power: The following granted power 
  replaces the copycat power of the Trickery domain.
  Chameleon Aspect (Su): As a swift action, you can subtly 
  alter the color of your scales, blending them with the 
  surrounding environment. While under the effect of this 
  power, you gain concealment from creatures more than 
  10 feet away (attacks have a 20% miss chance), and total 
  concealment from creatures more than 40 feet away (attacks 
  have a 50% miss chance). You can use this ability a number 
  of rounds per day equal to 3 + your Wisdom modifier.
  Replacement Domain Spells: 1st—alarm, 5th—illusory 
  wall, 6th—veil.
  radiation subdomain
  Associated Subdomain: Earth.
  Replacement Power: The following granted power replaces 
  the acid dart power of the Earth domain.
  Radiating Touch (Su): As a standard action that provokes 
  attacks of opportunity, you can irradiate any unattended 
  object for a number of rounds equal to your cleric level. While 
  an object is irradiated, it emits a faint aura of transmutation. 
  Any creature that passes within 5 feet of the aura must 
  succeed at a Will save (DC equal to 10 + 1/2 your cleric level + 
  your Wisdom modifier) or become sickened. You’re immune 
  to this object’s effect. You can use this ability a number of 
  times per day equal to 3 + your Wisdom modifier.
  Replacement Domain Spells: 2nd—defoliate, 4th—blight, 
  8th—horrid wilting.
  trap subdomain
  Associated Subdomain: Artifice.
  Replacement Power: The following granted power 
  replaces the dancing weapons power of the Artifice domain.
  Supernatural Trap (Su): At 8th level, select a supernatural 
  ranger trap (Pathfinder RPG Ultimate Magic 64). You can use 
  this trap a number of times per day equal to your Wisdom 
  bonus. The DCs for Perception checks, Disable Device 
  checks, and saving throws against the trap are equal to 10 + 
  1/2 your character level + your Wisdom bonus. The trap lasts 
  for 1 hour or until triggered.
  Replacement Domain Spells: 2nd—snare, 3rd—improve 
  trap, 7th—teleport trap.
  13
  
  Player Characters
  Building on the options and information presented on page 132 of the Pathfinder RPG Advanced Race Guide, the following 
  chapter contains class options, roles, and character advice for players who wish to take up arms (or claws) as kobold adventurers. 
  The roles that follow illustrate some of the desires and 
  personalities most common to kobolds, but kobold 
  characters may range from ruthless and outward-
  looking rogues who realize the potential of working 
  with lesser races, to canny witches supported by draconic 
  patrons bent on prying secrets from the hidden corners 
  of Golarion, to noble paladins who shrug off the violent 
  and merciless ways of their kin to become shining 
  beacons of Apsu, proving that metallic dragons deserve 
  as much reverence and respect as their chromatic 
  counterparts do fear. 
  KOBOLD ROLES
  Archetypes, feats, and spells marked with an asterisk (*) 
  appear in this book.
  DRAGON HEART
  Fanatical Evangelist and Enforcer of Draconic Glory
  Specialty divine slayer, dragon devotee, proud missionary
  Race kobold
  CLASS OPTIONS 
  Class cleric; Archetype evangelistUC
  Class bard; Archetype dragon herald*
  Class sorcerer; Class Features bloodline (draconic)
  PREFERRED OPTIONS
  Skills Diplomacy, Intimidate, Knowledge (arcana), Knowledge 
  (religion), Perception, Perform (oratory), Perform (sing), 
  Sense Motive, Spellcraft
  Feats Ancient Draconic*, Arcane Strike, Deadly Skill*, Divine 
  Disciple*, Draconic AspectARG, Draconic BreathARG, Draconic 
  GlideARG, Draconic ParagonARG, Iron Will, Maximize  
  Spell, Redeemed Kobold*, Self Belief*, Spell Focus 
  (enchantment, evocation)
  Spells evocations that deal energy damage appropriate for 
  the dragon heart’s dragon patron (fireball for a red dragon, 
  lightning bolt for a blue, corrosive touch for a black or green, 
  and so forth), bull’s strength, charm person, charm monster, 
  command, dragon breathUM, enthrall, enlarge person, heroism, 
  form of the dragon, magic fang, shadow dragon aspect*
  Prestige Class dragon disciple
  DESCRIPTION
  For some kobolds, draconic heritage is not simply the source of 
  a sense of entitlement and superiority—it is also the basis of a 
  deep and powerful faith. A dragon heart feels a duty to further 
  the teachings and wisdom of dragonkind—and the destruction 
  they wreak. A dragon heart’s role is twofold: spread word of 
  draconic glory, then violently persuade those unwilling to 
  acknowledge or submit to it of the error of their ways.
  When Diplomacy and Intimidate fail, dragon hearts rely on 
  both spellcasting (particularly enchantment and evocation 
  spells) and melee combat to impose their strength and will. 
  Transmutations, buffs, and touch attacks are a vital part of a 
  dragon heart’s arsenal since the kobolds lack the physical 
  bearing of the beasts they worship but pursue the same rend-
  and-ruin style of combat.
  ROLEPLAYING
  Persona arrogant, dedicated to a higher purpose, homicidal, 
  xenophobic, zealous
  Preferred Equipment necklace of fireballs; dragonhide armor; 
  weapons with high critical threat ranges, the keen special 
  ability, and elemental enchantments; Preferred Religion 
  draconic pantheon or a specific living dragon
  14
  
  FAVORED CLASS OPTIONS
  The following classes were not accounted for in the kobold 
  section of the Pathfinder RPG Advanced Race Guide. These 
  are unusual classes for kobold characters, but not entirely 
  unheard of.
  Barbarian: While you are raging, your racial natural 
  attacks deal +1/4 point of damage.
  Inquisitor: Add 1/2 to Survival checks made to track 
  creatures in total darkness.
  Paladin: Add 1/4 to the deflection bonus granted by 
  your smite evil ability.
  Wizard: Add 1/2 to your familiar’s Will saves against 
  enchantment effects, or increase the hit points of your 
  bonded item by 1.
  KOBOLD AMBUSHER
  Master of Stealth, Traps, and Ambushes
  Specialty guerrilla combatant, scout, trapper
  Race kobold
  CLASS OPTIONS 
  Class fighter; Archetype mobile fighterAPG
  Class ranger; Archetype deep walkerUC, skirmisherAPG, trapperUM
  Class rogue; Archetype snare setter*, sniperAPG, trapsmithAPG
  PREFERRED OPTIONS
  Skills Acrobatics, Craft (traps), Disable Device, Perception, 
  Stealth, Survival
  Feats Advanced Ranger TrapUM, Agile Maneuvers, Coordinated 
  ChargeUC, Deadly Skill*, Dodge, Escape RouteUC, Extra Ranger 
  TrapUM, Go UnnoticedAPG, Improved Initiative, Improved 
  Learn Ranger Trap*, Kobold AmbusherARG, Kobold SniperARG, 
  Learn Ranger Trap*, Mobility, OutflankAPG, Precise StrikeAPG, 
  Spring Attack, Stealthy, Under and OverAPG, UnderfootAPG, 
  Weapon Finesse
  DESCRIPTION
  If one combat tactic defines kobolds, it’s surprise. Their dark, 
  twisting tunnels are ideal for traps and ambushes. Kobolds are 
  ferocious when defending their lairs, especially when victims are 
  restrained, entangled, or wounded by an ingenious mechanism. 
  Kobold ambushers rely on stealth and surprise to attack 
  the confused or afflicted, then vanish into shadows. They use 
  techniques other races might consider cowardly, believing such 
  tactics justified to overcome the unfair physical advantages of 
  larger beings.
  ROLEPLAYING
  Persona cunning, determined, handy with tools and 
  mechanisms, protective, resourceful, vicious
  Preferred Equipment potions of invisibility or blur, universal 
  solvent, sling and alchemical sling bullets, items that create 
  darkness and invisibility effects, masterwork or enchanted 
  thieves’ tools, caltrops, nets, smokesticks, tanglefoot bags
  CREATING KOBOLD 
  CHARACTERS
  Despite possessing a variety of outlooks, philosophies, and 
  drives, kobolds are drawn down traditional paths by a strong 
  sense of order. Kobolds’ traditionalism and physical frailty 
  often make them predictable—there are things at which 
  kobold characters excel, and others to which they’re unsuited.
  Their small size, Dexterity bonus, speed, and darkvision 
  make kobolds exceptional ambushers and skirmishers. 
  Rogues and rangers in particular benefit from these features, 
  but even careful (or cowardly) spellcasters can greatly 
  increase their longevity through stealth and rapid retreat. 
  Natural armor and a size bonus to AC also extend a kobold’s 
  lifespan. Although kobolds’ Constitution penalty hurts 
  their stamina, their lawful bent and ability to avoid blows 
  fit the monk class. A kobold monk with Weapon Finesse 
  using combat maneuvers makes a potentially infuriating 
  combatant. Kobolds’ –4 Strength penalty prevents them from 
  dealing consistently high damage in melee, and although 
  this can be improved with magical enhancements, kobolds 
  aren’t built to be primary melee damage dealers.
  Light sensitivity is a considerable disadvantage for 
  traveling kobolds; without protection from the sun, they 
  struggle under its constant rays. Whether they like it or not, 
  kobolds are creatures of the night and the depths. 
  Kobold characters rarely trust outsiders, are skittish and 
  standoffish, and can take a while to warm to strangers. 
  When creating a kobold character, consider the following.
  •	 Why	would	I	leave	the	safety	of	a	home	built	to	expel	
  outsiders for the uncertainty of a world full of them?
  •	 How	can	I	ensure	my	allies	give	me	the	respect	I	deserve	as	
  a cousin of Golarion’s most powerful and ancient beings?
  •	 If	 I	 had	 to	 choose,	 to	 whom	 is	 my	 loyalty	 greater:	 my	
  companions, or my draconic brethren?
  •	 What	will	I	offer	my	traveling	companions	in	return	for	
  their physical protection and support?
  Kobold aliGnment 
  The vast majority of kobolds are lawful evil. But given 
  their fertility and enormous populations, there are always 
  a few who don’t fit in—something draws them out of the 
  structure and ritual that limit their race. 
  Good Kobolds: The incredibly rare good kobolds tend to 
  remain lawful, supporting their unusual moralistic nature 
  with a touchstone, creed, or purpose that focuses their virtue. 
  Meeting a good dragon can open a kobold’s eyes to a 
  new philosophy without making her abandon her heritage. 
  Alternatively, a selfless act undertaken by another might 
  awaken something inside a kobold that speaks against the 
  chittering brutality of life in the den.
  Kobold Renegades: Driven by discomfort at the extreme 
  beliefs and behaviors of their own kind, kobold renegades 
  tend toward neutrality on both scales. Their tribal nature is 
  supplanted by a strong belief in the power of the individual, 
  judging creatures and situations on their immediate merits.
  One motivating factor for a renegade kobold could 
  be the extreme behavior of a chromatic dragon its tribe 
  reveres. The kobold’s own moderate philosophy may not 
  sit well with the vicious greed of a furious ancient red, or 
  the wanton cruelty of a juvenile blue. The kobold might 
  find it better to leave before its dissent is uncovered than 
  to stay and risk exile or a punishment even more brutal.
  15
  
  Snarl of the Embermaw Clan
  Mining 
  Railhead
  Giant Ant Colony
  Craftfolk  
  Workspace
  Jail
  Food Stor
  Living 
  Nursery
  Hatchery
  Vault
  Trapmaker 
  Nyx
  Say “hi” 
  to Ekkit
  Defend with 
  your life!
  Lots of 
  traps
  Bring honeypots
  Traps  
  everywhere!
  Over the decades, Xanjak Ant-Caller has mapped her tribe’s entire snarl—a difficult accomplishment 
  even in a fairly average snarl like that of the Embermaw clan. She has to constantly update her map as the 
  snarl grows and changes, and rarely leaves it unattended, lest some careless kobold wreck it.
  
  s
  uarters
  Dragon Receiving Chamber
  ungus/Moss
  Farm
  Slurk Corral
  Vermin Pens
  Violet, the Purple Worm
  Myceloid Colony
  Shrine to Makkrokav
  Hey Xan, good map!  
  I wrote in some 
  things to fix it!
  —J.
  Lots of traps
  corpse
  ’s
  They’re our pals!
  Try the blue 
  mushrooms!  
  Yum 
  Tsazgatherax 
  the Embermaw
  Remember to bow!!
  
  Coloration
  Kobolds are zealously proud of their draconic heritage, and make much of the physical similarities they share with 
  those regal monsters. One of the most obvious similarities between the two races is their distinctively reptilian scales, 
  which come in five chromatic colors. As with dragons, the color of a kobold’s scales often corresponds to a variety of 
  innate abilities, tendencies, and personality traits it possesses. Scale coloration plays a subtle yet vitally important role in 
  relationships both between kobold tribes and within them.
  Though some traits are common to all kobolds, the 
  following race traits are particular to kobolds of certain 
  colors. Note that kobolds born from two differently colored 
  parents are colored like one parent or the other, rather than 
  a mix of the two. Kobolds characters are not restricted from 
  taking traits from another color, though the following 
  traits are typical of each color, and considered prestigious. 
  BLACK-SCALED KOBOLDS
  Like the black chromatic dragons they venerate, black 
  kobolds often lurk in fetid swamps. With an affinity for 
  acidity and corruption, these marsh dwellers revel in decay.
  Bog Scamp: You were raised in the 
  sludgy swamps, and are used to 
  moving through boggy terrain. You can swim through 
  a deep bog at up to half your speed as a move action, 
  instead of the normal quarter speed. Failing a swim check 
  while in a deep bog doesn’t cause you to go underwater, 
  even if you fail by 5 or more, though such a failure still 
  results in a lack of progress.
  Ooze Defense: The murky tunnels of your tribal home 
  were infested with voracious oozes, which were a constant 
  threat to your tribe. To protect yourselves, you and your 
  tribespeople never strayed far without anti-ooze acid. 
  You begin play with three alkali flasks (Pathfinder RPG 
  Ultimate Equipment 106). These don’t count against your 
  starting character wealth.
  Sneaky Swimmer: Swimming comes naturally to 
  you, as does hunting marsh vipers and other aquatic 
  creatures. Increase the number of rounds you can hold 
  your breath underwater by an amount equal to your 
  Constitution score. You gain a +2 bonus on Stealth 
  checks in swamps and in underwater environments.
  BLUE-SCALED KOBOLDS
  Blue kobolds are orderly and neat, and tend to 
  hatch complex schemes. While they plan brutally 
  effective ambushes and traps, they do not excel at 
  improvisation, and may falter if their plans go awry. 
  Draconic Echo: Like the blue dragons your tribe 
  reveres, you have a touch of illusory magic. You are able 
  to cast ghost sound twice per day as a spell-like ability. The 
  caster level for this effect is equal to your character level. 
  This spell-like ability’s save DC is Intelligence-based.
  Elaborate Trapper: You’re blessed with a devious mind, 
  and the more elaborate your traps are, the more effective 
  they become. When creating a trap, if your Craft (trap) 
  roll exceeds the DC of the check by 5 or more, that trap’s 
  Disable Device DC increases by 2.
  Lightning Blessed: You’re favored by the lightning 
  shaman of your tribe, and he gifted you several sacred 
  items as a reminder of your origins. You begin 
  play with three vials of bottled lighting (Ultimate 
  Equipment 106). These don’t count against your starting  
  character wealth.
  Liquid-Tongued: The magic-users in your tribe 
  pride themselves on their ability to control the forces of 
  water. Integral to this practice is the ability to study and 
  communicate with visitors from the Elemental Plane of 
  Water. In addition to speaking Draconic, you begin play 
  with the ability to speak Aquan.
  18
  
  GREEN-SCALED KOBOLDS
  Like their corresponding draconic cousins, green 
  kobolds are at their best when surrounded by foliage. 
  At home in forest caves, green kobolds tend to be more 
  tolerant than kobolds of other colors. 
  Alchemical Breath: Your tribe, in an effort to emulate 
  the green chromatic dragons they admire, goes to great 
  lengths to secure alchemical coal (Pathfinder RPG Ultimate 
  Race Guide 135). As a member of a green kobold tribe, you 
  begin play with three pieces of the choking smoke variety 
  of alchemical coal. Eating one of these pellets allows you 
  to exhale noxious vapors, damaging and sickening your 
  enemies. These pellets do not count against your starting 
  character wealth.
  Kobold Herbalist: You are familiar with the flora 
  of your native forest and have rudimentary skill as an 
  herbalist. Once per day, you can attempt a DC 20 Survival 
  check instead of a Craft (alchemy) check to create a single 
  dose of scent cloak (Ultimate Equipment 105) without 
  paying any cost for raw materials. Any scent cloak created 
  using this method must be used within 24 hours, or it 
  becomes inert.
  Slithering Stride: You were raised as a forest trapper, 
  and are adept at moving quickly through underbrush. 
  For 3 rounds per day, you can move through light or 
  heavy undergrowth at full speed. This ability doesn’t 
  work in terrain that has been magically manipulated to 
  impede motion. 
  RED-SCALED KOBOLDS
  Like the ruthless red chromatic dragons they esteem, 
  red kobolds respect destructive power and little else. The 
  most widely recognized of their race, red-scaled kobolds 
  are notoriously menacing.
  Firebug: Like the red dragons that inspire your 
  tribe, you’re blessed with a small spark of incendiary 
  magic. You are able to cast spark three times per day as a  
  spell-like ability. The caster level is equal to your character 
  level. This spell-like ability’s save DC is Intelligence-based.
  Fire-Tongued: The sorcerers of your tribe are adept at 
  summoning and binding outsiders from the Elemental 
  Plane of Fire. In order to communicate with their 
  thralls, many in your tribe learned the rudiments of the 
  outsiders’ language. In addition to speaking Draconic, 
  you begin play with the ability to speak Ignan.
  Heat Fortitude: You grew up close to sulfurous volcanic 
  vents, which steeled you against heat dangers. You gain 
  a +4 trait bonus on Fortitude saving throws against 
  nonlethal damage from heat.
  Smoke Resistant: You’ve spent so much of your life 
  around fires that smoke no longer affects you the way 
  it does other creatures. Your vision isn’t impaired by 
  nonmagical smoke, and you gain a +5 trait bonus on 
  Fortitude saves to avoid coughing and choking because 
  of smoke inhalation (Pathfinder RPG Core Rulebook 426). 
  This trait confers no benefits against magically created 
  smoke, such as that produced by pyrotechnics.
  WHITE-SCALED KOBOLDS
  White kobolds inhabit the frozen reaches of Golarion, 
  raiding across icy tundra and glacial expanses. Though 
  not as hearty as red or green kobolds, they are well adapted 
  to their environments.
  Cold Fortitude: The perpetually chilly environment 
  of your youth made you exceptionally resilient in arctic 
  climes. You gain a +4 trait bonus on Fortitude saving 
  throws against nonlethal cold damage.
  Frost Spitter: The icy breath of a white dragon fills your 
  lungs. Once per day, you can quickly exhale to produce a 
  frigid cloud of dense fog that quickly sinks to the ground. 
  This freezing mist covers a 10-foot-square area with 
  slippery ice that’s as difficult to traverse as an ice sheet 
  (Core Rulebook 430).
  Icy Mementos: As a parting gift, the shaman of your 
  tribe gave you an alchemical concoction as a reminder of 
  your icy home. You begin play with three bottles of liquid 
  ice (Ultimate Equipment 108). These don’t count against your 
  starting character wealth.
  Skater’s Balance: You grew up stalking across the frozen 
  pools of water that dot your tribe’s Darklands home. You 
  don’t need to spend extra movement to enter a square of an 
  ice sheet (Core Rulebook 430), and the DCs of your Acrobatics 
  checks on ice sheets don’t increase by 5.
  RARE SCALE COLORS
  Though the majority of kobolds exhibit one of the five 
  major chromatic colors, occasionally individuals emerge 
  with alternate pigmentations, with the most common being 
  purple, orange, and yellow. Those who possess the rarer 
  colors described below are discriminated against by their 
  homogeneous tribe-mates, but these colors do have unique 
  benefits. In addition to the attested colorations listed below, 
  translucent-scaled kobolds are rumored to exist, but these 
  “ghost kobolds” haven’t been encountered in centuries.
  Carnation Scales: Though your light pink scales made 
  you the subject of ridicule by your tribe, you can adapt to 
  more environments than they can. You gain a +1 bonus 
  on Survival checks, and Survival is always a class skill for 
  you. Most kobolds with carnation scales also have the day 
  raider alternate racial trait (see page 7).
  Golden Scales: Your distinctive golden scales strongly 
  reflect the light, making other kobolds mistrust 
  you, but aboveground races favor you. You take a –1 
  penalty on Bluff checks and Diplomacy checks when 
  dealing with other kobolds, but a +2 bonus on Bluff 
  checks and Diplomacy checks when dealing with  
  non-reptilian humanoids.
  Purple Scales: Your outlandish purple scales made you 
  an outcast from your tribe and forced you to survive in 
  isolation at the edges of kobold society. While wandering 
  alone through the Darklands, you contacted several 
  other underground races and expanded your linguistic 
  repertoire. In addition to speaking Draconic, you begin 
  play with the ability to speak one of the following: Aklo, 
  Dwarven, Goblin, or Undercommon.
  19
  
  Traps
  To some, traps are the cowardly tactics of a frightened people, but to kobolds they represent many hundreds of generations 
  of ingenuity and skill. As kobolds carve their homes from solid earth and stone, they have the perfect opportunity to 
  build defenses: ingenious, vicious, effective traps.
  The following traps can be created using the Learn 
  Ranger Trap feat (see page 24). This feat is available to all 
  classes, and is a key feature of the snare setter archetype 
  (see page 23). The Improved Learn Ranger Trap feat on 
  page 24 can enhance a character’s skill with ranger traps. 
  Ranger traps first appeared in Pathfinder RPG Ultimate 
  Magic, and more traps can be found on page 64 of that 
  book, along with the trapper ranger archetype.
  Setting a ranger 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 
  ranger trap or a magical trap such as a glyph of warding. 
  The DCs for Perception checks to notice the trap, for 
  Disable Device checks to disable it, and for saving throws 
  to avoid it are equal to 10 + 1/2 the character’s level + the 
  character’s Wisdom bonus. All ranger traps are Trigger: 
  location, and Reset: none.
  Ranger traps are either extraordinary or supernatural; 
  extraordinary traps all have Type: mechanical, and 
  supernatural traps all have Type: magic. Some traps may be 
  set as either extraordinary traps or magical (supernatural) 
  traps; learning how to construct such a trap lets a ranger 
  set it either way. An extraordinary trap has a –2 penalty to 
  its DC. An extraordinary trap lasts 1 day per ranger level or 
  until it is triggered, whichever comes first. A magical trap 
  lasts only 1 hour per level or until triggered, whichever 
  comes first. A trap’s DC decreases by 1 for each full day 
  (or hour, for a magical trap) that passes after it is set. 
  Traps marked with an asterisk (*) add to or modify 
  the effects of another trap; a ranger can add one of 
  these trap types to any standard ranger trap (this 
  costs 1 additional use of the trap ability).
  This section introduces a new kind of 
  supernatural trap that a character 
  who isn’t a ranger (but who has the 
  Learn Ranger Trap feat) can create by 
  including an additional magical 
  component. This component—
  usually a scroll, potion, or 
  oil—is expended at the time of 
  the trap’s creation. Including 
  it increases the time to lay the 
  trap to 1 full minute.
  ACID TRAP (EX OR SU)
  Effect The target is 
  splattered with acid, 
  taking a number 
  of points of acid 
  damage equal to 1d6 + 1/2 the ranger’s level to the triggering 
  creature (Reflex negates). If it is an extraordinary trap, the 
  ranger must supply a dose of acid when setting the trap.
  Magical Component scroll of corrosive touch
  BLIGHTBURN TRAP (EX)
  Effect This trap strikes the target with a small shard of 
  blightburn, dealing 2d6 points of fire damage, 1d3 points of 
  Constitution damage, and 1d3 points of Charisma damage. 
  A successful Fortitude save negates the ability damage and 
  halves the fire damage. The ranger must supply a sliver of 
  blightburn, a dangerous task in itself, though storing the 
  blightburn in a lead vial makes the task less risky.
  CHANNELED ENERGY TRAP (EX OR SU)
  Effect This trap creates a positive or negative energy effect 
  designed to harm either undead or living creatures, 
  respectively. The target takes a number of points of damage 
  equal to 1d8 + the ranger’s level from either positive 
  energy or negative energy (Will save for half). If this is an 
  extraordinary trap, the ranger must supply a vial of holy 
  water (positive energy) or unholy water (negative energy).
  DISTRACTION TRAP (EX OR SU)
  Effect The target is affected with irritation that detracts from its 
  alertness. It takes a –2 penalty on Perception checks, initiative 
  checks, and Reflex saves for 10 minutes per ranger level. If this 
  is a supernatural trap, this is a mind-affecting effect. If this is 
  an extraordinary trap, the ranger must supply a dose 
  of itching powder or another alchemical irritant. 
  Magical Component scroll of daze monster
  LAZURITE TRAP (EX OR SU)
  Effect Lazurite radiation increases the victim’s 
  susceptibility to the attacks of undead creatures 
  that are bolstered by the radiation. The target 
  takes a –2 penalty to Armor Class against the attacks 
  of undead creatures and on saving throws 
  against effects created by undead. This 
  effect lasts for 10 minutes per ranger 
  level. A successful Will save negates this 
  effect. If this is an extraordinary trap, the 
  ranger must supply a sliver of lazurite.
  OVERSIZED BARBS (EX OR SU)
  Effect The target is speared 
  with barbs that penetrate 
  and protrude from its body, 
  making squeezing, 
  20
  
  MORE ELABORATE TRAPS
  Most kobold lairs contain complex traps that lie dormant 
  until an invasion occurs. They are often carefully weighted 
  so that they are not triggered by inhabitants, and their 
  locations are taught to every tribe member at a young age. 
  These deadly mechanisms require occasional maintenance, 
  but most kobolds can both spot when such work is 
  necessary and complete it themselves. 
  Architectural Traps: Kobolds’ greatest advantage 
  against invaders is their intimate knowledge of their lairs, 
  which they very likely had a hand in building. They augment 
  complex, twisting tunnels of inhospitable dimensions 
  with confounding architecture: doors that appear to be 
  walls, tunnels that can be closed off with counterweights, 
  unstable floors that collapse under larger creatures, and at 
  their most complex, rotating chambers that can realign to 
  face different entrances and exits. 
  Animals: Kobolds are keen animal trainers, and a variety 
  of dangerous creatures guard their lairs. Even harmless 
  animals can be made into threats by loading them with 
  alchemical bombs, poisons, or even spell effects, and 
  sending them down tunnels at foes like walking traps. 
  Cave-Ins and Landfalls: For kobolds, escape from sealed 
  tunnels is just a matter of careful industry. For invaders, 
  however, it can be both terrifying and life-threatening, as 
  they usually have limited food, air, and water, and little 
  idea how to find these things. Some kobold tunnels are 
  rigged to collapse once their residents have passed through, 
  creating at best difficult terrain for invaders, and at worst 
  an airless tomb in which to reconsider their invasion. 
  If a tribe believes the invasion of its home is imminent, its 
  members may even collapse a whole section to seal off the 
  vital areas from further penetration. In doing so, the kobolds 
  might lose some of their own, but that’s a small price to pay 
  for the security of their eggs and their way of life.
  climbing, and swimming challenging. The trap implants 
  1d4+1 barbs, each dealing 1 point of damage. A successful 
  Reflex save halves the number of barbs. The target takes 
  a penalty on Climb checks and Swim checks equal to the 
  number of barbs attached, and is considered one size 
  category larger for the purposes of determining what size 
  of opening or passageway it must squeeze through as 
  long as at least 1 barb remains attached. Each barb can be 
  removed with a full minute of work and a Heal check that 
  equals or exceeds the trap’s DC. If this check fails, the barb 
  is still removed but the target takes 1d4 points of damage. 
  The barbs shake loose harmlessly after 10 minutes per 
  ranger level.
  PIT TRAP (EX OR SU)
  Effect This simple pit is covered over with leaves or appropriate 
  materials for the area. It’s 5 feet deep plus 5 feet for every 4 
  ranger levels. A victim that succeeds at a Reflex save doesn’t 
  fall into the pit. If it is an extraordinary trap, the ranger can 
  set this trap only in terrain with soft ground.
  Magical Component scroll of create pit
  RUST MONSTER TRAP (EX OR SU)
  Effect The trap throws up a cloud of dust ground from the 
  antennae of a rust monster, dealing 1d4 points of damage 
  to the target’s metal armor and weapons. A ranger may 
  increase the damage by 1 point for each additional daily 
  use of his trap ability he spends when creating this trap. 
  A successful Reflex save negates this damage. If this is an 
  extraordinary trap, the ranger must supply a set of rust 
  monster antennae. 
  Magical Component scroll of rusting grasp
  SELECTIVE TRIGGER* (EX OR SU)
  Effect The ranger adds a race, type, alignment, or minimum 
  weight restriction to the trap’s trigger. If this is an 
  extraordinary trap, the ranger can choose only the minimum 
  weight restriction.
  Magical Component potion of identify
  SPELL-STEALING TRAP (SU)
  Effect The target is struck by a burst of abjuration that steals 
  its magical ability. The target loses 1d4+1 levels of spells (of 
  its choice). A ranger may increase the number of spell levels 
  lost by 1d4 for each additional daily use of his trap ability he 
  spends when creating this trap.
  Magical Component scroll of dispel magic
  SPELL-STORING TRAP (SU)
  Effect This trap behaves like a greater glyph of warding, 
  except the maximum level of spell it can hold is 1. A ranger 
  may increase the maximum level by 1 for each daily use of 
  his trap ability he spends when creating this trap. The spell 
  contained must be supplied by either the ranger or another 
  creature within 1 round of the trap being laid. The duration 
  of this trap is dependent on the ranger’s level, but a target 
  receives only one save, that of the spell contained. 
  TAR TRAP (EX OR SU)
  Effect The target is coated in a thin layer of sticky tar unless 
  it succeeds at a Reflex save. It is entangled, and becomes 
  susceptible to catching fire from any source of flame. If lit 
  on fire, the tar burns intensely for 1 round; it deals 2d6 
  points of fire damage and is destroyed in the process. 
  Unless burned away, the tar remains for 1 round per ranger 
  level. If this is an extraordinary trap, the ranger must 
  supply a dose of tar.
  TRANSDIMENSIONAL TRAP* (SU)
  Effect This augmentation allows a trap to affect an incorporeal 
  or ethereal creature as if it were corporeal or existed on the 
  Material Plane.
  Magical Component scroll of ghostbane dirgeAPG
  TRIPWIRE (EX OR SU)
  Effect A taut wire stretched between two vertical surfaces 
  knocks the target prone unless it succeeds at a Reflex save. A 
  running or charging creature takes a –6 penalty on its save.
  21
  
  Archetypes
  To promote good, it’s necessary to crush evil—sometimes by coming to the defense of threatened innocents and sometimes 
  more actively. Those who dedicate their lives to these goals sacrifice personal safety and peace in the name of good.
  DRAGON HERALD (BARD 
  ARCHETYPE)
  Dragon heralds are messengers and evangelists of true 
  dragonkind. They carry the word of their dragon patrons far 
  and wide, whether that’s a message of peace or a declaration 
  of war. A kobold whose scales already associate her with a 
  revered dragon is often trained as her tribe’s dragon herald.
  Weapon and Armor Proficiency: The dragon herald is 
  proficient with simple weapons and light armor, but not 
  with shields. Dragon heralds are messengers, not warriors. 
  Like other bards, dragon heralds don’t incur the normal 
  arcane spell failure chance from wearing light armor.
  Dragon Patron (Ex): A dragon herald must choose a 
  particular true dragon species whose glory to extol. In most 
  cases, this is a dragon with whom the herald is familiar, 
  but it could be a dragon deity, a long-dead dragon hero, or 
  even an entire dragon lineage. The energy type associated 
  with her dragon patron (as shown on page 75 of the Core 
  Rulebook) determines the energy type used by several of her 
  abilities. She must also designate a sacred space relevant to 
  her dragon choice—usually the lair of a patron dragon or a 
  shrine or holy place associated with a dragon type.
  Coat of Arms (Ex): A dragon herald gains energy 
  resistance equal to her dragon herald level against the 
  energy type associated with her dragon patron. This 
  resistance stacks with any inherent racial resistances, but 
  not with magical or temporary resistances.
  Dragon Voice (Ex): A dragon herald gains a bonus equal 
  to half her level on Intimidate and Diplomacy checks. She 
  gains Draconic as a bonus language.
  This ability replaces bardic knowledge.
  Bardic Performance: A dragon herald gains the following 
  types of bardic performance:
  Diplomatic Immunity (Su): A dragon herald can use bardic 
  performance to generate a sanctuary effect upon herself. 
  Most use this to deliver the word of their patron or to safely 
  complete Diplomacy or Intimidate checks in the presence 
  of hostile foes. The effect persists for as long as the dragon 
  herald performs and for 1 round after.
  This performance replaces countersong and fascinate.
  Diplomatic Protection (Su): At 3rd level, the dragon herald 
  can use bardic performance to wrap a single ally in the 
  colors and scales of her patron. The dragon herald must 
  be able to see her ally, and that ally must be able to perceive 
  her performance. While the herald performs, the target 
  gains resistance equal to twice the dragon herald’s level to 
  the energy type associated with the dragon herald’s patron, 
  and an enhancement bonus to natural armor equal to 1/2 
  the dragon herald’s level.
  This performance replaces inspire competence.
  Rebuke Foes (Su): At 12th level, the dragon herald gains 
  the ability to rain down her patron’s wrath on her enemies, 
  dealing energy damage of the appropriate type equal to 
  twice her dragon herald level (Reflex save for half). She can 
  target one enemy within 50 feet for every 4 dragon herald 
  levels she has. This effect occurs once per round for as long 
  as she continues her performance.
  This performance replaces soothing performance.
  Retreat to Lair (Sp): At 15th level, the dragon herald can spend 
  5 daily uses of performance as a full-round action to teleport 
  herself, or a willing target touched, to her sacred place.
  This performance replaces inspire heroics.
  22
  
  Master of Persuasion (Ex): At 5th level, the dragon 
  herald becomes so sure in her craft that she can take 10 
  on any Diplomacy or Intimidate check, even when rushed 
  or threatened. Once per day, she may attempt either a 
  Diplomacy or Intimidate check as a full-round action, 
  instead of spending a full minute. She can use this ability 
  one additional time per day at 11th and 17th level.
  This ability replaces lore master.
  Extol Glory (Su): At 10th level, the dragon herald gains the 
  ability to spread her patron’s glory to all intelligent creatures. 
  When she speaks Draconic, any intelligent creature that 
  hears her and knows any language can understand her words. 
  This ability does not allow the dragon herald to understand 
  languages with which she is not familiar.
  This ability replaces jack-of-all-trades.
  SNARE SETTER (ROGUE 
  ARCHETYPE)
  Deep in darkness, the snare setter constructs his deadly 
  traps and brutal mechanisms to confound and destroy any 
  who try to invade his domain.
  Trapper (Ex): At 1st level, a snare setter gains Learn Ranger 
  Trap (see page 24) as a bonus feat. In addition to the trap 
  granted by this feat, he learns how to construct the tripwire 
  trap for free. For the purposes of this feat, he’s considered 
  a ranger of his snare setter level, and uses his Intelligence 
  in place of Wisdom to determine uses per day and the DC 
  of his ranger traps. Whenever the snare setter could learn  
  a new rogue trick, he may instead learn a new ranger trap.
  This ability replaces sneak attack (but see below).
  Trapsmithing (Ex): A snare setter gains a bonus on 
  Perception skill checks to detect traps and on Craft (traps) 
  checks equal to 1/2 his snare setter level. He can use Craft 
  (traps) in place of Disable Device to disarm traps, including 
  magical traps.
  This ability replaces trapfinding.
  Deadly Traps (Ex): At 3rd level, the snare setter’s traps 
  deal an additional 1d6 points of damage on the first round 
  they’re activated. This damage is of the same type the trap 
  normally deals. Traps that don’t deal damage are unaffected 
  by this ability. This additional damage increases by 1d6 
  points every 4 levels beyond 3rd (7th, 11th, 15th, and 19th).
  Sneak Attack (Su): At 5th level, the snare setter gains 
  sneak attack +1d6. This functions as the rogue ability of 
  the same name, but the damage increases by 1d6 every 4 
  levels after 5th (9th, 13th, and 17th).
  Master Snare Setter (Ex): At 20th level, the snare setter 
  can attach one of a rogue’s master strike effects to a trap 
  he creates. When the trap is triggered, the subject makes 
  an additional Fortitude save at the same DC as the trap 
  to avoid this effect. A snare setter can have only one trap 
  affected by this ability active at any time. He may remove 
  this ability from a trap at any range as a free action.
  This ability replaces master strike.
  Rogue Talents: The following rogue talents complement 
  the snare setter archetype: camouflage, cunning trigger, 
  fast stealth, sniper’s eye.
  SWARM FIGHTER (FIGHTER 
  ARCHETYPE)
  Kobolds know there’s strength in numbers, and they 
  rarely send fewer than two kobolds out on patrol. This 
  reliance on one another extends to combat tactics too—
  overwhelming numbers and tight quarters are the kobold 
  fighter’s friends. Scuttling between the legs of friend and 
  foe alike, the swarm fighter is an unshakable combatant.
  Weapon and Armor Proficiency: A swarm fighter is 
  proficient with all simple and martial weapons. She is 
  proficient with light and medium armor, but not with 
  shields.
  Athletic Prowess (Ex): A swarm fighter adds Acrobatics 
  and Climb to her class skills, and gains a bonus on checks 
  with these skills equal to 1/2 her swarm fighter level.
  Mobility (Ex): The swarm fighter gains Mobility as a 
  bonus feat, even if she does not meet the prerequisites. 
  This replaces the bonus feat a fighter gains at first level, 
  and can’t be replaced at a later level.
  Safety in Numbers (Ex): A swarm fighter benefits greatly 
  from the proximity of her allies. She gains a morale bonus 
  on saves against fear effects equal to the number of allies 
  within 20 feet of her. This bonus can’t exceed half her level.
  This ability replaces bravery.
  Bonus Teamwork Feats (Ex): At 2nd level and every 
  4 levels thereafter, the swarm fighter gains a bonus 
  Teamwork Feat.
  This ability replaces the bonus combat feats the fighter 
  normally receives at those levels.
  Bonus Feats (Ex): At 4th level, and every 4 levels 
  thereafter, the swarm fighter gains a bonus combat feat. 
  These are gained as with the fighter’s normal bonus feats 
  class feature (but less frequently).
  Share Space (Ex): At 5th level, the swarm fighter can 
  move into the space of another creature at least one size 
  category larger than she is. She may end her movement in, 
  and make attacks from, that space. She must succeed at the 
  Acrobatics check for moving through an occupied square 
  to move into a space occupied by an enemy. While sharing 
  the space of another creature, she gains a +2 shield bonus 
  to AC and a +1 circumstance bonus on Reflex saves.
  This ability replaces weapon training 1.
  Strike the Underbelly (Ex): At 9th level, creatures 
  with which the swarm fighter shares a space are denied 
  their Dexterity bonus to Armor Class against the swam 
  fighter’s attacks.
  This ability replaces weapon training 2.
  Always Underfoot (Ex): At 13th level, the swarm fighter 
  gains Step Up as a bonus feat. A creature sharing a square 
  with the swarm fighter is considered adjacent for the 
  purposes of this feat. At 17th level, the swarm fighter gains 
  Following Step as a bonus feat.
  These abilities replace weapon training 3 and 4.
  Soft Underbelly (Ex): At 20th level, any attacks made 
  against creatures with which the swarm fighter shares a 
  space automatically confirm all critical threats. 
  This ability replaces weapon mastery.
  23
  
  Feats
  Guile and ingenuity are the mark of the kobold race and in all aspects of their lives. From building traps, to combat, to 
  wielding magic, they’ve developed multiple tricks to overcome their weaknesses and maximize their strengths. 
  anCient draConiC
  You empower spells using the ancient language of dragons.
  Prerequisites: Arcane caster level 5th, speaks Draconic.
  Benefit: You gain a +1 bonus on caster level checks to 
  overcome spell resistance when casting arcane spells that 
  have a verbal component. If you speak Draconic when 
  casting an arcane language-dependent spell, all intelligent 
  creatures with a language can understand your words.
  improved learn ranGer trap
  Your skill with traps is extensive.
  Prerequisites: Learn Ranger Trap, Survival 8 ranks.
  Benefit: You learn one additional ranger trap and can 
  now use both extraordinary and supernatural versions of 
  any ranger traps you know.
  Kobold ConFidenCe
  Your cunning, confidence, or faith in the draconic power in 
  your blood allows you to overcome your physical frailty.
  Prerequisites: Charisma 13, kobold.
  Benefit: You use your Charisma, Intelligence, or Wisdom 
  in place of Constitution to determine your bonus to Fortitude 
  saves and your maximum negative hit points before death. 
  Once this choice has been made, it can’t be changed.
  learn ranGer trap
  You learn how to create one kind of ranger trap.
  Prerequisite: Survival 5 ranks.
  Benefit: Select one ranger trap (see page 20). You may use 
  this trap a number of times per day equal to your Wisdom 
  bonus (minimum 1). The DC for your trap is equal to 10 + 
  1/2 your character’s level + your Wisdom bonus, and it lasts 
  1 day per 2 character levels.
  If you aren’t a ranger, you can only set extraordinary 
  traps with this feat; like all extraordinary ranger traps, 
  this decreases the trap’s DC by 2.
  Special: A ranger can use ranger traps a number of times 
  per day equal to 1/2 his ranger level + his Wisdom bonus. 
  See the description of ranger traps for durations.
  merCiless maGiC
  Your spellcasting is strongest against those in peril.
  Prerequisites: Ability to cast spells, kobold.
  Benefit: The DC to resist your spells increases by 1 for 
  targets that are already afflicted with any of the following 
  conditions: blinded, dying, entangled, exhausted, frightened, 
  helpless, nauseated, panicked, paralyzed, or stunned.
  merCiless preCision
  You delight and excel in bringing down hobbled targets.
  Prerequisites: Sneak attack class feature, kobold.
  Benefit: Your sneak attack damage increases by 1d6 against 
  targets that are already afflicted with any of the following 
  conditions: blinded, dying, entangled, exhausted, frightened, 
  helpless, nauseated, panicked, paralyzed, or stunned.
  mixed sCales
  You have two colors of scales, which mark you as special.
  Prerequisites: Draconic AspectARG or dragon-scaled racial 
  traitARG, kobold.
  Benefit: Choose an additional color for your Draconic 
  Aspect feat or dragon-scaled racial trait. You gain the 
  benefits of both this color and the color you originally 
  chose. (If you have both Draconic Aspect and dragon-scaled, 
  this benefit applies to both.) If you gain abilities that rely on 
  scale color, choose which color gains the benefits.
  24
  
  redeemed Kobold
  The purity you have found in the teachings of good 
  dragonkind colors your scales and grants you confidence.
  Prerequisites: Good alignment, kobold.
  Benefit: Your scales take on a metallic sheen appropriate 
  for that of a good-aligned metallic dragon who shares any 
  existing energy affinity you possess, or whom you have 
  chosen to emulate. You gain a +2 circumstance bonus on 
  Diplomacy checks when interacting with good creatures. 
  In addition, your Charisma is considered 2 points higher 
  for the purposes of channeling positive energy.
  sCaled disCiple
  Your draconic heritage manifests as divine power.
  Prerequisites: Ability to spontaneously cast divine 
  spells, kobold.
  Benefit: You gain a +1 bonus to your caster level 
  when casting spells included in the dragon domain 
  or subdomains. Your spontaneous divine spellcasting 
  qualifies in place of arcane casting for the dragon disciple 
  prestige class, and you may increase spellcasting in your 
  spontaneous divine class as you progress in dragon 
  disciple levels. Add the bonus spells gained from the blood 
  of dragons ability to those you can cast as divine spells.
  small but deadlY
  You have learned to make the most of certain weapons, 
  despite your physical weakness.
  Prerequisites: Weapon Focus or natural weapon, Small 
  size or smaller.
  Benefit: You ignore your Strength penalty to damage 
  when making attacks with your racial natural weapons 
  and weapons for which you have the Weapon Focus feat. 
  KOBOLD STYLE
  Quick, powerful movements mark this style, which focuses 
  on rushing and upending an opponent, then climbing on 
  top of it to keep the creature prone.
  Feat 
  Path: 
  Kobold 
  Style, 
  Kobold 
  Groundling,  
  Kobold Flood.
  Kobold Flood (Combat, stYle)
  You are an expert at keeping creatures on the ground.
  Prerequisites: Combat Expertise, Kobold Groundling, 
  Kobold Style, Small size or smaller.
  Benefit: You can make a grapple combat maneuver check 
  to mount a prone Medium or Large foe. If you’re successful, 
  you move into the target’s square and are considered to be 
  on top of the target. For the target to stand, it must succeed 
  at a combat maneuver check to break your grapple.
  Kobold GroundlinG (Combat, stYle)
  Your small size grants you superiority over grounded foes.
  Prerequisites: Combat Expertise, Kobold Style, Small 
  size or smaller.
  Benefit: Prone creatures are denied their Dexterity 
  bonus to AC against your attacks.
  Kobold stYle (Combat, stYle)
  You’re able to manipulate foes that are caught off guard.
  Prerequisites: Combat Expertise, Small size or smaller. 
  Benefit: You gain a +4 bonus on combat maneuver checks 
  against enemies denied their Dexterity bonus to AC. 
  TEAMWORK FEATS
  Kobolds think and fight tribally. The swarm fighter 
  archetype (see page 22) grants bonus teamwork feats.
  tribe mentalitY (teamWorK)
  You and your tribemates grant each other mental strength.
  Benefit: When you’re simultaneously subject to the 
  same enchantment (compulsion) or [emotion] effect as 
  another ally with this feat, you both roll saves but can use 
  either result.
  Wall oF Flesh (teamWorK)
  You swarm with your allies, becoming a wall of creatures.
  Prerequisite: Small size or smaller.
  Benefit: When adjacent to an ally with this feat, you’re 
  considered one size category larger for determining CMD 
  and the way combat maneuvers and abilities affect you.
  25
  
  Spells
  Hezzilreen the Cunning, the most celebrated kobold archmage ever to have lived, created spells that to this day are still 
  used by kobold spellcasters. He’s also told as a cautionary tale, since in his old age he grew too paranoid even by the 
  standard of his trap-setting and tunnel-patrolling kobold kin.
  HEZZILREEN’S SPELLBOOK
  Following in Hezzilreen’s tradition, his most fervent 
  devotees make spellbooks just like his—books in which 
  every spell inscribed becomes a trap. Kobold spellcasters 
  who go to the trouble of creating such a book also seek 
  out the finest materials, like shed dragonscales, skins 
  from trapped intruders in the tunnels, or the hides of the 
  creators’ failed apprentices.
  HEZZILREEN’S SPELLBOOK
  PRICE 
  8,000 GP
  AURA moderate evocation
  CL 11th
  WEIGHT 2 lbs.
  Each spell inscribed in this book becomes a greater glyph of 
  warding (DC 19, spell glyph) containing the spell recorded. When 
  an unauthorized person reads a spell, the glyph triggers against 
  him. This destroys the pages on which the spell is written, but 
  leaves the rest of the book unharmed. Pages containing harmless 
  spells or spells that can’t be attached to a glyph are unaffected. 
  CONSTRUCTION REQUIREMENTS
  COST 4,000 GP
  Craft Wondrous Item, erase, greater glyph of warding, creator 
  must be a kobold
  BLIGHTBURN WEAPON
  School transmutation; Level alchemist 4, inquisitor 4, magus 4, 
  sorcerer/wizard 5, witch 5
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one weapon
  Duration 1 round/level (D)
  Saving Throw Will negates (object); Spell Resistance yes (object)
  You transform the target weapon into pure blightburn. The 
  weapon functions as normal, but any creature that touches it, 
  or that it strikes, takes 2d6 points of fire damage each round it 
  remains in contact. In addition, the weapon emanates an aura of 
  radiation that causes blightburn sickness. This is as the disease 
  (see page 29), but with a 10-foot radius and a save DC equal to 
  this spell’s save DC.
  CHAMELEON SCALES
  School transmutation; Level alchemist 1, druid 0, ranger 1, 
  sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 10 minutes/level (D)
  You temporarily alter the color of your skin, hide, or scales to 
  another option legal for your race. You take no penalty for using 
  Disguise to appear as a member of a different race as long as that 
  race has the same type and color of skin, hide, or scales as you.
  DARK-LIGHT
  School evocation [light]; Level cleric 3, druid 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M/DF (a pinch of Darklands earth)
  Range medium (100 ft. + 10 ft./level)
  Target living creatures without light sensitivity
  Area 20-ft.-radius burst
  Duration instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  You evoke a powerful light that affects all sighted creatures that 
  do not posses light sensitivity. Those that succeed on their saves 
  are dazzled for 1 round per level; those who fail are blinded for 
  the same duration. 
  26
  
  FAVORED KOBOLD FAMILIARS
  To some, a familiar is a trusted companion; to others a 
  powerful tool. But to kobolds, a familiar is above all a loyal 
  servant—one that will never question the absolute power 
  and authority of its master.
  Bat: Though their Fly bonus is of limited use underground, 
  bats’ sonar is a powerful tool for masters who play the role of 
  the hunted as often as they do that of the hunter.
  Lizard: As a fellow reptile, the lizard shares the cold-
  bloodedness of its master. 
  Scarlet SpiderUM: Spiders excel in dark, underground 
  places, making excellent spies for their masters. An immunity 
  to mind-affecting effects further guarantees their loyalty.
  Toad: Also cold-blooded, a toad has the benefit of 
  being amphibious—a useful feature in dank, dripping 
  underground caverns. The bonus hit points a toad grants 
  are invaluable to the frail kobold race.
  IMPROVED FAMILIARS
  Their naturally distrustful natures cause kobold wizards to 
  shy away from more intelligent creatures (such as imps or 
  mephitis) as familiars. Instead, kobold wizards commonly 
  choose creatures less likely to talk back, or they bond with 
  dire rats, fiendish animals, or even impassive elementals 
  that match the breath weapon of a dragon the kobold 
  reveres. For those rare good-aligned kobold wizards, faerie 
  dragons and pseudodragons are natural choices. For the 
  truly evil, a shared interest in going unnoticed and an 
  uncanny aptitude for spying make raktavarna rakshasas 
  popular among kobold wizards—who also revel in the 
  creature’s inherent desire to serve.
  ENLARGE TAIL
  School transmutation; Level alchemist 1, antipaladin 1, druid 1, 
  magus 1, sorcerer/wizard 1, summoner 1, witch 1
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target your tail
  Duration 1 hour/level
  When attacking with your tail or tail weapons, you gain 5 feet of 
  reach, a +1 bonus on attack rolls, and a +2 bonus on damage rolls.
  LEAD PLATING
  School conjuration (creation); Level alchemist 3, cleric 2, druid 2, 
  ranger 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, F (an ounce of lead)
  Range touch
  Target a creature or object weighing up to 100 lbs./level
  Duration 1 minute/level (D)
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  You enclose the target in a thin sheath of lead. This doesn’t restrict 
  the target’s movement or functionality, but protects it from the 
  effects of radiation and prevents the penetration of many divination 
  spells. The lead doesn’t coat the target’s equipment.
  SHADOW DRAGON ASPECT
  School illusion (shadow) [shadow]; Level bard 4, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range personal
  Duration 1 round/level
  Saving Throw Will disbelief (if interacted with), see text; Spell 
  Resistance yes, see text;
  You wreathe yourself in the quasi-real form of a dragon. You gain 
  two claw attacks (1d6 plus caster level slashing damage) and a bite 
  attack (1d8 plus caster level piercing damage). These are primary 
  attacks. In addition, you gain shadowy wings, granting you a fly 
  speed equal to your base speed (good maneuverability). 
  Your shadowy natural weapons are only half as strong as the 
  real things, though creatures that believe them to be real are 
  affected at full strength. A creature is permitted one Will save the 
  first time you strike it. If it succeeds, the creature takes half damage 
  from such attacks for the duration of the spell. If you overcome a 
  creature’s spell resistance on your first attack, that creature remains 
  vulnerable for the spell’s duration; otherwise, it’s immune.
  STRIP SCALES
  School transmutation; Level druid 4, sorcerer/wizard 5, witch 5
  Casting Time 1 standard action
  Components V, S, M/DF (a single reptile scale)
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 minute/level
  Saving Throw Fortitude; Spell Resistance yes
  You reduce the target’s racial natural armor bonus by 1 point 
  per 3 caster levels.
  UNSEEN ENGINEERS
  School conjuration (creation); Level sorcerer/wizard 3, 
  summoner 2, witch 3
  Casting Time 1 standard action
  Components V, S, M (materials required to construct the trap)
  Range long (400 ft. + 40 ft. level)
  Effect a team of tiny, invisible engineers
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  You conjure an invisible team of tiny engineers to construct a trap at 
  alarming speed. Originating at your location, the team must remain 
  within range of you or the spell ends. The engineers construct a 
  mechanical trap of your choice. Construction takes a number of 
  rounds equal to the trap’s challenge rating. The engineers must 
  have the materials available. At the end of the construction time, 
  use your Craft (traps) skill with a +5 bonus to determine the success 
  of their work. If the engineers succeed, the trap is complete and the 
  spell ends. If they fail, the materials are deposited at that location 
  and the spell ends. If the spell’s duration ends before the trap is 
  complete, the engineers automatically fail.
  The engineers move at your base speed and can carry only 
  materials required in the construction of the desired trap. They can’t 
  attack in any way or be killed, and dissipate if they take 12 points 
  of damage from area attacks (they get no saves against attacks).
  27
  
  Equipment
  Though kobolds lack the physical prowess or social aptitude needed to compete with their surface-dwelling rivals, their 
  mechanical abilities are quite sophisticated. Kobold cities stretch for miles, and the extent of their subterranean warrens 
  is a testament to their engineering prowess. Experts at mining, metalwork, and construction, these underground 
  manufacturers have an assortment of equipment designed to aid them in both work and combat.
  TRAP ACCESSORIES
  Traps are integral to kobold culture, as traps allow them to 
  stay on even footing with more physically imposing races. 
  These devices protect homes and capture critters to eat. 
  Kobolds make a wide variety of trapping accessories.
  Item 
  Price 
  Weight
  Blightburn paste 
  5,000 gp 
  45 lbs.
  Caphorite dust 
  25 gp 
  1/2 lb.
  Cytillesh stun vial 
  75 gp 
  1/2 lb.
  Decoy pressure switch 
  60 gp 
  —
  Decoy trap door 
  120 gp 
  —
  Decoy tripwire 
  25 gp 
  —
  Fake area map 
  20 gp 
  —
  Fake coins 
  5 gp 
  1/2 lb.
  Paper wall paste 
  10 gp 
  2 lbs.
  Trapped disguise kit 
  50 gp 
  8 lbs.
  Trapped scroll case 
  40 gp 
  1 lb.
  deCoY triGGers
  Decoy triggers are misleading mechanisms intended to 
  divert a victim’s attention from a real trap by presenting 
  an easily found decoy. Ideally, the victim spots the fake 
  mechanism and, in attempting to disarm or evade it, triggers 
  the real trap. 
  A decoy trigger grants a bonus to the Perception DC of 
  any trap it accessorizes—the decoy itself has an intentionally 
  low Perception DC. Though a decoy trigger increases the CR 
  of the trap it augments, as a standalone accessory it doesn’t 
  increase the trap’s Craft DC. Instead of a Disable Device DC, 
  decoy triggers have a Sense Motive DC. If a creature succeeds 
  at the decoy’s Sense Motive check, it immediately recognizes 
  the decoy trigger as a fake, and the real trap loses the bonus 
  to its Perception DC. All decoy triggers are single-use only.
  DECOY PRESSURE SWITCH
  Type mechanical; Perception DC 12; Sense Motive DC 24
  EFFECTS
  Trap Perception DC +6, CR Modifier: +2
  DECOY TRAP DOOR
  Type mechanical; Perception DC 10; Sense Motive DC 28
  EFFECTS
  Trap Perception DC +9, CR Modifier: +3
  DECOY TRIPWIRE
  Type mechanical; Perception DC 15; Sense Motive DC 20
  EFFECTS
  Trap Perception DC +3, CR Modifier: +1
  lures
  Among Darklanders, the process of luring surface dwellers 
  into danger is known as “deepbaiting.” This practice is 
  highly refined in kobold culture, and requires a substantial 
  amount of psychological subtlety. Many kobold trappers 
  use physical lures to draw victims into such ambushes. 
  These lures are most often replica items, chosen to appeal 
  to the intended prey. Because kobolds have little in-depth 
  contact with the surface-dwelling world, their replicas 
  lack detail, and usually don’t stand up to close inspection. 
  Fake Area Map: This faux-distressed piece of parchment 
  is a crude map of the local area, with red circles and arcane 
  gibberish scrawled on it. Intentionally made to look old 
  and worn, it’s actually a simple piece of parchment that’s 
  been singed, crumpled, and rolled in the dirt. Because the 
  average kobold artisan’s knowledge of Common is poor, 
  any literate creature within 5 feet can identify the map 
  as a fake. However, beyond 5 feet, a fake map requires a 
  successful DC 25 Sense Motive check to identify it as phony.
  Fake Coins: These rough-hewn discs of metal are covered 
  in highly reflective, gold-colored plating, which catches 
  the light and causes them to shimmer. At a distance greater 
  than 5 feet, fake coins require a DC 20 Sense Motive check 
  to identify. However, because these “coins” aren’t molded 
  and have no embellishment on either side, any creature 
  within 5 feet can clearly identify them as spurious.
  trapped items
  Kobold artisans are constantly looking for new ways 
  to increase the effectiveness of their traps, all while 
  decreasing their setup time. To fit these two needs, 
  kobold inventors have created a series of small and easy-
  to-use trapped items. These replica items have traps built 
  into them, and can be armed in a standard action. They’re 
  self-contained, single-use, and as easily transportable as 
  the items they mimic.
  TRAPPED DISGUISE KIT
  Type mechanical; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger touch; Reset repair
  Effect scent mark; never miss; onset delay (1 round)
  DESCRIPTION
  This appears to be a normal disguise kit, except that if any of the 
  makeup or false facial hair is applied, the victim is marked with 
  a strong scent. This scent mark decreases the DC of tracking the 
  victim by scent by 4. The mark can be washed off with vigorous 
  scrubbing, but otherwise fades on its own over several days.
  28
  
  BLIGHTBURN
  The mineral blightburn is the deadliest radioactive substance 
  in the Darklands. The green-glowing crystal burns anyone 
  who touches it, dealing 2d6 points of fire damage per round 
  of contact, and its radiation causes blightburn sickness. 
  The substance also limits teleportation. Anyone casting a 
  teleportation spell in or teleporting to a cavern with blightburn 
  in its walls must succeed at a DC 30 caster level check.
  BLIGHTBURN SICKNESS
  Type disease, contact (see text); Save Fortitude DC 22
  Frequency 1/day
  Effect 1d6 Con damage and 1d6 Cha damage; contact 
  is automatic when a creature comes within a 60-foot 
  radius, and can be blocked only by lead sheeting, 1 foot 
  of stone, or a force effect; Cure 2 consecutive saves
  TRAPPED SCROLL CASE
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger touch; Reset none
  Effect poison gas (Ungol dust)
  DESCRIPTION
  This seemingly innocuous scroll case contains a glass pellet 
  filled with gaseous poison. This pellet breaks when the case is 
  opened, filling a 5-foot square with toxic gas. This poisonous 
  cloud disperses after 1 round.
  alChemiCal items
  Though not as dedicated as a society to the alchemical 
  arts as some of the surface-dwelling races, kobolds 
  nevertheless have access to elements and reagents which 
  are exceedingly rare aboveground. Among these are 
  subterranean flora and radioactive minerals. 
  Blightburn Paste: This heavy stone box measures 2 feet 
  to a side, and the tiny compartment inside is lined with 
  lead. Inside the compartment is a half-ounce of deep green 
  paste. This paste is made of animal fat mixed with ground-
  up blightburn. Once the box is opened, blightburn paste 
  limits teleportation within 60 feet and irradiates anyone 
  within 60 feet, afflicting them with blightburn sickness 
  (see sidebar for details on both effects). Any creature that 
  touches the paste is afflicted with blightburn sickness (no 
  save), and takes 2d6 points of fire damage per round until 
  the paste is cleaned away with a successful DC 15 Heal 
  check. Crafting this item requires a successful DC 30 Craft 
  (alchemy) check.
  Caphorite Dust: This small leather pouch is filled with 
  a faintly radioactive ore called caphorite, with a small 
  percentage of reactants that activate the dust. When 
  used, caphorite dust must be sprinkled in a 5-foot square, 
  which then becomes the center of the dust’s 
  effect. All bright or normal light within 30 feet 
  of the activated dust is reduced to dim light, 
  and any creature attempting to cast a spell with the light 
  descriptor in this area must succeed at a DC 15 caster level 
  check or have spell’s effect be negated. If caphorite is 
  exposed to sunlight, it immediately becomes 
  permanently inert. Each pouch contains 
  enough dust for two applications. Crafting 
  this item requires a successful DC 25 Craft 
  (alchemy) check.
  Cytillesh Stun Vial: Harvested from the 
  cytillesh fungus commonly found in the 
  Darklands, these small vials emit a bright 
  blue glow, and are commonly used in inter-
  tribal kobold disputes. When 
  broken, a cytillesh stun vial 
  releases a flash of blue light consisting of 
  bright light in a 10-foot radius and dim 
  light in a 20-foot radius. All creatures 
  within the flash area must make a Will 
  save (DC 20). Creatures that fail are 
  stunned for 1d2 rounds if they’re 
  in the area of bright light, or are confused for 1 round 
  if in the area of dim light. Crafting this item requires a 
  successful DC 30 Craft (alchemy) check.
  Paper Wall Paste: This jar of thick, gritty paste is made 
  from coarsely ground plant matter, weak epoxy, and bat 
  guano. When exposed to air, the moldable substance 
  quickly creates a thin, paperlike surface, which is ideal for 
  creating false earthen walls. Creating a 5-foot-by-5-foot 
  section of paper wall requires a full-round action. Though 
  this false wall is easy to punch through, it requires a 
  successful DC 13 Perception check to identify the wall as a 
  fake. If the creator of the paper wall spends an additional 
  full-round action disguising the wall with dirt and 
  pebbles, the DC increases by 2. Crafting this item requires 
  a successful DC 15 Craft (alchemy) check.
  29
  
  Magic Items
  Many surface dwellers consider kobolds primitive, and don’t associate them with magic use. However, spellcasters are 
  not uncommon in kobold culture, and those who become accomplished magic-users often rise to leadership positions 
  in their tribes. Similarly, kobold artisans who can craft magic items, especially magical traps, are greatly valued. The 
  following items are exemplary of magical kobold craftsmanship.
  BLOATSTRIKE TAIL
  PRICE 
  5,901 GP
  SLOT none
  CL 3rd
  WEIGHT 4 lbs.
  AURA faint transmutation
  Three times per day, the wielder of this +1 pounder tail 
  attachmentARG can force any creature it strikes to increase in 
  size by one size category (Fort DC 11 negates) for 3 rounds. An 
  enlarged creature takes a –2 penalty to Dexterity (to a minimum 
  of 1), a –1 penalty on attack rolls, and –1 penalty to AC because 
  of its increased size, as the spell enlarge person. However, an 
  enlarged creature doesn’t gain the usual size bonus to Strength.
  If a creature fails its saving throw but can’t enlarge any more 
  because of the environment, it begins squeezing (Pathfinder 
  RPG Core Rulebook 193). A creature stops growing if growing 
  larger would make it so large that it would be unable to squeeze.
  CONSTRUCTION REQUIREMENTS
  COST 3,101 GP
  Craft Magic Arms and Armor, enlarge person
  DISPLACING STONE
  PRICE 
  430 GP
  SLOT none
  CL 11th
  WEIGHT  —
  AURA moderate transmutation
  Upon activation, this pulsing white pebble creates an instantaneous 
  burst of reverse gravity, which clears a 5-foot-diameter sphere 
  of any loose stone or earth. The displacing stone then holds the 
  affected stone or earth in place, keeping a collapsed tunnel clear 
  for 1 minute. Once the duration ends, the loose earth collapses 
  if it’s not supported. Displacing stones are destroyed when used, 
  and don’t affect living creatures. Activating a displacing stone is a 
  standard action that doesn’t provoke attacks of opportunity.
  CONSTRUCTION REQUIREMENTS
  COST 215 GP
  Craft Wondrous Item, move earth
  DRAGON HERALD VESTMENTS
  PRICE 
  30,000 GP
  SLOT body
  CL 3rd
  WEIGHT 1 lb.
  AURA faint abjuration
  A set of dragon herald vestments is covered in scales of one of 
  five different colors, and grants resist energy 5 of one type (as 
  the resist energy spell) to the wearer: acid for black or green, 
  electricity for blue, fire for red, or cold for white. If the wearer is 
  a kobold with scales matching one of those five colors, she can 
  speak a command word in Draconic to change the vestments’ 
  scales to the same color as her own, or back to the color chosen 
  when the vestments were constructed. Altering the scales’ color 
  is a standard action that provokes attacks of opportunity.
  CONSTRUCTION REQUIREMENTS
  COST 15,000 GP
  Craft Magic Arms and Armor, resist energy
  DWINDLING BULLET
  PRICE 
  166 GP
  SLOT none
  CL 3rd
  WEIGHT —
  AURA faint transmutation
  This +1 sling bullet is slightly smaller than an average steel 
  bullet, but incredibly dense. It’s usually used by kobolds to shrink 
  down foes or prey, weakening them and making them more 
  vulnerable to combat maneuvers. The target must succeed at a 
  DC 11 Fortitude save or decrease in size by one size category for 
  1d4 rounds, as the spell reduce person.
  CONSTRUCTION REQUIREMENTS
  COST 86 GP
  Craft Magic Arms and Armor, reduce person
  IMPLODING STONE 
  PRICE 
  3,300 GP
  SLOT none
  CL 11th
  WEIGHT —
  AURA moderate transmutation
  When activated, this black pebble acts 
  as a limited gravitational singularity. 
  Once the command word is spoken, the 
  pebble delays for 1 round, then pulls all 
  stone or earth within a 5-foot-diameter 
  sphere toward it with irresistible force. 
  This causes small tunnels to collapse inward, creating localized 
  cave-ins. Imploding stones do not affect living creatures, though 
  any creature in the same square as an activated imploding 
  stone is caught in the bury zone of the collapse (Core Rulebook 
  415). Imploding stones are destroyed when used. Activating an 
  imploding stone is a standard action that doesn’t provoke attacks 
  of opportunity.
  CONSTRUCTION REQUIREMENTS
  COST 1,650 GP
  Craft Wondrous Item, move earth
  IRRADIATING TAIL
  PRICE 
  5,315 GP
  SLOT none
  CL 5th
  WEIGHT 1 lb.
  AURA moderate conjuration
  The end of this +1 viridiumUE long lash tail 
  attachmentARG is a shard of toxic green 
  rock. As with any viridiumUE weapon, a 
  successful hit with an irradiating tail causes 
  the target to contract leprosy—and a critical 
  hit can poison the target with greenblood 
  oil. However, unlike with most viridium weapons, the wielder of an 
  irradiating tail is magically immune to the weapon’s toxic effects. 
  The viridium has been strengthened, so the weapon isn’t fragile.
  CONSTRUCTION REQUIREMENTS
  COST 2,815 GP
  Craft Magic Arms and Armor, remove disease
  30
  
  LEVITATING LAND MINE
  PRICE 
  750 GP
  SLOT none
  CL 5th
  WEIGHT 3 lbs.
  AURA faint transmutation
  Once the command word is 
  spoken, this steel disc burrows 3 
  inches into the ground. To find it, 
  a character with the trapfinding 
  ability must succeed at a DC 25 Perception check. Planting the 
  mine is a full-round action that provokes attacks of opportunity.
  Once the mine is set, any creature that steps into its square must 
  succeed at a DC 14 Will save or the mine levitates the creature 5 
  inches above the ground. A levitated creature can attack but not 
  move, is denied its Dexterity bonus to AC, and takes a –4 penalty 
  to CMD against bull rush, drag, and reposition combat maneuvers. 
  Flying creatures are immune. The creature can attempt a new 
  save each round to end the effect. The effect ends after 5 rounds, 
  with a successful DC 25 Disable Device check, or with a successful 
  saving throw. The land mine is destroyed when the effect ends.
  CONSTRUCTION REQUIREMENTS
  COST 375 GP
  Craft Wondrous Item, hostile levitationUC, snare
  PARALYZING SNARE 
  PRICE 
  2,250 GP
  SLOT none
  CL 9th
  WEIGHT 2 lbs.
  AURA moderate enchantment
  Once the command word is spoken, this 5-foot-diameter loop 
  of wire blends with its surroundings. To find it, a character with 
  the trapfinding ability must succeed at a DC 30 Perception check. 
  Setting the snare is a full-round action that provokes attacks of 
  opportunity. Any creature that steps into the snare must succeed 
  at a DC 26 Will save or become magically paralyzed, as the spell 
  hold monster. This effect can be ended by uttering the command 
  word, succeeding at a DC 30 Disable Device check, or succeeding 
  at the Will save. The snare is destroyed when the effect ends.
  CONSTRUCTION REQUIREMENTS
  COST 12,000 GP
  Craft Wondrous Item, snare, hold monster
  SCARECROW LURE
  PRICE 
  850 GP
  SLOT none
  CL 1st
  WEIGHT 40 lbs.
  AURA faint illusion and transmutation
  This life-sized scarecrow is garbed 
  in old clothing and armor. At its 
  center is the real skeleton of a 
  former adventurer. A scarecrow 
  lure is enchanted to writhe and 
  cry out for help as if wounded. 
  The lure’s voice is usually that of 
  the adventurer whose remains are 
  inside, though the creator may 
  choose any voice when creating the item. Anyone who hears 
  or sees a scarecrow lure can attempt a DC 11 Will save to 
  disbelieve the effect. Activating a scarecrow lure is a standard 
  action that doesn’t provoke attacks of opportunity.
  CONSTRUCTION REQUIREMENTS
  COST 450 GP
  Craft Wondrous Item, mage hand, ventriloquism
  TRICKSTER’S ITEMS
  Kobolds have lived underground long enough to truly 
  understand adventurers and what such intruders desire. 
  Their magical crafters have become experts at creating 
  items that look appealing, but are actually deadly.
  TRAPPED BEVERAGE
  PRICE 
  300 GP
  SLOT none
  CL 3rd
  WEIGHT 2 lbs.
  AURA faint conjuration
  This brightly labeled bottle or 
  waterskin could appear to contain 
  any number of different beverages, 
  from absinthe to wine. However, 
  it’s actually a magical trap, and 
  when the bottle is opened, a spider 
  swarm (Pathfinder RPG Bestiary 258) pours out. The swarm 
  stays in the area for 3 rounds, then disappears. Detecting that 
  the bottle is trapped requires a successful DC 25 Perception 
  check made by a character with the trapfinding ability, and 
  disabling it requires a successful DC 25 Disable Device check. 
  After being triggered, the trapped beverage remains a 
  mundane bottle or wineskin.
  CONSTRUCTION REQUIREMENTS
  COST 150 GP
  Craft Wondrous Item, summon swarm
  TRAPPED PUZZLE BOX
  PRICE 
  750 GP
  SLOT none
  CL 5th
  WEIGHT 1/2 lb.
  AURA faint evocation
  Solving this simple kinetic puzzle involves removing several 
  pegs from a handheld wooden cube. However, removing the 
  final peg triggers the magical trap. The box explodes in the 
  victim’s hands, dealing 6d6 points of fire damage (Reflex DC 
  14 for half damage). Detecting that the box is trapped requires 
  a successful DC 30 Perception check made by a character with 
  the trapfinding ability, and disabling it requires a successful DC 
  30 Disable Device check.
  CONSTRUCTION REQUIREMENTS
  COST 375 GP
  Craft Wondrous Item, explosive runes
  TRAPPED SWORD
  PRICE 
  850 GP
  SLOT none
  CL 1st
  WEIGHT 4 lbs.
  AURA  faint evocation
  This longsword glows and has an aura, 
  making it appear valuable. Its grip is 
  hollow and can be filled with a dose of 
  poison (bought separately, and requiring 
  a full-round action to refill and rearm). 
  Once the sword is grasped, its mechanical 
  trap engages: Small needles in the grip 
  deliver the poison. Detecting the trap requires a successful DC 30 
  Perception check made by a character with the trapfinding ability, 
  and disabling it requires a successful DC 28 Disable Device check.
  CONSTRUCTION REQUIREMENTS
  COST 175 GP
  Craft Wondrous Item, Learn Ranger Trap, light, magic aura
  31
  
  Next Month!
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to 
  include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or 
  distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT 
  NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of 
  that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to 
  that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that 
  you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You 
  may use any authorized version of this License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content 
  You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to 
  some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to 
  cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License 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 Player Companion: Kobolds of Golarion © 2013, Paizo Publishing, LLC; Authors: Tork Shaw, Mat Smith, 
  and Jerome Virnich.
  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 Coast, 
  Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open 
  Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in which an existing work may be recast, transformed 
  or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the Product Identity and is 
  an enhancement over the prior art and any additional content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line 
  names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; 
  (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify 
  itself or its products or the associated products contributed to the Open Game License by the Contributor (g) 
  “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from this License except as described by 
  the License itself. No other terms or conditions may be applied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of 
  this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, 
  You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the 
  rights conveyed by this License.
  A good kobold learns all the tools 
  and tactics for dungeon exploration, 
  like the ones that appear in the 
  Dungeoneer’s Handbook. In its pages 
  you’ll find new ways to bust traps, 
  plus plenty of useful loot.
  Your proud race is detailed fully in 
  the Advanced Race Guide, which lets 
  you choose additional alternate racial 
  traits, archetypes, feats, and more. 
  Learn to fight using tail attachments, 
  or choose a kobold sorcerer bloodline.
  If you’re interested in ranger traps, 
  you can find more of them—both 
  magical and mechanical—inside 
  Ultimate Magic. If you’re a spellcaster, 
  you’ll also get to select from a huge 
  set of new spells.
  Experience the Pathfinder Campaign Setting as never before—embed your character in one 
  of the many conflicts of the Inner Sea region! Construct a background that puts you in touch 
  with the races, history, and dangers of the Inner Sea, sets you on adventures of personal relevance, 
  and offers benefits based on lifelong quests. Or take up arms against Golarion’s greatest threats 
  with world-specific story feats. Adventuring rulers will find new structures to build and armies to 
  raise, expanding upon the kingdom-building rules and other options from Pathfinder RPG Ultimate 
  Campaign. Let Pathfinder Player Companion: Quests & Campaigns set you on the course of deciding not 
  just your fate, but that of the entire Inner Sea region!
  WOULD YOU LIKE TO KNOW MORE?
  Just as kobolds work with their tribes to gain the benefits of many minds working as one, the best way 
  for you to prepare your character is to look at as many options as possible. These other Pathfinder 
  products give you tools to adventure away from the snarl.
  32
  
  Random Kobold 
  Characteristics
  The typical kobold is a trapmaking, tunnel-dwelling evil guerrilla—
  cunning but frail, and preferring ambushes and traps over a straight-up 
  fight. The true variety among kobolds isn’t evident to the average bumbling 
  adventurer, who rarely sees the full spectrum of specimens that thrive in the strange 
  and wonderful places deep below the earth.
  Scale Color
  d% 
  Scale Color
  01–12 
  Black (see page 18)
  13–24 
  Blue (see page 18)
  25–36 
  Green (see page 19)
  37–48 
  Red (see page 19)
  49–60 
  White (see page 19)
  61–69 
  Purple (see page 19)
  70–77 
  Orange
  78–85 
  Yellow
  86–93 
  Gray
  94–98 
  Golden (see page 19)
  99–100 
  Carnation (see page 19)
  Alternate Racial Traits
  d% 
  Alternate Racial Trait
  01–38 
  Standard racial traits
  39–46 
  Dragon-scaledAPG
  47–53 
  Wild forest kobold (see page 7)
  54–59 
  JesterAPG
  60–64 
  Beast bondAPG
  65–69 
  Dragonmaw (see page 7)
  70–74 
  Wyrmcrowned (see page 7)
  75–78 
  Gliding wingsAPG
  79–82 
  Prehensile tail (see page 7)
  83–86 
  Secret strider (see page 7)
  87–89 
  Day raider (see page 7)
  90–92 
  Echo whistler (see page 7)
  93–95 
  Shoulder to shoulder (see page 7)
  96–98 
  Spellcaster sneak (see page 7)
  99–100 
  Frightener (see page 7)
  Personality Traits
  d20 
  Personality Trait
  1 
  Absentminded/easily distracted
  2 
  Brave/reckless
  3 
  Clumsy/accident-prone
  4 
  Cruel/unnecessarily brutal
  5 
  Daring/impulsive
  6 
  Dishonest/compulsive liar
  7 
  Greedy/collector
  8 
  Hot-headed/impatient
  9 
  Indecisive/easygoing
  10 
  Lazy/daydreamer
  11 
  Loner/secretive
  12 
  Loyal/devout
  13 
  Meticulous/obsessive
  14 
  Mischievous/malicious
  15 
  Paranoid/nervous
  16 
  Phobic/timid
  17 
  Rude/boisterous
  18 
  Self-centered/show-off
  19 
  Superstitious/gullible
  20 
  Talkative/eloquent
  Physical Traits
  d20 
  Physical Trait
  1 
  Allergic
  2 
  Brawny
  3 
  Bug-eyed
  4 
  Distinctive scar
  5 
  Elongated snout
  6 
  Extra-sharp teeth
  7 
  Gravelly voice
  8 
  Hunchbacked
  9 
  Long tail
  10 
  Missing a finger
  11 
  Missing an eye
  12 
  Odd horns
  13 
  Odd-colored eye or eyes
  14 
  Scrawny
  15 
  Short
  16 
  Short tail
  17 
  Speech impediment
  18 
  Strange scale markings
  19 
  Tall
  20 
  Walks with a limp
  Habits
  d% 
  Habit
  01–03 
  Always adjusting provisions
  04–06 
  Avoiding eye contact
  07–09 
  Chewing on a stick
  10–11 
  Collecting trinkets
  12–15 
  Constant blinking
  16–17 
  Constantly moving eyes
  18–19 
  Drawing graffiti
  20–22 
  Facial tic
  23–26 
  Fidgeting
  27–29 
  Finger drumming
  30–31 
  Foot tapping
  32–33 
  Head scratching 
  34–36 
  Hissing like a snake
  37–38 
  Knuckle cracking
  39–40 
  Making shadow puppets
  41–42 
  Making wishes
  43–45 
  Nail biting
  46–47 
  Neck cracking
  48–49 
  Nervous laughter
  50–51 
  Never stepping on cracks
  52–55 
  Picking teeth
  56–57 
  Playing with a weapon
  58–59 
  Rolling a coin on knuckles
  60–62 
  Smelling things
  63–64 
  Snorting
  65–66 
  Stroking chin
  67–69 
  Swishing tail
  70–72 
  Talking about dragons
  73–74 
  Talking to oneself
  75–77 
  Tapping a horn
  78–80 
  Tasting things
  81–83 
  Teeth grinding
  84–85 
  Telling tall tales
  86–88 
  Tugging on ear frills
  89–90 
  Whistling or humming
  91–100 
  Roll twice
  
  Dwelling underground in the dark and twisting sprawl of their tunnels, kobolds make unlikely 
  heroes. Pathfinder Player Companion: Kobolds of Golarion unlocks the potential of this cunning and 
  skilled race, showing how the talents kobolds have trained in since birth—trapmaking, teamwork, 
  and sneakiness—make them excellent dungeon delvers. Unlike some of the less intelligent creatures 
  that share the Darklands with them, kobolds make allies among the surface races and exert influence 
  in many of Golarion’s cities. Though they’re limited within their rigid tribal rules, kobolds have the 
  ambition of dragons!
  Many of the character options in this book can work for other types of characters who want to 
  use traps or fight in the same style as kobolds. Others relate directly to the unique parts of kobold 
  life, such as the significance of the way their scales mimic the hues of the chromatic dragons. Bring 
  this reptilian race’s best skills into the adventuring life with Pathfinder Player Companion: Kobolds of 
  Golarion! Inside this book, you’ll find:
  ► A look into the tightly ordered kobold tribes that live in the Darklands—their life 
  cycles, worship, and cultural behaviors—and an overview of several specific tribes 
  that have risen to prominence on Golarion.
  ► More tools to build an interesting kobold character, from archetypes and feats to 
  random kobold characteristics and traits.
  ► Insight into the spiritual lives of kobolds, including the deities they worship, the 
  sorcerous talents they excel at, and the dragons they revere.
  ► The tools of the kobold trade, including an easy-to-use system for traps, a plethora 
  of magic and alchemical items, and several trapped decoys!
  This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying 
  Game, but can easily be incorporated into any fantasy world.
  Printed in China. PZO9432
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Companion/Kobolds of Golarion.pdf