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Old 06-03-2015, 09:26 AM
Shaman Shaman is offline

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Originally Posted by Mertico View Post
Most of it is still mostly accurate.

Shaman, do you have the desire to transcribe gnolls or quillboar entries if they exist?
Sure no problem - some of the entries aren't that detailed though; murlocs are an exception. Also some of the RPG books are older than the others (a few pre-WoW.) And of course some of the information is purely RPG mechanics - not necessarily lore. I'll do each of them in separate posts so its easier for me.

Kobolds (Monster Guide - 2007)

This small, rat-like humanoid has a long snout. White hair pokes from beneath a ragged cap, on which perches a dribbling white candle. It hoists a leather pack over its left shoulder and a mining pick over its right. Its eyes glitter with wariness.

Kobolds are cowardly humanoids that dwell underground and spend their lives mining, primarily for gold. Though not powerful individually, they congregate in large numbers and can prove a nuisance and, occasionally, a danger. They live in fear of larger races and rarely venture outside their tunnels. Kobolds trade the gold and other minerals they unearth to goblins and other patrons for all the goods they need to survive; occasionally they purchase protection as well. As they can’t see perfectly well in the dark, kobolds have a great affinity for candles.

Kobolds are cowardly and flee from most combats. However, they are tenacious and fierce when cornered, so when their lairs are threatened, they attack with abandon. They are not particularly intelligent and their tactics leave much to be desired. Though they are naturally stealthy, they use this ability for escape more often than ambush; when fighting opponents, they attempt to overwhelm them with large numbers. Occasionally, adventurers find kobolds so cowardly that they refuse to help their friends when they fall under attack nearby; these craven creatures prefer to simply go about their business (sweating in fear all the while) and hope that the troublesome adventurers leave them alone.

Kobolds as Characters
Kobolds prefer to remain among their own kind. Many have a fear of the world above ground and of the races that live there. They are comfortable with their existence in the mines, chipping away with their picks and admiring each other’s candles. Kobolds must deal with a frightening number of enemies, being generally weak, and gifted kobold fighters who are able to protect their people rise quickly to the fore. These leaders are usually rogues, warriors, or healers. Rarer are the exceptional kobolds that leave their tunnels behind, striking out on a life of adventure. Most of these have a wanderlust they cannot otherwise sate; others feel the pull of riches more keenly than their brethren, and realize that adventure may be the best way to get what they need.

Kobolds have the following racial traits:
  • +2 Agility, –2 Intellect. Kobolds are quick and deft, but not too bright.
  • Small size. As a Small creature, a kobold gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Stealth checks to hide, and a –4 penalty on grapple checks. She must use smaller weapons than humans use, however, and her lifting and carrying limits are three-quarters those of a Medium character.
  • Kobold base land speed is 20 feet. Heightened Low-Light Vision. Kobolds can see four times as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Candle Morale. Many kobolds wear helmets that sport lit candles. These serve as more than just light sources, for kobolds develop an attachment to their candles and the light they shed. When a kobold wears or holds a lit candle, she gains a +1 morale bonus on attack and damage rolls and a +4 morale bonus on saves against fear effects.

However, it doesn’t take much to extinguish one of these candles. In general, the following circumstances extinguish a kobold’s candle: The kobold fails any saving throw; the kobold moves more than 40 feet in a round; or an opponent strikes the candle with a melee or ranged touch attack. An opponent may take a –4 penalty on his attack roll to hit both the kobold and the candle with the same attack, thereby both dealing damage and extinguishing the candle.
  • Kobolds suffer a –4 penalty on saves against fear effects.
  • Kobolds have a +2 racial bonus on Listen and Spot checks. Kobolds are keen at detecting danger (so that they can avoid it).
  • Kobolds have a +2 racial bonus on Appraise, Profession (miner), Search, and Stealth checks; further, these are all class skills for kobolds. Kobolds are born miners, and they spend their lives hiding from larger races.
  • All kobolds are proficient with light and heavy picks.
  • Automatic Languages: Common and Low Common.
  • Bonus Languages: Dwarven, Thalassian, and Zandali. Kobolds occasionally learn the languages of their big, scary neighbors.

Last edited by Shaman; 06-03-2015 at 10:07 AM..
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