The material below is designated as open game content. (OGL is found on the previous page)
The following feats are designed to give kobolds more options and powers, reinforcing their role as reptilian and arcane creatures in your campaign.
Any feat designated as a fighter feat can be selected as a fighter’s bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming they meet any requirements.
Alchemical Artisan
You are skilled in the creation of alchemical items.
Prerequisites: Intelligence 13, Craft (alchemy) 5 ranks
Benefit: You gain a +2 circumstance bonus to all Craft (alchemy) checks and reduce the cost of crafting all alchemical items by 25%.
Arcane Instincts
Your natural talent for magic manifests itself in an innate knack for understanding magic items and effects.
Prerequisites: Must belong to a race with Sorcerer as their favored class.
Benefit: Use Magic Device and Spellcraft are always treated as class skills for you.
Arcane Leech
You can draw temporary vitality out of a charged magic item.
Prerequisites: Must belong to a race with Sorcerer as their favored class, Arcane Instincts, Heal 5 ranks, Use Magic Device 5 ranks
Benefit: By making a successful Use Magic Device check (DC 25 + caster level of the item drained) you can draw the energy out of a temporary magic item and use it to invigorate yourself. On a successful check you gain 1d4 temporary hit points per caster level of the item drained. This automatically uses one-shot items such as potions and scrolls, and drains two charges from item such as wands and staves.
If you fail the Use Magic Device check by 10 or more, you draw out the energy but fail to control it. You suffer 2d6 points of damage.
Arcane Resistance
Your magical nature makes it easier for you to resist the effects of arcane magic.
Prerequisites: Charisma 13, Must belong to a race with Sorcerer as their favored class.
Benefit: You gain a +3 bonus to saving throws against the effects of arcane spells or spell-like abilities.
Arcane Smite
You can harness the arcane power in your blood to smite your enemies with magic fire.
Prerequisite: Charisma 15, Use Magic Device 5 ranks, Must belong to a race with Sorcerer as their favored class, Base attack bonus +3, Attune Weapon
Benefit: You gain the arcane smite power, the supernatural ability to make a single melee attack with a +2 bonus on your attack rolls and a bonus on damage equal to your Charisma bonus. The extra damage inflicted by an arcane smite is fire damage. You must declare the arcane smite before making the attack, and may only make an arcane smite with a weapon you are attuned to. Arcane smite is usable once per day.
Special: You can take this feat multiple times. Each additional time increases the number of uses per day by one.
Attune Weapon
The magic in your blood allows you to attune yourself to a magic weapon, giving you an added advantage when wielding it.
Prerequisite: Charisma 15, Use Magic Device 5 ranks, Must belong to a race with Sorcerer as their favored class.
Benefits: When you wield a magic weapon to which you are attuned, you gain a +1 insight bonus on attack and damage rolls. You must spend at least 24 hours with a weapon before you can attempt to attune to it. Attuning a weapon requires a successful Use Magic Device check (DC 20). You can be attuned to only one weapon at a time.
Bloodbind Items
By soaking a magic item with your own blood, you create a temporary bond that allows you to better control its magic.
Prerequisite: Charisma 13, Use Magic Device 4 ranks, Must belong to a race with Sorcerer as their favored class.
Benefits: By expending 1 hit point and taking a standard action to anoint a magic item with your own blood, you form a bond that gives you a +2 racial bonus when attempting to activate the item with the Use Magic Device skill for the next hour. Multiple applications of blood do not increase the bonus to the skill check, but do increase the duration of the bond by 1 hour per hit point used.
Deep Diver
Your ancient ancestors were amphibians, and you inherited a little of their aquatic nature.
Prerequisites: Constitution 13, Reptilian subtype
Benefits: You can hold your breath for a number of rounds equal to three times your Constitution score before you risk drowning. You also gain a +2 racial bonus to all Swim checks due to your familiarity with aquatic environments.
Normal: A creature can hold its breath for a number of rounds equal to two times their Constitution score before they risk drowning.
Special: This feat may only be selected at 1st level.
Dragon Ancestry
Your ancestry can be traced back to dragons and other draconic creatures.
Prerequisites: Reptilian subtype, Charisma 15+
Benefit: You gain a +4 bonus to saving throws against a single energy type of your choice (Acid, Cold, Fire, Sonic or Electricity) and add a +2 modifier to the DC of any spell you cast that possesses that energy descriptor.
Special: This feat my only be selected at 1st level.
Elusive Target [Fighter]
You know how to use opponents as cover from ranged attacks.
Prerequisites: Dexterity 13, Mobility
Benefit: When fighting an opponent or multiple opponents in melee, other opponents attempting to target the character with ranged attacks take a –4 penalty. This penalty is in addition to the normal –4 penalty for firing into melee, making the penalty to target to character –8.
Special: An opponent with the Precise Shot feat has the penalty lessened to –4 when targeting the character.
Ferocious Struggle
You fight dirty and hit where it hurts when grappled.
Prerequisites: Base attack bonus +1
Benefit: When attacking an opponent that is holding you in a grapple, you inflict an additional 1d3 points of damage on a successful strike.
Flame of Sorcery
While you lack the talents of a fully-fledged sorcerer, you are capable of manifesting some low-level magical abilities.
Prerequisite: Charisma 13, Spark of Sorcery, Spellcraft 9 ranks, Must belong to a race with Sorcerer as their favored class.
Benefit: Select any 1st or 2nd level spell from the sorcerer’s spell list. You may cast this spell once per day. You suffer spell failure penalties for wearing armor. You are treated as a 5th level caster for all spell effects that depend on level for both your new spell and the spells granted by the spark of sorcery feat.
Spells gained from this feat are in addition to those gained from any arcane spellcaster levels you have.
Hedge Magic
Your innate magical nature makes it possible to craft alchemical items without formal training as a spellcaster.
Prerequisites: Charisma 13, Must belong to a race with Sorcerer as their favored class.
Benefit: You may craft alchemical items with the Craft (Alchemy) skill even if you are not a spellcaster.
Low Stance [Fighter]
You develop a low, crouched combat stance that provides less cover for larger opponents.
Prerequisites: Dexterity 15, Dodge, Mobility, Elusive Target
Benefit: When you block an ally's line of sight against an opponent you are fighting in melee, you only provide a +2 cover bonus to Armor Class to opponents up to one size category larger than you and no cover bonus to opponents two or more size categories larger than you.
Normal: You provide a +4 cover bonus to Armor Class when you block line-of-sight towards an opponent you’re engaging in melee.
Magic in the Blood [Metamagic]
You can use magic inherent in your blood to empower your spells.
Prerequisites: Ability to spontaneously cast arcane spells of 2nd level or greater
Benefit: You can increase the power of a spell by sacrificing your own magic-fused blood, increasing the save DC of the spell by 2 and gaining a +2 bonus to your Caster Level check for the purpose of overcoming a creature's spell resistance.
The benefits of this feat stack with spell focus, spell penetration and other similar feats. Each time you use this feat, you suffer an amount of hit point damage equal to twice the level of the spell cast, including modifiers from Metamagic (if any).
Special: Hit point damage suffered by the use of this feat cannot be healed by magic of any kind. Only natural healing can restore you to health. Because the bloodletting is considered part of the spellcasting process, you do not have to make a Concentration check.
Power in the Blood
Your innate connection to the flow of magic increases the power of arcane items in your possession.
Prerequisites: Charisma 15, Must belong to a race with Sorcerer as their favored class.
Benefit: All magic items in your possession increase in caster level by 1. This may simply make the magical effects of the item harder to suppress (in the case of an item targeted with dispel magic) or it may increase the range and abilities of the item (in the case of a wand of magic missiles).
Special: You may take this feat multiple times. Each time the caster level of your arcane items increases by 1.
Scamper
Your size and lithe form give you the ability to move quickly while attempting to hide or move quietly.
Prerequisites: Move Silently 5 ranks, Hide 5 ranks, size Small or smaller
Benefit: You may Hide and Move Silently normally when moving up to your normal speed
Normal: Creatures attempting to Hide or Move Silently at speeds greater than one-half their normal movement suffer a –5 penalty on their check.
Serpent Ancestry
Your ancestry can be traced back to snakes and other serpentine creatures.
Prerequisite: Reptilian subtype
Benefit: Your sinuous form gives you a +4 racial bonus to Escape Artist checks. Your body quickly adapts to the effects of poison, giving you a +4 bonus to your Fortitude save when resisting natural poisons. You are cold blooded, suffering a –2 penalty on all saving throws against Cold effects and suffering a –2 penalty to Dexterity when in temperatures below 40° Fahrenheit.
Special: This feat my only be selected at 1st level.
Sense Magic
Your race's innate connection to magic allows you to sense the presence of magical power.
Prerequisites: Charisma 15, Wisdom 13, Must belong to a race with Sorcerer as their favored class.
Benefit: If you handle an object for one minute and make a successful Wisdom check (DC 15) you can determine if the object has magical qualities. This feat does not allow you to determine the power level or type of magic bound into an item.
Spark of Sorcery
While you lack the talents of a fully-fledged sorcerer, you are capable of manifesting some minor magical abilities.
Prerequisites: Cha 13+, Must belong to a race with Sorcerer as their favored class.
Benefit: Select two 0-level spells from the sorcerer’s spell list. You may cast these two spells once per day each. You suffer spell failure penalties for wearing armor. You are treated as a 1st level caster for all spell effects depending on level. This stacks with any arcane spell caster levels you have.
Synchronized Attack [Fighter]
You know how to use a momentary lapse in an opponent’s defense to your best advantage.
Prerequisites: Dexterity 13, Intelligence 13, Base Attack Bonus +2, Combat Reflexes, Combat Expertise
Benefits: If you take a ready action to synchronize your melee attack on an opponent with that of another character, then you may make your attack with all the benefits of flanking your target. This benefit occurs even if you and the creature you are synchronizing your attack with are standing side by side within 5 feet of one another.
Special: If you are already flanking your opponent with the creature you synchronize your attack to, you gain an additional +2 bonus to your attack roll.
Swarm [Fighter]
You know how to use numbers to counter a lack of size.
Prerequisites: Base Attack Bonus +1
Benefit: If your ally is attacking an opponent at least one size-category larger than you, you may use the aid another action to assist that ally with a grapple, bull rush or overrun attempt.
Special: If three or more creatures with this feat use aid another to assist a single creature in a grapple, bull rush or overrun they are treated as a creature one size category larger than the smallest creature involved in addition to receiving the normal +2 bonus for the aid another action.
Normal: Aid another normally applies to skill checks, attack rolls or damage rolls rather than ability checks for combat maneuvers.
Tail Attack
You have learned how to use your tail as an offensive weapon.
Prerequisites: Kobold, Dexterity 13+
Benefits: When using the full-attack option, you can use your tail to make an extra melee attack at your highest base attack bonus, but this attack and all others made during the round suffer a –2 penalty to hit. Alternatively, you may choose to make a single tail attack at your highest base attack bonus.
A kobold tail is a light weapon that has a reach of 5 feet and deals 1d2 points of damage plus 1 ½ times the kobold’s Strength bonus. Tail attacks are considered unarmed attacks. A kobold who fails a trip attempt made with the tail is not susceptible to the usual retributive trip attempt.
Threatening Flurry [Fighter]
You know how to draw attention away from your allies.
Prerequisites: Charisma 15+, Bluff 5 ranks
Benefits: When you use the Aid Another action to increase the attack roll or armor class of another creature, they gain a +3 bonus instead of the normal +2.