As you’re probably aware by now, we’re well into Kobold Week, the week set aside to give those scaly little draconic guys a little bit of time in the limelight. These loveable low-level adventurer fodder have already gotten some racial feats in Paizo’s Advanced Race Guide, but if there’s one thing that a seasoned adventurer knows, it’s that there’s always room for more feats, and so naturally I have some brand new kobold-themed feats for you.
Draconic Scales (Kobold)
Your scaly skin is tougher than that of the average kobold.
Prerequisite: Kobold, Con 10.
Benefit: Your natural armor bonus increases by +2.
Special: You may take this feat multiple times. Each time it is taken beyond the first, your natural armor bonus increases by +1, instead of by +2.
Greater Draconic Scales (Kobold)
Like the great and majestic dragon, your scales can turn aside spells.
Prerequisite: Draconic Scales, character level 6th.
Benefit: You gain spell resistance equal to 5 + your Hit Dice.
Kobold Cowardice (Kobold)
You are so used to fear and terror that they hold less power over you than they do over others.
Benefit: Whenever you gain the panicked condition, you instead suffer the effects of the frightened condition. Whenever you gain the frightened condition, you instead suffer the effects of the shaken condition. Whenever you gain the shaken condition, you instead suffer a -1 penalty to attack rolls, saving throws, skill checks, and ability checks.
Kobold Swarm Tactics (Combat, Kobold)
You are skilled in the kobold art of overwhelming foes through superior numbers.
Prerequisite: Kobold, base attack bonus +1.
Benefit: Whenever you are flanking a creature, instead of gaining a +2 bonus on attack rolls made against that creature, you gain a bonus equal to 1 + the number of allies that are threatening the flanked creature.
Kobold Trapmaster (Kobold)
You have made a study of the inner workings of traps, and can bypass them with ease.
Prerequisite: Disable Device 1 rank, kobold.
Benefit: You can bypass traps without disabling them, even if you do not have levels in the rogue class. Further, you only need to beat the trap’s DC by 5 in order to do so, instead of by 10.
You have conditioned yourself to the harsh light of day.
Prerequisite: Light sensitivity
Benefit: You no longer suffer the penalties of light sensitivity. Additionally, you are more resistant to sight-based attacks, and gain a +2 bonus on saving throws made to resist the effects of gaze attacks, blinding effects, and spells and effects with the light descriptor.
You are able to draw energy from surrounding heat.
Prerequisite: Reptilian subtype
Benefit: At the beginning of your turn, if you are in an area where the temperature is between 61°F and 85°F, you gain a +1 racial bonus to your choice of attack rolls, ability checks, saving throws, or skill checks. This bonus lasts until the beginning of your next turn. If you are in an area where the temperature is 86°F to 110°F, you may gain the bonus to two of the listed options, instead. If you are in an area where the temperature is 111°F or higher, you may gain the bonus to three of the listed options.