Kobolds
Kobolds are tiny lizard-like spirits that cause (or are drawn to) caving and mining disasters.
Kobolds have +2 Dexterity, -1 Strength, and -1 Constitution. They can advance to 4th level as fighters, 6th level as illusionists, and unlimited level as thieves. Kobolds can multiclass as fighter/thieves, thief/illusionists, or fighter/illusionists.
Kobolds have half the encumbrance capacity of a normal human being, treat any weapon weighing 60 cn or over as two-handed, and cannot use any weapon weighing more than 100 cn or longer than 8'. They can breathe and smell bad air in caves, get a bonus to saves vs. poison equal to 1/3 of their Constitution score rounded down, spot stonework features as gnomes, and are half as likely to set off traps as human beings. Kobolds have 90' of improved infravision and can see details which elves cannot.
Kobolds can access the Kobold Markets while in deep caves or mines. They need to peruse for one hour. 50% chance any one item is available. This allows them to purchase:
- Stone plaster. Indistinguishable from rough stone by eye; a skilled painter can make it look like worked stone, too. 15 GP per can, a can covers 100 square feet.
- Leaded stone plaster. Indistinguishable to magical means as well. 40 GP per can.
- Iron spikes
- Bear traps, 10 GP per.
- Rope
- Block and tackle, 2 GP per.
- Light crossbows.
- Trapped dart box - an iron box, 1000 cns, can’t store anything. Fires twenty needles (as darts, but only 1d2 damage.) Opener is considered at “long” range, because the short pieces of tensed animal gut can’t impart much force. 150 GP.
- Poison flask. Save or die, 2d4 arrows or darts. 250 GP.