{
	"ancestry": [
		{
			"name": "Kobold",
			"source": "APG",
			"page": 12,
			"otherSources": {
				"Expanded": [
					"LOCG|36"
				]
			},
			"rarity": "uncommon",
			"hp": 6,
			"size": [
				"small"
			],
			"speed": {
				"walk": 25
			},
			"boosts": [
				"dexterity",
				"charisma",
				"free"
			],
			"flaw": [
				"constitution"
			],
			"languages": [
				"{@language Common}",
				"{@language Draconic}",
				"Additional languages equal to your Intelligence modifier (if it's positive). Choose from {@language Aklo}, {@language Dwarven}, {@language Gnomish}, {@language Infernal}, {@language Terran}, {@language Undercommon}, and any other languages to which you have access (such as the languages prevalent in your region)."
			],
			"traits": [
				"humanoid",
				"kobold"
			],
			"features": [
				{
					"name": "Darkvision",
					"entries": [
						"You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white."
					]
				},
				{
					"name": "Draconic Exemplar",
					"entries": [
						"You draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM's discretion. Your exemplar may also determine details of other abilities you have, using the Draconic Exemplars table."
					]
				}
			],
			"flavor": [
				"Every kobold knows that their slight frame belies true, mighty draconic power. They are ingenious crafters and devoted allies within their warrens, but those who trespass into their territory find them to be inspired skirmishers, especially when they have the backing of a draconic sorcerer or true dragon overlord. However, these reptilian opportunists prove happy to cooperate with other humanoids when it's to their benefit, combining caution and cunning to make their fortunes in the wider world."
			],
			"info": [
				"Kobolds are resourceful survivors whose snare-guarded warrens and opportunistic scavenging have cast them as villains to most other humanoids, with their draconic reverence lending them a reputation as mere minions and nuisances. Yet some kobolds have emerged from their secluded warrens seeking the relative safety of surface settlements, the lucrative prospects of the adventuring life, or validating awe from followers of their own.",
				"If you want a character with oversized confidence, deadly cunning, and the ancient power of dragons flowing through their veins, you should play a kobold.",
				{
					"type": "pf2-h3",
					"page": 12,
					"name": "You Might...",
					"entries": [
						{
							"type": "list",
							"items": [
								"Take pride in your draconic connections, whether you believe dragons are your ancestors or simply patrons.",
								"Analyze your surroundings, always looking for ambushes, advantageous terrain, and escape routes.",
								"Naturally observe, adopt, and respect group dynamics, whether as leader, subordinate, or equal."
							]
						}
					]
				},
				{
					"type": "pf2-h3",
					"page": 12,
					"name": "Others Probably...",
					"entries": [
						{
							"type": "list",
							"items": [
								"Assume that you are cowardly and won't stick around in the face of danger.",
								"Appreciate your ingenuity and resourcefulness, especially when it comes to building defenses.",
								"Consider your claims of draconic power to be overblown, delusional, or endearing."
							]
						}
					]
				},
				{
					"type": "pf2-h3",
					"page": 12,
					"name": "Physical Description",
					"entries": [
						"Kobolds are short (about 3 feet tall) reptilian humanoids with slender bodies and long tails. They often boast distant draconic ancestry, and every kobold displays one or more draconic features, such as stout horns, razor-sharp teeth, or\u2014more rarely\u2014vestigial wings or draconic breath. They mature quickly, reaching adulthood by about 12 years and living to about 60.",
						"The color of a kobold's scales can vary widely. Most often, they mimic the hues of chromatic or metallic dragons, with a mix of slightly darker or lighter scales that create a mottled appearance. The scales of newly hatched kobolds often reflect the community's draconic exemplar (page 13), whether that's the dragon they currently serve or the dragon type from which they're descended."
					]
				},
				{
					"type": "pf2-h3",
					"page": 12,
					"name": "Society",
					"entries": [
						"Kobolds have an ingrained cautiousness that keeps them alive. They're secretive or subservient around powerful creatures to avoid becoming victims. This meekness fades once kobolds secure either a formidable patron (like a dragon) or a potent source of supernatural power (like an artifact or sorcerous leader). They often achieve an unshakable fervor and loyalty to their new cause or leader. However, kobolds are infamous for sensing a proverbial sinking ship, and once their source of power fails or seems doomed, their morale breaks swiftly.",
						"Whether led by a dragon or not, kobolds almost always identify themselves with a type of dragon that serves as their spiritual exemplar. Their societies regularly adopt laws and cultural norms inspired by the exemplar's personality."
					]
				},
				{
					"type": "table",
					"name": "Draconic Exemplars",
					"source": "APG",
					"id": "1-1",
					"page": 13,
					"colStyles": [
						"text-left",
						"text-center",
						"text-center",
						"text-center"
					],
					"rows": [
						[
							"Dragon",
							"Breath Weapon Shape",
							"Damage Type",
							"Saving Throw"
						],
						[
							"Black",
							"Line",
							"Acid",
							"Reflex"
						],
						[
							"Blue",
							"Line",
							"Electricity",
							"Reflex"
						],
						[
							"Green",
							"Cone",
							"Poison",
							"Fortitude"
						],
						[
							"Red",
							"Cone",
							"Fire",
							"Reflex"
						],
						[
							"White",
							"Cone",
							"Cold",
							"Reflex"
						],
						[
							"Brass",
							"Line",
							"Fire",
							"Reflex"
						],
						[
							"Bronze",
							"Line",
							"Electricity",
							"Reflex"
						],
						[
							"Copper",
							"Line",
							"Acid",
							"Reflex"
						],
						[
							"Gold",
							"Cone",
							"Fire",
							"Reflex"
						],
						[
							"Silver",
							"Cone",
							"Cold",
							"Reflex"
						]
					]
				},
				{
					"type": "pf2-h3",
					"page": 13,
					"name": "Alignment and Religion",
					"entries": [
						"All but the most iconoclastic kobolds have a natural respect for hierarchies and rules, and so kobolds are rarely chaotic. Kobold adventurers tend to be lawful neutral or neutral, relying on their ancestral social strategies for survival.",
						"Organized religion feels natural for most kobolds, especially when a deity assumes a commanding or tyrannical disposition. Many gravitate toward {@deity Abadar||Abadar's} order or {@deity Shelyn||Shelyn's} artistic flair. More sinister communities uphold {@deity Asmodeus} and other archdevils as common patrons. The dragon deities {@deity Apsu|LOGM} and {@deity Dahak|LOGM} are also common subjects of worship. Kobolds also often find themselves drawn to cults, particularly those with dragons or devils as figureheads."
					]
				},
				{
					"type": "pf2-h3",
					"page": 13,
					"name": "Names",
					"entries": [
						"A young kobold's given name is rarely more than a syllable or two. However, as they age, achieve status, and accomplish great deeds, kobolds add more syllables to their names, imitating a common draconic practice. Kobolds rarely have surnames except in an effort to better fit into a community, in which case they typically adopt the surname of an inspiring figure in that group."
					]
				},
				{
					"type": "pf2-h4",
					"page": 13,
					"name": "Sample Names",
					"entries": [
						"Azrnak, Draahzin, Enga, Fazgyn, Fazij, Jekkajak, Kib, Kirrok, Mirkol, Tarka, Urkak, Varshez, Vroklan, Zekstikah, Zgaz"
					]
				},
				{
					"type": "pf2-sidebar",
					"page": 15,
					"name": "Kobold Adventurers",
					"entries": [
						"Kobolds often adventure in pursuit of the power, lore, and treasure that they feel befit their disproportionately large egos. When adventurers, militias, or careless tyrants shatter a kobold community, the survivors often latch onto new families, seeking emotional solace\u2014and sometimes revenge.",
						"{@indentFirst Typical kobold backgrounds include {@background artisan}, {@background artist}, {@background criminal}, {@background hunter}, {@background miner}, {@background scout}, and {@background tinker} from the Core Rulebook, plus {@background bandit|APG}, {@background cultist|APG}, {@background scavenger|APG}, and {@background servant|APG} from this book. Kobolds excel as {@class bard||bards}, {@class ranger||rangers}, {@class rogue||rogues}, and {@class sorcerer||sorcerers}, though they also often channel their ingenuity as {@class alchemist||alchemists} or {@class wizard||wizards}.}"
					]
				},
				{
					"type": "pf2-sidebar",
					"page": 37,
					"source": "LOAG",
					"name": "Kobold Origins",
					"entries": [
						"Kobolds in the Inner Sea region have numerous origin stories, many tied to the conflict between the dragon gods {@deity Dahak|LOGM} and {@deity Apsu|LOGM}. Kobolds who live in caves near the surface often believe they predate true dragons, as {@deity Dahak|LOGM} scooped up their ancestors and transformed them into dragons. The further a kobold settlement is from a cave system, the less these tales link kobolds directly to dragons. Kobolds in swamps generally tell of their birth from blood that {@deity Dahak|LOGM} shed in battle, while those who dwell in trees and mountains often believe they were born of {@deity Dahak|LOGM}'s tears."
					]
				},
				{
					"type": "entriesOtherSource",
					"page": 36,
					"source": "LOAG",
					"entries": [
						"Kobolds live throughout Golarion, with hundreds\u2014if not thousands\u2014of tribes located in the upper Darklands and some secluded, often difficult-to-traverse surface locales. Smaller tribes often manage to find a niche so minor that no others bother to contest them for it, while larger tribes forge alliances with powerful patrons, usually dragons, that they serve in return for protection."
					]
				},
				{
					"type": "pf2-sidebar",
					"page": 38,
					"source": "LOAG",
					"name": "Other Kobolds",
					"entries": [
						"Kobolds most commonly share the coloration and some physical resemblance to chromatic and metallic dragons, but others closely match different sets of true dragons\u2014notably esoteric, imperial, planar, and primal dragons. In Tian Xia, kobolds with an imperial dragon appearance are nearly as common as those with chromatic and metallic features, and often take roles as advisors and spellcasters. Planar and primal kobolds sometimes hatch when a settlement is in great danger or exposed to planar energies, and are often considered to be destined for greatness. Esoteric kobolds are rare anywhere, though they appear more regularly in places with strange energies (such as the Impossible Lands), and are often feared and mistrusted by their clutchmates."
					]
				},
				{
					"type": "pf2-sidebar",
					"page": 39,
					"source": "LOAG",
					"name": "Traps!",
					"entries": [
						"Kobolds are renowned trap-makers and take great pride in their ability to design, develop, and construct cunning and complex varieties of these hidden defensive mechanisms, which they call \"slow fangs.\" They often test new trap concepts far from their homes, using them to hunt or harass disliked neighbors. This allows kobolds to iterate on designs, sometimes mixing traps to see if they're more effective in tandem rather than alone. Only once a trap idea has proven effective is it considered worthy to defend a kobold settlement.",
						"{@indentFirst Trap-makers are treated by most kobold settlements as intellectual elites, and are often given the kind of deference other cultures reserve for priests and war heroes. A kobold tribe lacking a trap-maker is likely to send an emissary to find one and implore them to come teach their craft.}"
					]
				},
				{
					"type": "pf2-h2",
					"page": 36,
					"name": "Kobolds of the Inner Sea",
					"source": "LOAG",
					"entries": [
						"While kobolds can often pose a nuisance to members of other ancestries, they rarely gather in huge numbers and aren't known for forming massive armies to siege cities or attack nations. When they present a greater threat, it's often in conjunction with some other creature or group, such as a patron dragon or group of larger allies. These allies are usually credited with being the \"true\" threat, so small kobold groups have gained a modest level of acceptance among settlements that are otherwise unkind to outsiders. A band of 20 to 30 kobolds might be seen as a raiding party, and an assembly of hundreds would certainly be received as an army, but a single kobold, or group of four to six, is generally seen as an annoyance at worst, and more often a curiosity. After all, how much damage could just a few kobolds do?",
						"Rather than take offense at this attitude, kobolds see it as a sign of other ancestries' foolishness. Immensely practical, kobolds happily take advantage of their reputation as cowards and weaklings. Many kobolds are perfectly happy to cringe and grovel to survive, never feeling any shame for doing so. This is due in large part to kobolds' self-confidence. They're told from hatching of their kinship to dragons, and that nothing others say or do can in any way reduce this glory.",
						"The following are some of the best-known tribes of the Inner Sea region.",
						{
							"type": "pf2-h3",
							"name": "Dankblade Crew of the Shackles",
							"page": 36,
							"source": "LOAG",
							"entries": [
								"The black-scaled Dankblade Tribe tunneled their way up from the Darklands into a sea cave on the Shackles' Raptor Island. They soon discovered that the nearby pirate battles and dangerous nautical hazards frequently caused useful goods to float ashore. The tribe delightedly accepted these seaborne tributes, took to dressing in any nautical garb they found, and renamed themselves the Dankblade Crew. They sell whatever they scavenge, and passing ships have learned it is easier to treat with the Dankblades than fight them. Prime bits of salvage are offered up to the brine dragon Machazmroh, who flies by from time to time. There's no formal alliance between the Dankblades and the dragon\u2014but the Dankblades see no reason to tell anyone else that.",
								"Dankblades often have the {@ancestry kobold|apg|dragonscaled|dragonscaled} or {@ancestry kobold|apg|tunnelflood kobold|tunnelflood|loag} heritage."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Embermaw Tribe",
							"page": 36,
							"source": "LOAG",
							"entries": [
								"In the Cinderlands, beneath the Mindspin Mountains in Varisia, the Embermaw Tribe continues to expand its kingdom beneath the feet of unsuspecting surface-dwellers. Allies of the red dragon Tsazgatherax, Embermaws are red-scaled, broad-shouldered, and uniquely muscular. They mine the Cinderlands, forge fine tools and weapons, protect their patron's eggs, and fend off fire giants, azers, and salamanders.",
								"Embermaws often have the {@ancestry kobold|apg|cavern|cavern} or {@ancestry kobold|apg|caveclimber kobold|caveclimber|loag} heritage."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Glassclaw of Katapesh",
							"source": "LOAG",
							"page": 36,
							"entries": [
								"The Glassclaw are an old tribe that operate near, and sometimes within, the city of Katapesh. Unlike many larger kobold tribes, they have no patron, but they do have friendly relations with at least one sphinx, for whom they run errands. Small even for kobolds, with yellowish scales and subdued features, the Glassclaws work to ensure that no one ever breaks Katapesh's famous Glass Pyramids. They claim they were given this task by a celestial entity 100 generations ago and dismiss any claim that the Glass Pyramids aren't that old.",
								"Glassclaws typically have the {@ancestry kobold|apg|spellscale|spellscale} or {@ancestry kobold|apg|strongjaw kobold|strongjaw} heritage."
							]
						},
						{
							"type": "pf2-h3",
							"name": "Icerenders",
							"page": 37,
							"source": "LOAG",
							"entries": [
								"The Icerenders inhabit hundreds of tunnel warrens within the Tusk Mountains in the Realm of the Mammoth Lords. Their white scales and icy blue eyes serve as excellent camouflage, which they use to set ambushes on passing caravans. They choose a new pass every few years, clearing it of ice and snow to make it inviting to travelers. Their lord, the dragon Lydek the White, attacks caravans that try to pass to the south, encouraging the use of the Icerenders' passes. Icerenders only set upon caravans that won't be missed or that have truly valuable loot\u2014though some of the tribe have begun to wonder what opportunities might lie at either end of these caravan's journeys.",
								"Icerenders usually have the {@ancestry kobold|apg|dragonscaled|dragonscaled} or {@ancestry kobold|apg|spellscale kobold|spellscale} heritage."
							]
						},
						{
							"type": "pf2-h3",
							"source": "LOAG",
							"name": "Sewer Dragons of Absalom",
							"page": 37,
							"entries": [
								"The tribe that became the Sewer Dragons first tunneled into Absalom's subterranean drainage system in 4696 ar. The kobolds quickly found that their aptitude for navigating tight spaces, mapping complex subterranean tunnels, and making new passageways posed a highly sought-after skillset beneath the City at the Center of the World. The Sewer Dragons have a much broader range of coloration than many kobold tribes, in part because they happily accept any kobold willing to work. The tribe continues to grow its reach and political influence in Absalom, almost becoming its own guild within the city.",
								"Sewer Dragons often have the {@ancestry kobold|apg|caveclimber|caveclimber|loag} or {@ancestry kobold|apg|venomtail kobold|venomtail} heritage."
							]
						},
						{
							"type": "pf2-h2",
							"page": 126,
							"source": "LOME",
							"name": "Other Peoples",
							"entries": [
								"Many people call the Mwangi Expanse home beyond those most often associated with it. Such inhabitants include the demonically-influenced charau-kas who lord over Lake Ocota, the divination-gifted mbaikis, enterprising and competitive lizardfolk, and adventure-seeking kobolds\u2014among others. The motives of the myriad peoples of the Expanse are as varied as they are, with some hoping to find peace and solitude while others seek fresh meaning to their lives.",
								{
									"type": "pf2-h3",
									"page": 127,
									"reference": {
										"auto": true
									},
									"name": "Kobold",
									"source": "LOME",
									"entries": []
								}
							]
						}
					]
				}
			],
			"heritageInfo": [
				"Proud, opportunistic, and crafty, kobolds manifest draconic power and diminutive tenacity. Choose one of the following kobold heritages at 1st level."
			],
			"heritage": [
				{
					"name": "Cavern Kobold",
					"shortName": "Cavern",
					"source": "APG",
					"page": 13,
					"entries": [
						"You hatched into a warren among narrow tunnels and countless kin. Your body is flexible. When {@action Climb|CRB|Climbing} rock walls, stalactites, and other natural stone features, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have {@feat Quick Climb}). This doesn't affect you if you're using a climb Speed. If you roll a success on an {@skill Acrobatics} check to {@action Squeeze}, you get a critical success instead."
					]
				},
				{
					"name": "Dragonscaled Kobold",
					"shortName": "Dragonscaled",
					"source": "APG",
					"page": 13,
					"entries": [
						"Your scales are especially colorful, possessing some of the same resistance a dragon possesses. You gain resistance equal to half your level (minimum 1) to the damage type associated with your draconic exemplar (see Table 1\u20131). Double this resistance against dragons' Breath Weapons."
					]
				},
				{
					"name": "Spellscale Kobold",
					"shortName": "Spellscale",
					"source": "APG",
					"page": 14,
					"entries": [
						"A trace of draconic magic flows through your veins. Choose one cantrip from the {@filter arcane spell list|spells||tradition & spell list=arcane|level=0}. You can {@action Cast a Spell|CRB|Cast this Spell} as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. You gain the trained proficiency rank in arcane spell attack rolls and spell DCs, and your key spellcasting ability is Charisma."
					]
				},
				{
					"name": "Strongjaw Kobold",
					"shortName": "Strongjaw",
					"source": "APG",
					"page": 14,
					"entries": [
						"Your bloodline is noted for their powerful jaws and sharp teeth. You gain a jaws unarmed attack that deals {@damage 1d6} piercing damage. Your jaws are in the {@group brawling} group and have the {@trait finesse} and {@trait unarmed} traits."
					]
				},
				{
					"name": "Venomtail Kobold",
					"shortName": "Venomtail",
					"source": "APG",
					"page": 14,
					"entries": [
						"A vestigial spur in your tail secretes one dose of deadly venom each day. You gain the Tail Toxin action.",
						{
							"activity": {
								"number": 1,
								"unit": "action"
							},
							"traits": [
								"kobold",
								"poison"
							],
							"entries": [
								"You apply your tail's venom to a piercing or slashing weapon. If your next {@action Strike} with that weapon before the end of your next turn hits and deals damage, you deal {@condition persistent damage|CRB|persistent poison damage} equal to your level to the target."
							],
							"type": "ability",
							"style": "full",
							"name": "Tail Toxin",
							"requirements": "You are wielding a piercing or slashing weapon.",
							"frequency": {
								"unit": "day",
								"number": 1
							}
						}
					]
				},
				{
					"name": "Caveclimber Kobold",
					"shortName": "Caveclimber",
					"source": "LOAG",
					"page": 37,
					"entries": [
						"You live in a vertically-oriented home, and you're a consummate climber. You gain the {@feat Combat Climber} skill feat, even if you don't meet the prerequisites. You can use your clawed feet and tail to {@action Climb}, leaving your hands free. Additionally, if you succeed at an {@skill Athletics} check to {@action Climb}, you critically succeed instead."
					]
				},
				{
					"name": "Tunnelflood Kobold",
					"shortName": "Tunnelflood",
					"source": "LOAG",
					"page": 37,
					"entries": [
						"You grew up in a warren crisscrossed by underwater passages, whether natural or excavated. You gain a swim Speed of 15 feet."
					]
				}
			],
			"summary": {
				"text": "Kobolds are small, reptilian creatures with outsized personalities and a love of dragons.",
				"images": [
					"https://2e.aonprd.com/Images/Ancestries/Kobold01.png",
					"https://2e.aonprd.com/Images/Ancestries/Kobold02.png"
				]
			}
		}
	]
}
