Ordinary Kobolds as stated in the PFRPG are to weak to be considered a reasonable race option. For the purposes of the Aegis Campaign Players may play advanced Kobolds which are largely balanced against other races.

PC Kobolds are paragons of their race, destined for greater things than their fellows although this is not apparent to their kin, at least not at first.

Ability Score Racial Traits: Kobolds are fast but weak. PC Kobolds are stronger than most of their kin and gain +2 Dexterity, –2 Strength, A PC kobold may not start with Str higher than 14 or Con Higher than 16
Type: Kobolds are humanoids with the reptilian subtype.
Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: Kobolds have a base speed of 30 feet.
Languages: Kobolds begin play speaking Common* and Draconic. Kobolds with high Intelligence scores can choose from the following: Athalish, Dollite, Dwarven, Gnome, and Undercommon. See the Linguistics skill page for more information about these languages.
* For the Aegis campaign Common is Dollite.
Defense Racial Traits
Armor: Kobolds naturally scaly skin grants them a +1 natural armor bonus.
Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
Kobold Bonus Feat: PC kobolds gain one feat at first level from the following list: Draconic Aspect, Draconic Breath, Draconic Glide, Draconic Paragon, Kobold Ambusher, Kobold Sniper, Tail Terror. They must meet any prerequisites.
Darkvision: Kobolds can see perfectly in the dark up to 60 feet.
Light Sensitivity: Kobolds' lives in darkness have caused them to suffer from light sensitivity. Causing them to be dazzled in bright sunlight or the daylight spell. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

Beast Bond Some kobolds have a talent for training animals and beasts to help them both on and off the battlefield. Kobolds with this racial trait gain a +2 racial bonus on Handle Animal and Ride checks. Handle Animal and Ride are always class skills for them. This racial trait replaces crafty.
Dragon-Scaled Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of chromatic dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragons matching the color of the kobold's scales. Black-scaled and green-scaled kobolds with this racial trait gain acid resistance 5. Blue-scaled kobolds with this racial trait gain electricity resistance 5. Red-scaled kobolds with this racial trait gain fire resistance 5. White-scaled kobolds with this racial trait gain cold resistance 5. This racial trait replaces the armor racial trait.
Gliding Wings Some kobolds are born with wings that, while too weak for actual flying, do allow them to fall at a very slow and safe pace. A kobold with wings can use them to glide. It can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, it may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet it falls. This racial trait replaces crafty.
Jester Some kobolds swallow their pride and survive by groveling, placating, and amusing the powerful. Kobolds with this racial trait gain a +2 racial bonus on Diplomacy and Perform checks. Diplomacy and Perform are always class skills for them. This racial trait replaces crafty.

Favored Class Options:

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Alchemist Add +1/2 to the number of bombs per day the alchemist can create.
Bard Treat the bard's level as +1/2 level higher for the purpose of determining the effect of the fascinate bardic performance.
Cavalier Add 5 feet (up to 15 feet maximum) to the cavalier's mount's speed when it uses the charge or withdraw action.
Cleric Add +1 to channel energy damage dealt to creatures denied their Dexterity bonus to AC (whether or not the creature has a Dexterity bonus to AC).
Druid Add +1/2 to the druid's wild empathy bonus.
Fighter Add +1/2 to damage rolls the fighter makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.
Gunslinger Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +4).
Magus Add a +1/2 bonus on concentration checks made to cast defensively.
Monk Add +1/3 to the monk's AC bonus class ability.
Oracle Add +1/4 to the armor or natural armor bonus granted by oracle spells she casts on herself.
Ranger Add +1/4 to the number of opponents the ranger may select when using hunter's bond to grant a bonus to allies. All selected creatures must be of the same type.
Rogue Add +1/2 to the rogue's trap sense bonus to AC.
Sorcerer Choose acid, cold, electricity, or fire damage. Add +1/2 point of the chosen energy damage to spells that deal the chosen energy damage cast by the sorcerer.
Summoner Add +1/4 to the summoner's shield ally bonus (maximum +2).
Witch Add +5 feet to the distance at which her familiar grants the Alertness feat (maximum +20 feet).

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