
CaptainFord |

Kobolds have long claimed to be descended from dragons; in spite of their differences in size, general demeanor and power, it's a difficult boast to accept. But when a tribe of kobolds are called on by their dragon ruler to guard a priceless artifact in his possession, they will have the chance to prove they are no less fearsome, stoic and capable than their mighty cousins.
You are various members of the Wyrmsnout tribe, and are tasked with protecting the golden dragon Au'Thiik's lair until his return. The majority of the adventure will take place in and around the warren moving up into the mouth of the cave that leads into Au'Thiik's treasure horde, and the Orb of Linnorms.
This will be a generally short campaign made for 4 lvl 1 kobold PCs. In addition to the character creation rules below, you may also pick from any of the custom kobold-exclusive traits and feats below!
*Starting lvl one
*Roll for your starting gold based on your chosen class. Alternatively, you may take the average after the roll and are unsatisfied with the result.
*2 traits, 3 if you take a drawback
*KOBOLDS ONLY! (Obviously...)
*Core, Feature and Alternate classes allowed, no psionics, no 3rd party
Extra Scale Colors: Much like your chromatic cousins, the blood of metallic dragons flows in your veins, and occasionally, your scales reflect the lusterous ancestry you lay proud claim to.
Brass Scales - Pre-req: Draconic Aspect or Dragon-Scaled, Kobold - Much like Brass dragons, your scales reflect your inner social scion. You gain a +2 bonus to Diplomacy and Perform checks on creatures larger size categories than you, and a +5 bonus on creatures your size category or smaller.
Bronze Scales - Pre-req: Draconic Aspect or Dragon-Scaled, Kobold - Your bronze scales indicate your flair for economics, and your luck with riches is unparallel. Whenever you find an object worth 1 gp or more, add 1 cp to your money total for every 1 gp earned. (ie. 10 gp would add 10 cp or 1 sp to your money total)
Copper Scales - Pre-req: Draconic Aspect or Dragon-Scaled, Kobold - Your lustrous copper sheen denotes your sense of humor, much like your Copper dragon progenators. Choose a Perform skill; you gain a +2 bonus to that skill. Additionally, when you make a Diplomacy check, once per day, you may add your Perform skill to that Diplomacy check.
Golden Scales - Pre-req: Draconic Aspect or Dragon-Scaled, Kobold - You have the noble blood and shiny scales of a golden dragon about you. You begin the game with an extra 20 gp, and whenever making an Intimidate, Diplomacy, Bluff, or Perform check against other kobolds, you gain a +5 bonus to that check.
Silver Scales - Pre-req: Draconic Aspect or Dragon-Scaled, Kobold - Bravery is in your veins and on your silvery scales. You gain a +2 bonus on saving rolls against Fear checks, and once per day, you may completely remove a Fear effect from yourself or one other creature.
Efficient Excavator - Pre-req: STR 10, Kobold - Your prowess in moving earth is unparalleled. In combat, as a full round-action, you may move up to half your speed underground. This action does not provoke attacks of opportunity and for the purposes of movement, you are treated as being invisible.
Tunnel Terror - Pre-req: Efficient Excavator, DEX 13, Kobold - Your skill in striking from your tunnels is frightening. When making an attack from underground or burrowing, you may add +1d6 to your attack. This damage is NOT multiplied by critical hits, and is added after confirmation.
Duck & Cover - Pre-req: Kobold - You have mastered the art of using the smallest cover to your advantage. As a full round action, you may dig a shallow 5 ft. trench on your current space. When crouching in this space, you gain a +1 bonus to AC; when lying prone, you gain a +2 bonus. Additionally, when Medium or larger size enemies stand on your trench, they take a -1 penalty to attack and Acrobatics rolls.
Trap Expert - Pre-req: Kobold, Trapfinding ability - You've set up enough traps to defend your warren that the telltale signs of a trap are blatantly obvious to you. Whenever you make a Perception check to locate traps, add your Craft (Trapmaking) skill bonus to that check.
Let's set the cut-off date for apps... oh, say, May 16th. That gives people a good solid week to conjure up an idea and submit it. Sound fair?
Okay, let there be kobolds!

Dalgar the Great |

Extremely interested in playing a Kobold alchemist trying to use science to express his draconic heritage.
For the record I think that the traits are a little op, an well as mining menace. Perhaps you could just allow them to use a larger pickaxe in combat? Are these made to compensate the fact that Kobolds are, well, Kobolds?

CaptainFord |

@Dalgar: Maybe a tad, but this is something of a playtest for a module (and eventual AP) that I'm working on. Plus, it'd be nice if Profession (Mining) had a more helpful purpose, wouldn't you say?
@Anya: Don't worry about adding too many science-y types. Just make a character you think is lovable! Nothing says the tribe can't have multiple smarties.
@Tsiron: No Wyvarans. Sorry.
@Dragoncat: Yes, Mining Menace is a Combat Feat. Also, gunslingers are aces in my book, so go for it.
@Gambit & Atzen: I'd encourage you not to break the system... too badly. If you find something hilariously broken, but effective, toss it in the pot.

Scar-Scale |

Scar Scale is from a game that never got off the ground. He's a bit of an outsider, raised among humanoids and forced to fight in the fighting pits for their amusement. He's not technically a Kobold. He's an Aasamar who's mortal heritage is Kobold rather than the usual human. (It's an option in the Aasimar rules. I can link it for you if you're curious)
He escaped not long ago and made his way to his own people, but he has no real idea how to be a Kobold. He idolizes dragons, but doesn't really understand Kobold society. He's a freak and he knows it. He has some sort of strange heritage he doesn't understand that makes him feel bad sometimes after he kills things. Also, he has feathers on his head and back, but he plucks them so other Kobolds don't know he's different. He really just wants to have a normal koboldy life, but he's afraid he never will.
I plan on having him become a Dragon Disciple, but for now he's just a barbarian.
I'll re-work Scar Scale to your specifications over the course of the next day or two. For now I just wanted to put him in the running and tweak his backstory to suit this game.
I realize he's not quite within the character generation parameters, but I thought I'd see what you thought of the concept. If you give me the thumbs up on the idea, I'll bring him back down to level one.

CaptainFord |

Sorry I've been so quiet on this side of things. Today's the last day to get in those concepts if you've got one. I'll set the deadline for around 11 pm, EST. If you want to make changes or get in last minute submissions, do so by then.
@Dragoncat - The beauty of this little seige is you've got an entire NPC tribe to aid you and interact with during the day. The campaign is effectively organized into 7 2-segment sections: a day cycle to prep your traps, rest up and purchase equipment from the dragon's horde (I'll explain in more detail during the campaign). I also won't spoil the details, but I've thrown together a few surprises that aren't combat oriented~
I also want to thank you all who are putting in apps. This is actually an experiment I've concocted to test the feasibility of this 'module': it's an alpha version of an entry I'm working on for the next Superstar RPG Open Call (and potentially the first step in a full AP I might try to Kickstart). So if it succeeds, you'll have your username and character listed in the Special Thanks section or whatever comes of it.
So, as I said, THANK YOU!
Current Entries
Kitterix Wyrmsnout (Dragoncat) - Fighter
Kadook (Drayden) - Rogue (Snare Setter)
Scar-Scale (Doomed Hero) - Barbarian (Indestructible Rager)