
voodoo chili |

Nah, I think goblins would last about 2 mins in Iron Gods before mushroom clouds and accidental self-immolation ensued. Kobolds would be much more MARS ATTACKS! ack-ack-ack!
So, I don't want to get overextended as I'm already running two games. I was planning on doing this once my LoF game wraps up prob next year, buuut... i think this would be really fun. If folks are really interested, I can get more info up next week.

CaptainFord |

The bad stats are made up with awesome archetypes and racial traits.
Agreed. Plus, half the fun of playing them is how wimpy they are. Kobolds can win fights, they just have to... play by different rules.

CaptainFord |

I've had a few ideas in the past for those lovely little underdogs. One in particular that I can never find a way to make work is one that aspires to be a Dragon Disciple. Be able to become that which they worship and proudly proclaim to be born from.
Kobolds have a few ways to go about it. I hear a popular way of doing it is to take either Oracle or Inquisitor and grab the Scaled Disciple feat. That way, their divine casting counts for their levels into DD.
Another way I found was pretty clever was going the Linnorm wild-blooded route for their Sorcerer bloodline. The Elemental Spit is miles better for a fragile kobold than claws. But one in particular was take the Dragon Scaled alt racial trait to grab Elec/5 DR. Than, use Shock Shield to boost your AC by 3 (thanks to the Linnorm arcana), and dismiss it when enemies get too close to scare them off. You're safe from virtually all the damage, but they aren't.
Plus, it blocks Magic Missiles. And seriously, screw those things.
I personally am torn between a flying talon kensai magus or a knife master rogue. Or perhaps a monk of the four winds (he channels his draconic power through discipline as opposed to arcane might).

voodoo chili |

I'm going to go with the race modifiers from JBs Umbral kobolds. 20 pt buy, max 18 starting stat. There will be various twists to come.
Kobold PCs
–2 Strength, +2 Dexterity, +2 Intelligence: kobolds are fast and a quick study but physically weak.
Small: kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Normal Speed: kobolds have a base speed of 30 feet.
Darkvision: kobolds can see in the dark up to 60 feet.
Natural Armor: kobolds gain a +1 natural armor bonus to AC.
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.
Light Sensitivity: kobolds are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Kobolds are also dazzled for as long as they remain in areas of bright light.
Languages: kobolds begin play speaking Draconic.

Vincent Fleming |

Do I need to take Scaled Disciple at first level or can it be my next feat? It will be rough if I have to start the game without having weapon finesse as I make an Inquisitor/DD of Ragadahn (still leaning on Tiamat as this was the original inspiration for the character). He is a CN Kobold with a birthmark in the shape of (either Ragadahn's or Tiamat's)his god's symbol. He believes that he is indeed a child of this god and as such is a true dragon. He hopes to one day rise from his lowly stature in the world and reign with his Father(or Mother) as he was destined too....(Delusional Kobold of Doom)

CaptainFord |

Do I need to take Scaled Disciple at first level or can it be my next feat? It will be rough if I have to start the game without having weapon finesse as I make an Inquisitor/DD of Ragadahn (still leaning on Tiamat as this was the original inspiration for the character). He is a CN Kobold with a birthmark in the shape of (either Ragadahn's or Tiamat's)his god's symbol. He believes that he is indeed a child of this god and as such is a true dragon. He hopes to one day rise from his lowly stature in the world and reign with his Father(or Mother) as he was destined too....(Delusional Kobold of Doom)
No, to my knowledge, you can take it at any level you please. You just won't be able to take DD levels with Oracle or Inquisitor until you snag the feat. I think 6th level is the earliest you could start doing so, so taking it at 5th level ought to do you right.
Also, that's an intriguing set of stats. Makes certain builds for magus and alchemist muuuuch easier.

Vincent Fleming |

One crazy little nutball of a kobold coming up.
Sah'rah'then'al
Male Inquisitor 1
CN small humanoid (Reptilian)
Init +3
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Defense
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AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex,+1 shield, +1 size)
hp 9 (1d8+1)
Fort +2, Ref +3, Will +5
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Offense
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Speed 30 ft.
Melee Bite (Dragonmaw) +3(or -2 if in conjunction with whip) 1d4-1
Melee Scorpion whip +3 1d3-1
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Statistics
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Str 8, Dex 16, Con 11, Int 12, Wis 16, Cha 10
Base Atk +0; CMB -2; CMD 11/8Fl
Feats Weapon Finesse
Traits Birthmark, Pillager
Skills Intimidate +7 (rank 1), Know (Arcana) (rank 1), Perception +7 (rank 1), Ride +5 (rank 1), Sense Motive +8 (rank 1), Stealth +9 (rank 1), Survival +7 (rank 1)
Languages Common, Draconic
Combat Gear Buckler, Studded Leather, Scorpion Whip
Other Gear Explorer's outfit, Mwk Backpack, Bedroll, Fishing Net, Flint and Steel, Waterskin, Weapon Cord (whip)
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Special Abilities
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Birthmark +2 save vs charm and compulsion
Day Raider
Dragonmaw (Alternate Trait)
Judgments 1/day
Low-Light Vision
Monster Lore +3
Venomous Stare (1d6 nonlethal damage 6/day DC 13)
Weapon Cord
Wyrmcrowned (Intimidate) +2 to Intimidate
Short and scrawny even by Kobold standards, born Sah'rah was a small child blessed by the dragons themselves it seemed. His black scales and large maw was the first sign of this at an early age. By the time he could speak and walk he was already spouting non-sense about being the child of Ragadahn. The birthmark of blue colored scales in the form of the Father of Dragons' symbol was what he believed was his proof. As he got older further proof of the draconic heritage came in the form longer horns.
His zeal alone was enough for him to learn the ways of becomming an inquisitor of his father, but there was much more then that. He was wise and nimble, easily taking to the whip and all it's ways. Perhaps it was a bit of a Napolean complex that raised the anger in him but it helped drive him and gave some leaway to his calling. Much like any Kobold, he was good in the wild. He was easily capable of finding food or water for the day and learned to pillage with the best of them.
He was eager to escape the world of his tribe, it seemed like there was no way to get stronger staying with the herd. He gathered up his belongings, spoke to some others about an extended pillage to bring honor to their tribe. It was easy to sell and soon they were all on their way, on their way to glory and riches.
Unfortunately I haven't had the chance to join very many online campaigns but the one that I did manage to get into I posted rather regularly. I have a lot of free time and am generally on the computer quite often or near one at least. I'm more then willing to try and match the posting habits of my fellow players but can get a little over zealous and post a bit more frequently.
He won't be a front line fighter for now, sticking to using his reach weapon and trying to disarm the enemies and doing a bit of damage. He can help heal and negotiate with the enemies. He would make a good scout as well with decent stealth and perception.
Small, black, and angry. If there were three words that could describe this Kobold, it would easily be those. If you had to only go with one, CRAZY. His size is a sore point in his life and an easy way to bring his ire. Mocking his claim to his parentage is another. He's always eager to see vengence upon those who try to call up his wrath.

voodoo chili |

A little more background (note: a work in progress)
You all belong to the Blightscale kobolds of the eastern Echo Wood on the border of the River Kingdoms and Numeria. Long have your kind survived the trolls of the Loric Fells. In fact, the dangerous, but simple minded creatures were something of a boon since they purged the area of both dwarves and goblins and were easily kept from your warrens with clever acid traps.
The humans and their ilk along the bordering Dagger River were not too many in number and most often fighting among each other so as not to be any real threat. All that has changed with the discovery of the ruins in the western Echo Woods. Adventurers are spreading like a disease through the woods displacing pernicious goblin bands to trouble you and presenting a very real threat to your lands. Only last month, your trained troll hound was slain by the meddling monkeyspawn!
This is too much. The tribal oracle of the Great Glowing Earth Dragon has decreed that the "chosen ones" go forth into the blasted lands of the north and recover the ancient weapons there that will purge all inferior and meddling races from the Dagger River so that the Descendants of Dragons may once again claim the burning waters and lands once ruled by their glorious forefathers!
In particular, the oracle speaks of a great gout of violet dragonfire erupting from a mountain not far from the source of the waterway that the humans call the Dagger River.

voodoo chili |

I could drop Pillager if you prefer...what mutations are you referring to? Are you referring to all the racial traits out there that make your kobold stand out or perhaps thinking of your own traits?
i'm flexible. If you have something that fits, that's fine. For example, your birthmark could be a radiation burn where your scales fell off or became discolored. Fits.

CaptainFord |

Since we're using the Umbral Kobold stats, I'm tempted to go with a Crypt Breaker alchemist (we ARE delving into a mess of technological creations...), but those stats would also benefit a Snare Setter amazingly well.
...I think dagger-using Snare Setter would be best. Ranger Traps are awesome, and with the technology aspect, it would help explain how they set some up so quickly. Plus, a thermal detonator land mine would be amazing.

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May I present Reep, cowering purple-scaled gunslinger?
Reep
N Kobold Male Gunslinger (bushwhacker) 1
Init +4; Senses Perception +6; darkvision
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DEFENSE
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AC 17, touch 15, flat-footed 13 (+2 armor, +4 dex, +1 size)
hp 12 (1d10+1+1FC)
Fort +3, Ref +6, Will +2
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OFFENSE
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Spd 30'
Melee +1 bayonet (1d4-1)
Ranged +6 musket (1d10)
Space 5'; Reach 5'
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STATISTICS
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Str 8, Dex 18, Con 12, Int 15, Wis 14, Cha 10
BAB +1; CMB -1; CMD 13
Feats (1) point blank shot
Skills (6 skills) acrobatics +8, craft alchemy +6, knowledge (engineering) +6, perception +6, sleight of hand +8, stealth +12
Special Abilities: trembling grit 1, deeds (deadeye, gunslinger's dodge, quick clear), gunsmith (musket)
Traits: prehensile tail, purple scales
Languages: Draconic, Aklo, Common, Gnome
Possessions (x gp) leather armor (10 gp), gunslinger's kit (26 gp), 30 bullets (3 gp), 30 doses black powder (30 gp), bayonet (5 gp), battered musket
------------------------------------------------------------------------
Stat Math:
Str 8 (0 points -2 racial)
Dex 18 (10 points +2 racial)
Con 12 (2 points)
Int 15 (3 points +2 racial)
Wis 14 (5 points)
Cha 10 (0 points)
Appearance: Reep is a rare purple-scaled kobold, born with the garish scales and a disturbing ability to speak the tongue of the darker things of the earth. He is thin and vaguely serpentine, his tail always moving, questing, lashing. He has a tendency to hiss more than is proper and he blends into the shadows, always seeming to draw them near to himself.
History: Being different isn't exactly a crime when you live next to the poisonous waters. Being creepy as heck is. Reep was always shunned by his clutchmates and thus took to exploring more than was usual, ranging far from the warrens he knew. It was in one of these forgotten tunnels that he found the body, a corpse of a gnome long dead, holding a strange metal rod. Reep was unimpressed until he accidently hit the trigger with his tail and nearly blew his feet off! It was then that he knew he had a prize.
He set out to learn everything he could about the rod, but that wasn't much. It wasn't until he searched the dead gnome and found a hidden notebook that he knew he had something. He spent a month in that tunnel, deciphering the notebook, teaching himself gnomish. When he emerged, he knew the secrets of gunpowder, of muskets and of making things dead fast.
Reep kept the secret to himself, keeping his precious rod covered and hidden away. It was only after he killed a raiding lizard that the tribe knew of his secret weapon. He's since gained a measure of respect, mostly out of fear than anything. Still, it's a start.

Ipmerk Blightscale |

Statistically, all set save for his inventory (always seems to be my last thing I get around too...) Backstory needs some work, but here he is!
Ipmerk Blightscale
LN Small Humanoid (reptilian)
Deity: Norgorber Homeland: Numeria
Init +4; Senses Perception +7, Darkvision 60 ft.
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Defense
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AC 19 Touch 15 Flat-footed 15
HP 10/10
Fort +1 Ref +6 Will +1
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Offense
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Speed 30 ft.
Melee Dagger +5 (1d3+1, 19-20/x2)
Ranged Dagger +5 (1d3+1, 19-20/x2)
Special Sneak Attack +1d6
Ranger Traps (DC 14) - Tripwire Trap, Snare Trap
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Statistics
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Str 10, Dex 18, Con 12, Int 16, Wis 13, Cha 8
Base Atk +0; CMB -2; CMD 11
Feats Weapon Finesse
Traits River Rat, Against the Technic League
Skills Acrobatics +8, Appraise +7 Craft(traps) +9, Escape Artist +8, Kn. Dungeoneering +7, Kn. Local +7, Perception +7, Sense Motive +5, Sleight of Hand +8, Stealth +12, Swim +2, Use Magic Device +3
Languages Draconic, Common, Undercommon, Gnome
Combat Gear Studded Leather, Dagger x3
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Equipment
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140 gp
As Ipmerk got older, he was taken under the wings of the tribe's greatest trap makers, who saw exceptional potential in him. They taught him how to not only make traps, but to safely disarm them, and even move through them without setting them off. Ipmerk bears a number of scars on his body from the failures of his past, but wears them proudly to show his progress.
With the discovery of the technology that occasionally found its way into their warren, Ipmerk perused it all with intense scrutiny. These things made setting up traps easy beyond belief, and he could craft them with remarkable speed! He wanted more of this tech... he needed more! So when the great tribe Oracle told them to go north and visit a town where purple fire burned bright, Ipmerk immediately leaped at the chance, going as a scout and technology expert to sort out what would suit the tribe best, and what quality pieces to bring back.
Ipmerk generally regards his kin with a neutral expression, and values results and hard work over status or appearance. If you can get a job done, or at least have the sense to get out of the way so it can be done right, you're good in Ipmerk's book. Ipmerk has a fascination with the technology and tools that seem present in and around Numeria, and more than once, has stumbled across these things and studied them thoroughly. He believes that these devices might hold the key to making his tribe superior through out all of Numeria, if not the world, and is keenly interested in getting his claws on as many as he can.
Unfortunately, Ipmerk has learned that some softskins believe these devices should be theirs alone - this so-called Technic League. As such, he finds these impudent creatures to be contemptible - how DARE they try to horde what rightfully belongs to the Blightscales?! Although Ipmerk regards most bigger races with neutrality or, at worst, distrust, any who vocally oppose this organization are potential allies that may be worth assisting.