
GM Larkin |

Hey all I'm looking for about 5 players for my Kobold homebrew. I've put all the information in spoilers below for cleanliness sake.
The short version is as follows:
PCs are part of a tribe that worships a blue dragon who has taken up residence in a mountain cave system that overlooks a town. Dragon lives in fear of adventurers coming and stealing his treasure. The town is under constant oppression from their King, who is a Tiefling rumoured to be in league with creatures of the infernal planes. The leader of your tribe has decided that the Kobolds should befriend the people of the village offer them protection from armies sent by the king in return for information about any wandering strangers and some small tributes for their master. Being the most worthy of the tribe, the PCs have been selected for this task. Not only must they complete the task, they must also convince the blue dragon of that it is a good idea, and thus claim the dragon's favour.
Luemoth - Blue Dragon(Refereed to as Lord, Our Lord, Luminous One or Son of Chronepsis):
Luemoth is your Lord and your one true god. All other deities are worshipped through Luemoth and are secondary to him. In the same breath that you would ask Erastil for a bountiful harvest, you would thank the Luminous One for his protection and allowing the light of Erastil to shine on you. You would rather see all that you ever cared about destroyed than even accidentally insult Luemoth, even when no-one can hear. You would thankfully give your life to feed the Son of Chronepsis. Your Loyalty to him is unquestioning.
Luemoth is known to anger quickly at any perceived slight and has great power to strike out even where he could never be seen or heard. He collects treasure jealously, specially trinkets of great worth but little actual use. Though he is not above loaning some of his most useful weapons, armours and pieces of equipment to his worshippers to complete a task. Often the kobold is allowed keep the item until death, as it is the law of the Snapper tribe that all positions of a kobold upon death become Luemoths, including his corpse.
None may refer to Luemoth by his name, this is a great crime and is punishable instantly by death, often enacted by the magic of Luemoth himself. This is often carried out by electrocution, being turned to water, or simply being stamped on. By standers of Luemoth's wrath can often be injured or killed too. Sometime, in the face of obvious crimes, it is left to the kobolds around the offending one to enact the punishment.
The Snapper Tribe:
Under the wing of their Blue Dragon the snapper tribe has flourished in many ways, and became a dominant force in the cave system in which they live. That being said they are hardly at peace, and there is often in-fighting between different factions of the and skirmishes with other tribes.
Kobold hold no true allegiance to anyone beyond their the Luminous One. They band together only out of a sense of strength in numbers. At any time are lightly to steal from or attack anyone who they feel has a better lot in life than them.
Background:
The Kobolds of the Snapper tribe live in a huge complex cave system under a great mountain. Until the coming of their lord, a Blue Dragon of unknown age, they were few in number and hid in the shadow of larger creatures of the caves. However, all that changed in a time when the dragon took up residence in the same mountain at a time that only the oldest and most senile of your kind remember. The dragon itself was said to have only participated in a few skirmishes with other denizens of the caves, from which none of those foes who saw the dragon were allowed to survive. However, this gave the kobolds of the Snapper tribe a reputation within the caves and allowed them to spread their territoriality and number to the size of a large town over the course of several generations. Kobolds of the snapper tribe have taken to many unusual hobbies as the more quirky of their numbers have set up shops, libraries, black smiths, schools of magic, farms, etc with the caves. The tribe has created an uneasy alliance with the tribes of other races who they share their caves with, Orks, Goblins, Bugbears, etc. It is not unknown for skirmishes to break out. Snapper kobolds prefer to enact a two for one retaliation against any “allied” tribe known to have killed any of their kobolds, and the tribe has the numbers to carry it out.
Outside the caves, in the valley bellow the mountain there sits a village. The name of the village or indeed the Kingdom that rules it are of no concert to members of the Snapper tribe or their lord. On the other hand the Humans, Dwarfs and other races prone to adventuring that dwell there concern the Luminous One greatly and he worries that some day a group of them, or indeed a group of wandering adventurers, will come to steal his treasure. The tribes elders and leaders have come up with a plan which they will bring to their lord. The town is rumoured to be under a great deal of oppression from their king and subject to oppressive taxes and conscription of their young. They hope to parley with the leaders of this town to offer them protection from the kings armies in return for information on anyone known to be heading into the mountans in search of treasure and adventure. They also expect to be able to negotiate some small regular tributes to their lord from the town.
Background Notes:
Not that any of the PCs know or care but the scenario is kingdom of Lorn, during the time that the Tefling king of that land is strip farming and strip mining the land as well as conscripting and taxing it's people for his armies. He continues to act on his grudge against his neighbours and punish his own people. The complete background on Lorn is published in the Wraith Recon books for D&D 4e and RQ2, though the time frame for this scenario is earlier than that published. Lorn's most common race is Dwarfs followed by Drow and Humans, other races all exist but Tieflings are quite prominent. In this town Drow are not so common and Human and dwarfs take an equal footing in terms of numbers.
The Party of PCs:
Once the group and their mission has been sanctioned by the great Lord. They dare not do anything to subvert it. Though resentment and scheming lie just beneath the surface of each character, unless he can prove that another kobold's behaviour is jeopardising the mission they will not act against him. Even then they cannot be sure what the correct course of action in the Luminous One's eyes truly is. Just because your quarry is guilty, doesn't mean you won't be punished for attacking him and endangering the mission yourself.
All that you can be sure of is that you should put the mission and the will of your lord first. Then even if you are killed you know that you dieds doing the best you could for the Son of Chronepsis.
Book List: All Official Paizo. No third party.
Race: Kobolds – No Exceptions. Alternative racial traits are allowed if they make sense. Scale colour to be rolled for as below.
Class: All official Pazio
Level: 4
Attributes: Roll2d6+6 for each attribute. You may re-roll one and keep the highest result. If your total bonus is 2 (before any modifiers are added) or less you can re-roll
Traits: 1 Racial Trait
Equipment: You will be given a lot less starting wealth than the average 4th level adventurer and will be allowed a maximum of 1 item with a +1 magical engagement. However you can have as many masterwork items as you can afford.
Full character creation rules will be submitted when the players are selected.
Kobold Colour Table
1 - Gold: +1 Int
Gold kobolds are often seen as the studious ones. Useless facts are often thrust upon them randomly as they grow up.
2, 3 - Green: + 2 to any skill, choose 1 additional traits of any type
Green kobolds are considered the most unremarkable and are generally not stereotyped like others. This often leaves them free to invent themselves as they will.
4, 5 - Black: +1 Str, +1 Dex, -1 Cha
Black kobolds make the most stealthy of their race and are often treated as thieves ans assassins, regardless of their true nature.
6, 7, 8 - Red: +1 Str, +2 Intimidate
Red kobolds are seen as the warriors and often the most physically dominant
9, 10 - White: +1 Wis, +2 any 1 Knowledge
White is the colour of wisdom and knowledge in the tribe. White kobolds are often treated as keepers of superior wisdom and knowledge of all things religious.
11 - Purple: +1 Int, +1 Cha Bonus when interacting with kobolds or their "allies"
Purple kobolds are often treated as second in command or ambassador. They are often sent to treat with other tribes and species when the tribe would rather not risk sending a blue kobold
12 - Blue: +1 Cha, +2 Cha Bonus when interacting with other kobolds and Luemoth
Blue Kobolds are expected to be the leaders and will often be more charismatic than others. Blue Kobolds are often sent as to peak to Luemoth, in hope that their looks will not offend him like others might.
I'm not asking for aliases at this stage. I need all of the following in 1 post. If a mistake is made or you put something down that doesn't make sense in the world for whatever reason, I will ask for you to copy paste it all into a new post with the corrections. This is so I can make a page of links to all the valid submissions.
Character Name:
Scale Colour:
Class(es):
Attributes (including adjustments for scale colour and the 1 you get at level 4):
Role (including where you will be putting your more prominent skill points and feats):
Description (keep it simple):
Background (should explain your class, specially if it's something unusual. Should also explain how you got any key skills, abilities, magical items, etc):
Example character creation to followed
I will collect a list of submissions over the next week or 2. In the mean time I will open the discussion thread in which you can ask questions about the world in general or the plan/mission. You can type these up in character or out of it as you will. You can even type it up as a random Kobold in the croud. I will respond in character as much as I can, to give you a better feel for the world. The scene will be the tribe leaders announcing the plan to the rest of the tribe and looking for volenteers. For more on that see the discussion thread.
I will close recruitment for about a week before selecting. This will be the time that I'll be looking most streniously at the posting rate, so don't feel the need to post in discussion before that unless you have a genuine question.
What I'm looking for:
A soft 5 good players
Characters that make sense and are interesting
Regular posting and genuine interest
Characters that have a good dynamic together good or bad
The willingness for to solve problems rather than wait for the DM to show you the solution.
Party balance
What I'm trying to avoid:
Getting people to spend ages making a character and playing only to be rejected.
Mini-max, characterless characters. I like to see reason for all your advances even if/when you level up in game.
You're dealing with a fairly basic scenario with a lot of complications. Can you convince Luemoth that this is a good idea? Will he agree to defeat the village against larger threats? How can you treat with the village when they see you as monsters? Should the village be told that there is a Dragons nesting in the mountain above their town? Etc. These are all problem that I expect you to deal. The senario has the flexibility to deal with any solution you come up with. However, if you don't come up with any solution to a given problem the play will falter...
Not all combats are made to be won. Some are supposed to be negotiated out of, some are made to be ran away from. Sentient monsters behave intelligently. If you find yourself in a bad situation don't expect the GM to get you out of it. The best you can hope to get from me is some hints if you roll a good knowledge skill.
I've a tendency to be kind with xp/equipment hand out, but cruel with the scenario's you run into. When levelling up and or equipping be clever, be prepared. You are going out into a very hostile world full of a lot of creatures much bigger than you.
As a group you will be given a sizable pack animal, strong enough to carry a lot of equipment and ferocious enough to defend itself if left alone for a while. You will need to be explicit about what equipment you have on and what you have left on the pack animal. However, you don't need to worry about that until you have been selected.

GM Larkin |

Example Character Rolls
Colour: 1d12 ⇒ 5 Black: +1 Str, +1 Dex, -1 Cha
Str: 2d6 + 6 ⇒ (5, 6) + 6 = 17 -4 Race +1 Colour = 14
Dex: 2d6 + 6 ⇒ (3, 6) + 6 = 15 +2 Race +1 Colour = 18
Con: 2d6 + 6 ⇒ (2, 1) + 6 = 9 -2 Race = 7
Int: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Wis: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Cha: 2d6 + 6 ⇒ (3, 1) + 6 = 10 -1 Colour = 9
reroll Con: 2d6 + 4 ⇒ (4, 3) + 4 = 11

GM Larkin |

Character Name: Kib the Stranger
Scale Colour: Black
Class: Ranger
Attributes: Str 14, Dex 18, Con 11, Int 13, Wis 12, Cha 9
Role: Scout/Trap Finder/Knowlege of local and nature
Description: Kib personifies the consent of a black Kobolt even darkening his teeth so he can better hide and sneak around.
Background: Kib was treated like an outcast until eventually became one, venturing further and further from the tribe in search of solidarity he eventually found himself in the outside world. There he found his element hunting and trapping the creatures of the wild to bring back for sale to his tribe. He has even gone so far as to break into outlying houses in search of trinkets to offer up to the Luminous One.
So fascinated he is with his trade that he saved for almost a year of his life to get his masterwork enchanted bow by buying favours with the blacksmith and the magic users of his tribe

"The Lucky Halfling" |

Curiosity...
Colour Roll: 1d12 ⇒ 11
Strength Roll: 2d6 + 6 ⇒ (6, 6) + 6 = 18 - 4 Racial = 14
Dexterity Roll: 2d6 + 6 ⇒ (4, 2) + 6 = 12 + 2 Racial = 14
Constitution Roll: 2d6 + 6 ⇒ (3, 4) + 6 = 13 - 2 Racial = 11
Intelligence Roll: 2d6 + 6 ⇒ (1, 1) + 6 = 8 + 1 Colour = 9
Wisdom Roll: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Charisma Roll: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Charisma Reroll: 2d6 + 6 ⇒ (3, 3) + 6 = 12
11 - Purple: +1 Int, +1 Cha Bonus when interacting with kobolds or their "allies"
Does this entail that his Charisma is considered to be one higher in regards to dealing with other Kobolds or their allies? Thusly, it would be considered a 10 (+0 Bonus) when dealing with either Kobolds or their allies?
I'm currently deciding what I would like to try an reroll. - Decided to reroll Charisma.

GM Larkin |

GM Larkin wrote:11 - Purple: +1 Int, +1 Cha Bonus when interacting with kobolds or their "allies"Does this entail that his Charisma is considered to be one higher in regards to dealing with other Kobolds or their allies? Thusly, it would be considered a 10 (+0 Bonus) when dealing with either Kobolds or their allies?
I'm currently deciding what I would like to try an reroll.
Your Charisma Bonus is considered 1 higher
Thus your Cha will be 9 but for all your Cha skills when dealing with Kobolds or their allies you'll basically get a +0 rather than your natural -1. Make sense?

Billybrainpan |

Character Name: Meerko the Untamed
Scale Colour: 1d12 ⇒ 10 = white
Class: Summoner (synthesist)
Attributes: STR: 2d6 + 6 ⇒ (2, 5) + 6 = 13-4 race = 9
DEX: 2d6 + 6 ⇒ (4, 4) + 6 = 14 +2 race = 16
CON: 2d6 + 6 ⇒ (1, 2) + 6 = 9 reroll
INT: 2d6 + 6 ⇒ (1, 4) + 6 = 11
WIS: 2d6 + 6 ⇒ (2, 3) + 6 = 11 +1 color = 12
CHA: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Reroll CON: 2d6 + 6 ⇒ (1, 6) + 6 = 13 -2 race +1 level = 12
Role: Melee and buffs. skills in perception and diplomacy, feats will include: persistent eidolon and power attack
Description (keep it simple): Meerko is small even for a kobold, but he's quick on his feat. He makes up for his lack of physical prowess by melding with his eidolon. Karas is a big dog-like creature with shaggy white fur and vicious claws.
Background (should explain your class, specially if it's something unusual. Should also explain how you got any key skills, abilities, magical items, etc): Meerko always wanted to be a knight. A strange dream for a kobold but it was his dream none the less. As he grew a little older it became apparent to him that it was impossible for that to happen. He became sulky and private until one day he discovered an amazing gift his ability to summon a friend from beyond his own plane. When Meerko and Karas first met they were both very small and very pale, as they grew together they learned to merge forms. Karas Kept growing to the point where he was bigger than any kobold and Meerko realized that even though he wasn't a knight he could still help in the fight for The Luminous One.

orionbasher |

colour: 1d12 ⇒ 6
str: 2d6 + 6 ⇒ (5, 4) + 6 = 15-4 from racial
dex: 2d6 + 6 ⇒ (3, 2) + 6 = 11+2 from racial
con: 2d6 + 6 ⇒ (5, 5) + 6 = 16-2 from racial
int: 2d6 + 6 ⇒ (1, 4) + 6 = 11
wis: 2d6 + 6 ⇒ (6, 4) + 6 = 16
cha: 2d6 + 6 ⇒ (3, 4) + 6 = 13
re-rolling dex: 2d6 + 6 ⇒ (6, 2) + 6 = 14
name:Grigg the scarlet shamed
scale color:red
class: cleric,monk
attributes: Str 12(+1 from being red-scaled),dex 16,con 14 int 11,wis 16,cha 14(+1 lvl 4 bonus)
role:blaster or healer, party radar
description:Grigg is one of the more frevent followers of the great winged one
backstory:"grigg? why are you asking about the worthless parasite? useless shell scraper won't work with all the that meat that he has. You what's what's worst? He don't speak.And when he speak he don't shut up about the dragon! gonna get him killed that.best from what i see, to ship him off somewhere. where he can learn his place.yea! that'll be healthy for all of us."
-from the kobold taskmaster grod tuskar
born into the red scales, Grim always found himself out of place from the rest of his clutchmates.Yes, he had the muscle and the slender form of the red scale.that was expected, yet he saw more than them.When the rest of he clutch would sleep,in caverns, something in his mind clicked.The noises.couldn't they hear it? the winds that echoed through the caverns. the beating of a heart,strong and mighty.Why couldn't they accept this being? this mighty being that above it all.Life in the clutch.sometimes,He'd wish he were white so that he might know more about that glorious one.He hated his scales,the bright red that labelled him "warrior".He soon bundled himself in a cloak,and avoided looking at his reflection.Grigg's birthright was not for him

Azten |

Color: 1d12 ⇒ 11 Purple, +1 Int, +1 Cha when interacting with Kobolds and Kobold allies.
Strength: 2d6 + 6 - 4 ⇒ (6, 1) + 6 - 4 = 9 -4 Race
Dexterity: 2d6 + 6 + 2 ⇒ (2, 1) + 6 + 2 = 11 +2 Race
Constitution: 2d6 + 6 - 2 ⇒ (2, 6) + 6 - 2 = 12
Intelligence: 2d6 + 6 + 1 + 1 ⇒ (6, 6) + 6 + 1 + 1 = 20 [ooc]+1 Race, +1 level]
Wisdom: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Charisma: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Name Yraalik Gnome Cheater
Scale Color Purple
Class Wizard(Illusionist, Shadow Subschool) Shadowcaster
Attributes Str 9, Dex 11, Con 12, Int 20, Wis 15, Cha 15
Role Spellcaster, Controller
Description Yraalik's scales have darkened in places to have an almost black appearance, making it look like he's got spots on his purple hide.
Background Years ago, barely more than a hatchling, Yraalik was in the mines gathering minerals for his master's rituals when he came upon a pair of gnomes. It felt like days were passing as they worked their magic on him, making him see what wasn't there, or not see what was. When they finally tired of him and he got back to his clan, he threw himself into the study of Illusions, swearing to not be such easy prey next time...

GM Larkin |

That makes sense. So now it will effectively act as a 13 (Considering my reroll) unless I bump it to a 13 base with my level adjustment.
Are you against using Advanced Class Guide classes? I would really like to play an aspiring Dragon Disciple that starts out as a Bloodrager.
Mmmmmmm..... Mmmmmmmm... I would prefer if you didn't because that would mean I'd have to dig out my PDF to double check your work... I won't say no, but I will say it would give you a disadvantage. You can make up for it with a cool character.

"The Lucky Halfling" |

Mmmmmmm..... Mmmmmmmm... I would prefer if you didn't because that would mean I'd have to dig out my PDF to double check your work... I won't say no, but I will say it would give you a disadvantage. You can make up for it with a cool character.
Very well. I'll post up a character concept before the end of the day. I want to take a bit of time to mull over the possibilities in my head before posting up my character concept.

Zelit |

Character Name::Nix
Scale Colour:White
Class: Shaman
Attributes: Str 10, Dex 14, Con 12, Int 11, Wis 16, Char 12
Role: Healer and spiritual guide
Description:Pure white except for the red holy symbols he paints on himself.
Background: I am Nix the blessed one. I was born to lead the tribe to a greater place. All can see I am in touch with the spirits.

GM Larkin |

Character List:
Meerko the Untamed, Summoner (synthesist) - Billybrainpan
Grigg the scarlet shamed, cleric/monk - orionbasher
Yraalik Gnome Cheater, Wizard(Illusionist, Shadow Subschool) Shadowcaster - Azten
Nix, Shaman - Zelit (This is just under the bar. I would like to see some core skills and some more background)
Also a translator will be needed to talk with the village, so having common on your submission will be an advantage for anyone

Azten |

Name Yraalik Gnome Cheater
Scale Color Purple
Class Wizard(Illusionist, Shadow Subschool) Shadowcaster
Attributes Str 9, Dex 19, Con 12, Int 20, Wis 15, Cha 15
Role Spellcaster, Controller
Description Yraalik's scales have darkened in places to have an almost black appearance, making it look like he's got spots on his purple hide.
Background Years ago, barely more than a hatchling, Yraalik was in the mines gathering minerals for his master's rituals when he came upon a pair of gnomes. It felt like days were passing as they worked their magic on him, making him see what wasn't there, or not see what was. When they finally tired of him and he got back to his clan, he threw himself into the study of Illusions, swearing to not be such easy prey next time...

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Going Random. Dotting for interest.
Kobold Race Adjustments: +2 Dexterity, –4 Strength, –2 Constitution
Random rolls, including racial and color adjustments.
Str : 2d6 + 6 - 4 ⇒ (6, 4) + 6 - 4 = 12
Dex : 2d6 + 6 + 2 ⇒ (3, 4) + 6 + 2 = 15
Con : 2d6 + 6 - 2 ⇒ (2, 1) + 6 - 2 = 7
Int : 2d6 + 6 ⇒ (6, 6) + 6 = 18
Wis : 2d6 + 6 ⇒ (2, 5) + 6 = 13
Cha : 2d6 + 6 + 1 ⇒ (4, 6) + 6 + 1 = 17
Kobold Color: 1d12 ⇒ 12
12 - Blue: +1 Cha, +2 Cha Bonus when interacting with other kobolds and Luemoth
Blue Kobolds are expected to be the leaders and will often be more charismatic than others. Blue Kobolds are often sent as to speak to Luemoth, in hope that their looks will not offend him like others might.
Character Name: Scram (Real name Ssslic the Weakling)
Scale Colour: Blue
Class(es): Rogue
Attributes (including adjustments for scale colour and the 1 you get at level 4): (See Rolls)
Role (including where you will be putting your more prominent skill points and feats): Scout, Seeker, Face,
Description (keep it simple): Bright Blue scales, green eyes and a pendant for curiousity that gets others into trouble.
Background (should explain your class, specially if it's something unusual. Should also explain how you got any key skills, abilities, magical items, etc): Scram was a runt even more so as a kobold but he was gifted with a sliver tongue and more importantly the brains to use them. Seeing that a normal kobold life wasn't for him, he made it a point to follow behind 'longshanks' and learn their habits, thinking to make himself useful. He did and now he uses those skills to ensure survival.
If there's anything else wrong with this, I'd appreciate being told what needs to be changed.

DukeRuckley |

I'm interested... Let's see what I get.
Color: 1d12 ⇒ 1 Gold
Str: 2d6 + 6 ⇒ (1, 4) + 6 = 11 (-4 race) = 7
Dex: 2d6 + 6 ⇒ (5, 3) + 6 = 14 (+2 race) = 16
Con: 2d6 + 6 ⇒ (1, 6) + 6 = 13 (-2 race) = 11+1 level = 12
Int: 2d6 + 6 ⇒ (1, 3) + 6 = 10 (+1 gold) = 11
Wis: 2d6 + 6 ⇒ (5, 5) + 6 = 16 16
Cha: 2d6 + 6 ⇒ (4, 2) + 6 = 12 12
reroll Int: 2d6 + 6 ⇒ (4, 1) + 6 = 11 (+1 gold) = 12 Not much better :(
Character Name: Pint
Scale Color: Gold
Class: Zen Archer Monk
Attributes: Str 7, Dex 16, Con 12, Int 11, Wis 16, Char 12
Role: Ranged support
Description: Small, golden, and proud despite his stature.
Background: Pint (as he is called in the Draconic tongue) has always been small and weak, even as compared to the average kobold. He spent most of his life trying to prove himself to the rest of the tribe and developed an affinity for the bow.

Joshua Hirtz |

While I would have enjoyed playing a Bloodrager, I think I am happy with the alternative that I came up with. Please feel free to give me some feedback on it.
Character Name: Dragoor the Proud
Scale Colour: Purple
Class: Mad Dog Barbarian
Attributes: Str 14, Dex 14, Con 12, Int 9, Wis 15, Cha 12
Role: Second in Command / The Intimidating Enforcer (Intimidate and Linguistics) / Lizard Rider (Handle Animal and Ride)
Description: Dragoor is a menacing sight to behold. Standing just over 3'6" and weighing just under 50 pounds, Dragor is easily one of the largest and strongest kobolds his tribe has seen in many generations.
Background: Dragoor has always been larger than the majority of his kin. This fact, and the color of his scales, has given him the confidence and ability to move up the ranks to second-in-command. (Looking for a Blue Scaled Kobold to follow under. At this point in time, it would either have to be an NPC or Scram.)
To earn his current position and prove his loyalty, Dragoor was tasked with facing off in one on one combat with a giant gecko that had been terrorizing the tribes. Eager to prove himself worthy of such a position, Dragoor went into combat bearing nothing more than the pounder (Tail Attachment) that was strapped to his tail. Not only did he come out victorious, but he claimed one of the creature's young as his own and has raised it since that time to become his companion and steed. As a token of appreciation for Dragoor's undying loyalty, the Son of Chronepsis presented him with a magical amulet that would engulf his natural weapons in Electricity (Amulet of Mighty Fists - Shocking Quality).
While some of the more intelligent Kobolds in the tribes think Dragoor is a bit lacking in knowledge, none of them will ever say it within earshot of him in fear of the repercussions that would follow. Despite this, Dragoor has learned to speak common. Not in hopes of befriending those that speak it, but so that he could taunt them in a language that they could understand.

Undead Forum Slave |

Cool! (Good to see you, Hawke/Joshua Hirtz. This is my recruitment forum posting alias)
Let's see what the dice demand that I play:
Color: 1d12 ⇒ 11 -
Strength: 2d6 + 6 ⇒ (4, 3) + 6 = 13 -4 = 9
Dexterity: 2d6 + 6 ⇒ (6, 6) + 6 = 18 +2 = 20
Constitution: 2d6 + 6 ⇒ (1, 1) + 6 = 8
Wisdom: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Intelligence: 2d6 + 6 ⇒ (2, 3) + 6 = 11 +1 racial
Charisma: 2d6 + 6 ⇒ (6, 1) + 6 = 13 +1 racial when dealing with other kobolds
Constitution reroll: 2d6 + 6 ⇒ (1, 6) + 6 = 13 -2 = 11
Initial pass: very interesting. With 8 Con, I'm weak and frail - definitely not a front-liner. However, I have incredibly high Dexterity, and very solid intelligence and charisma. I'm thinking some sort of negotiator or ranged rogue of some sort. Perhaps a ranger? I'll think on it and get back to everyone.
Edit: forgot about the reroll. 13 Con is very respectable, I got a pretty solid array going here. Strength is still a weak-point, but that's fine, kobolds can get by without brute strength. Now to choose a class.
Applied my racial penalties and bonuses, now need to choose a class so I know what stat to boost at 4th level.

Joshua Hirtz |

Good to see you outside of the thread DM Frogfoot. It would appear you were destined to join me in creating a purple scaled kobold.
As for your Constitution, don't forget you get to reroll one of your stats and take the higher roll. It's hard to roll lower than an 8. :P
Edit: Oh and don't forget to apply the normal racial modifiers (Str -4, Dex +2, Con -2) along with the +1 to a stat for being fourth level.
Also, the +1 Charisma only applies when dealing with other kobolds or (I think he means and) their allies.

Undead Forum Slave |

[dice=Color]1d12 - Purple
[dice=Strength]2d6+6 -4 = 9
[dice=Dexterity]2d6+6 +2 = 20
[dice=Constitution]2d6+6 +1 at level 4
[dice=Wisdom]2d6+6
[dice=Intelligence]2d6+6 +1 racial
[dice=Charisma]2d6+6 +1 racial when dealing with other kobolds[dice=Constitution reroll]2d6+6 -2 = 11
Character Name: Neemer Kresh
Scale Colour: PurpleClass: Inquisitor
Attributes: Str 9 (-1), Dex 20 (+5), Con 12 (+1), Int 12 (+1), Wis 14 (+2), Cha 13 (+2)
Role: Eyes and Ears for the Chief
Description: Neemer found a small human child's hat a year ago that he has taken to eternally wearing on his head because it fits him. It resembles a green beret. He thinks it looks great. He's purple-scaled and only about 2'6" tall, with long narrow fingers.
Background: Neemer's brash confidence and arrogance as a young kobold led to him getting beat up a lot. Now, as an adult kobold, he wants to return the favor. He's ingratiated himself (partially due to the color of his scales) with the Chief's good graces, and serves him by tracking down dissenters to his rule and silencing them. He takes a lot of pride in his work.
Traits and equipment to follow.

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Character Name: Fex
Scale Colour: White
Class: Alchemist
Attributes: STR 12, DEX 14, CON 9, INT 16, WIS 13, CHA 14
Role: Ranged (Bombs), Utility, Craft (Alchemy), Use Magic Device, Stealth
Description Fex is a scrawny little kobold, but usually hides his size under deep robes festooned with belts, pouches and pockets full of bizarre components for his creations.
Background Fex was apprenticed to the tribes healer as a youngling, and while he never got the hang of invoking gods to heal, he quickly grasped the basics of potion making, and from there experimented with anything he could find. Fex has a particular talent for bombs, and just loves blowing up his opponents.
A while since my original post (somewhere up there where I rolled stats), been pondering. Kobolds don't strike me as wizard material, but poisons and bombs, now there's something they could have a passion for.

Nix the savior |

I fleshed myself out a little. working on back story now.

GM Larkin |

Character List:
Meerko the Untamed, Summoner (synthesist) - Billybrainpan
Grigg the scarlet shamed, cleric/monk - orionbasher
Yraalik Gnome Cheater, Wizard(Illusionist, Shadow Subschool) Shadowcaster - Azten
Nix, Shaman - Zelit (I would like to see background)
Pint, Zen Zen Archer Monk - DukeRuckley
Dragoor the Proud, Mad Dog Barbarian - Joshua Hirtz
Neemer Kresh, Inquisitor - Undead Forum Slave (I don't need to see full traits and equipment lists at this stage but I would like to see a little more under the heading of roll. What core skills will you bring? What function would you have in an encounter? Etc)
Fex, Alchemist - spinningdice
@nightdeath - I don't see where your +1 atribute is for getting to 4th level. Also, as Azten pointed out you still get your re-roll, you don't need to do it, it just acts in your favor.
I'm noticing a lot of purple Kobolds where the chart is set out to give a majority of red kobolds and a higher number of green and white ones... The dice gods are funny sometimes! Worry not the mechanic is there to give the PCs a little extra power and a little extra flavor. The colour of your scales will not influence your selection in the least... Even if the rest of the tribe may think otherwise when the party consists of 5 purple kobolds...

GM Larkin |

Also, the +1 Charisma only applies when dealing with other kobolds or (I think he means and) their allies.
I did mean and. I did a lot of typing today!
@Spinning Dice - You forgot to add you attribute increase for getting to 4th level
@Nix - I really didn't need you to go and make an alias but that's cool. I'll just change the link to that.

Joshua Hirtz |

It happens. I'll post in he discussion thread when I make it home.
Frogfoot, would you care to create a connection between our characters? Whether that be as respected rivals, friends, or even family is cool with me.

GM Larkin |

Luemoth is your Lord and your one true god. All other deities are worshipped through Luemoth and are secondary to him. In the same breath that you would ask Erastil for a bountiful harvest, you would thank the Luminous One for his protection and allowing the light of Erastil to shine on you.
The dragon itself would not truly provide such power, but in your mind the power is channeled through Luemoth.
@Spinning Dice - No worries. It gets a bit overwhelming trying to keep up with everyone during character creation and the first few weeks of PbP... I'll update the list while I still have access to edit it.

CaptainFord |
1 person marked this as a favorite. |

Darn it, why am I only now seeing this!?
Let's see how favorable the Dice Gods shine on my harvest...
Scale Color: 1d12 ⇒ 5 Black scales
STR: 2d6 + 6 ⇒ (5, 6) + 6 = 17 14
DEX: 2d6 + 6 ⇒ (4, 5) + 6 = 15 18
CON: 2d6 + 6 ⇒ (6, 6) + 6 = 18 16
INT: 2d6 + 6 ⇒ (5, 2) + 6 = 13 13
WIS: 2d6 + 6 ⇒ (6, 1) + 6 = 13 13
CHA: 2d6 + 6 ⇒ (3, 6) + 6 = 15 14
*jawdrops* Oh. My. God. I AM A BOSS AMONG KOBOLDS!
Scale Color: Black
Class: Anti-Paladin (because I think I actually have the stats to pull it off)
Stats: STR 14 DEX 18 CON 16 INT 13 WIS 13 CHA 14
Description: A tall, very muscular kobold covered in black scales, which blend in quite well to the black armor he wears.
Backstory: Grix was once part of the poor, pitable tribe before it rose to power through the glory of their blue dragon lord. As such, he has seen the greatness Luemoth has brought to the tribe, and seeks to extend that influence further. Among his tribe, he can be intimidating, as he is fervently devoted to the dragon ruler, and anyone even suspected of opposing the dragon's whims are subject to his accusations. However, he is also regarded as a remarkable champion among them, renowned for his ability to wield and move seamlessly in the heavy armor and weapons Luemoth has bestowed on him, a display Grix has more than once shown off in smiting the now fleeing foes who would dare oppose Luemoth's command.

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Going Random. Dotting for interest.
Kobold Race Adjustments: +2 Dexterity, –4 Strength, –2 ConstitutionRandom rolls, including racial and color adjustments.
Str : 2d6 + 6 - 4 ⇒ (6, 4) + 6 - 4 = 12
Dex : 2d6 + 6 + 2 ⇒ (3, 4) + 6 + 2 = 15
Con : 2d6 + 6 - 2 ⇒ (2, 1) + 6 - 2 = 7
Int : 2d6 + 6 ⇒ (6, 6) + 6 = 18
Wis : 2d6 + 6 ⇒ (2, 5) + 6 = 13
Cha : 2d6 + 6 + 1 ⇒ (4, 6) + 6 + 1 = 17+1 (4th Ability Score +1)
Kobold Color: 1d12 ⇒ 12
12 - Blue: +1 Cha, +2 Cha Bonus when interacting with other kobolds and Luemoth
Blue Kobolds are expected to be the leaders and will often be more charismatic than others. Blue Kobolds are often sent as to speak to Luemoth, in hope that their looks will not offend him like others might.Character Name: Scram (Real name Ssslic the Weakling)
Scale Colour: Blue
Class(es): Rogue
Attributes (including adjustments for scale colour and the 1 you get at level 4): (See Rolls)
Role (including where you will be putting your more prominent skill points and feats): Scout, Seeker, Face. Skills will be on Diplomacy, Bluff, Stealth, Perception, Disable device, Appraise, Sense Motive and Linguistics.
Description (keep it simple): Bright Blue scales, green eyes and a pendant for curiousity that gets others into trouble.
Background (should explain your class, specially if it's something unusual. Should also explain how you got any key skills, abilities, magical items, etc): Scram was a runt even more so as a kobold but he was gifted with a sliver tongue and more importantly the brains to use them. Seeing that a normal kobold life wasn't for him, he made it a point to follow behind 'longshanks' and learn their habits, thinking to make himself useful. He did and now he uses those skills to ensure survival.Languages: Draconic, Common, Dwarven, Gnome, Undercommon (As Per kobold Entry)
If there's anything else wrong with this, I'd appreciate being told what needs to be changed.
Reroll for Con2d6 + 6 - 2 ⇒ (1, 6) + 6 - 2 = 11 Still a weakling just not so much. I'm keeping the 7 lol.