Man this is gonna end up as big as your guide to the interwebz.
Speaking of which I just put up the miniatures and wargaming links in that thread.
THE KOBOLD SEDUCTRESS "So is that a club in your pocket or are you happy to see me? Cause if it's a club I gotta say you're missin' out bub." Eventually the Kobolds figured it was easier to trap the pinkies with kind words than it was with pits. So they had several of their better female sorcerers undergo massive magical augmentation (i.e. plastic surgery) so as to appeal more to the humanoids. Most reptilians and Dragons and such like em too. Then after diplomatic training they become the official Kobold Ambassador (i.e. saboteur) to the humanoid races. As opposed to the old version of diplomats who made the sky rain dead things till they got what they wanted or got killed.
BECOMING A KOBOLD SEDUCTRESS Most Kobold Seductresses are some sort of spellcaster that specializes in Enchantment that are willing to agree to being altered.
ENTRY REQUIREMENTS Race: Kobold
Gender: Female
Spells: Must be able to cast 3rd level spells, and know one Enchantment and Illusion spell of each level.
Skills: Bluff 8 Ranks, Diplomacy 8 Ranks, Sense Motive 8 Ranks
Feats: Spell Focus (Enchantment, Illusion)
Special: Must have gone through massive magical surgeries lasting 24 hours and costing 4000 GP
Class Skills The Kobold Seductresses class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (Arcana, Local, Nobility)(Int), Listen (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skills Points at Each Level : 4 + int
Hit Dice: d4
BAB Fort Ref Will Abilities
1. +0 +0 +0 +2 Plastic Surgery (Biggie Size)
2. +1 +0 +0 +3 Political Training, +1 Level of Arcane Casting Class
3. +1 +1 +1 +3 Stealth Caster, +1 Level of Arcane Casting Class
4. +2 +1 +1 +4 Plastic Surgery (Musky)
5. +2 +1 +1 +4 Political Training, +1 Level of Arcane Casting Class
6. +3 +2 +2 +5 Stealth Caster, +1 Level of Arcane Casting Class
7. +3 +2 +2 +5 Plastic Surgery (Final Transformation)
8. +4 +2 +2 +6 Political Training, +1 Level of Arcane Casting Class
9. +4 +3 +3 +6 Stealth Caster, +1 Level of Arcane Casting Class
10.+5 +3 +3 +7 Local Celebrity, +1 Level of Arcane Casting Class
Weapon Proficiencies: A Kobold Seductress gains no new weapon or armor proficiencies.
Plastic Surgery (Ex): The initial magical surgery undergone by the Kobold slowly changes her over time. At 1st level she loses her Racial Ability Adjustments (all stats are +0), her Light Sensitivity, and her Size Class becomes Medium. Her tail shrinks somewhat, and her features soften, looking less "dragony", and more humanoid.
At 4th level the Seductress becomes a little more humanoid. Her tail disappears entirely, her legs lose the extra joint, and her snout is all but gone. She also begins to emit a mixture of pheromones that screw with the minds of those around her. As long as there are no heavy winds, any creature spending 1 minute in her presence risks being poisoned. Inhaled, Fortitude (DC is 10 plus half Hit Dice plus Constitution modifier), Initial and Secondary damage 1d3 Wisdom. This musk is odorless.
At 7th level the Seductresses transformation is complete, and she appears to be a scaled human with beautifully patterned scales, and a mane of some fibrous material resembling hair. Her poison now has a +2 Racial Bonus to it's Save DC, and does 1d6 Wisdom damage. She may now turn her musk off if she wishes.
Political Training (Ex): At 2nd, 5th, and 8th level the Kobold Seductress can choose any skill from the following list provided she has at least 8 ranks in that skill. She may always Take 10 on that skill: Bluff, Diplomacy, Disguise, Forgery, Gather Information, Intimidate, Knowledge (Local, Nobility), Listen, or Sense Motive.
Stealth Caster (Ex): At 3rd level the Seductress can ignore the Verbal and Somatic components of Divination spells they cast a number of times per day equal to their Charisma Modifier.
At 6th level the Seductress can ignore the Verbal and Somatic components of Enchantment spells they cast a number of times per day equal to their Charisma Modifier.
At 9th level the Seductress can ignore the Verbal and Somatic components of Illusion spells they cast a number of times per day equal to their Charisma Modifier.
Local Celebrity (Ex): Turns out your "Final Transformation" wasn't so final. Your scales could now rightly be called beautiful. Their color and pattern is breathtaking, and they are so small it's hard to make out individual ones at any distance. You are now pretty humanoid but for sharp teeth and nails, and exotic enough that people of all races seem to be curious about you. Of course it might be your enhanced musk. The Poison now does 2d6 Wisdom damage, and the Racial Bonus to it's Save DC increases to +4. If an opponents Wisdom drops to 0, he becomes permanently Charmed (as per the Charm Monster spell) by the Seductress. He will then recover his Wisdom with a full nights sleep, and is immune to the Seductresses Musk until the Charm is broken by a Remove Curse spell or something similar.
PLAYING A KOBOLD SEDUCTRESS You were the nerdy girl in your clutch. Called ugly. Looked down on because you were different. Well look at you now! You are the perfect living example of scaly hawtness. Lizardfolk are willing to kill for a hug from you. Dragons send you flowers. The occasional human turns furry (or is it scaly?) for you (mom was right, they are perverts!). You get to go find old school chums, point at them, and laugh at them for not having the fame and power you do. Oh and you get to do sabotage work for the community, blah, blah, blah...Screw that you're getting drunk and partying.
Combat: You aren't meant for combat. You're supposed to be charming people into doing your work indirectly. If you're in a fight things have gone wrong.
Advancement: Seductresses vary somewhat depending on their self control. Many go wild once they're set free and indulge themselves, while others are devoted zealots determined to advance the cause of their people. Some try to increase their magical abilities, while other concentrate on politicking.
Resources: Kobold Seductresses usually have a web of contacts among various groups and strata of society. Theoretically you're an official Kobold Ambassador, and have some resources available from your government, and maybe even some from whatever government hosts you. Plus whatever you're able to blackmail from people. The blackmail resources are always the best ones.
KOBOLD SEDUCTRESSES IN THE WORLD "That Napnap is such a nice lady. She showed me how to poison my unfaithful husband. He's been cheatin' on me for decades y'know." Kobold Seductresses are more liked than most other Kobolds. They should be they were magically engineered to be well liked. Plus they see nothing wrong in being nice since it just seems to get them more stuff, or more power. It's also possible that the magic surgery whacked their brains out of place a little, so maybe they've turned softy on their peoples. Nah prolly not. The Pinkies are prolly just as dumb as the leaders claim they are. On the other hand the Kobold Leaders never let you have Dwarven Vodka...
Daily Life: Daily life revolves around diplomatic work theoretically. It also revolves around ludicrous amounts of hedonism if your superiors aren't about. In the old days you never got to drink wine, and sample ethnic cuisines, and dance, and party your behind off. It's good to be the diplomat.
Notables: Napnap (NE Female Kobold Beguiler 6/Kobold Seductress 6) is the newest Kobold diplomat to the city. Formerly her family ruled her life with an Iron Fist, but they're far away now. Excellent. No more forced magical surgeries, no lessons to endure. Some boring time spent doing official work and sabotage, but after that she gets to go to the local Dwarf bars and try that new Fire Ale they keep talking about. Hopefully this time she doesn't end up naked, hanging from a tree, singing about Bahamut having a nice butt. Took a loooooot of favors to make that go away last time...
Organizations: Since your a diplomat you officially have some sort of a staff, but usually that's about the closest to an organization you get.
NPC Reaction Reactions kinda depend on the NPC. Scaly reptilian ones would probably volunteer to wrestle a lava flow to suck your toes. Other humanoids generally find you strange and exotic enough to pay attention to you. Especially since your such a nice, kind lizardy person. With bosoms. Lets not forget the power of bosoms y'all...
KOBOLD SEDUCTRESSES IN THE GAME This assumes that there are large civilized city-states near the Kobold territories, and that the Kobolds are enough of a power that the humanoid races would rather ply them with diplomacy than all out war. So obviously the Kobolds aren't assumed to be token mooks.
Adaptation: Probably better for sillier campaigns, particularly ones heavy on intrigue and political machination. Plus some fans of Kobolds in your group may be giving you the evil eye for this one...
Encounters: PC's will usually be hired to protect or assassinate the Kobold Seductress, or possibly even her opponent. Or if she's drunk enough she may make a pass at one. 18 glasses of Cognac in a short period of time makes one hallucinatory. Depending on her memories of the event the PC may be a gentleman for not taking advantage of the situation, or an evil bastard who needs to be publicly crucified. I guess we're saying avoid the diplomatic corps parties.
Sample Encounter EL 12: The PC's are at a party in the new Diplomatic Headmaster's honor, when some drunk, scaly lady vomits on one of them. When he pushes her away she freaks out and calls the guard to arrest him for putting his hands on her. Turns out she's the head Kobold diplomat. Better hide kid, or start polishing up on your own Diplomacy skills...
NapnapNE Female Kobold Beguiler 6/Kobold Seductress 6
Init +1,
Senses: Listen +13, Spot +7, Dark Vision 60'
Languages Draconic, Common, Dwarven, Gnome, Elven
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AC 22, touch 15, flat-footed 21 (+1 Dex, +1 Natural, +6 Armor, +4 Deflection)
hp 36 (12 HD)
Fort +4,
Ref +5,
Will +12
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Speed 30 ft. (6 squares)
Melee +1 Rapier +7/+2 (1d6/18-20)
Base Atk +6,
Grp +5
Combat Gear 2 Potions of Cure Serious Wounds
Spells Per Day 0: 6 (DC 14)
1: 7 (DC 15)
2: 7 (DC 16)
3: 7 (DC 17)
4: 6 (DC 18)
5: 3 (DC 19)
Caster Level 10th
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Abilities Str 8, Dex 12, Con 10, Int 18, Wis 13, Cha 14
SQ Armored Mage, Trapfinding, Cloaked Casting (+1 DC), Surprise Casting (Move Action), Advanced Learning (Serene Visage), Musk (DC 16), Political Training (Bluff, Diplomacy), Stealth Casting (Divination, Enchantment, 2/day)
Feats Greater Spell Focus (Enchantment, Illusion), Spell Focus (Enchantment, Illusion), Weapon Finesse, Silent Spell (B)
Skills Bluff +14, Concentration +8, Craft (Trapmaking) +2, Diplomacy +14, Gather Information +14, Hide +9, Knowledge (Arcana, Local, Nobility) +12, Listen +13, Move Silently +7, Profession (Miner) +3, Search +12, Sense Motive +13, Sleight of Hand +7, Spellcraft +10, Spot +7, Use Magic Device +10
Possessions +6 Bracers of Armor, +4 Ring of Protection, +4 Cloak of Charisma, +1 Rapier, 2 Potions of Cure Serious Wounds, 180 GP
EPIC KOBOLD SEDUCTRESSHit Die: d4
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Kobold Seductress gains a Bonus Feat every 2 levels higher than 20th