Cleon
Legend
Seems like an ok start. We can look to cavelings and troll mutate lists for inspiration. Besides the extra limbs and sensory organs, I'm fond of the internal organ from the troll mutate (like caveling modified anatomy), tail whip (from both), and acidic blood from the caveling.
OK, let's make a start. I'm going to add a Reflex save to the Acidic Blood to make it less nasty, in the hope that it won't affect LA/CR.
Assuming we use all the proposals so far, we're only short two mutations.
1 - Mass Plane Travel (see 3-5) plus two other mutations (roll 1d12+8 for each), The kobalt gains a +6 racial bonus on Charisma and a +4 racial bonus on Diplomacy checks against other kobalts. its LA increases by 2 and its CR increases by 1.
2 - Mass Plane Travel (see 3-5) plus one other mutations (roll 1d12+8). The kobalt gains a +4 racial bonus on Charisma and a +4 racial bonus on Diplomacy checks against other kobalts. Its LA increases by 1 and its CR increases by 1.
3-5 - Mass Plane Travel - functions like a 1/week plane shift, except the kobalt can shift itself and up to 40 other kobalts between two Prime Material planes. Caster level X. The kobalt gains a +4 racial bonus on Charisma and a +4 racial bonus on Diplomacy checks against other kobalts. Its LA increases by 1.
6 - Three mutations (roll 1d12+8 for each mutation, the kobalt's LA increases by 1 and its CR increases by 1.
7-8 - Two mutations - roll 1d12+8 for each mutation, The kobalt's LA increases by 1.
9 - Heightened Senses - roll 1d6 twice and consult the following sub-tables:
Number of Senses
1 = +2 racial bonus to one sense
2 = +2 racial bonus to two senses
3 = +2 racial bonus to three senses
4 = +4 racial bonus to one sense, -4 racial penalty to another sense
5 = +4 racial bonus to one sense
6 = +4 racial bonus to one sense, +2 racial bonus to another sense
Affected Sense (reroll duplicates)
1-2 - Vision (bonus to Spot checks)
3-4 - Hearing (bonus to Listen checks)
5 - Touch (bonus to Search)
6 - Intuition (bonus to Sense Motive)
10 - Carapace - Increase natural armour by 1d4 (1d4+1 if rolled twice, 1d4+2 if rolled three times)1 = +2 racial bonus to one sense
2 = +2 racial bonus to two senses
3 = +2 racial bonus to three senses
4 = +4 racial bonus to one sense, -4 racial penalty to another sense
5 = +4 racial bonus to one sense
6 = +4 racial bonus to one sense, +2 racial bonus to another sense
Affected Sense (reroll duplicates)
1-2 - Vision (bonus to Spot checks)
3-4 - Hearing (bonus to Listen checks)
5 - Touch (bonus to Search)
6 - Intuition (bonus to Sense Motive)
11 - Vomit Acid - 1/day. 20 ft. line of acid doing 2d4 damage, Con-based Reflex save for half, duplicate rolls allow 3/day if rolled twice, once every 1d4+1 rounds if rolled thrice.
12 - Extra Arm - Gives an additional off-hand attack each time this mutation is rolled.
13 - Claws - Each hand can do 1d3 claw damage. (reroll duplicates)
14 - Long Legs - Increase base land speed by 10 feet each time this mutation is rolled.
15 - Tail - Secondary attack for 1d6 damage with 1.5 times Strength bonus.
16 - Redundant Organs - Gives Ability Asymmetry (see below), granting a +2 bonus to Constitution and a -4 penalty to another ability score, determined randomly. If this mutation is rolled a second time it grants light fortification (25% chance to negate critical hit), if Redundant Organs is rolled a third time it grants moderate fortification (75% negation of critical hits).
17 - Acid Blood - Deals 1d4 points of damage to any creature attacking it with a slashing or piercing weapon who fails to succeed at a Reflex save. The save DC equals 10 plus the kobalt's Con bonus. (reroll duplicates)
18 - Ability Asymmetry - A randomly determined ability receives a +2 bonus and another ability score receives a -4 penalty. (1=Str, 2=Dex, 3=Con, 4=Int, 5=Wis, 6=Cha)
19 -
20 -