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Mlmiii
2015-06-18, 10:37 AM
I like Splatoon. I also like Pathfinder. I decided to combine the two. Hopefully, someone else has use for this.

Physical Description: Inklings resemble humans, although any remotely detailed viewing will notice the fact that their “hair” is in fact the remnants of the mantle and tentacles of their squid form, and a thick band of black under their eyes and at the top of the bride of their nose. The color of their eyes and squid form (“hair” included) cover a far larger range than any other race except possibly gnomes. Of particular note is their teeth, which bear unusual points on the foremost upper premolars and lower incisors, believed to be another leftover from their cephalopodic nature. When in squid form, they appear to be a flying squid with both eyes (and the aforementioned black band) on one side, with their “hair” color. The other side is white and contains the largely unused suckers of their longer two tentacles.

Society: Described as having a simple, predatory mind with room for nothing but battles and fashion, inklings rapidly transition from celebrations of beauty to contests of combat prowess and back, often multiple times in rapid succession. Their society attempts to reconcile these two with a single system of prestige known as “freshness”. Those lacking in prestige are designated as “moldy”, a title quickly thrown off by those who engage in the popular sports involving claiming territory based on maintaining ink coverage over a given area. Vendors will often refuse to serve customers who are moldy, and will furthermore restrict their higher-quality goods to those who are particularly fresh. As such, all inkling fashionistas are expected to have earned their style with combat expertise, and their warriors are expected to have some artistic flair to show off their spoils of war. Of particular interest is the fascination with housecats as officiators of these affairs, apparently in respect to a mythological feline whose name translates to “judge”.

Relations: Inklings and gnomes have a jolly old time discussing color theory and how wonderful it is to have a full box of crayons. Dwarves look on in horror at the explosions of color that are their cities and the casual nature in which they approach everything. Humans enjoy their drive to accomplish, even if it is in such unstable fields as sport and beauty. Half-elves and half-orcs can relate to the fashion and turf wars, respectively, enough that it is not uncommon for the inklings to allow them participation in said contests. Full-blooded elves and halflings appreciate the beauty of the things they create, but generally regard inklings as hyperactive children and avoid prolonged contact with their culture.

Alignment and Religion: Aside from the aforementioned cat, whose shrines appear in nearly every arena of battle and fashion, inklings have no particular inclinations in morality.

Adventurers: Occasionally, inklings have to step outside their eternal festivals that consume their cities and face reality. Usually something to do with finding raw materials, especially food, inklings whose honor has been stained by a losing streak will often take the opportunity to leave their maelstrom of color to benefit their homes as well as practice against opponents that won’t overpower them, such as target practice with some trees or competitions of speed with the less colorful races. While many return to that vortex of ink that dominates their society, some find peace in the drab earthen tones of the countryside and settle down elsewhere. Still others find that a balance between the two needs to be struck, and search the world for a place where that balance exists. Of course, there are always inklings who decide that the most time-efficient way of accumulating freshness is slaying a dragon, but they are usually persuaded into a less dangerous path in life. Usually.

STANDARD RACIAL TRAITS
Ability Scores: Inklings have +2 Dexterity and +2 Charisma, and -2 Constitution. Although nimble and skilled with social and artistic practices, inklings are rather fragile.
Type: Inklings are Monstrous Humanoids with the Aquatic, Inkling, Shapechanger, and Ink subtypes.
Size: Inklings are Medium with no bonuses or penalties due to their size.
Base Speed: Inklings have a base speed of 30 feet.

OFFENSIVE RACIAL TRAITS
Weapon Familiarity: Inklings are proficient with any kind of firearm or splash weapon.

SENSES RACIAL TRAITS
Darkvision: Inklings have Darkvision extending out 60 feet.

SPECIAL RACIAL TRAITS
Adjustable Ink: Inklings have a specific color of Ink that can be shifted to another by meditating uninterrupted for one minute. Taking damage counts as an interruption.
Change Shape (Su): Inklings can shift to or from the form of a specific Ink Squid (tied to each individual--Alice can only ever be Squid!Alice, not Squid!Bob) as a Swift Action. Because that is actually their default form, they cannot take Inkling form until they come of age (usually 14). Turning into a squid does not provoke attacks of opportunity, but turning into a kid does.
Amphibious (Ex): Inklings don’t suffocate out of water, and in fact prefer dry land.
Inkling Cr ½
XP 200
Medium monstrous humanoid (aquatic, ink, inkling, shapechanger)
Inkling warrior 1
Init +1, Senses: Perception +1, Darkvision 60’
Defence
AC 13 (11t, 12ff) (+1 DEX, +2 armor)
HP 4 (1d10-1)
Fort: +1 Ref: +1 Will: +0
Offence
Speed: 30’ land
Melee: Dagger +1 (1d4)
Ranged: Shortbow +2 (1d6) (20 arrows)
Tactics
Before Combat: If Inklings know that combat is coming, they will do swift reconnaissance to get a better understanding of what places to avoid and what places offer good attack paths.
During Combat: A lone inkling will focus on stealth and efficient ranged attacks. A group will feint and lay down cover fire to allow a fraction of their number to stealthily pick off those targets who get separated from their allies.
Morale: Inklings enjoy combat but detest losing allies. If one of them is knocked unconscious but not killed, they will organize a fighting retreat to get their ally to safety. If one of them is killed, they put more effort into retreating if they are losing, but press harder if they are winning. Inklings are comfortable with surrender, however, and if they cannot find a way to win, they would rather not fight.
Statistics
Str 10 Dex 12 Con 8 Int 10 Wis10 Cha 12
BAB: +1 CMB: +1 CMD: 12
Feats: Point-Blank Shot
Skills: Swim +8, Perception +1, Profession (Painter) +1
Special Abilities
Adjustable Ink (Ex): Inklings have a specific color of Ink that can be shifted to another by meditating uninterrupted for one minute. Taking damage counts as an interruption.
Amphibious (Ex): Inklings don’t suffocate out of water, and in fact prefer dry land.
Change Shape (Su): Inklings can shift to or from the form of a specific Ink Squid (tied to each individual--Alice can only ever be Squid!Alice, not Squid!Bob) as a Swift Action. Because that is actually their default form, they cannot take Inkling form until they come of age (usually 14). Turning into a squid does not provoke attacks of opportunity, but turning into a kid does.
Ink subtype: Creatures with the ink subtype have an attuned color of Ink within them. When standing on Ink of a different color, they treat it as difficult terrain, sink ankle-deep (or equivalent) into the Ink, and take 5 nonlethal Ink damage each round they are in it. If brought to 0 hp by Ink, their internal Ink explodes in a 5’ radius of the Ink color that knocked them out. Being submerged in their own color of Ink heals 10 point of HP lost to Ink each round.

Ecology
Environment: Any temperate
Organization: Solitary, Pair, or Squad (3-8)
Treasure: NPC gear


Ink Squid Cr ½
XP 200
Small monstrous humanoid (even though it’s a squid) (aquatic, ink, inkling, shapechanger)
Init: +2 Senses: Darkvision 60’
Defence
AC 12 (12t, 11ff) (+1 DEX, +1 size)
HP 4 (1d10-1)
Fort: -1 Ref: +3 Will: +2
Offence
Speed: 60’ swim, 15’ land
Melee: Tentacle +2 (1d4 plus Grab)
Statistics
Str 10 Dex 12 Con 8 Int 10 Wis 10 Cha 12
BAB: +1 CMB: +0 (+4 grapple), CMD: 10
Feats: Point-Blank Shot
Skills: Swim +9, Perception +1, Acrobatics +2, Profession (Painter) +1, Stealth +4
Special Abilities
Adjustable Ink (Ex): Ink Squids have a specific color of Ink that can be shifted to another by meditating uninterrupted for one minute. Taking damage counts as an interruption.
Amphibious (Ex): Inklings don’t suffocate out of water, and in fact prefer dry land.
Change Shape (Su): Ink Squids can shift to or from the form of a specific Inklings (tied to each individual--Alice can only ever be Kid!Alice, not Kid!Bob) as a Swift Action. Because this is actually their default form, they cannot take Inkling form until they come of age (usually 14). Turning into a squid does not provoke attacks of opportunity, but turning into a kid does.
Ink Glide (Ex): As an earth elemental’s Earth Glide, except that 1) Only Inked surfaces, 2) That are the Ink Squid’s color, 3) Surfaces cannot be passed through, 4) The Ink Squid cannot go deeper than the minimum depth to submerge it, 5) Move Earth spells do not yoink the Ink Squid out of the surface, and 6) The Ink Squid does leave a wake betraying its position and movement.
Ink subtype: Creatures with the ink subtype have an attuned color of Ink within them. When standing on Ink of a different color, they treat it as difficult terrain, sink ankle-deep (or equivalent) into the Ink, and take 5 nonlethal Ink damage each round they are in it. If brought to 0 hp by Ink, their internal Ink explodes in a 5’ radius of the Ink color that knocked them out. Being submerged in their own color of Ink heals 10 point of HP lost to Ink each round.
Super Jump (Ex): As a standard action, an ink squid can gather Ink into its mantle, changing its swim speed into a fly speed of four times the distance/round compared to the original swim speed. The jump must end on the same turn it starts on. This does not provoke attacks of opportunity anywhere along its path other than the start. If a move action is not taken to gather Ink from outside the squid’s body (which obviously must be present for gathering it to work), the ink squid gains the Nauseated condition for two rounds as it recovers from releasing such a large quantity of its own fluids. The chosen destination can only be adjacent to an ally or some item of great importance (in Splatoon it was spawn points, but those don’t really exist in Pathfinder) unless the ground on which the Ink Squid is on becomes unsafe for environmental reasons (the giant you’re standing on is about to sneeze, the house is on fire, etc).
Ecology
Environment: Any temperate
Organization: Solitary, Pair, or Squad (3-8)
Treasure: NPC gear

Inkling subtype: Creatures with the inkling subtype require an Inkling Bane weapon for Bane to work against them as humanoid creatures do, despite being monstrous humanoids (otherwise anti-centaur weaponry would do extra damage against inklings, and that’s silly).

Ink subtype: Creatures with the ink subtype have an attuned color of Ink within them. When standing on Ink of a different color, they treat it as difficult terrain, sink ankle-deep (or equivalent) into the Ink, and take 5 nonlethal Ink damage each round they are in it. If brought to 0 hp by Ink, their internal Ink explodes in a 5’ radius of the Ink color that knocked them out. Being submerged in their own color of Ink heals 10 point of HP lost to Ink each round.

Notes on Ink: Ink has a specific color (chosen on production), usually in bright colors found in rainbows, although other colors are possible. It sticks to most surfaces, but not hydrophobic surfaces like raincoats. If it encounters a hydrophobic surface, or has not been refreshed in three minutes, it evaporates almost instantly. Enough traces are left behind for intensive crime scene investigation (a DC 20 Perception Check), but the residue is virtually non-existent. Ink has virtually no effect on creatures without the Ink subtype, aside from staining skin and clothes.

Ink Weaponry: Functioning exactly like standard Firearms (http://www.d20pfsrd.com/equipment---final/weapons/firearms) (or Modern Firearms (http://www.d20pfsrd.com/equipment---final/weapons/firearms/modern-firearms) if you require additional dakka), except auto-reloading, Ink Weaponry is the preferred sports equipment of most inkling societies. Instead of traditional bullets, the projectiles fired are drawn from a tank of ink stored on the inkling’s back. They do nonlethal Ink damage of the inkling’s Ink color instead of Bludgeoning/Piercing damage. Every square that their damage could be dealt (projectile path only counts with sniper rifles and automatic fire), and the landing square of the projectile (10 ft behind a missed target) is considered to have Ink of the owner’s color. Splash or Scatter weapons also remove other colors of Ink from a square.

Ink Tanks: Each tank by default holds enough ink to substitute for 50 bullets. This regenerates at 5 per round, with an additional 5 per round if submerged in one’s own Ink. 30 of these bullets can be sacrificed to make a splash weapon (5’ radius) that does 1d6 nonlethal Ink damage on impact, or 40 for a splash weapon (5’ radius) that does 2d6 nonlethal Ink at the end of the round. These weigh 3 pounds when empty and 20 when full. Starting cost is 50gp, with a 1.5gp increase additional ink bullet held.


==================

Also note that the Inkling/Octoling examples are given with one level in warrior, while their animal forms are given with one racial hit die. This hit die is a placeholder--when using them as (N)PCs, they lose it in favor of whatever class levels their humanoid forms have, but when using them as non-sentient animals for a cameo appearance, the hit die stays.

Furthermore, since Inklings/Octolings are invertebrates, you cannot create Skeletons from them. If you try, you just get a set of misanthropic dentures.

Xuldarinar
2015-06-21, 03:46 AM
I think what you have is interesting, though the mechanics regarding the ink may find themselves ultimately only useful in what would amount to Splatoon done as a table top game, turning what is essentially an FPS into a turn-based, table top RPG. For all I know it could be really fun, and could be used as the center point or just something one may do from time to time aside from the traditional adventuring and social game, but it just is not something relevant to most people's campaigns. That being said, everything you have looks to be, at the very least, a good start.

Now, if I may offer some suggestions relevant to this, though it is up to you whether you do anything with them or not.

First, though there is absolutely nothing wrong with how it stands now, personally I would have the inklings pegged as Aberrations as opposed to Monstrous Humanoids. Given they are cephalopod creatures that can assume a vaguely humanoid form (or a vaguely humanoid creature that can assume the form of a cephalopod, pending upon how you look at it), to me it would simply make more sense to be of that type instead.

Second, you might want to elaborate more upon the equipment relevant to the inkling race. Namely their weapons. I'd like to see statistics drawn up, if only something explicitly stating they make the appropriate adjustments to existing firearms.

Third, I don't think you should stop with this race. Stat up things such as the Octarians, as having octoling characters and NPCs could prove fun, if only for the sake of diversity. Favored class options would be nice, along with perhaps a racial archetype of the gunslinger (or atleast something pointing to it and the gun using archetypes of other classes).

Keep up the good work, and stay fresh.

Debihuman
2015-06-21, 11:39 AM
As I'm not familiar with Splatoon, so I can can't judge based on that. However, it strikes me that these should have the shapechanger subtype and change shape special ability instead of the renamed Alternate Shape, which is missing from the sample creature's statistics block. The mechanics are mostly fine as written.

The sample creature is just the squid form correct? That should be noted. You might want to create a sample creature's humanoid form as that would be the one most likely to be encountered by PCs. Stat block is missing Ecology section.

Calling them inklings is not a problem even though their is a creature with the same name. At least be consistent.

How often can it use Super Jump? At will? 3 times a day? I think it should be limited to 3 times a day. Here is the updated Inkling stat block. I tried to keep your vision of these as close as possible while making it a bit clearer and more concise. You left out alignment so I made them Neutral.

The Ink Subtype gives them Fast Healing 10 when they are submerged in the correct color ink. This too should be noted in the stat block.

What happens to creatures that are in the 5-foot radius of an exploding inkling? Does being covered with ink have an deleterious effect on them? Are they blinded until they wipe the ink off? That's a standard action. How fast do they sink in ink of a different color? (See Ink Subtype). I am guessing one foot a round but you may decide otherwise.

Since these are Monstrous Humanoids like centaurs, they would be affected by Bane (monstrous humanoid) weapons rather than Bane (humanoid) weapons. They don't get a Subtype of their own as only Humanoids get their own Subtypes.

How does an area of ink affect creatures without the Ink Subtype?

Inkling (Squid Form) CR ½
XP 200
N Small monstrous humanoid (aquatic, ink, shapechanger)
Init: +2 Senses: Darkvision 60 ft.

Defence
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 4 (1d10-1)
Fort: -1 Ref: +3 Will: +2

Offence
Speed: 15 ft., Ink Glide 60 ft., Swim 60 ft.
Melee: Tentacle +2 (1d4 plus Grab)

Statistics
Str 10, Dex 12, Con 8, Int 10, Wis 10, Cha 12
BAB: +1 CMB: +0 (+4 grapple), CMD: 10
Feats: Point-Blank Shot
Skills: Swim +9, Perception +1, Acrobatics +2, Profession (Painter) +1, Stealth +4
SQ: Adjustable Ink, amphibious, change shape, fast healing 10 (when submerged in same color ink), super jump

Ecology
Environment: Any Temperate Land or Water
Organization: Solitary or Team (2-8)
Treasure: Standard
SPECIAL QUALITIES
Adjustable Ink (Ex): Inklings have a specific color of ink that can be shifted to another color by meditating uninterrupted for one minute. Taking damage counts as an interruption.
Amphibious (Ex): Inklings can breathe both air and water.
Change Shape (Ex): Inklings can change between their squid form and their humanoid form as a Swift Action. Changing from their humanoid form to squid form does not provoke an attack of opportunity, but changing from squid form to humanoid form does.
Ink Glide (Ex): As an earth elemental's earth glide with the following exceptions: 1. Inklings can only ink glide on inked surfaces that are the same color of the inkling's ink. 2. Inked surfaces cannot be passed through. 3. An inkling cannot go deeper than the minimum depth to submerge it. 4. Move earth spells do not yoink the inkling out of the surface. 5. An inkling does leave a wake betraying its position and movement.
Super Jump (Ex): 3 times as day as a standard action, an inkling can gather ink into its mantle in order to exchange its swim speed into a fly speed of 240 feet. The inkling must end the super jump on the same turn it starts on. This does not provoke attacks of opportunity anywhere along its path other than the start.

Ink Subtype: Creatures with the Ink Subtype have an attuned color of ink within them. When standing on ink of a different color, they treat it as difficult terrain, slowly sink into the ink (at a rate of 1 foot per round), and take 5 points of nonlethal damage each round they are in it. If brought to 0 hp by ink, their internal ink explodes in a 5-foot radius of ink in the color that knocked them out. Creatures within range are blinded by the ink until they wipe it off (a Standard Action). Being submerged in their own color of ink heals 10 hp each round.

Ink has a specific color (chosen on production), usually in one of the bright colors found in rainbows, although other colors are possible. It sticks to most surfaces, but not hydrophobic surfaces like raincoats. If it encounters a hydrophobic surface, or has not been refreshed in three minutes, it evaporates almost instantly. Enough traces are left behind for intensive crime scene investigation (a successful Perception 20 check) to note the color, but the residue is virtually non-existent.
__________________________________________________
While you give us some generality of an ink weapon, perhaps you should just stat one up. A Google search turned up pictures. These look like super soaker water guns. This makes them two-handed ranged weapons. Apparently, they are only effective on other inklings. Do non-inklings take non-lethal damage from ink? You weren't clear on this.



Cost
Damage (S)
Damage (M)
Critical
Range
Weight1
Type2
Special


X gp
X nonlethal
X nonlethal
?
X ft.
X lbs.
nonlethal
See Text




Ink Tanks: Each tank by default holds enough ink to substitute for 50 bullets. This regenerates at 5 per round, with an additional 5 per round if submerged in one’s own Ink. 30 of these bullets can be sacrificed to make a splash weapon (5’ radius) that does 1d6 nonlethal Ink damage on impact, or 40 for a splash weapon (5’ radius) that does 2d6 nonlethal Ink at the end of the round.

Mlmiii
2015-06-30, 01:53 AM
I think what you have is interesting, though the mechanics regarding the ink may find themselves ultimately only useful in what would amount to Splatoon done as a table top game, turning what is essentially an FPS into a turn-based, table top RPG. For all I know it could be really fun, and could be used as the center point or just something one may do from time to time aside from the traditional adventuring and social game, but it just is not something relevant to most people's campaigns. That being said, everything you have looks to be, at the very least, a good start.Yeah, it's unlikely to be relevant to anyone's campaign. The specific gear of Splatoon wouldn't be needed, but I couldn't bring myself to leave out the Ink mechanics because of how ridiculously Tucker's Kobolds that Inklings can get in a properly-prepared dungeon.


Now, if I may offer some suggestions relevant to this, though it is up to you whether you do anything with them or not.

First, though there is absolutely nothing wrong with how it stands now, personally I would have the inklings pegged as Aberrations as opposed to Monstrous Humanoids. Given they are cephalopod creatures that can assume a vaguely humanoid form (or a vaguely humanoid creature that can assume the form of a cephalopod, pending upon how you look at it), to me it would simply make more sense to be of that type instead.
To me Aberration should be reserved for things that make biology teachers screech in horror over how wrong it is. The best fit might be Magical Animal, but given that even the sea anemones in Splatoon have adopted a humanoid form, I decided to stick with Monstrous humanoid. Also, word of Nintendo is that they're squids by default, then kids by choice from age 14 onward.

Second, you might want to elaborate more upon the equipment relevant to the inkling race. Namely their weapons. I'd like to see statistics drawn up, if only something explicitly stating they make the appropriate adjustments to existing firearms.
When I said "rather similarly", I meant "exactly" (which has been clarified above). The only differences between normal Firearms and Ink Firearms is the damage type (lethal B/P vs nonlethal Ink) and reload time (varies on size and ammo type vs instant). Ink Firearm is essentially a template that can be applied to normal Firearms.




As I'm not familiar with Splatoon, so I can can't judge based on that. However, it strikes me that these should have the shapechanger subtype and change shape special ability instead of the renamed Alternate Shape, which is missing from the sample creature's statistics block. The mechanics are mostly fine as written. Adjusted. I completely forgot that existed while making this.


The sample creature is just the squid form correct? That should be noted. You might want to create a sample creature's humanoid form as that would be the one most likely to be encountered by PCs. Stat block is missing Ecology section.
...
The Ink Subtype gives them Fast Healing 10 when they are submerged in the correct color ink. This too should be noted in the stat block.
Done.


How often can it use Super Jump? At will? 3 times a day? I think it should be limited to 3 times a day. Here is the updated Inkling stat block. I tried to keep your vision of these as close as possible while making it a bit clearer and more concise. You left out alignment so I made them Neutral. Inklings are based on the Japanese Flying Squid, which does this at-will. That being said, I did leave out the big limiter Splatoon had (only jump to allies/spawn point), so that has been added in as well as add a deterrent for using this as an emergency button.


What happens to creatures that are in the 5-foot radius of an exploding inkling? Does being covered with ink have an deleterious effect on them? Are they blinded until they wipe the ink off? That's a standard action. How fast do they sink in ink of a different color? (See Ink Subtype). I am guessing one foot a round but you may decide otherwise. Splatoon doesn't have an answer for that, so I'm going to assume it does nothing to non-Ink Subtype creatures, since otherwise Ink Shotguns would be horrendously broken. It turns out that you sink at 2 feet/round, but only up to your ankles.


Since these are Monstrous Humanoids like centaurs, they would be affected by Bane (monstrous humanoid) weapons rather than Bane (humanoid) weapons. They don't get a Subtype of their own as only Humanoids get their own Subtypes. The subtype overrides that because creature types are organized by biology and Bane is not. Besides, I think it's an unspoken rule that all Humanoid creatures have to be, you know, vertebrates.


How does an area of ink affect creatures without the Ink Subtype? I'm going to assume it does nothing. It's hard enough to fight Inklings on their own turf without having to deal with terrain penalties.



Third, I don't think you should stop with this race. Stat up things such as the Octarians, as having octoling characters and NPCs could prove fun, if only for the sake of diversity. Favored class options would be nice, along with perhaps a racial archetype of the gunslinger (or atleast something pointing to it and the gun using archetypes of other classes).

Keep up the good work, and stay fresh.

Physical Description: Octolings resemble humans, although any remotely detailed viewing will notice the fact that their “hair” is in fact the bloated tentacles of their octopus form. Of particular note is their teeth, which bear unusual points on the foremost upper premolars and lower incisors, believed to be another leftover from their cephalopodic nature. When in octopus form, they appear as a violet-red octopus with both eyes on one side.

Society: Forced underground from territorial losses to the Inklings, Octolings have built themselves vast underground complexes known as “kettles”, with images of the outside world plastered all over the inside of the outer walls to keep despair over this loss from setting in. Due to recent losses in power generation, they’ve turned to increasing their fleshcrafting from a military ploy to an outright industry and sent these aberrant troops into the depths of the Underdark to scavenge all they can, like some kind of cephalopodic beehive. It is perhaps because of this that male Octolings have not been seen outside the kettles since the territory wars began.

Relations: Octolings are quite cordial with Inklings despite their humiliating defeat (it’s just business, after all). Gnomes are viewed as something of a joke, as it was never expected that all their stereotypes for Inklings would come true in a vertebrate of all things (which the gnomes take in stride, as these strange octo-people are more accepting of everything after the initial surprise than most other races). Dwarves and Octolings share a large amount of hobbies in engineering and underground architecture, and they were instrumental in the Octolings' transition to subterranean life. However, dwarves (and especially elves) watch the Octolings carefully, lest their fleshcrafting, virtual matriarchy, and Underdark citizenship pull them into an alliance with the drow. Humans, half-breeds, and halflings rarely encounter the Octolings enough to have a cultural opinion on them, but heartily enjoy having a sane, intelligent civilization helping the dwarves keep the drow and other Underdark nasties away from the surface world.

Alignment and Religion: Octolings have no religious preferences, although their governments have been making attempts at pushing Good dwarven gods to keep drow cults and undead hordes from gaining traction.

Adventurers: The kettles are failing, the drow are threatening conquest, the Inklings took all their surface holdings, and all the nasties of the Underdark have at one point or another come thirsting after Octoling blood, and many more are coming back. Whether for escape, exploration, acquisition, or strengthening exercises, Octolings are always eager for a way out of their densely-populated caverns. The opportunity to better their existence in any way is something that almost any sentient being would take, but Octolings in particular feel stifled by their confinement.

STANDARD RACIAL TRAITS
Ability Scores: Inklings have +2 Dexterity and +2 Intelligence, and -2 Constitution. Swift in finger and thought, Octolings are great at dealing with machines but terrible at dealing with diseases.
Type: Octolings are Monstrous Humanoids with the Aquatic, Shapechanger, Octoling, and Ink subtypes.
Size: Octolings are Medium with no bonuses or penalties due to their size.
Base Speed: Octolings have a base speed of 30 feet.

SENSES RACIAL TRAITS
Darkvision: Octolings have Darkvision extending out 60 feet.

SPECIAL RACIAL TRAITS
Permanent Ink: Octolings always have magenta Ink.
Change Shape (Su): Octolings can shift to or from the form of a specific Inktopus (tied to each individual--Alice can only ever be Octopus!Alice, not Octopus!Bob) as a Swift Action. Because that is actually their default form, they cannot take Inkling form until they come of age (usually 14). Turning into an octopus does not provoke attacks of opportunity, but turning into a kid does.
Master Engineers: Octolings gain the Hedge Magician (http://www.d20pfsrd.com/traits/magic-traits/hedge-magician) magic trait (5% reduction in crafting costs for magic items) and an equivalent reduction to crafting Firearms or Technological Equipment (http://www.d20pfsrd.com/equipment---final/technological-equipment).
Amphibious: Octolings can survive out of water, and in fact prefer dry land.

Octoling Cr ½
XP 200
Octoling warrior 1
Init +1, Senses: Perception +2, Darkvision 60’
Defence
AC 13 (11t, 12ff) (+1 DEX, +2 armor)
HP 4 (1d10-1)
Fort: +1 Ref: +1 Will: +0
Offence
Speed: 30’ land
Melee: Dagger +1 (1d4)
Ranged: Shortbow +2 (1d6) (20 arrows)
Tactics
Before Combat: Octolings prefer to survey the land and place traps if they know of the site of combat, or secure a defensive location as soon as possible if they do not.
During Combat: Octolings prefer disabling their opponents to destroying them, and loathe going into melee without an advantage.
Morale: Octolings are efficient to the point of seeming cowardice, and will cut their losses and run whenever the situation is definitely out of their control. They will, however, return in greater force, to keep further losses to a minimum by ending the problem before it becomes an issue.
Statistics
Str 10 Dex 12 Con 8 Int 12 Wis 10 Cha 10
BAB: +1 CMB: +1 CMD: 12
Feats: Point-Blank Shot
Skills: Swim +8, Perception +2, K:Engineering +2
Special Abilities
Permanent Ink (Ex): Octolings always have magenta Ink.
Amphibious (Ex): Inktopodes don’t suffocate out of water, and in fact prefer dry land.
Change Shape (Su): Octolings can shift to or from the form of a specific Inktopus (tied to each individual--Alice can only ever be Octopus!Alice, not Octopus!Bob) as a Swift Action. Because that is actually their default form, they cannot take Octoling form until they come of age (usually 14). Turning into an octopus does not provoke attacks of opportunity, but turning into a kid does.
Master Engineers: Octolings gain the Hedge Magician magic trait (5% reduction in crafting costs for magic items) and an equivalent reduction to crafting Firearms or Technological Gear.

Ecology
Environment: Any underground
Organization: Solitary, Pair, or consortium (3-8)
Treasure: NPC gear

Inktopus Cr ½
XP 200
Small monstrous humanoid (even though it’s an octopus) (aquatic, ink, octoling)
Init: +2 Senses: Perception +1, Darkvision 60’
Defence
AC 12 (12t, 11ff) (+1 DEX, +1 size)
HP 4 (1d10-1)
Fort: -1 Ref: +3 Will: +2
Offence
Speed: 60’ swim, 15’ land
Melee: Tentacle +2 (1d4 plus Grab)
Statistics
Str 10 Dex 12 Con 8 Int 12 Wis 10 Cha 10
BAB: +1 CMB: +0 (+4 grapple), CMD: 10
Feats: Point-Blank Shot
Skills: Swim +9, Perception +1, Acrobatics +2, K:Engineering +3, Stealth +5
Special Abilities
Permanent Ink (Ex): Inktopodes always have magenta Ink.
Amphibious (Ex): Inktopodes don’t suffocate out of water, and in fact prefer dry land.
Change Shape (Su): Inktopodes can shift to or from the form of a specific Octoling (tied to each individual--Alice can only ever be Kid!Alice, not Kid!Bob) as a Swift Action. Because this is actually their default form, they cannot take Octoling form until they come of age (usually 14). Turning into an octopus does not provoke attacks of opportunity, but turning into a kid does.
Ink Glide (Ex): As an earth elemental’s Earth Glide, except that 1) Only Inked surfaces, 2) That are the Ink Squid’s color, 3) Surfaces cannot be passed through, 4) The Inktopus cannot go deeper than the minimum depth to submerge it, 5) Move Earth spells do not yoink the Inktopus out of the surface, and 6) The Inktopus does leave a wake betraying its position and movement.

Ecology
Environment: Any underground
Organization: Solitary, Pair, or consortium (3-8)
Treasure: NPC gear

Debihuman
2015-06-30, 07:32 AM
The problem with the Inking Subtype is that there no such thing a Bane (Inkling) weapon in Pathfinder, unless you want to create a new category of Bane weapon. It's really unnecessary as it adds nothing to the game other than nonstandard rules. YMMV. I would remove it.

You are missing a lot of text in racial traits for Inklings.

Type: Inklings are Monstrous Humanoids with Aquatic, Ink, Inkling, and Shapechanger subtypes

Special Racial Traits: Amphibious is missing. You are missing that that they gain ink glide and super jump in squid form.


STANDARD RACIAL TRAITS
Ability Scores: Inklings have +2 Dexterity and +2 Charisma, and -2 Constitution. Although nimble and skilled with social and artistic practices, inklings are rather fragile.
Type: Inklings are Monstrous Humanoids with the Inkling and Ink subtypes. missing Aquatic and Shapechanger subtypes
Size: Inklings are Medium with no bonuses or penalties due to their size.
Base Speed: Inklings have a base speed of 30 feet.


SPECIAL RACIAL TRAITS [Missing Amphibious special quality, gains Ink Glide and Super Jump in Squid form]
Adjustable Ink: Inklings have a specific color of Ink that can be shifted to another by meditating uninterrupted for one minute. Taking damage counts as an interruption.
Change Shape (Su): Inklings can shift to or from the form of a specific Ink Squid (tied to each individual--Alice can only ever be Squid!Alice, not Squid!Bob) as a Swift Action. Because that is actually their default form, they cannot take Inkling form until they come of age (usually 14). Turning into a squid does not provoke attacks of opportunity, but turning into a kid does.

Debby

Mlmiii
2015-07-06, 10:54 AM
The problem with the Inking Subtype is that there no such thing a Bane (Inkling) weapon in Pathfinder, unless you want to create a new category of Bane weapon. It's really unnecessary as it adds nothing to the game other than nonstandard rules. YMMV. I would remove it. Really? I thought Bane was one "bonus damage to (insert type)" enchantment, not several similarly-named "bonus damage to this type" enchantments. The former would auto-update for any applicable types to be inserted, while the latter is game design that I disagree with. Either way, this is all an attempt to reconcile Bane's crunch-focus with the various creature types' fluff-focus. Outside of game balance, I don't see how sea anemones and honeybees share more vulnerabilities to weapon enchantments than humans and elves do.


You are missing a lot of text in racial traits for Inklings.

Type: Inklings are Monstrous Humanoids with Aquatic, Ink, Inkling, and Shapechanger subtypes

Special Racial Traits: Amphibious is missing. You are missing that that they gain ink glide and super jump in squid form.
Thanks for pointing that out, I'll fix it now.

Octoling subtype: Creatures with the Octoling subtype are treated as humanoid for the purposes of Bane enchantments, ignoring their base type's Bane.

Octarian is an adjective used to refer to the group that contains Octolings and the fleshcrafts made from them.

Fleshcrafting runs off of the Heal skill. The DC for a successful fleshcraft begins at 15 and increases by 2 for each Hit Dice the intended creature possesses. A fleshcrafting check takes place over the course of a week. You can take 10 on a fleshcrafting check, but you cannot take 20, as a failure to meet the DC will kill the fleshcraftee, unless the intended creature has a listed malformation for natural 1’s. Fleshcrafting requires a vat of herbs and oils costing 50gp per HD for creating a fleshcraft, 1sp for one transgender dosage (creatures with the shapechanger subtype require one dose for a jump across the binary, others require forty weekly doses. If there are creatures in your campaign that have a different system for reproduction than m+f=child, their system can be accommodated after making a DC 40 Heal, Craft:Alchemy, or K:Nature check), or 1sp for eye color change (Inklings/Octolings). (Splatoon lets you change your character’s skin tone, eye color, and gender in the options menu. Since the first one is doable with just sunlight (assuming Inklings tan extremely quickly and un-tan equally fast), only the latter two require homebrew to accomplish in a short timespan).

The most common form of Octarian fleshcrafting, seven of an Octoling's eight tentacles are amputated and stuffed with samples of their former owner's organs and drowned in regenerative fluids, resulting in one Octotrooper per tentacle (each tentacle's fleshcrafting check is rolled separately). Occasionally (a natural 20 on the fleshcrafting check), two tentacles will fuse, resulting in an Octotrooper with an extra tentacle attack, +2 Dexterity, and +2 Intelligence. The Octotroopers retain enough of their shapeshifting to grow legs, but further alteration of their form is not innately possible.

Octotrooper Cr ½
XP 200
Medium Aberration (aquatic, ink, octoling, shapechanger)
Init: +0 Senses: Darkvision 60’
Defence
AC 10
HP 5 (1d8+1)
Fort: +1 Ref: +0 Will: +2
Offence
Speed: 20’ swim, 15’ land
Melee: Tentacle +0 (1d4)
Statistics
Str 10 Dex 10 Con 12 Int 1 Wis 10 Cha 10
BAB: +0 CMB: +0, CMD: 10
Feats: Opening Volley
Skills: Swim +8
Special Abilities
Permanent Ink (Ex): Octotroopers always have magenta Ink.
Amphibious (Ex): Octotroopers don’t suffocate out of water, and in fact prefer dry land.
Armless: Octotroopers don’t have arms, and have to use their head-tentacle to activate switches or carry items. They can wield one weapon or make unarmed strikes with the tentacle (in addition to using it as a natural attack, but not both in the same round), but cannot use magic items in the ring slot.
Unusual Anatomy: Head-slotted magic items cost an additional 10% due to their unusual shape.

Ecology
Environment: Any underground
Organization: Solitary, Pair, or consortium (3-8)
Treasure: Incidental (mostly just pebbles they carry for Opening Volley purposes)

When a donor Octoling’s body remains with one tentacle during its fleshcrafting ordeal, the effects of the fluids are resisted somewhat. While still capable of living its days out as well as an intelligent Octotrooper, its combat capabilities are less powerful. Noticing that these were the lightest of all the Octarians, flight-capable gear was constructed for them. They primarily serve as scouts, with a scant few picking up spellcasting (usually levels in Witch).

Octocopter Cr ½
XP 200
Small Aberration (aquatic, ink, octoling)
Init: +0 Senses: Perception +4, Darkvision 60’
Defence
AC 12 (12t, 11ff) (+1 DEX, +1 size)
HP 4 (1d8)
Fort: +0 Ref: +1 Will: +2
Offence
Speed: 20’ swim, 15’ land, 5’ fly (with beanie, see below)
Melee: Propeller Beanie -1 (1d3 slashing)
Statistics
Str 8 Dex 12 Con 10 Int 12 Wis 10 Cha 10
BAB: +0 CMB: +0, CMD: 10
Feats: Skill Focus: Perception
Skills: Swim +8, Perception +4, K:Engineering +2, Fly +4, Stealth +4
Special Abilities
Permanent Ink (Ex): Octocopters always have magenta Ink.
Amphibious (Ex): Octocopters don’t suffocate out of water, and in fact prefer dry land.
Armless: Octocopters don’t have arms, and therefore cannot use had, wrist, or arm-slotted magic items.

Ecology
Environment: Any underground
Organization: Solitary, Pair, or consortium (3-8)
Treasure: NPC gear (Propeller Beanie)

Originally constructed for Octocopters, Octarian society holds the design for a strange metal hat with twirling wings that can carry creatures that weigh under 70lbs.(~32kg) when fitted for a Small creature. Larger versions are less effective, as the weight capacity only quadruples when moving up a size capacity despite the creatures usually octupling their weight when upped a size category. Smaller versions exist (and double in effectiveness each step down), although they cost 50% extra for each step up or down due to the required precision or materials. Propeller Beanies add 5’ to a creature’s flight speed (which ignores weight limits, as the creature is doing most of the lifting), or add a 5’ flight speed if the creature is incapable of flight (which is where the weight limits apply). The standard Propeller Beanie begins at 100gp, and is treated as a slashing weapon (1d3 for Small wielders) for enchantment, masterwork, and special materials purposes (although gold, lead, and probably adamantine (GM’s discretion) beanies are so dense as to make flight with them impossible).
Mixing a hawk or an elf’s blood into the Octotrooper process results in a massive increase in height and eyesight for the Octotrooper. They are often employed in chokepoints as spotters for long-range artillery (http://www.d20pfsrd.com/gamemastering/other-rules/siege-engines) to “discourage” intruders.

Octosniper Cr 2
XP 600
Huge Aberration (aquatic, ink, octoling)
Init: +0 Senses: Darkvision 240’
Defence
AC 11 (11t, 8ff) (+3 DEX, -2 Size)
HP 15 (3d8+3)
Fort: +1 Ref: +3 Will: +3
Offence
Speed: 20’ swim, 15’ land
Melee: Tentacle +4 (2d4+2 plus grab)
Statistics
Str 14 Dex 16 Con 12 Int 1 Wis 10 Cha 10
BAB: +2 CMB: +4, CMD: 17
Feats: Point-Blank Shot, Far Shot
Skills: Swim +8
Special Abilities
Permanent Ink (Ex): Octosnipers always have magenta Ink.
Amphibious (Ex): Octosnipers don’t suffocate out of water, and in fact prefer dry land.
Armless: Octosnipers don’t have arms, and have to use their head-tentacle to activate switches or carry items. They can wield one weapon or make unarmed strikes with the tentacle (in addition to using it as a natural attack, but not both in the same round), but cannot use magic items in the ring slot.
Unusual Anatomy: Head and Body-slotted magic items cost an additional 10% due to their unusual shape.

Ecology
Environment: Any underground
Organization: Solitary, Pair, or consortium (3-8)
Treasure: Incidental

The remainder of the Ocotrooper donors’ bodies after their brains are extracted, Octoballs are oddly resilient creatures that usually need to be caught in the wrong color of Ink to be destroyed. However, swords work just as well as strategy in this case.

Octoball Cr 1
XP 400
Medium Aberration (aquatic, ink, octoling)
Init: +0 Senses: Darkvision 60’
Defence
AC 10
HP 7 (1d8+3)
Fort: +1 Ref: +0 Will: +2
DR 5/slashing, disabled in non-magenta Ink
Offence
Speed: 20’ swim, 40’ land
Melee: Slam +2 (1d6)
Special Attacks: Trample (1d6+3, DC 13)
Statistics
Str 14 Dex 10 Con 16 Int 1 Wis 10 Cha 10
BAB: +0 CMB: +2, CMD: 12
Feats: Run
Skills: Swim +8
Special Abilities
Permanent Ink (Ex): Octoballs always have magenta Ink.
Amphibious (Ex): Octoballs don’t suffocate out of water, and in fact prefer dry land.
Armless: Octoballs don’t have arms, and therefore cannot use had, wrist, or arm-slotted magic items.

Ecology
Environment: Any underground
Organization: Solitary, Pair, or consortium (3-8)
Treasure: Incidental

Sometimes (natural 20 on fleshcrafting check) an Octocopter’s transformation works well. Too well. They become some kind of winged beast, bearing a passing resemblance to a twelve-foot-tall tan-and-burgundy penguin with no beak, three tails, and tiny legs. They can fly, as well, although not very quickly.

Octobomber Cr 2
XP 600
Large Aberration (aquatic, ink, octoling)
Init: +0 Senses: Perception +3, Darkvision 60’
Defence
AC 12 (12t, 9ff) (+3 DEX, -1 Size)
HP 12 (2d8+4)
Fort: +2 Ref: +3 Will: +2
Offence
Speed: 20’ swim, 15’ land, 5’ fly
Melee: 2 wings +3 (1d8+2 bludgeoning each)
Ranged: Delayed Ink Grenade +4 (2d6 Ink in a 5' radius at end of round)
Statistics
Str 14 Dex 16 Con 14 Int 12 Wis 10 Cha 10
BAB: +1 CMB: +3, CMD: 16
Feats: Power Attack
Skills: Swim +8, K:Engineering +2, Fly +2, Perception +3
Special Abilities
Permanent Ink (Ex): Octobombers always have magenta Ink.
Amphibious (Ex): Octobombers don’t suffocate out of water, and in fact prefer dry land.
Armless: Octobombers don’t have arms, and have to use their wings to activate switches or carry items. They cannot use magic items in the ring slot.

Ecology
Environment: Any underground
Organization: Solitary, Pair, or consortium (3-8)
Treasure: Incidental

Sometimes (on a natural 1 on the fleshcrafting check) an Octotrooper comes out horribly disfigured, unable to form legs and bloated to an almost spherical shape. These Octotroopers are tossed in the vats once more, and when their health stabilizes, given cuboid armor to hide their disfigurement, and told to ambush foes by aggressively falling on them while leaking Ink or other dangerous fluids through their large faceplates.

Octostamp Cr ½
XP 200
Medium Aberration (aquatic, ink, octoling, shapechanger)
Init: +0 Senses: Darkvision 60’
Defence
AC 17 (8t, 17ff) (-2 DEX, +9 armor)
HP 5 (1d8+1)
Fort: +1 Ref: +0 Will: +2
Offence
Speed: 5’ swim, 5’ land
Melee: Slam +2 (1d8+2) (+1d6 of contained fluid--usually Ink, but occasionally Alchemist’s Fire or some such) (spreads Ink to attacked space if such is the contained fluid)
Statistics
Str 14 Dex 6 Con 14 Int 1 Wis 10 Cha 10
BAB: +0 CMB: +2, CMD: 10
Feats: Power attack
Skills: Swim +8 (+2 after armor check penalty)
Special Abilities
Permanent Ink (Ex): Octotroopers always have magenta Ink.
Amphibious (Ex): Octotroopers don’t suffocate out of water, and in fact prefer dry land.
Armless: Octotroopers don’t have limbs, and cannot use magic items in the feet, ring, wrist, or arms slots.

Ecology
Environment: Any underground
Organization: Solitary, Pair, or consortium (3-8)
Treasure: Double (specialized plate mail)
There were two non-boss enemies I did not do conversions for (Octostriker and the torpedo dudes). Octostrikers were not converted because they were Octobombers with what were essentially scrolls of fireball, and the torpedo dudes because they were essentially self-casting scrolls of fireball. It'd be easier to give an Octobomber a few levels in Wizard than figure out whether those torpedoes were heavily-armored Octarians or just constructs.

Debihuman
2015-07-07, 08:24 PM
"A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. To randomly determine a weapon’s designated foe, roll on the following table."