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.
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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.
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.
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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.