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View Full Version : D&D 3.x Other Octofolk (low-LA octopus race, think "Ursula" rather than "Illithid")



rferries
2017-07-06, 06:08 AM
This is intended as a LA+1 race for 3.5. Pathfinder already has a Cecaelia race but they're not really suitable for low-level characters. These creatures are another aberration-type race - alien and inscrutable, but as curious as mundane octopi (https://www.infoplease.com/askeds/plural-octopus). Hopefully LA+1 is appropriate; I see most of their powers as being feat taxes (also, hello Multigrab (Serpent Kingdoms) and Reflexive Constriction (http://www.giantitp.com/forums/showthread.php?528315-Reflexive-Constriction-(monster-feat)))!

Octofolk
https://i.imgur.com/AJR4gWY.jpg

An Octofolk with Mighty Tentacles.(Octopus Man by Sliiva (http://sliiva.deviantart.com/art/Octopus-man-572269225))
Physical Description: Octofolk have upper bodies of humanoid build, but lower bodies that branch out into the eight muscular tentacles of an octopus. In their natural state the majority of Octofolk have the reddish colouration and horizontal pupils of Earth's giant pacific octopus, though many other varieties exist and they are all capable of changing colour to a certain degree.

Society: Octofolk are a clever and inquisitive race, but they have not yet formed a true civilisation of their own. Their culture consists (at best) of monogamous pairings of adult Octofolk that rear their young until they are old enough to set out into the wider ocean. They are generally content to fritter away their mental talents on simple survival, exploration of their undersea domains, and impractical trivia.

Relations: Octofolk have little interest in either conquest or trade; they tend to ignore other races so long as they themselves are ignored. Occasionally they might serve as undersea guides in exchange for interesting baubles, magic items, or pieces of information.

Alignment and Religion: Octofolk worship deities of the sea, and occasionally of knowledge. They tend towards neutrality and sometimes chaos due to their insatiable curiosity.

Adventurers: Very infrequently, the innate curiosity of an Octofolk manifests as wanderlust. These few individuals set out on adventures, typically as druids, rogues, and wizards.

Octofolk Racial Traits
http://orig15.deviantart.net/60c6/f/2012/165/c/1/c1f7e3d5872e57834267ec7e578dd30b-d53igsl.jpg
Andoni by Fydbac (http://fydbac.deviantart.com/art/characo-037-Andoni-308231301)
+2 Dexterity, +2 Intelligence, +2 Wisdom, -2 Charisma: All Octofolk are clever and dexterous, capable of working out the solutions to almost any complex problem if given enough time. However, they tend to be a bit single-minded and have trouble relating to other creatures (even other Octofolk).

Medium: Octofolk are Medium creatures and receive no bonuses or penalties due to their size.

Slow Speed: Octofolk have a base speed of 20 feet.

Swim Speed: Octofolk have a base swim speed of 30 feet.

Humanoid (aquatic): Octofolk are humanoids with the aquatic subtype.

Amphibious (Ex): Octofolk can breathe both air and water.

Low-Light Vision (Ex): An Octofolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Feats: An Octofolk gains any one [Octofolk] feat as a bonus feat, assuming they meet the prerequsites.

Skills: An Octofolk can change colors, giving it a +4 racial bonus on Hide checks. An Octofolk also can squeeze and contort its body, giving it a +4 racial bonus on Escape Artist checks. An Octofolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Languages: Octofolk adventurers begin play speaking Common and Aquan. Octofolk with high Intelligence scores can choose from the following: Elven, Sahuagin, and Sylvan.

Level Adjustment: +1.

Favoured Class: Rogue.

New Feats
http://orig07.deviantart.net/8d0c/f/2014/364/f/b/characo_sketch_148__sumahd_by_fydbac-d8bx9i4.jpg
Sumahd by Fydbac (http://fydbac.deviantart.com/art/characo-sketch-148-Sumahd-503757148)
Blue-Ringed Bite [Fighter] [Octofolk]
You gain the deadly bite of a blue-ringed octopus.

Prerequisite
Octofolk, Character level 3rd, Con 12.

Benefit
You gain a bite attack as a secondary natural attack (delivered from the beak at the centre of your underside). The bite deals 1d4 damage and is poisonous: initial and secondary damage 1d3 Con; Fortitude save DC 10 plus one-half your character level plus your Constitution modifier.

Special
A fighter may select Blue-Ringed Bite as one of his bonus fighter feats.

Kraken Brilliance [Octofolk]
Your distant kinship with the monstrous krakens grants you a measure of their powers and formidable presence.

Prerequisite
Octofolk, Cha 8, Int 12, Wis 12.

Benefit
Use Magic Device is always considered a class skill for you. You always have ranks in that skill equal to your character level +3 (you regain any skill points you invested in that skill when you take this feat).

Your racial -2 penalty to Charisma is now a racial +2 bonus.

Octotricks [Octofolk]
You have learned the secrets of all true octopi.

Prerequisite
Octofolk, Con 12, Dex 12.

Benefit
You gain the Jet special quality. While underwater, you can jet backward once per round as a full-round action, at a speed of 200 feet. You must move in a straight line, but do not provoke attacks of opportunity while jetting.

You gain the ink cloud special quality. While underwater, you can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, and you may use it to escape a losing fight. All vision within the cloud is obscured.

While above-water, you may combine the above two abilities into the ink jet special attack. Once per minute, you may spray a jet of your ink at an enemy within 30 feet as a ranged touch attack with no range increment. Any creature you hit must succeed on a Reflex save (DC 10 plus one-half your character level plus your Constitution modifier) or be blinded for one round per character level you possess, and must also save against your poison (if you have selected the Blue-Ringed Bite feat).

Special
A fighter may select Octotricks as one of his bonus fighter feats.

Skills of the Sea [Octofolk]
You are as stealthy and agile as any octopus.

Prerequisite
Octofolk, Dex 12.

Benefit
Climb and Hide are always considered class skills for you. You always have ranks in those skills equal to your character level +3 (you regain any skill points you invested in those skills when you take this feat).

Your racial bonus on Escape Artist checks increases to +10.

Strong Tentacles [Fighter] [Octofolk]
You have practiced at using your tentacles in combat.

Prerequisite
Octofolk, Character level 3rd, Dex 12.

Benefit
You gain two tentacle primary natural attacks that deal 1d3 damage each.

Special
You may select Strong Tentacles up to four times, each time gaining two tentacle attacks (to a maximum of 8).

A fighter may select Strong Tentacles as one of his bonus fighter feats.


Grasping Tentacles [Fighter] [Octofolk]
Your tentacles latch on to your foes.

Prerequisite
Octofolk, Strong Tentacles, Dex 12, Con 12.

Benefit
You gain the Improved Grab special attack for your tentacle attacks.

Special
A fighter may select Grasping Tentacles as one of his bonus fighter feats.

Constricting Tentacles [Fighter] [Octofolk]
Your tentacles can squeeze the life out of your foes.

Prerequisite
Octofolk, Strong Tentacles, Dex 12, Con 12.

Benefit
You gain the Constrict special attack for your tentacles. Your constriction deals 1d3 damage plus your Strength modifier.

Special
A fighter may select Constricting Tentacles as one of his bonus fighter feats.

Mighty Tentacles [Fighter] [Octofolk]
You are a particularly large and powerful Octofolk.

Prerequisite
Octofolk, Strong Tentacles, Dex 12, Con 12.

Benefit
You gain the Powerful Build special quality. Increase the damage die of your natural weapons and constriction (if any) by one step.

You may use your Improved Grab and Constrict special attacks on any creature, regardless of your relative sizes.

Special
A fighter may select Mighty Tentacles as one of his bonus fighter feats.


Virulent Venom [Octofolk]
The poison of your bite attack increases in potency.

Prerequisite
Octofolk, character level 3rd, Blue-Ringed Bite, Con 12.

Benefit
The poison of your bite attack deals an additional 1d3 Con damage for every three character levels you possess.

Aniikinis
2017-08-08, 08:03 AM
I'd just like to point out that it says "Serpentfolk Racial Traits" instead of "Octofolk Racial Traits"

Grod_The_Giant
2017-08-08, 08:12 AM
They're really weak for LA+1. If you tone the stats down a bit, they'd be a fine LA+0 race, methinks. If you want then at +1, they could probably use a bit more oomph.

rferries
2017-08-08, 02:18 PM
They're really weak for LA+1. If you tone the stats down a bit, they'd be a fine LA+0 race, methinks. If you want then at +1, they could probably use a bit more oomph.

Er, really? Surely net +4 to ability scores alone should be enough for LA+1 (compare Merfolk, Drow, etc)? I suppose I could add that they get a bonus [Octofolk] feat as well.

Grod_The_Giant
2017-08-08, 03:58 PM
Er, really? Surely net +4 to ability scores alone should be enough for LA+1 (compare Merfolk, Drow, etc)? I suppose I could add that they get a bonus [Octofolk] feat as well.
They're in that awkward gap where they're too good for LA+0, but not good enough to be worth the lost level. A lot of published races are in the same boat, though, so I wouldn't feel too bad. A bonus racial feat would be a nice touch, though. Maybe a free slam attack, too.

rferries
2017-08-08, 04:23 PM
They're in that awkward gap where they're too good for LA+0, but not good enough to be worth the lost level. A lot of published races are in the same boat, though, so I wouldn't feel too bad. A bonus racial feat would be a nice touch, though. Maybe a free slam attack, too.

Righto, I'll go for the bonus feat. A slam attack might get complicated because so many of their feats already deal with natural attacks.