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Aniikinis
2017-10-01, 09:48 AM
Welp, these have been sitting on my computer for at least 4 months and since I filled up the OP of another thread of mine with feats for these races...


Race:
Inkling

Inklings are merry creatures, but they also have a dark side: they can be extremely competitive, to the point of killing each other just to prove they are better. Other races are often stunned when they see how cheap a life is to an Inkling. Inklings can alternate between a humanoid form and a squid form. The humanoid form has a black marking resembling a mask around their eyes, pointed ears, and "hair" that resembles a squid's tentacles. They possess pointed teeth that appear to be similar to a squid's beak. The squid form resembles a brightly-colored cephalopod the same color as the inkling's "hair" with two pronounced tentacles and two large eyes that seemed to be joined. Known colors for Inklings and their ink include orange, blue, lime green, white-green, violet, cyan, yellow, scarlet, and magenta. Inklings get full control of their squid and human forms at age 14.

Some inklings have pupils that resemble other shapes than circles, these individuals are different subraces of the inkling race and have different abilities, skills, and stats than the typical inkling. These subraces are: Deep(Inverted eyes with black sclera, normal iris, and white pupil), Terrous (X shaped pupil), Aqueous (slitted pupils like venomous snakes), Vibrant (No visible Iris), Faded (No visible pupil), Harmonious (Plus-sign), and Loud (Minus-Sign).

Inklings speak both common and Inkling.

COMBAT

INKLING CHARACTERS
Inling characters possess the following racial traits.

+2 Dexterity, -2 Strength, -2 Constitution (+2 App)
Medium humanoids (Inkling)
5 foot space and 5 foot reach
30 ft base speed, 10 ft swim speed(Ink only)
Special Attacks: Ink
Special Qualities: Amphibious, Colour, Ink Gun Familiarity, Soluble Form, Squid Form, Inksplosive Death
Automatic Languages: Common and Inkling. Bonus Languages: Any except Secret languages.
Favored Class: Ranger, bard, or rogue
Level adjustment: +?

Ink (Ex): Due to their squid-like biology, inklings can eject into a space within 5 feet of them an amount of extremely sticky ink to cover (5 X Con, min 5 ) squares in ink per day. This ink is the same colour as the inkling that ejected it and deals 1d4/HD to inklings of other colours but is harmless to inklings of the same colour and non-inklings. An inkling in squid form can choose to count the square with ink covering it as 5-feet deep regardless of the declivity of the surface or the pull of gravity. When an inkling in squid form swims through a square of ink, they can choose to refill 5 squares of ink for use that day, but they must swim directly through the square from at least one adjacent square (using two squares at the minimum to regain 5 squares). The ink evaporates after 24 hours and Ink can never be splattered over glass, water, transparent materials and grates as that square instantaneously evaporates if it comes in contact with such materials. Ejecting a square of ink is a free action that can be done at any time. An inkling can choose to have a square of ink be harmless and deal no damage to any creature, but it must be chosen at the time of ejection.

Amphibinkous: Inklings can breathe both air and in ink of their colour, but can still drown in ink of other colours and in water (assuming they don't dissolve before that happens)

Colour (Ex): An inkling is born with their squid form, eye colour, and hair all the same colour. The most common colours are orange, blue, lime green, white-green, violet, cyan, yellow, scarlet, and magenta. If an inkling touches an inkling of another colour nothing happens, but they take acid damage should they touch or be hit by the ink of a differently coloured inkling. Colours are broad categories and not all inklings of a colour will be of the same shade or saturation; green is green, green-white is green-white, and so on.

Soluble Form (Ex): When completely submerged, inkling bodies will start to melt. An Inkling must make a Fortitude throw equal to 15+each consecutive turn at the beginning of each turn they are submerged or lose 1/3 of their maximum HP rounded up until they hit -10 or less health. When Inklings die this way, their bodies simply melt away and cannot be brought back without a Wish or True Resurrection. You are considered submerged if your head dips below the surface of the water (or if your knees are below the water if you are upside down).

Squid Form (Ex): By using a move action, an inkling can shift into their squid form. This squid form is tiny has a 5 foot base land speed, 60 foot swim speed, +4 AC, +2 to reflex saves, and can swim through ink of their colour. In squid form, an Inkling can always choose to take 10 on a Swim check, even if distracted or endangered, and they can use the run action while swimming, provided it swims in a straight line, and gains +10 Hide bonus when hiding in Ink of their colour. While in their squid form an inkling cannot attack, manipulate items, talk in languages other than inkling, or squirt ink.

Ink Gun Familiarity: Inklings are familiar with Ink Guns and other ink weapons and can consider them as light, simple, or martial weapons depending on the weapon instead of exotic weapons (some ink weapons are still classified as exotic even to inklings). When an ink weapon is used it uses up a single square of ink unless otherwise specified and usually has additional effects that add to the ink or change various attributes about the ink being used. If an Inkling is hit by a different coloured Ink, they take 2d4 or 1d4/HD acid damage (whichever is higher) or what is specified in the weapon's stats.

Inksplosive Death (Ex): When an inkling dies outside of water, their body explodes into a pool of ink that covers everything within (10 x Con) squares in ink of their colour, this ink deals 2d4/HD of the inkling dead to inklings of other colours.


Subraces:
Aqueous Inklings

The humanoid form of a deep inkling is almost identical to that of a normal inkling but their eyes have slitted pupils like venemous snakes. Known colors for Aqueous Inklings and their ink include Dark Blue, Sea green, Glowing Purple, Sandy White, Green, Green-Yellow, Blue-Red, and Light Green.

AQUEOUS INKLING CHARACTERS

Aqueous Inkling characters possess the same racial traits as normal inklings except where noted here.

+2 Dexterity, -2 Constitution, -2 Intelligence
5 ft base speed, 35 ft swim speed
Special Attacks: Watery Ink
Special Qualities: Air Soluble, Amphibious, Low-light vision

Watery Ink (Sp): The inkn of aqueous inklings is different than the ink of other inklings. When used it fills up a normal square on land and counts as a 5ft deep square of water when being entered in squid form. This triggers Water Soluable and allows aqueous inklings to move about on land as if they were in water while in their squid form. When used under water an aquous inkling's ink fills up a 5 foot cube when under water, but still counts as one square.

Air Soluble (Ex): This ability functions as Water soluable and replaces it for aquoue inklings. This ability is the same as Water Soluble but functions when the aqueous inkling is removed from the water instead of submerged in it.

Amphibious: Aqueous inklings can breathe in water and ink of their colour, but drown when out of the water and in differently coloured ink.

Deep Inklings

Deep inklings are to the inklings as the drow are to elves, if elves merely just shied away from their much more hardcore, metal and raver cousins. Deep inklings are often solemn yet jovial creatures, but they also have a dark side: they can be extremely brutal and erratic, to the point of collapsing entire sections of the underdark with their music and drug-fueled raves. Other races are often stunned when they see how carefree deep inkling life is. The humanoid form of a deep inkling is almost identical to that of a normal inkling but their eyes have black sclera and white plus-shaped pupils. Known colors for Deep Inklings and their ink include Electric blue, Neon green, Black-Red, Neon Purple, Bone White, Neon Yellow, Blue-Neon Orange, and Rust Brown.

DEEP INKLING CHARACTERS

Deep Inkling characters possess the same racial traits as normal inklings except where noted here.

+2 Dexterity, -2 Constitution, -2 Wisdom
35 ft base speed, 5 ft swim speed
Special Attacks: Pitch Ink, Violet Sight
Special Qualities: Darkvision 60 ft., Deep Inkling Resistance, Light Blindness
Automatic Languages: Undercommon and Inkling.
Level Adjustment: +0 or +1 to the inkling's LA(DM's discretion)

Pitch Ink (Sp): Deep inklings have mastered using the shadows of the underdark to help them and have learned to imbue their Ink with the darkness they have lived in. Deep inklings can cause their ink to absorb all of the light within 10 feet of it and cast the area into darkness. This ability functions as a Darkness spell centered on each square of the deep inkling's ink. Deep inklings may use this ability (1+Cha) times per day and the Caster level is equal to the deep inkling's HD.

Violet Sight (Ex): A deep inkling can give others the ability to see as well as they can in the dark by painting the area over the target's eyes with their ink. This ability functions as a non-magical Darkvision spell that grants the recipient darkvision out to 60 feet for 1 hour/HD of the deep inkling using this ability. Using this ability costs one square of ink, does not cause inklings of other colours to take damage, may be done as a standard action an unlimited number of times per day, and the Caster level is equal to the deep inkling's HD.

Deep Inkling Resistance (Ex): Due to generations of hardcore metal concerts and raves that would make a high elf faint, deep inklings have evolved to become resistant to the effects of many drugs and poisons. Deep inklings have a +2 racial bonus against poisons and drugs.

Faded Inklings

The humanoid form of a deep inkling is almost identical to that of a normal inkling but their eyes have no visible pupils. Known colors for Faded Inklings and their ink include grey-blue, Neon green, Black-grey, sepia brown, light purple, light brown, light Orange, and light yellow.

FADED INKLING CHARACTERS

Deep Inkling characters possess the same racial traits as normal inklings except where noted here.

+4 Dexterity, -4 Strength, -2 Constitution, -2 Charisma
Special Attacks: Faded Ink, Fade from Sight
Special Qualities: Darkvision 80 ft., Faded Skill
Level Advancement: +4 to the inkling's LA(or DM's Discretion)

Faded Ink (Sp): Faded inklings have mastered using the changing light of their surroundings to help them and have learned to imbue their Ink with the shifting light they have lived in. Faded inklings can cause their ink to bend all of the light that hits it and cause the ink to become invisible. This ability functions as an Invisibility spell centered on each square of the faded inkling's ink. Faded inklings may use this ability (1+Cha) times per day and the Caster level is equal to the deep inkling's HD.

Fade from Sight (Sp): A faded inkling of 3 HD of higher can fade from others' sight by literally bending light around them due to using special ink. This ability functions as a non-magical Invisibility spell that lasts for up to 1 hour/HD of the faded inkling using this ability. Using this ability costs one square of ink and may be done as a move action (1+Cha) times per day. The Caster level is equal to the faded inkling's HD.

Faded Skill (Ex): Faded inklings have learned to channel their knowledge of changing light and the way of natural forces into their attacks. Faded inklings gain a bonus equal to 1/2 (round down) of their HD on sneak attacks, psychic strikes, and ranged weapon attacks (for a full HD bonus on Ranged Sneak attacks/Psychic strikes), as well as may deal +1d8/HD on successful sneak attacks, psychic strikes, and ranged attacks.

HHarmonious Inklings
The humanoid form of a harmonious inkling is almost identical to that of a normal inkling but their eyes have pupils shaped like plus signs. Known colors for Aqueous Inklings and their ink include Black-Violet, White-Green, Black-Red, Red-Green, White-Blue, White-Red, Blue-Black, and Green-Brown.

HARMONIOUS INKLING CHARACTERS

Harmonious Inkling characters possess the same racial traits as normal inklings except where noted here.

+2 Charisma, -2 Constitution, -2 Strength
Special Attacks: Harmonious Ink
Special Qualities: Harmonious voice, Harmonious talent
Level Advancement: +2 to the inkling's LA

Harmonious Ink (Sp): Harmonious inklings have mastered using their ink to help them weave their charms and have leanred to imbue their Ink with the songs within them. Harmonious inklings can use their ink to help them use bardic music. This ability allows the inkling to use bardic music as a free action provided they have at least 10 squares of ink within 15 feet of them.

Harmonious Voice (Ex): A harmonious inklings are very adept at using their voices. Harmonious inklings always treat Diplomacy as a class skill, gain a bonus equal to 1/4th their HD to Diplomacy, and learns 2 languages per skill point.

Harmonious Talent (Ex): Bard spells with a verbal component are cast at +1 caster level/3HD and +2 Caster level/4HD when rolling to overcome Spell Resistance.


Loud Inklings

The humanoid form of a Loud inkling is almost identical to that of a normal inkling but their eyes have pupils that resemble minus signs. Known colors for Loud Inklings and their ink include Blue-Yellow, Red-Cyan, Green-Magenta, Green-Purple, Grey-Fuschia, and Orange-Brown.

DEEP INKLING CHARACTERS

Deep Inkling characters possess the same racial traits as normal inklings except where noted here.

+2 Dexterity, -2 Constitution, -2 Charisma
Special Attacks: Loud Ink
Special Qualities: Loud Inkling Resistance, Loud Inkling Power
Level Advancement: +1 to the inkling's LA

Loud Ink (Sp): Loud inklings have mastered using the sounds of the city to help them and have learned to imbue their Ink with the noise they have lived in. Loud inklings can cause their ink to cause sonic damage to all creatures within 10 feet. This ability deals 1d4/HD to all creatures and deals double damage to constructs and objects. This ability is centered on each square of the deep inkling's ink they choose and after using this ability those squares evaporate. Loud inklings may use this ability (1+Cha) times per day and the Caster level is equal to the loud inkling's HD.

Loud Inkling Power (Ex): Sonic spells and abilities cast/used by loud inklings have a bonus equal to 1/4th HD on their DCs and gain +1d2 damage/HD

Loud Inkling Resistance (Ex): Loud inklings have a +2 racial bonus against mind control effects and on saves against sound-based effects and spells (including sonic damage spells that allow a saving throw).


Terrous Inklings

The humanoid form of a terrous inkling is almost identical to that of a normal inkling but their eyes have X-shaped pupils. Known colors for Terrous Inklings and their ink include Grass Green, Sapphire Blue, Stone Grey, Amethyst Purple, Pearl White, Topaz Yellow, and Deep Brown.

TERROUS INKLING CHARACTERS

Terrous Inkling characters possess the same racial traits as normal inklings except where noted here.

+2 Strength -2 Charisma, -2 Wisdom
25 ft base speed
Special Attacks (see below): Crystal Ink
Special Qualities: Darkvision 60 ft., Terrous Inkling Resistance, Earthbound Master, Increased Water Sensitivity.
Automatic Languages: Undercommon, Terran, and Inkling.

Crystal Ink (Sp): Terrous inklings have mastered using the energies of the ground to help them and have learned to imbue their Ink with the pressure and crystalline lands they have lived in. Terrous inklings can spend an additional square of ink when shooting or ejecting it in order to cause it to crystallize in the air to deal piercing damage instead of acid damage. If the square covers the ground it causes the square to become difficult terrain that causes 1d4/HD slashing damage to all who walk through it (reflex save DC 10+HD to take no damage, must be rolled for each square passed through). The piercing damage caused by this ability can harm non-inklings just as it would harm inklings. As a move equivalent action that costs 2 squares of ink, a terrous inkling can cover the damaging part of a weapon to add +1d6/HD damage to it for a number of rounds equal to their Con modifier. Squares of difficult terrain created by this ability cannot be swam through.

Earthbound Master (Ex): Terrous inklings have an inherent bonus to melee attacks equal to their HD and add +1d4/HD to their melee damage. This ability only works if both the inkling and the target are touching the ground.

Terran Inkling Resistance (Ex): Terrous inklings have a +2 racial bonus against bullrushes, trip attempts, and inhaled poisons.

Increased Water Sensitivity (Ex): Terrous inklings are much more sensitive to water compared to other inklings. Terrous inklings take damage when wet and their Water Soluble ability activated when half submerged instead of fully submerged. Terrous inklings take damage when water touches their flesh. Single drops and small amounts don't do much at all, but anything over the size of a glass of water poured onto their skin will deal lethal damage.

Mist and Light Rain will deal continuous 1d4 damage per round.
Heavy rain and Waterfalls deal 2d6 damage per round.
A glass of water poured directly onto the skin deals 1 damage.
Other cases are under DM's discretion


Vibrant Inklings

The humanoid form of a vibrant inkling is almost identical to that of a normal inkling but their eyes have lack an iris and have an exceptionally large pupil. Known colors for vibrant Inklings and their ink include Electric blue, Neon green, Red, Yellow, Lime Green, Neon Blue, and Neon Orange.

VIBRANT INKLING CHARACTERS

Vibrant Inkling characters possess the same racial traits as normal inklings except where noted here.

+2 Dexterity, -2 Constitution, -2 Wisdom
35 ft base speed, 10 ft swim speed
Special Attacks: Vibrant Ink
Special Qualities: Vibrant Inkling Power, Vibrant Inkling Modifiers

Vibrant Ink (Sp): Vibrant inklings have mastered using the light of the surface to help them and have learned to imbue their Ink with the sunlight they have lived in. Vibrant inklings can cause their ink to shed light within 10 feet of it and increase the brightness of the area by 2 steps total. This ability functions as a Daylight spell centered on each square of the vibrant inkling's ink. Vibrant inklings may use this ability (1+Cha) times per day and the Caster level is equal to the vibrant inkling's HD.

Vibrant Inkling Power (Ex): A vibrant inkling can shed light as a torch by spending a square of ink.

Vibrant Inkling Modifiers (Ex): Vibrant inklings have a +2 racial bonus against enchantments and sleep spells as well as have a -4 racial penalty to hide checks due to their striking colouration.


Template:
Inklish
Inklish creatures are creatues that, for some reason, are affected by the ink of inklings just as an inkling would be.
Inklish is an acquired template that can be applied to any creature (referred to hereafter as the base creature).
Stat Changes
Size and Type: The creature's size and type do not change.
Hit Dice: Same as base creatire
Speed: Same as base creature.
Armor Class: Same as base creature.
Attack: An Inklish retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature.
Damage: Same as base creature.
Special Attacks: Same as base creature.
Special Qualities: Same as base creature expect as follows:

Inky: This creature has the Ink and Colour racial traits of Inklings, upon gaining this template the creature immediately gains a colour of it's choice and can qualify for the Colour Change racial feat and any feat that has that feat as a prerequisite as though it was an inkling with a level equal to its hit dice

Abilities: Same as the base creature
Environment: Any, usually same as base creature.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature.
Treasure: Same as the base creature.
Alignment: Same as base creature.
Advancement: Same as the base creature.
Level Adjustment: +0


Weapons will be posted in another post, save for a single one...
...The Weapon of Mass Annihilinkion:
WARNING: This weapon causes setting wrecking damage, prepare the anuses of your setting's gods.
Inkzooka
Exotic (Exotic) Ranged Weapon
Cost: 1,000,000 gold
Initial Damage: 3d12 per square of ink within 3 feet of impact/square of ink
Vortex Damage: 1d20 per square of ink used
Critical: 10-20/x15
Range of shot: 100 feet per square of ink
Vortex Range: 20 feet per square of ink
Vortex Save: The Save DC is equal to the number of squares of ink used.
Vortex Height: The height is equal to 20 feet high per square of ink.
Vortex Radius:The radius of the vortex is 5 feet per square of ink. The vortex takes up a circular 10 foot by 10 foot space at 1 square of ink.
Vortex Duration: 2d10 minutes per square.
Weight: 30 lbs.
Damage Type: Acid, Fire, Cold, Electricity, Bludgeoning, Piercing, Slashing, Magic, Epic, Positive (no healing), and Negative(no healing)
Reloading: Free action for all.
Ink: See Special.
Ammo Capacity: This weapon can hold any amount of ink.
Special: When this weapon is drawn it immediately forces the inkling's body to go into overdrive and produce three day's worth of ink at once(3x max squares per day), then drains all of the ink from the inkling to power the shot (3x max + the remaining squares from the current day). The inkling then is able to aim at the target and fire before they collapse and must pass a fort save (DC 10+squares of ink used). If they make the fort save they fall unconscious for 2d12 months, if they fail the save they die immediately. The shot sails to the end of its range or until it hits the target, whichever comes first. Once the shot hits the range or target it explodes into a massive vortex that sucks everything within range into the vortex to deal continuous damage. At the beginning of each creature's turn they must make a reflex save to escape the vortex or take the stated damage. The vortex size, duration, and height is dependent on the number of squares of ink used. This weapon covers everything within 30 feet per square in ink. If this weapon gets a critical hit on the initial shot, all of the damage the initial shot and the vortex do are multiplied. The damage is also dealt to every object and creature in the vicinity and damages non-inklings with no reduction of damage from them being non-inkling. This weapon's damage bypasses hardness, Damage Reduction, and immunities. This weapon counts as a Ranged Touch attack for both the vortex attack and the initial shot. Only inklings may use this weapon.

Aniikinis
2017-10-01, 09:50 AM
Now for the Weapons:

Chargers:

Bamboozler 14
Exotic (Martial) Weapon
Cost: 15 gold
Damage: 1d4/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for uncharged shot, 1d8/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for first charge
Critical: 18-20/ x2 for uncharged shot, 17-20/ x2 for first charge
Range: 40 feet when uncharged, each round of charging adds 30 feet to the range it can fire
Weight: 10 lbs
Damage Type: As inkling or cartridge's ink
Reloading: Move for non-inklings, swift for inklings.
Ink: This weapon uses one square of ink for each charge action and for each uncharged shot.
Ammo Capacity: This weapon can hold up to 4 squares of ink.
Special: This weapon can be fired up to four times in one round. You may instead choose to spend up to 2 full-round actions charging your shot, spending a square of ink for each charge. This weapon counts as a Ranged Touch attack.

Squiffer
Exotic (Simple) Weapon
Cost: 10 gold
Damage: 1d2/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for uncharged shot, 1d4/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for first charge, 1d6/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for second charge, 1d8/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for third charge
Critical: 20/ x2 for uncharged shot, 19-20/ x2 for first charge, 18-20/ x2 for second charge, 17-20/ x2 for third charge
Range: 30 feet when uncharged, each round of charging adds 30 feet to the range it can fire
Weight: 20 lbs
Damage Type: As inkling or cartridge's ink
Reloading: Move for non-inklings
Ink: This weapon uses one square of ink for each charge action and for each uncharged shot.
Ammo Capacity: This weapon can hold up to 3 squares of ink.
Special: This weapon can be fired up to three times in one round, even if you have the BAB to make additional attacks. You may instead choose to spend up to 3 full-round actions charging your shot, spending a square of ink for each charge. This weapon counts as a Ranged Touch attack.



E-Liter 3K Scope
Exotic (Martial) Ranged Weapon
Cost: 100 gold
Damage: 1d4/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for uncharged shot, 1d6/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for first charge, 1d8/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for second charge, 2d8/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for third charge, 2d10/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for fourth charge.
Critical: 18-20/ x2 for uncharged shot, 17-20/ x2 for first charge, 16-20/ x3 for second charge, 15-20/ x4 for third charge, 14-20/ x5 for fourth charge
Range: 90 feet uncharged, each round of charging adds 50 feet to the range it can fire.
Weight: 25 lbs
Damage Type: As inkling or cartridge's ink`
Reloading: Full-round action for non-inklings, standard for inklings
Ink: This weapon uses two squares of ink per uncharged shot and each charge action.
Ammo Capacity: This weapon can hold up to 8 squares of ink.
Special:This weapon can be fired only once each round, even if you have the BAB to make additional attacks. You may instead choose to spend up to 4 full-round actions charging your shot, spending a square of ink for each charge. This weapon gains a +6 untyped bonus on ranged attack rolls for each 50 feet (10 squares) over 90 feet (18 squares) your target is from you (+6 at 140 feet, +12 at 190 feet, etc.). This weapon counts as a Ranged Touch attack.

E-Liter 3K
Exotic (Martial) Ranged Weapon
Cost: 30 gold
Damage: 1d4/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for uncharged shot, 1d6/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for first charge, 1d8/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for second charge, 2d8/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for third charge, 2d10/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for fourth charge.
Critical: 19-20/ x2 for uncharged shot, 18-20/ x2 for first charge, 17-20/ x2 for second charge, 16-20/ x3 for third charge, 15-20/ x4 for fourth charge
Range: 70 feet uncharged, each round of charging adds 40 feet to the range it can fire.
Weight: 20 lbs
Damage Type: As inkling or cartridge's ink
Reloading: Full-round action for non-inklings, standard for inklings
Ink: This weapon uses two squares of ink per uncharged shot and each charge action.
Ammo Capacity: This weapon can hold up to 8 squares of ink.
Special: This weapon can be fired only once each round, even if you have the BAB to make additional attacks. You may instead choose to spend up to 4 full-round actions charging your shot, spending a square of ink for each charge. This weapon gains a +2 untyped bonus on ranged attack rolls for each 40 feet (8 squares) over 70 feet (17 squares) your target is from you (+2 at 110 feet, +2 at 150 feet, etc.). This weapon counts as a Ranged Touch attack.

Splat Charger
Exotic (Simple) Ranged Weapon
Cost: 10 gold
Damage: 1d2/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for uncharged shot, 1d4/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for first charge, 1d6/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for second charge, 1d8/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for third charge, 2d8/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for fourth charge.
Critical: 20/ x2 for uncharged shot, 19-20/ x2 for first charge, 18-20/ x2 for second charge, 17-20/ x2 for third charge, 16-20/ x3 for fourth charge
Range: 30 feet when uncharged, each round of charging adds 30 feet to the range it can fire.
Weight: 15 lbs.
Damage Type: As inkling or cartridge's ink
Reloading: Standard Action for non-inklings, move for inklings
Ink: This weapon uses one square of ink for each charge action and for each uncharged shot.
Ammo Capacity: This weapon can hold up to 4 squares of ink.
Special: This weapon can be fired up to twice in one round, even if you have the BAB to make additional attacks. You may instead choose to spend up to 4 full-round actions charging your shot, spending a square of ink for each charge. This weapon counts as a Ranged Touch attack.

Splatterscope
Exotic (martial) Ranged Weapon
Cost: 20 gold
Damage: 1d2/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for uncharged shot, 1d4/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for first charge, 1d6/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for second charge, 1d8/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for third charge, 2d8/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) for fourth charge.
Critical: 20/ x2 for uncharged shot, 19-20/ x2 for first charge, 18-20/ x2 for second charge, 17-20/ x2 for third charge, 16-20/ x3 for fourth charge
Range: 40 feet when uncharged, each round of charging adds 30 feet to the range it can fire.
Weight: 16 lbs
Damage Type: As inkling or cartridge's ink
Reloading: Standard for non-inklings, move for inklings.
Ink: This weapon uses one square of ink for each charge action and for each uncharged shot.
Ammo Capacity: This weapon can hold up to 8 squares of ink.
Special: This weapon can be fired up to twice in one round, even if you have the BAB to make additional attacks. You may instead choose to spend up to 4 full-round actions charging your shot, spending a square of ink for each charge. This weapon gains a +1 untyped bonus on ranged attack rolls for each 30 feet (6 squares) over 40 feet (8 squares) your target is from you (+1 at 70 feet, +2 at 100 feet, etc.). This weapon counts as a Ranged Touch attack.


Rollers:

Inkbrush
Exotic (Simple) Melee and Ranged weapon
Cost: 30 Gold
Damage: 1d4/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) (or 1d3/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1))
Critical: 20/x2
Range: melee or 10
Weight: 5 lbs
Damage Type: As inkling or cartridge's ink and bludgeoning (or As inkling or cartridge's ink)
Reloading: free for non-inklings
Ink: This weapon uses a single square of ink for each attack.
Ammo Capacity: This weapon can hold 4 squares of ink.
Special: This weapon can attack up to 4 times per round. You may choose to fling a square of ink at a target, use the additional statistics provided in parentheses.

Octobrush
Exotic (Martial) Melee and Ranged weapon
Cost: 60 gold
Damage: 2d4/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1) (or 1d10/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1))
Critical: 19-20/x2
Range: melee or 25 feet
Weight: 10 lbs
Damage Type: As inkling or cartridge's ink and bludgeoning (or As inkling or cartridge's ink)
Reloading: free for non-inklings
Ink: This weapon uses a single square of ink for each attack.
Ammo Capacity: This weapon can hold 3 squares of ink.
Special: This weapon can attack up to 3 times per round. You may choose to fling a square of ink at a target, use the additional statistics

Carbon Roller
Exotic (Simple) Melee and Ranged Weapon
Cost: 50
Damage: 1d4/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)+Str (or 1d8/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1))
Critical: 20/x2
Range: melee or 10 feet.
Weight: 5 lbs
Damage Type: As inkling or cartridge's ink and Bludgeoning (or As inkling or cartridge's ink)
Reloading: Swift for non-inkling, free for inklings
Ink: this weapon uses one square for each attack.
Ammo Capacity: This weapon can hold up to 4 squares of ink.
Special: You may choose to hold the roller onto the ground without using any ink and make an overrun attack, if the attack succeeds you deal +1d4 per size category the target is smaller than you, if the opponent is an inkling of a different colour you may choose to use a square of ink to cover the entire path with ink and deal 1d8+Str+1d8 per size smaller than you (blue inkling vs red inkling in squid form: 1d8+Str+2d8), these extra dice are doubled on a critical. You may choose to fling a square of ink at a target, use the additional statistics.

Dynamo Roller
Exotic (Simple) Melee and Ranged Weapon
Cost: 30
Damage: 2d8/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)+Str (or 4d4/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1))
Critical: 18-20/x2
Range: melee or 40 feet.
Weight: 20 lbs
Damage Type: As inkling or cartridge's ink and Bludgeoning (or As inkling or cartridge's ink)
Reloading: Swift for non-inkling, free for inklings
Ink: this weapon uses one square for each attack.
Ammo Capacity: This weapon can hold up to 2 squares of ink.
Special: You may choose to hold the roller onto the ground without using any ink and make an overrun attack, if the attack succeeds you deal +2d8 per size category the target is smaller than you, if the opponent is an inkling of a different colour you may choose to use a square of ink to cover the entire path with ink and deal 3d8+Str+3d8 per size smaller than you (blue inkling vs red inkling in squid form: 3d8+Str+6d8), these extra dice are doubled on a critical. You may choose to fling a square of ink at a target, use the additional statistics.

Splat Roller
Exotic (Simple) Melee and Ranged Weapon
Cost: 30
Damage: 1d8/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)+Str (or 2d4/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1))
Critical: 19-20/x2
Range: melee or 20 feet.
Weight: 30 lbs
Damage Type: As inkling or cartridge's ink and Bludgeoning (or As inkling or cartridge's ink)
Reloading: Swift for non-inkling, free for inklings
Ink: this weapon uses one square for each attack.
Ammo Capacity: This weapon can hold up to 2 squares of ink.
Special: You may choose to hold the roller onto the ground without using any ink and make an overrun attack, if the attack succeeds you deal +1d8 per size category the target is smaller than you, if the opponent is an inkling of a different colour you may choose to use a square of ink to cover the entire path with ink and deal 2d8+Str+2d8 per size smaller than you (blue inkling vs red inkling in squid form: 2d8+Str+4d8), these extra dice are doubled on a critical. You may choose to fling a square of ink at a target, use the additional statistics.


Shooters:

H-3 Nozzlenose
Exotic (Martial) Ranged Weapon
Cost: 40 gold
Damage: 2d4/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 19-20/x2
Range: 30 feet
Weight: 20 lbs.
Damage Type: As inkling or cartridge's ink
Reloading: full-round action for non-inklings, standard for inklings
Ink: This weapon uses 3 squares per attack.
Ammo Capacity: This weapon can hold 12 squares of ink.
Special: This weapon fires three times per attack (roll your attack three times and roll damage separately) and can be fired up to once per round. This weapon counts as a Ranged Touch attack.

L-3 Nozzlenose
Exotic (Martial) Ranged Weapon
Cost: 20 gold
Damage: 1d4/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 20/x2
Range: 60 feet
Weight: 20 lbs.
Damage Type: As inkling or cartridge's ink
Reloading: full-round action for non-inklings, standard for inklings
Ink: This weapon uses 3 squares per attack.
Ammo Capacity: This weapon can hold 12 squares of ink.
Special: This weapon fires three times per attack (roll your attack three times and roll damage separately) and can be fired up to twice per round. This weapon counts as a Ranged Touch attack.

.52 Gal
Exotic (Martial) Ranged Weapon
Cost: 60 gold
Damage: 2d10 /HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 18-20/x3
Range: 50 feet
Weight: 45 lbs.
Damage Type: As inkling or cartridge's ink
Reloading: Standard for non-inklings, move for inklings
Ink: this weapon uses 5 squares of ink per attack.
Ammo Capacity: This weapon can hold up to 10 squares of ink.
Special: This weapon can only be fired once per round. This weapon counts as a Ranged Touch attack.

.96 Gal
Exotic (Martial) Ranged Weapon
Cost: 100 gold
Damage: 3d6/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 17-20/x4
Range: 70 feet
Weight: 60 lbs.
Damage Type: As inkling or cartridge's ink
Reloading: One full round and one move for non-inklings, one full round for inklings.
Ink: This weapon uses 8 squares of ink per attack.
Ammo Capacity: This weapon can hold up to 16 squares of ink.
Special: this weapon can only be fired once per round. This weapon counts as a Ranged Touch attack.

Dual Squelcher
Exotic (Martial) ranged Weapon
Cost: 20 gold
Damage: 1d2/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 19-20/x3
Range: 70 feet
Weight: 15 lbs.
Damage Type: As inkling or cartridge's ink
Reloading: Standard for non-inklings, move for inklings.
Ink: This weapon uses 2 squares of ink per attack.
Ammo Capacity: This weapon can hold up to 8 squares of ink.
Special: This weapon can be fired up to twice per round even if you have the BAB for additional attacks. This weapon fires twice per attack(roll your attack roll twice and roll damage separately). This weapon counts as a Ranged Touch attack.

Jet Squelcher
Exotic (Martial) Ranged Weapon
Cost: 12 gold
Damage: 1d2/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 17-20/ x2
Range: 80 feet
Weight: 10 lbs.
Damage Type: As inkling or cartridge's ink
Reloading: Move for non-inkling, swift for inkling
Ink: This weapon uses two squares of ink for each attack.
Ammo Capacity: This weapon can hold 6 squares of ink.
Special: This weapon may only be fired once per round, no matter if you have the BAB to make additional attacks. This weapon counts as a Ranged Touch attack.

Splattershot Pro
Exotic (Martial) Ranged Weapon
Cost: 12 gold
Damage: 1d4/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 18-20/x2
Range: 70 feet.
Weight: 8 lbs.
Damage Type: As inkling or cartridge's ink
Reloading: Standard for non-inklings, move for inklings
Ink: This weapon uses two squares of ink per attack.
Ammo Capacity: This weapon can hold 6 squares of ink.
Special: This weapon can fire only once per round, even if you have the BAB to make more attacks. This weapon counts as a Ranged Touch attack.

Rapid Blaster Pro
Exotic (martial) ranged weapon
Cost: 90 gold
Damage: 2d4/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical:19-20/x2
Range: 65 feet
Weight: 15 lbs
Damage Type: As inkling or cartridge's ink
Reloading: Standard for non-inklings, move for inklings.
Ink: This weapon uses two squares of ink per attack.
Ammo Capacity: This weapon can hold 8 squares of ink.
Special: This weapon can fire only once per round. This weapon's shots explode and deal splash damage to each of the seven squares surrounding the target except for the one behind it. This weapon counts as a Ranged Touch attack.

Rapid Blaster
Exotic (martial) ranged weapon
Cost: 70 gold
Damage: 1d4/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 19-20/x2
Range: 45 feet
Weight: 15 lbs
Damage Type: As inkling or cartridge's ink
Reloading: Standard for non-inklings, move for inklings.
Ink: This weapon uses two squares of ink per attack.
Ammo Capacity: This weapon can hold 8 squares of ink.
Special: This weapon can fire only once per round. This weapon's shots explode and deal splash damage to each of the seven squares surrounding the target except for the one behind it. This weapon counts as a Ranged Touch attack.

Blaster
Exotic (Martial) Ranged Weapon
Cost: 30 gold
Damage: 1d2/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 17-20/x2
Range: 25 feet
Weight: 20 lbs
Damage Type: As inkling or cartridge's ink
Reloading: Standard for non-inklings, move for inklings
Ink: This weapon uses 2 squares of ink per attack
Ammo Capacity: This weapon can hold up to 4 squares.
Special: This weapon can attack only once per round. This weapon's shots explode and deal splash damage to each of the seven squares surrounding the target except for the one behind it. This weapon counts as a Ranged Touch attack.

Luna Blaster
Exotic (Martial) Ranged Weapon
Cost: 90 gold
Damage: 1d10/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)+1d6/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 15-20/x3
Range: 10 feet
Weight: 20 lbs.
Damage Type: As inkling or cartridge's ink
Reloading: Full-round for non-inkling, standard for inkling.
Ink: This weapon uses 4 squares of ink per attack.
Ammo Capacity: This weapon can hold up to 12 squares of ink.
Special: This weapon can fire only once per turn. This weapon's shots explode and deal splash damage to all squares within three squares surrounding the target except for the three behind it. This weapon counts as a Ranged Touch attack.

Ranged Blaster
Exotic (Martial) Ranged Weapon
Cost: 50 gold
Damage: 2d10/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 16-20/x3
Range: 30 feet
Weight: 30 lbs
Damage Type: As inkling or cartridge's ink
Reloading: Standard for non-inklings, move for inklings.
Ink: This weapon uses 3 squares of ink per attack.
Ammo Capacity: This weapon can hold up to 6 squares of ink
Special: This weapon can only attack once every other round. This weapon's shots explode and deal splash damage to each of the seven squares surrounding the targed except for the one behind it. This weapon counts as a Ranged Touch attack.

Aerospray MG
Exotic (Simple) Ranged Weapon
Cost: 5 gold
Damage: 1d2/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 20/ x2
Range: 30 feet max
Weight: 10 lbs
Damage Type: As inkling or cartridge's ink
Reloading: Move action for non-inklings, swift for inklings
Ink: This weapon uses one square of ink per attack
Ammo Capacity: This weapon can hold up to 8 squares of ink.
Special: This weapon can attack twice at each attack bonus per number of attacks you may use per turn [2 attacks at BAB 1(2)-5(2), 4 attacks at BAB 6(2)/1(2)-10(2)/5(2), 6 attacks at BAB 11(2)/6(2)/1(2)- 15(2)/10(2)/5(2), etc.]. This weapon counts as a Ranged Touch attack.

Splattershot Jr.
Exotic (Simple) Ranged Weapon
Cost: 5 gold
Damage: 1d2/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 20/x2
Range: 30 ft
Weight: 2 lbs.
Type: As inkling or cartridge's ink
Reloading: Move if non-inkling, swift if inkling.
Ink: This weapon fires one square of ink per attack.
Ammo Capacity: This weapon can hold up to 6 squares of ink.
Special: This weapon can attack twice at each attack bonus per number of attacks you may use per turn [2 attacks at BAB 1(2)-5(2), 4 attacks at BAB 6(2)/1(2)-10(2)/5(2), 6 attacks at BAB 11(2)/6(2)/1(2)- 15(2)/10(2)/5(2), etc.]. This weapon counts as a Ranged Touch attack.

Sploosh-o-matic
Exotic (Martial) Ranged Weapon
Cost: 50 gold
Damage: 2d8/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 17-20/x4
Range: 15 feet
Weight: 25 lbs
Damage Type: As inkling or cartridge's ink
Reloading: Full round for non-inklings, standard for inklings
Ink: This weapon uses 3 squares of ink per attack.
Ammo Capacity:This weapon can hold up to 6 squares of ink.
Special: This weapon can be fired up to three times per round. This weapon counts as a Ranged Touch attack.


N-Zap
Exotic (Simple) Weapon
Cost: 10 gold
Damage: 1d2/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 18-20/x2
Range: 50 feet
Weight: 5 lbs
Damage Type: As inkling or cartridge's ink
Reloading: swift for non-inklings, free for inklings
Ink: This weapon uses one square of ink per attack.
Ammo Capacity: This weapon can hold up to 6 squares of ink.
Special: This weapon can fire up to three times per round. This weapon counts as a Ranged Touch attack.

Splash-o-matic
Exotic (Martial) Ranged Weapon
Cost: 30 gold
Damage: 1d4/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 18-20/x2
Range: 40 feet
Weight: 30 lbs.
Damage Type: As inkling or cartridge's ink
Reloading: Standard for non-inklings, move for inklings.
Ink: This weapon uses 1 square of ink per attack.
Ammo Capacity: This weapon can hold up to 6 squares of ink.
Special: This weapon can fire up to 3 times per round. This weapon counts as a Ranged Touch attack.

Splattershot
Exotic (Martial) Ranged Weapon
Cost: 8 gold
Damage: 1d4/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 19-20/2
Range: 45 feet
Weight: 5 lbs.
Type: As inkling or cartridge's ink
Reloading: Standard for non-inklings, move for inklings.
Ink: This weapon uses one square of ink for each attack.
Ammo Capacity: This weapon can hold up to 4 squares of ink.
Special: This weapon can only be fired twice per round if you have the BAB for it. This weapon counts as a Ranged Touch attack.


Slosher:

Slosher
Exotic (Martial) Ranged Weapon
Cost: 80 gold
Damage: 2d4/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 20/x2
Range: 40 feet
Weight: 30 lbs.
Damage Type: As inkling or cartridge's ink
Reloading: Standard for non-inklings, move for inklings
Ink: This weapon uses 17 squares of ink per attack.
Ammo Capacity: this weapon can hold up to 17 squares of ink.
Special: This weapon covers 8 squares in a line and then 9 squares in a 3x3 square at the end of the line. This weapon counts as a Ranged Touch attack.

Sloshing Machine
Exotic (Martial) Ranged Weapon
Cost: 120 gold
Damage: 3d4/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 19-20/x2
Range: 55 feet
Weight: 40 lbs
Damage Type: As inkling or cartridge's ink
Reloading: Full-round action for non-inklings, standard for inklings
Ink: This weapon uses 17 squares of ink per attack.
Ammo Capacity: this weapon can hold up to 17 squares of ink.
Special: This weapon covers 9 squares in a 3x3 square at the end of its range. This weapon counts as a Ranged Touch attack.

Tri-Slosher:
Tri-Slosher
Exotic (Martial) Ranged Weapon
Cost: 100 gold
Damage: 2d4/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 20/x2
Range: 30 feet
Weight: 30 lbs.
Damage Type: As inkling or cartridge's ink
Reloading: Standard for non-inklings, move for inklings
Ink: This weapon uses 35 squares of ink per attack.
Ammo Capacity: this weapon can hold up to 35 squares of ink.
Special: This weapon covers 6 squares in a line and then 9 squares in a 3x3 square at the end of the line with two squares on the opposite sides of the 4th square with an additional 3x3 square of ink after each of those squares. This weapon counts as a Ranged Touch attack.
https://i.imgur.com/7iPUdCN.png

Splatling:

Mini Splatling
Exotic (Martial) Ranged Weapon
Cost: 90 gold
Damage: 1d8/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 20/x2
Range: 30 feet
Weight: 20 lbs
Damage Type: As inkling or cartridge's ink
Reloading: standard for non-inklings, move for inklings
Ink: This weapon uses 4 squares of ink for each attack and charge action
Ammo Capacity: This weapon can hold up to 8 squares of ink.
Special:This weapon can be fired only once in one round, even if you have the BAB to make additional attacks. You may instead choose to spend up to 2 full-round actions charging your shot, spending a square of ink for each charge. This weapon fires 4 times when uncharged(roll attack 4 times and roll damage separately) and 8 times when fully charged(roll attack 8 times and roll damage separately), for 4 shots per charge action. This weapon counts as a Ranged Touch attack.


Heavy Splatling
Exotic (Martial) Ranged Weapon
Cost: 90 gold
Damage: 2d8/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 19-20/x2
Range: 60 feet
Weight: 40 lbs
Damage Type: As inkling or cartridge's ink
Reloading: standard for non-inklings, move for inklings
Ink: This weapon uses 3 squares of ink for each attack and charge action
Ammo Capacity: This weapon can hold up to 12 squares of ink.
Special:This weapon can be fired only once in one round, even if you have the BAB to make additional attacks. You may instead choose to spend up to 4 full-round actions charging your shot, spending 3 squares of ink for each charge. This weapon fires 3 times when uncharged(roll attack 3 times and roll damage separately) and 12 times when fully charged(roll attack 12 times and roll damage separately), for 3 shots per charge action. This weapon counts as a Ranged Touch attack.

Hydra Splatling
Exotic (Martial) Ranged Weapon
Cost: 200 gold
Damage: 4d8/HD of the inkling (if cartridge, assume 1/2 your level rounded down, min 1)
Critical: 17-20/x4
Range: 70 feet
Weight: 40 lbs
Damage Type: As inkling or cartridge's ink
Reloading: standard for non-inklings, move for inklings
Ink: This weapon uses 1 squares of ink for each attack and charge action
Ammo Capacity: This weapon can hold up to 32 squares of ink.
Special: This weapon can be fired only once in one round, even if you have the BAB to make additional attacks. You may instead choose to spend up to 8 full-round actions charging your shot, spending a square of ink for each charge. This weapon fires 1 time when uncharged and 32 times when fully charged(roll attack 32 times and roll damage separately), for 4 shots per charge action. This weapon counts as a Ranged Touch attack.

Aniikinis
2017-10-01, 10:32 AM
And now for two racial classes: A 10 level Racial Paragon class that adds insane abilities at the cost of, well, most other things and one for the Deep Inkling.

Inkling Paragon

Abilities: Constitution and Dexterity are prized by this class.

Alignment: Any, though most are chaotic.

Hit Die: d6



Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special


1
+1
+2
+2
+0
Bonus Racial Feats


2
+2
+3
+3
+0
Increased Ink Production


3
+3
+3
+3
+1
Ability Boost(+4 Con)


4
+4
+4
+4
+1
Superior Ink Production


5
+5
+4
+4
+1
Squid Squirt


6
+6/+1
+5
+5
+2
Bonus Feat


7
+7/+2
+5
+5
+2
Ability Bonus (+4 Dex)


8
+8/+3
+6
+6
+2
Avatar of Ink


9
+9/+4
+6
+6
+3
Exotic Ink Gun Proficiency


10
+10/+5
+7
+7
+3
Kraken Form



Class Skills: The Inkling Paragon's class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).

Skill Points at Each Level: 6 + Int modifier.

BECOMING AN INKLING PARAGON

Entry Requirements
Race: Inkling

CLASS FEATURES

All of the following are class features of the Inkling Paragon.

Weapon and Armor Proficiency: The inkling paragon is proficient in all simple ink guns but grants no additional weapon or armour proficiencies.

Bonus Racial Feats: At first level an inkling paragon gains the following Racial feats: Beak that Bites; Swim like a Cuttlefish, Slap like a Squid; Colour change; and your choice of either Big Squid or Smaller Squid. If you have one or more of these feats already you may instead select another racial feat you qualify for.

Increased Ink Production: You gain the Increased Ink Production feat, if you already have this feat you may instead select any other feat you qualify for.

Ability Boost: At level 3 your constitution increases by 4 points. Your Dexterity increases by 4 points at level 7.

Superior Ink Production: You gain the Superior Ink Production feat, if you already have this feat you may instead select any other feat you qualify for.

Squid Squirt: You may squirt ink in squid form.

Avatar of Ink: Once per day, as a full round action, you may unleash a tidal wave of ink that covers everything within 1d20 x10 squares in ink. You may move to any square within this area as a move action, even if it is beyond your normal move speed and every creature in the area is considered flat footed in regards to your attacks. This ink does not harm any creature covered in it unless you spend a standard action to force each creature to take damage as they would normally (any modifiers and penalties apply as normal). Using this ability does not drain any ink of your ink but the ink created from this ability lasts only a number of rounds equal to your constitution modifier and you are knocked unconscious and helpless for 1d6 hours after the ink fades.

Exotic Ink Gun Proficiencies: You are proficient in all ink weapons regardless of level of skill required, including the Inkzooka.

Kraken: Once per day, as a full round action, you may call upon the ancient heritage of your people and transform into a mighty aquatic beast. You keep all of your abilities and feats, and use your mental stats (Int, Wis, Cha) and the form's physical stats (Str, Dex, Con). You are still under Water Soluable within this form but all squares within sight are treated as though they are covered in ink for purposes of your movement. This ability is functionally similar to a druid's wild shape ability. The forms you can transform into are dictated by your level/Hit Dice. You may always transform into a lesser form instead of the highest. The list is as Follows:
⦁ 10 HD: Giant Squid, Kelpie
⦁ 12 HD: Kraken
⦁ 14 HD: Siege Crab
⦁ 16 HD: Lucent Worm
⦁ 18 HD: Ocean Strider
⦁ 20 HD: Leviathan
This ability lasts a number of minutes equal to your Con modifier and once the ability is over you are unconscious for 1d10 hours.


Deep Inkling Drug Lord

Drug Lords have the following game statistics.

Alignment: Any, though most are chaotic.

Hit Die: d6



Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special
Spellcasting


1
+1
+2
+0
+2
Resistance, Addictive Ink
+1 level of arcane spellcasting class


2
+2
+3
+0
+3
Procuring the Fun
+1 level of arcane spellcasting class


3
+3
+3
+1
+3
Addictive Ink
+1 level of arcane spellcasting class


4
+4
+4
+1
+4
Increased Resistance
+1 level of arcane spellcasting class


5
+5
+4
+1
+4
Addictive Ink
+1 level of arcane spellcasting class



Class Skills: The drug lord’s class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Diplomacy (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (local) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).

Skill Points at Each Level: 6 + Int modifier.

BECOMING A DEEP INKLING DRUG LORD
Entry Requirements
Race: Deep Inkling
Saves: Fort Save bonus +3
Skills: Diplomacy 13 ranks, Knowledge (local) 13 ranks, Craft (Alchemy) 5 ranks
Spells: Able to cast 3rd level arcane spells
Special: Must have passed and failed a fort save against the effects of at least two different drugs (passed one and failed the other.)

CLASS FEATURES
All of the following are class features of the drug lord.

Weapon and Armor Proficiency: Deep inkling drug lords do not gain any additional weapon and armor proficiencies.

Spellcasting: Spellcasting: As you attain more levels, you continue your training in your chosen spellcasting field. You get new spells per day, spells known, and an increase in caster level as if you had also gained a level in any one spellcasting class that you belonged to previously. You do not, however, gain any other class feature a character of that class would have gained. This essentially means that you add the level of deep inkling drug lord to the level of whatever eligible spellcasting class you have, and then determine spells per day and caster levels accordingly. If you had more than one eligible spellcasting class before becoming a deep inkling drug lord, you must decide to which class you add each level of deep inkling drug lord for the purposes of determining spells per day, spells known, and caster level.

Resistance: Deep inkling drug lords gain a bonus to saves against the negative effects of drugs, including addiction, equal to their deep inkling drug lord level.

Addictive Ink: Deep inkling drug lords are masters of their bodies, as long as they've taken a drug at least once since taking a level they can have their ink take on the same properties of the drug. This is a swift action and they may cause their ejected ink to take on the properties of any number of drugs at once. However, should any other creature be affected by the affected ink they must make a fort save (DC = (twice your deep inkling drug lord class level + Con mod)) or come under both the positive and negative effects of the drug, if they succeed they only take the positive effects. At level 3 the DC scales to three times your deep inkling drug lord class levels and you may forgo the save entirely for allies, putting them only under the positive effects of the drug. At level 5 the DC scales to 4 times your deep inkling drug lord class levels and you may use this ability on ink used by ink weapons.

Procuring the Fun: You gain a +2/class level in deep inkling drug lord on appraise, gather information, diplomacy, knowledge, search, and spot checks for the purpose of identifying and gathering drugs for use.

Increased Resistance: At level 3 your resistance increases to double your class levels in deep inkling drug lord.

Immunity: At level 5 you become immune to the negative effects of drugs.

Westhart
2017-10-01, 12:25 PM
While i have not played the game, a note on drug lord: they have to have been unwillingly drugged b/c if you take a drug you auto fail the save... I would require a few ranks in Craft Alchemy since that is used to make drugs... the whole know your trade thing.

Aniikinis
2017-10-02, 08:11 AM
While i have not played the game...
You're fine, only the base inklings and the weapons are from the game, all the rest are ideas I had while bored. Well the Inkzooka is nowhere near as dangerous in the game.


...a note on drug lord: they have to have been unwillingly drugged b/c if you take a drug you auto fail the save... I would require a few ranks in Craft Alchemy since that is used to make drugs... the whole know your trade thing.
I completely forgot that line in the drug rules, but I guess that actually does make a little sense in the fluff I was thinking of, and I knew I was forgetting something.

Westhart
2017-10-02, 08:31 AM
I completely forgot that line in the drug rules, but I guess that actually does make a little sense in the fluff I was thinking of, and I knew I was forgetting something.

My brother played a wacko high elf xenophobic witch... who was addicted to pretty much every drug in BoVD and thought he was a dryad or some such... thus the rules were brought up a bit often... :smallbiggrin:

EDIT: for the template I would give them the ability to create a small amount of ink, alos since they are affected by ink don't they need a line saying they are affected which way by what type of ink?

Aniikinis
2017-10-02, 10:18 AM
For the template I would give them the ability to create a small amount of ink, also since they are affected by ink don't they need a line saying they are affected which way by what type of ink?

That ability seems really useful actually, and I was mainly going to use the template for normal monsters when running all- or mostly-inkling adventures as a way to not make ink guns a PvP Only option but now that you mention it that could add some need for a bit more problem solving if they run into a creature with the same colours as them. Adding those in right now.