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.
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.