I wanted to make an awakened duck, because of Howard the Duck. And I want to make him good with firearms, if you guys have those in your campaigns.
actually it doesn't bother me, our characters are going to be so wildly different just by the sheer nature of things that being the same class may actually be something to consider for common grounds XD
God damn ponies. Edit: So... are you just a killer of all occult/witches or what? Your .rtf isn't opening on my tablet
The new version should be a .doc, and I'm nowhere near that point yet. I guess for general concept, more like a detective, but answering directly to a deity rather than police or a government.
Well, I'm not like... EVIL. And I only make undead when I want to torment someone I've killed that I REALLY hate...
Okay. Reworking the "Noble Octopus" into the "Ambulare Octopus" Octopus, Ambulare Octopuses have two eyes and four pairs of arms and, like other cephalopods, they are bilaterally symmetric. An octopus has a hard beak, with its mouth at the center point of the arms. Octopuses have no internal or external skeleton (although some species have a vestigial remnant of a shell inside their mantles), allowing them to squeeze through tight places. Octopuses are among the most intelligent and behaviorally flexible of all invertebrates. The octopus inhabits many diverse regions of the ocean, including coral reefs, pelagic waters, and the ocean floor. They have numerous strategies for defending themselves against predators, including the expulsion of ink, the use of camouflage and deimatic displays, their ability to jet quickly through the water, and their ability to hide. An octopus trails its eight arms behind it as it swims. All octopuses are venomous, but only one group, the blue-ringed octopus, is known to be deadly to humans. Ambulare Octopuses are an aberrant mutation of the common species found only in water. While they are indeed aquatic, they have been tinkered with, whether through natural mutation or through the whims of some mad god or mage, to the point where they are truly amphibious. As a species, they still rarely come ashore, but they have been known to be found miles from the nearest large body of water when the need or desire is strong enough. These octopus exhibit slightly more social interaction than that of the more typical varieties, though not by much, and a vast increase in general intelligence. While still not nearly as bright as the typical humanoid, they do display a level of intelligence that is easily double that of their closest kin. Adventuring Ambulare octopuses do so with a lust for knowledge as well as a craving for shiny baubles with which to take home to their lair. As with their water-bound brethren, they avoid combat whenever possible unless they are hunting prey, usually using their natural abilities with camouflage to ambush their targets. Adventurers who are not Rogues are almost inevitably members of the innate magic using classes, utilizing their natural flair for the charismatic to overcome their limited intelligence and wisdom. Ambulare Octopus Species Traits -4 Intelligence, -2 Wisdom, +2 Charisma; While not overly bright, the Ambulare octopus has quite a natural charisma about it. Small Aquatic (amphibious) Aberration Base Speed: 20 feet, Swimming: 30 feet Natural Armor: +1 Natural Weapons: Bite (1d3) Toxic: Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creatures to be injured when it uses this ability). Applying venom in this way is a swift action. Paralytic Venom: Injury; save Fort DC 10 + 1/2 user's Hit Dice + user's Constitution modifer; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. Darkvision (60 feet) Invertebrate: Escape Artist is always a Class skill for the Ambulare octopus Automatic Languages: Ambulare Octopus begin speaking Aquan. Ambulare with high Intelligence can learn the following languages: Common, Aboleth, Abyssal, Draconic Favored Class: Oracle, Rogue, Sorcerer Social Group: None HMMMM, I'm only at 9 racial points
we're going to be poison heavy, I can tell XD (gave his feat to his familiar, ability focus, to make the familiar's poison 12 dc instead of 10... combine that with the ability to summon 1d3 more centipedes... )
I believe that's up to the DM, generally I'd go with what 'feels' right for the race, long as it's not super overpowering should be fine within that range. 9 is probably just fine for a finished race, I can't really think of anything explicit that I'd add to the template you've given up top. Maybe give them the ability to take multi-weapon fighting/multi-dexterity as a continuation of the equivilant prevailing feats? (probably be a +11 attack modifier feat as well)
So, from the standard Octopus, it's missing the Jet ability, the Ink ability, and the tentacle (grab). Just not finding a way to add those or something similar using the Race Creator. Losing those three things, I kinda want to bump SOMETHING up. Maybe give an actual bonus to Escape Artist, instead of only making it a Class skill
that's starfish. while jet and ink wouldn't work very well in air as it works in water, you might be able to use the ink as a blinding technique, something along the lines of 'ranged touch attack DC 10+ constitution modifier blinded for 1d4+1 round, if save succeeds target spends 1 round clearing the ink from their eyes as a standard action. Only works on targets that use eyes for vision, or other sensory organs that could be negatively affected by a sudden spraying of ink.'
well, if you can come up with some good reason why your octopodal sentient creature should have some form of regeneration, feel free otherwise the DM would most likely nix it. Not to mention regeneration is usually a huge modification to the character development even for the weakest level of it