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Tentaculars are a highly odd race, resembling nothing so much as a writhing ball of flowing limbs. Despite their disturbing appearance, they are both intelligent, cultured, and highly charismatic. While their initial meetings with outsiders are often unfriendly, relations often rapidly reverse towards a more amiable situation.
TYPICAL TENTACULARS
Tentaculars tend to have a dry wit, and an excellent sense of timing. Their horrific and inhuman appearance is often considered at odds with their racial proclivity towards the higher arts, and their common personality traits of amiability and charm.
PHYSICAL DESCRIPTION
Other races tend to find it difficult to tell one Tentacular from another, although they can distinguish amongst themselves with ease. They do vary in colour; coming in all shades of blue, green, black, pink, and more besides. While their bodies do have a central core, it is essentially a compact cylinder containing their eyes, the only part visible to an outsider, and their organs, while their hundreds of tentacles serve the purpose of locomotion and grip, as well as opening up to take in sustenence. To many races surprise, Tentaculars do have two genders, as with most human races, although the differences are very difficult to notice.
Relations With Other Races
Tentaculars often dive happily into the culture and society of other races, making themselves at home among strangers. While first contact tends to involve screams, flames, and pitchforks, Tentaculars have become used to smoothing over their first reactions and forming a lasting friendship. Tentaculars often take a significant status in their local economy, their friendly natures giving them an excellent talent for a merchants life. Many Tentacular cities with good locations have become trade hubs.
Alignment
Tentaculars have a racial tendency towards good, but no real preference for chaos or law. Helpfulness, joviality, and friendliness are their most important traits, and they will happily obey any laws that do not seem unjust
Tentacular Lands
Tentaculars are not native to our material plane, having found a way in and fallen in love with our people and our lands. Their own home plane is one of seas and mountains, with few if any other sentient beings.
Religion
While Tentaculars do have their own deity, many of them experiment with those of other races. As with almost everything they do, Tentacular religion is defined by experiences-the same thing that drives them to investigate the myriad possibilities of the material plane.
Language
The Tentacular language is called Tentarin, and is a flowing, lilting language that sounds almost like song.
Common Names
Common Tentacular names include Teris, Karina, Lina, Para and Tika. They often use r sounds, and like names that end with a vowel. However, Tentacular children born in other lands are often named according to the culture native to that land.
Adventurers
Tentaculars are driven to adventure by the same force that drives everything they do: Sensation. Tentaculars seek out new experiences, and few of them have seen even a tenth of the wonders of the material plane. An adventurer can seek out wonderful new beings and monsters-and kill them.
Tentacular Racial Traits Abilities: +2 Dex, +2 Int, +4 Cha Size: Medium. Type: A Tentacular is an Aberration. They are not subject to spells or effects that affect only humanoids, such as dominate person or charm person. Movement Rate: 30ft. Natural Weapons:: A first level Tentacular has two tentacle attacks, each doing 1d6+Str mod damage. At ECL sixth, and at each multiple of six thereafter, they may make an additional tentacle attack, representing their increasing co-ordination and ability to utilise their many limbs in combat. Skills: A Tentacular has a +3 racial bonus to all social skills (Bluff, Diplomacy and Intimidate) as long as the interaction relies somehow upon seduction or desire. Favoured Class: Wizard, Beguiler. LA:+2
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Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
It's definitly not LA+3- worthy. I'd say +2 at most, +1 if you lowered the stat bonuses. Natural weapons and non-humanoid tying are both worth a decent amount, but not three levels worth.
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Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
Yay, everything is better with tentacles! They also are the universal solution to problems.
This race gets my approval. It also makes me desire to play in a game where everyone uses tentacles.
Except perhaps one hapless normal person.
And expanding on Cipherthe3vil's list of tentacle themed links: Akodrin - Welknair Begetter of the Black Bothria - afroakuma Blacklight Warper - Hyooz Gilim-á-úr-ár - owrtho Octocrow - Eldan Ozodrin (PRCs) - owrtho Wyrd-blooded (depending on Heritage) - Troll Brau
Owrtho
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I feel as if there aren't enough good-aligned aberrations. Thank you for this. There's no reason why something with lots of tentacles, lots of eyes, etc. has to be bad, right?
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
What surprises me is, by the description of their home plane, I'd think they'd have a swim speed.
I'd also love to know how they get along with flumphs, as the de facto good aberrations that no one can really hate, since they're adorable floating tentacles things.
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Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
I really appreciate their somewhat debonair personalities too. It probably helps overcome the traditional (and, let's be honest, largely justified) reaction that most humanoids have towards creatures that look like this.
If they were the usual screaming morons most adventurers would have no problem skewering them even if they turned out to be Lawful Neutral or whatever, but when this thing offers everyone in the party a spot of tea and crumpets while adjusting its monocle and idly thumbing through a copy of Virgil's lesser works (simultaneously, of course -- tentacles are handy!), even the most murder-happy adventurer would have to at least pause to see what's up with it.
I really appreciate their somewhat debonair personalities too. It probably helps overcome the traditional (and, let's be honest, largely justified) reaction that most humanoids have towards creatures that look like this.
If they were the usual screaming morons most adventurers would have no problem skewering them even if they turned out to be Lawful Neutral or whatever, but when this thing offers everyone in the party a spot of tea and crumpets while adjusting its monocle and idly thumbing through a copy of Virgil's lesser works (simultaneously, of course -- tentacles are handy!), even the most murder-happy adventurer would have to at least pause to see what's up with it.
Lovely charming personalities leads to CONSENSUAL tentacle sex, and everyone knows that's the best kind.
Quote:
Originally Posted by Diego Havoc
I didn't realise there were so many tentacle fans on this board XD
Do you have a club, and if so can I join?
Spoiler
Race looks good. Tentacles and top hats are a mix that just can't go wrong! Interesting little disclaimer on the skill bonus.
Owrtho, an all tentacle game sounds like fun!
Hee.
All tentacles is cool! I probably wouldn't actually use this. xD
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
You have a total ability modifier of +8, but it's spread out, and the largest bonus is in Charisma, which isn't great for a lot of character concepts (and semi-useful at best for the two favored classes). Aberration type is decent, but not world-shaking. Same thing with the natural weapons. Minor situational bonus is a minor situational bonus.
Compares decently to Goliaths, which I tend to peg as the benchmark for LA +1.
Main thing missing here is how magic items interact with the race. I would take a look at Lords of Madness and how the tentacle-ish races there interact with them.
You also forgot the Automatic Language stuff in the entry.
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Last edited by Mr.Bookworm : 02-01-2012 at 09:36 PM.
You have a total ability modifier of +8, but it's spread out, and the largest bonus is in Charisma, which isn't great for a lot of character concepts (and semi-useful at best for the two favored classes). Aberration type is decent, but not world-shaking. Same thing with the natural weapons. Minor situational bonus is a minor situational bonus.
Compares decently to Goliaths, which I tend to peg as the benchmark for LA +1.
Main thing missing here is how magic items interact with the race. I would take a look at Lords of Madness and how the tentacle-ish races there interact with them.
You also forgot the Automatic Language stuff in the entry.
I don't know about that, they have the same stat spread as Catfolk do but better, Aberration gets them access to Rapidstrike chain, which they can put to good use, they get lots of free natural attacks, which could be beastly if combined with a Totemist, and the bonuses, while situational, are fairly broad and play well into the Beguiler's hands. A Beguiler needs Int more than Cha but Cha and Dex are strong secondaries and a Beguiler that can't be a Face is ignoring some of their biggest assets.
I do agree they're on the low side of LA +2 and could use some boosting to put them solidly there but they're too powerful for LA +1. They're not necessarily melee beasts like Goliaths but that's not the only measure of power, as they can make amazing Bards and Sorcerers, as well as Enchanters (especially Social Proficiency Enchanters), Illusionists and Beguilers, not to mention Warmages and Dread Necromancers.
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Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
So, what would you suggest to make them a little stronger?
And I don't understand what you mean by the bit with the magic items. Why wouldn't they interact with them the same way as anybody else?
I think he means, what if...
Adventurer McTentacle: Egads! Good chap, I do believe that this is a magic cloak!
Adventurer McNotTentacle: Yeah, I think so, too. You want it?
A. McTentacle: What a fine offer, ol' chum! I do think I will! *tries on cape*
Player of A. McTentacle: Ok, so...wait a second, I'm a mass of tentacles. How do I wear a cloak?
DM: I...uh. Hmmmm. Maybe... I have no idea.
Player of A. McNotTentacle: Speaking of which, when I level I won't be needing my boots, but you really need a bonus to-wait, could you even wear boots?
Player of A. McAlsoNotTentacle: And I just found a pair of Pants Gloves of Dexterity +6, so I won't be needing the +2 ones. Can you wear pants gloves?
DM: If only the creator of this homebrew had told us how to resolve this issue! It will haunt me to my grave!
EDIT: As for ways to increase their power, I'd say:
-A Swim speed, with or without lizardfolk-esque water breathing breath holding. Makes sense if they live on small islands with water between them.
-A bit of natural armor
-If they don't have water breathing, breath holding, etc. maybe a 1/day Water Breathing SLA?
Last edited by PersonMan : 02-02-2012 at 02:48 PM.
So, what would you suggest to make them a little stronger?
And I don't understand what you mean by the bit with the magic items. Why wouldn't they interact with them the same way as anybody else?
For the magic item part, it's because they don't have the humanoid anatomy generally assumed. Lords of Madness went to the trouble of going through each monster race to define what items they could use and which they couldn't, often leading to them having extra slots to make up for the fact that they can't wear boots and vests, etc. For example, the Grell can wear:
Quote:
Originally Posted by Lords of Madness
Two amulets, brooches, medallions, necklaces, periapts, or scarabs embedded in the thick hide of its body.
Two pairs of bracers or bracelets on the thick upper portions of two tentacles.
Up to four rings on the slender tips of four additional tentacles.
Grell cannot wear headbands, hats, helmets, phylacteries, lenses, goggles, vests, vestments, shirts, robes, suits of armor (although a specially made suit of grell barding is at least conceivable), belts, cloaks, capes, mantles, gloves, gauntlets, boots, or shoes. Grell philosophers design unique items that use the ring or amulet slots.
As for boosting them solidly into LA +2, I'd consider the swim speed and amphibious nature, as well as maybe a couple SLAs related to Enchantment, as well as a racial bonus to grapple, just as a couple of ideas.
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Adventurer McTentacle: Egads! Good chap, I do believe that this is a magic cloak!
Adventurer McNotTentacle: Yeah, I think so, too. You want it?
A. McTentacle: What a fine offer, ol' chum! I do think I will! *tries on cape*
Player of A. McTentacle: Ok, so...wait a second, I'm a mass of tentacles. How do I wear a cloak?
DM: I...uh. Hmmmm. Maybe... I have no idea.
Player of A. McNotTentacle: Speaking of which, when I level I won't be needing my boots, but you really need a bonus to-wait, could you even wear boots?
Player of A. McAlsoNotTentacle: And I just found a pair of Pants Gloves of Dexterity +6, so I won't be needing the +2 ones. Can you wear pants gloves?
DM: If only the creator of this homebrew had told us how to resolve this issue! It will haunt me to my grave!
EDIT: As for ways to increase their power, I'd say:
-A Swim speed, with or without lizardfolk-esque water breathing breath holding. Makes sense if they live on small islands with water between them.
-A bit of natural armor
-If they don't have water breathing, breath holding, etc. maybe a 1/day Water Breathing SLA?
I seeeeee. xD
(McNotATentacle is the best surname)
I guess I can put some thought into it, but I generally assumed that they could use magic items mostly normally. Probably not shirts though. Boots, gloves, and gauntlets would be pooossible, but would really need to be specially made.
Quote:
Originally Posted by Cieyrin
As for boosting them solidly into LA +2, I'd consider the swim speed and amphibious nature, as well as maybe a couple SLAs related to Enchantment, as well as a racial bonus to grapple, just as a couple of ideas.
Hmm. I don't want to give them SLAs, especially not enchantment ones, because I want to keep them nice, rather than using mindrape.
I don't really want to make them amphibious, either. I really don't know why I have such an objection to it, it makes sense. I originally planned on giving them a climb speed, thinking that a mass of tentacles would make that easier. Would that work, along with some natural armour?
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
Hmm. I don't want to give them SLAs, especially not enchantment ones, because I want to keep them nice, rather than using mindrape.
I don't really want to make them amphibious, either. I really don't know why I have such an objection to it, it makes sense. I originally planned on giving them a climb speed, thinking that a mass of tentacles would make that easier. Would that work, along with some natural armour?
...I could give them Black Tentacles as an SLA.
So they're tree octopi, eh?
For the spell-likes, I was thinking less mind-rapey and more bardic/social cues apt but I suppose I can't really find something that works without making them uber-Diplomancers. I was looking for something like the 2nd Ed Friends spell but that doesn't seem to exist in 3.X.
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Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
My Homebrew
[creature]Shiny: Monster Competition XXXVI entry.
[class]Wisp fire guide: Follow me. I have such sights to show you.
[class]Ozodrin: A class to play as an eldritch horror. other hombrew
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.