Cephalod-ae (19 RP)
Type (0 RP): Magical Beast
Ability Scores (0 RP): +2 Str, +2 Wis, -2 Cha
Size (0 RP): Medium
Speed (5 RP): 30 ft base speed, 60 ft swim speed with a +12 bonus to swim checks
Languages (-1 RP): Cephalod-ae begin play speaking Mollusca. Cephalod-ae with high Int may choose
Water-dependent (-3 RP): Cephalod-ae take 1 point of constitution damage every hour they are outside of water and every 24 hours they spend in an area more than 10 miles from the sea, it must succeed at a DC 20 Will save or take 1 point of Wisdom drain. Additionally, abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Amphibious (6 RP): Cephalod-ae can breathe both air and water. They gain a +4 bonus to stealth in aquatic terrains, can always take 10 while swimming, and may choose Aquan as a bonus language.
Deepsight (3 RP): Cephalod-ae are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water. They can also sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.
Tentacle Array (12 RP): Cephalod-ae have four natural tentacle attacks that deal 1d4+str damage each. They also have a single tentacle that is longer and stronger that can be used to carry objects. They cannot wield weapons with this tentacle, but they can retrieve small, stowed objects carried on their persons as a swift action. This functions as a prehensile tail. Finally, they have a small group of tentacles that are useful for little more than to aid in grappling. They gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages.
Delicious (-1 RP): Cephalod-ae take a –2 penalty on Escape Artist and combat maneuver checks made to escape a grapple against any creature that has a bite attack with the grab ability.
No hands (-4 RP) Members of this race have no hands and thus cannot maneuver small objects well. They are considered to not be proficient with any weapon other than natural attacks and unarmed strikes, and may not be able to use some weapons at all. In addition, they cannot cast spells with somatic components and they have a -4 penalty on Disable Device checks and any checks that require fine motor skills.
Jet (2 RP): Once per hour, a Cephalod-ae may move at 10 times (600ft) their swim speed on a run, charge, or withdraw, so long as they are in water.
Type (0 RP): Magical Beast
Ability Scores (0 RP): +2 Str, +2 Wis, -2 Cha
Size (0 RP): Medium
Speed (5 RP): 30 ft base speed, 60 ft swim speed with a +12 bonus to swim checks
Languages (-1 RP): Cephalod-ae begin play speaking Mollusca. Cephalod-ae with high Int may choose
Water-dependent (-3 RP): Cephalod-ae take 1 point of constitution damage every hour they are outside of water and every 24 hours they spend in an area more than 10 miles from the sea, it must succeed at a DC 20 Will save or take 1 point of Wisdom drain. Additionally, abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Amphibious (6 RP): Cephalod-ae can breathe both air and water. They gain a +4 bonus to stealth in aquatic terrains, can always take 10 while swimming, and may choose Aquan as a bonus language.
Deepsight (3 RP): Cephalod-ae are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water. They can also sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.
Tentacle Array (12 RP): Cephalod-ae have four natural tentacle attacks that deal 1d4+str damage each. They also have a single tentacle that is longer and stronger that can be used to carry objects. They cannot wield weapons with this tentacle, but they can retrieve small, stowed objects carried on their persons as a swift action. This functions as a prehensile tail. Finally, they have a small group of tentacles that are useful for little more than to aid in grappling. They gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages.
Delicious (-1 RP): Cephalod-ae take a –2 penalty on Escape Artist and combat maneuver checks made to escape a grapple against any creature that has a bite attack with the grab ability.
No hands (-4 RP) Members of this race have no hands and thus cannot maneuver small objects well. They are considered to not be proficient with any weapon other than natural attacks and unarmed strikes, and may not be able to use some weapons at all. In addition, they cannot cast spells with somatic components and they have a -4 penalty on Disable Device checks and any checks that require fine motor skills.
Jet (2 RP): Once per hour, a Cephalod-ae may move at 10 times (600ft) their swim speed on a run, charge, or withdraw, so long as they are in water.