Pinchling
One of the few of the Enthos races that don’t dwell in The Underrealm, Pinchlings are the scourge of the seas in Vatenrelm. These crab-like humanoids pillage and raid the floating cities of the Kingdom of the Waves in a never ending the search of treasure.
Basic Information
Anatomy
Pinchlings resemble upright crabs with six legs and multi-layered pinchers that also function as fingers.
Genetics and Reproduction
Female pinchlings carry their eggs on the undersides of their bodies, carrying them until they hatch. Pinchlings usually hatch in pods of around four, but not all of the young are likely to reach adulthood.
Growth Rate & Stages
Pinchlings go through several stages of molting throughout their life. Molting is a long, uncomfortable, and private process that takes hours to complete. Pinchlings reach adulthood at 15 years of age.
Dietary Needs and Habits
Pinchlings can mostly sustain themselves on algae and marine plants, but they also enjoy eating a large variety of fish and other aquatic animals.
Biological Cycle
Many pinchling tribes follow water currents in a nomadic lifestyle, often having a settlement for each season. Those that dwell above the waves still often follow this pattern, but remain in their ship the whole time.
Additional Information
Facial characteristics
Pinchling faces appear as a cross between humanoid and crustacean, with eye stalks of the sea life but a more humanoid mouth.
Geographic Origin and Distribution
Most pinchlings dwell in the depths of the Deep Realm, but a large faction of pinchlings ride the sea of Vatenrelm on a massive ship made of barnacles known as the Badyr.
Average Intelligence
Pinchlings minds are inherently shrewd, gaining a cunning they utilize to create more schemes for more profit.
Perception and Sensory Capabilities
Pinchlings have darkvision, although many pinchlings dwell solely under the waves, increasing the length at their darkvision at the expense of becoming sensitive to light. Many pinchlings gain an innate sense for treasure, able to sniff out valuables (and creatures holding said valuables) within a short range of them
Symbiotic and Parasitic organisms
Pinchlings often domesticate giant crabs and other crustaceans as pets and guard dogs.
Civilization and Culture
Naming Traditions
In Enthos, pinchlings refer to their own species as oᵑǃ̤oǀoǀoᶢǀ̤u; roughly translating to "Those with a Golden Shell".
Major Organizations
Pinchling society is split into two categories, the Surface Raiders and the Deep Pinchlings. The Surface Raiders dwell in a massive boat made out of barnacles called Badyr, and are constantly raiding and pillaging other boat-cities and even the coasts of the Frost Hold. The Deep Pinchlings dwell deep in the Deep Realm, and are barely ever seen on the surface. They build large communities out of massive shells of long dead creatures, and are relatively peaceful compared to the Surface Raiders.
Beauty Ideals
Pinchlings view shiny things as beautiful, and thus those who can incorporate shiny items into their wardrobe or have naturally shiny shells are view as much more attractive then others.
Gender Ideals
Pinchlings females are often shamanic or druidic in nature, while males prefer more straightforward ideals such as becoming a warrior or raider, but the acquisition of treasure takes priority over gender ideals, and any gender can rise to power.
Courtship Ideals
Pinchlings often court mates by gifting them a precious bit of treasure (although many families often enter arranged parings in exchange for more treasure). Pinchling often pair for life, and pinchlings are who mate willingly are often extremely close with their partner, viewing them as the only thing more important then treasure.
Relationship Ideals
Pinchling society values material goods, and thus those with the most items hold the most power. Many pinchlings serve under a captain with for the promise of treasure, and while their bonds with captain and crew are strong, it is expected for a pinchling to turn on their captain if they feel they are not being well compensated, or even if a better opportunity arises.
Average Technological Level
Most technology pinchlings gain is through the raiding of other societies, and thus they make few advancements of their own. Pinchlings have mastered the cultivation of barnacles, often crafting their weapons, armor, and other gear out of them.
Major Language Groups and Dialects
Most pinchlings speak Enthos, and due to their cunning nature, are often found also speaking Aklo, Aquan, Common, or Hive-dance.
Common Etiquette Rules
Handling any of a pinchlings items without permission is considered very rude, and is likely the grounds for the pinchling to begin stealing items from the offender.
Common Dress Code
Many pinchlings don't wear traditional clothing, due to their hexapod nature and the amount of time spent in the water. They will often decorate their shells with colorful barnacles or various seaweeds and more successful pinching raiders often embed gemstones they find into their shells as a symbol of status.
Common Customs, Traditions and Rituals
It is common for a pinchling to perform a sacrifice to Karkin before a voyage or raid by dropping a coin or other treasure into the sea, so that their journey will be allowed through his domain. Pinchlings often enjoy performing slow, elaborate dances and drummings, especially after a successful raid.
Common Taboos
Gifting away anything is unheard of for a pinchling, with the sole exception of a gift for a mate. Their natural inclination to greediness means that they view anyone who practices charity as a fool.
Common Myths and Legends
A majority of pinchilngs worship their racial demigod, Karkin, the Lord of the Depths, who claims rulership over any items that fall into the sea.
Interspecies Relations and Assumptions
Pinchlings are disliked by most races, as they tend to be greedy and untrustworthy, with most believing them all to be pirates and scoundrels. They have a mixed relation with Humans, as many serve on pirate crews with disenfranchised humans in The Lawless Surf, but those who are part of the Kingdom of Waves treat them with scorn. The Eleyaw hate the pinchlings and their resistance to their rule.
Racial Table - Pinchling: Hit Dice: D8; Class Skills: Appraise, Intimidate, Perception, Survival, Stealth; Skill Ranks Per Level: 2 + Intelligence level; Weapon Proficiency: Martial, plus natural attacks; Armor Proficiency: Medium
Level | BAB | Fort | Reflex | Will | Abilities |
---|---|---|---|---|---|
1st | +0 | +2 | +0 | +0 | Amphibious, Hexapod, Natural Armor, Pinchers, Vermin Empathy |
2nd | +1 | +3 | +0 | +0 | Treasuresense |
3rd | +2 | +3 | +1 | +1 | Natural Armor Increase, Pincher Increase |
4th | +3 | +4 | +1 | +1 | Identify, +1 Strength, +1 Intelligence |
5th | +3 | +4 | +1 | +1 | Natural Armor Increase, Pincher Increase |
Random Starting Ages
Adulthood | Intuitive1 | Self-Taught2 | Trained3 |
---|---|---|---|
15 years | +1d4 years (16 - 19) | +1d6 years (16 - 21) | +1d8 years (16 - 23 years) |
Random Height and Weight
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Male | 2 ft. 8 in. | +2d4 in. (2 ft. 10 in. - 3 ft. 4 in.) | 30 lbs. | +(2d4x3 lbs.) (36 - 54 lbs.) |
Female | 2 ft. 6 in. | +2d4 in. (2 ft. 8 in. - 3 ft. 2 in.) | 25 lbs. | +(2d4x3 lbs.) (31 - 49 lbs.) |
Pinchling Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) | Old (-2 to Str, Dex, and Con, +2 to Int, Wis, and Cha) | Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis, and Cha) | Maximum Age (GM secretly decides maximum age) |
---|---|---|---|
30 years | 45 years | 60 years | 60 + 1d10 years (61 - 70 years) |
Random Pinchling Homelands
% Rolled | Homeland | Trait Gained |
---|---|---|
01-30 | Underwater City | Deep-Sea Native |
30-60 | Ship-City | Pirate |
61-80 | Coastline or Island | Beachcomber |
81-90 | Tundra | Sharp Eyes |
91-96 | Subterranean | Surface Stranger |
97-00 | Unusual Homeland | (Roll on Unusual Homeland table) |
Random Pinchling Families
% Rolled | Parental Status |
---|---|
01-25 | Both of your parents are dead |
26-50 | Only Mother is alive |
51-75 | Only Father is alive |
76-00 | Both of your parents are alive |
% Rolled | # of Siblings |
---|---|
01-40 | 1d6+1 Siblings |
41-70 | 1d4+2 Siblings |
71-82 | 1d3+3 Siblings |
83-90 | 1d2+3 Siblings |
91-96 | 1 Sibling |
98-00 | No siblings |
Lifespan
61 - 70 years; although few surface dwelling pinchlings last to 50 due to their raider lifestyle.
Average Height
2 ft. 8 in. - 3 ft. 4 in.
Average Weight
31 - 54 lbs.
Average Physique
A pinchings claws grant them powerful grip strengths, but their unusual legs and walking patterns means their movements are quite slow.
Body Tint, Colouring and Marking
Most pinchling shells range from dark orange to brown, although those with greener or even gray shells exist.
Geographic Distribution
Pinchling
Type
Vermin (Enthos)
Ability Score Modifier
+2 Strength, +2 Intelligence, -2 Dexterity. Pinchlings are cunning and have deadly grips, but lack good mobility.
Size
small
Speed
A pinchling has a base speed of 20 feet and a swim speed of 30 feet, gaining the +8 racial bonus on Swim checks that a swim speed grants.
Language
A pinchling begins play speaking Enthos. A pinchling with a high intelligence score can pick from the following languages: Aklo, Aquan, Common, or Hive-dance.
- Materil: Pinchlings are intrinsically tied to the Water Materil, and must become Watershifters
- Darkvision: A pinchling can see perfectly in the dark up to 60 feet.
- Amphibious: A pinchling can breathe in both air and water.
- Hexapod: Pinchlings have a set of 3 feet on either side of their body. This grants them a +8 racial bonus to their CMD versus bull rush or trip attempts.
- Natural Armor: Pinchlings gain a +1 natural armor bonus to their AC. This bonus increases by 1 at 3rd racial level and 5th racial level.
- Pincers: A pinchling has two pincer natural attacks that deal 1d4 points of damage. These attacks are primary attacks. These pincers increase to 1d6 damage at 3rd racial level and 1d8 at 5th racial level.
- Vermin Empathy: All enthos can utilize the Handle Animal skill on vermin creatures, despite them being mindless. An enthos spellcaster can cast spells that normally only affect animals on a vermin creature, and enthos druids can utilize wild empathy on vermin as if they were normal animals. An enthos gains a +4 racial bonus to handling vermin of a similar nature to them.
- Treasuresense (Ex): Starting at 2nd racial level, a pinchling gains the ability to sense precious metals around it. This ability functions similar to blindsense, granting the pinchling a vague sense of whenever valuable metals are within 30 feet of it. This grants a pinchling a +1 racial bonus on Appraise checks to value said items and a +1 bonus on Perception checks to find such items. This bonus increases by +1 for every three hit dice the pinchling possesses beyond 2nd.
- Identify (Sp): Starting at 4th racial level, a pinchling can use identify as a spell-like ability once per day, using their total hit dice as their caster level.
Alternate Racial Traits
- Deepling: Some pinchlings have dwell on the very bottom of the ocean and have never seen the surface. These pinchlings have a Swim speed of 60 feet, a normal movement of 10 feet. They have 120 feet of darkvision, the light sensitivity trait and lack the Amphibious trait (meaning they can no longer breathe air). This trait replaces the Amphibious trait, and modifies the pinchlings senses and movement speeds.
- Coldborn: Some pinchlings shells are softer, but are able to better resist the cold. They have cold resistance 5. At 3rd racial level it increases to cold resistance 10, and at 5th racial level they gain an immunity to cold. This trait replaces the pinchlings natural armor bonus.
- Greater Claw: Some Pinchlings resemble lobsters instead of crabs, having one larger more deadly pincher. They gain a single pincher attack that starts at 1d6 damage. This trait alters the Pinchers trait.
- Hermit (Ex): Some small pinchlings lack hard shells and instead use rocks or boulders as replacements. These pinchlings can draw themselves back into these shells, allowing them to pretend to be stones. By taking two minutes, they can hide in their shells, gaining the freeze monster ability, allowing them to take a 20 on Stealth checks and can hide in plain sight to appear as a large rock. At 3rd racial level they can do this in one minute, and at 5th racial level they can do this as a full-round action. This trait replaces the Natural Armor trait.
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