The Fantasy Trip was a role-playing game designed by Steve Jackson in the early eighties. TFT used a clean, forward leaning set of game mechanics that proved to be a precursor to the GURPS system. Its use of counters and a grid-based system to resolve melee fighting also anticipates 3e combat. The default fantasy setting for TFT was called Cidri, and one of the more interesting monsters described for that world was a race of intelligent, walking octopuses. This conversion draws on information from the TFT supplement In the Labyrinth, Copyright © 1981 Metagaming. [Note: I have since developed a revised conversion that I think works a little better.]
Usually NE Medium aberration (aquatic)
Init +3; Senses all-around vision, darkvision 60 ft.; Listen +4, Spot +8
Languages Aquan
AC 17, touch 13, flat-footed 14
(+3 Dex, +4 natural)
hp 11 (2 HD)
Fort +1, Ref +3, Will +5
Spd 20 ft. (6 squares), swim 30 ft.
Melee short sword +2 (1d6+1) and 2 short swords +2 (1d6) or
3 tentacles +2 (1d3+1)
Space 5 ft.; Reach 10 ft.
Base Atk +1; Grp +2
Special Atk enhanced multiweapon fighting
Abilities Str 12, Dex 17, Con 12, Int 11, Wis 14, Cha 7
SQ amphibious, shield use, weapon use
Feats Multiweapon Fighting
Skills Escape Artist +5, Hide +5, Listen +4, Search +4, Spot +8, Swim +11
Environment any aquatic or marsh
Organization solitary or pair
Treasure standard
Advancement by character class; Favored Class fighter
Level Adjustment +3
All-Around Vision (Ex) A Cidri octopus's wide-set eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. An octopus can't be flanked.
Amphibious (Ex) Although Cidri octopi are aquatic, they can survive indefinitely on land.
Enhanced Multiweapon Fighting (Ex) This ability lessens the penalty for off-hand weapon use by 2 for both primary and off hands. When combined with the Multiweapon Fighting feat, this ability allows the use of one or more light offhand weapons with no penalty on the attack roll.
Shield Use (Ex) A Cidri octopus is proficient with all shields, and may use one or more in place of a weapon.
Weapon Use (Ex) A Cidri octopus is proficient with all simple and martial weapons.
Skills An octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Cidri octopi are a rarely seen race of intelligent creatures, able to breathe both air and water. They look much like ordinary octopuses and normally live underwater or in swampy places, though they can and will come on land. A Cidri octopus walks upright on four or five of its eight legs, standing over six feet tall.
Octopi are greedy, dishonest, and cowardly. They like treasure and human flesh, and will attack to get either.
Cidri octopi do not enjoy danger, and will retreat when the going gets tough. They prefer ambushes and sneak attacks. Despite their inhuman appearances, Cidri octopi are intelligent and quite cunning. Though they can use their arms as natural weapons, most octopi choose to employ manufactured weapons. Some octopi become wizards or sorcerers and will use their magic in battle.
An octopus can use three of its arms at once for fighting or wielding shields. Thus, an octopus could fight with three short swords at once, or a greatsword and shield, or even a light crossbow and shield. It cannot use more than three arms for weapons or shields at one time.
A typical elite octopus fighter is detailed below. The octopus presented here had the following ability scores before racial adjustments: Str 14, Dex 15, Con 13, Int 10, Wis 8, Cha 12.
Octopus fighter 6
NE Medium aberration (aquatic)
Init +10; Senses all-around vision, darkvision 60 ft.; Listen +3, Spot +7
Languages Aquan
AC 25, touch 21, flat-footed 19
(+6 Dex, +4 natural, +4 armor,
+1 deflection)
hp 80 (8 HD)
Fortt +9, Ref +8, Will +8
Spd 20 ft. (6 squares), swim 30 ft.
Melee +1 short sword +15/+10 (1d6+6/19–20) and 2 +1 short swords +15 (1d6+4/19–20) or 3 tentacles +13 (1d3+3)
Ranged mwk dart +14/+9 (1d4+3)
Space 5 ft.; Reach 10 ft.
Base Atk +7; Grp +10
Atk Options Combat Reflexes
Combat Gear potions of resist energy (fire) 10 and cure serious wounds
Special Atk enhanced multiweapon fighting
Abilities Str 16, Dex 22, Con 18, Int 10, Wis 12, Cha 10
SQ amphibious, shield use, weapon use
Feats Combat Reflexes, Improved Initiative, Multiweapon Fighting, Quick Draw, Weapon Finesse, Weapon Focus (short sword), Weapon Specialization (short sword)
Skills Escape Artist +8, Hide +8, Intimidate +5, Listen +3, Search +4, Spot +7, Swim +26
Possessions combat gear, 3 +1 short swords, +2 leather armor, ring of protection +1, amulet of health +2, 6 masterwork darts, 248 gp
Cidri octopus characters possess the following racial traits.
The following table details Cidri Octopi as a monster class, in the manner of Savage Species. Cidri Octopi are abominations with the aquatic subtype; they have starting ability adjustments of +2 Dex, +2 Wis, -4 Cha. Cidri Octopi have a base land speed of 20 ft., a swim speed of 30 ft., and Darkvision 60 ft. Their class skills are Escape Artist, Hide, Listen, Search, Spot, and Swim.
| Level | Hit Dice | Base Attack Bonus | Fort Save | Ref Save | Will Save | Skill Points | CR | Special |
|---|---|---|---|---|---|---|---|---|
| 1st | 1d8 | +0 | +0 | +0 | +2 | (2 + Int mod) x 4 | 1 | Feat, 5 ft reach, 2 tentacles 1d3, +1 natural armor, all-around vision (can't be flanked), amphibious |
| 2nd | 1d8 | +0 | +0 | +0 | +2 | - | 1 | +2 Str, +2 natural armor, 3 tentacles 1d3, all around vision (+1 to Search and Spot checks) |
| 3rd | 2d8 | +1 | +0 | +0 | +3 | 2 + Int mod | 2 | +2 Dex, +2 Wis, +3 natural armor, all around vision (+2 to Search and Spot checks) |
| 4th | 2d8 | +1 | +0 | +0 | +3 | - | 2 | +2 Con, 10 ft reach, all around vision (+3 to Search and Spot checks) |
| 5th | 2d8 | +1 | +0 | +0 | +3 | - | 2 | +2 Dex, +4 natural armor, all around vision (+4 to Search and Spot checks), enhanced multiweapon fighting |