The Chelonei - New Race


Homebrew and House Rules


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The Chelonei, Chelon, Chelonein, Chelonian, Cheloneian. Whatever you want to give their plural to, I shall call them. Chelonei.

Chelonei

Quote:

Chelonei are not very well known if at all in foreign lands, this is due to their tendencies for home life. Those that have heard of them, know that the stories tell of a kind, peaceful people whom are fair in all aspects. They hold family as the most precious jewel in life, and enjoy law, knowledge, and philosophy.

Personality: Chelonei tend to be a peaceful, sharing, happy people that enjoy leading simple lives. They enjoy learning new things, but above all hold family as the most important aspect of life. Although being a peaceful people, they are quick to retaliate if attacked. This is of course only if more diplomatic options fail.

Physical Description: Chelonei regardless of gender tend to have a height of 4'8" up to 6'0" feet in height. The bulk of their weight is from their shell, and this ends up giving them a total weight varying from 300-800 lbs. They are like any other humanoid creature, bipeds, and they have no hair on their turtle like bodies. Their skin is scaly, but some how surprisingly smooth and tends towards dull shades of green, brown, or yellow. It is possible for it to be lighter, more attractive shades, and even speckled. The most beautiful of the Chelonei people are the ones who have more bright, and colourful skin. The shell that all Chelonei have is very durable and helps to protect them, with some effort they are capable of withdrawing into their shells. It is unusual for Chelonei to wear clothing but some do have; gloves, belts, shoes, and bands for the head, arm, wrist or leg.

Relations: Chelonei are a peaceful race that usually stay within the boundaries of their village. They greet friendly visitors with hospitality and will often give aid to those who ask of it. Chelonei tend to have friendly relationships with Lizardfolk, but also have close ties with other species such as; Dwarves, Elves, Gnomes, Halflings, and Humans. There is a general distrust, and dislike for half-orcs due to their kin having a history of raids on Chelonei villages.

Alignment: Chelonei are creatures of order and neutrality, this leads them to be Lawful Neutral. However, the Chelonei that take upon themselves the task of adventuring tend to not fit the mold. They after all have some reason to leave their homes, and families, and explore the world. Be it a quest for knowledge, excitement, justice or revenge.

Chelonei Lands: Chelonei do not belong to any nation of their own and tend towards small villages on the boarders of other nations. Autonomy is one such trait that is common among the Chelonei peoples. Their homes tend to be built near sources of water, lakes, rivers, and oceans. Locations that crops can be grown in abundance. Chelonei villages consist of extended family units that span generations, and it is often possible for an entire village to exist solely of a single family unit.

Religion: Chelonei tend to respect and follow a more spiritual path than they do actual religion. They are more inclined to worship the forces that drive the waters, the earth, and the forests than they are any other. Though very seldom, some Chelonei turn away from the natural ways to worship the gods of other species.

Languages: Chelonei speak their own slow paced language called Chelonei. For any non-Chelonei listener it can require great patience to hold a conversation.

Names: Most Chelonei only have a single name that they are given at birth, family names are foreign to them, as they are rather closely tied to their families as their villages. That there is no need, everyone is family within their village. An example would be the Chelonei name followed by the name of their village.

Adventurers: Chelonei take up the tedious task of adventuring usually for the purpose of educating themselves with the wonders of the world, or a deeper understanding of life and more spiritual natures. They may even take up this duty to right wrongs that have been done upon themselves or their families. Chelonei tend to find that life among other races is far too fast paced for them. This is greatly known to other races who have met Chelonei and experienced their tendency towards lifestyles that allow them to take a slow pace. Chelonei love knowledge, and some even love debates of difficult issues, no matter the species they are dealing with.

Chelonei Racial Traits
Chelonei (Humanoid Turtle Species)
Ability Scores: +2 Con, +2 Wis, –2 Dex
Size: Medium
Slow Pace: Chelonei have a base movement speed of 20 ft.
Natural Swimmer: Swim is always an in class skill for Chelonei and they have a base swim speed of 20 ft. They also receive a +6 Racial bonus on Swim checks. In addition Chelonei can hold their breath underwater for a number of rounds equal to (6 multiplied by their constitution score), before having to make standard checks for drowning.
Low-light Adaption: Chelonei have Low-Light Vision
Shell: Chelonei have a +4 Natural Armor bonus, and the ability to withdraw into their shell. This doubles their Natural Armor Bonus, and grants them a Damage Reduction 5/Bludgeoning. However, they are unable to attack, move, cast spells with somatic components, and lose their armor, dodge, and dexterity bonus while withdrawn. In addition a Chelonei also gains Resistance 5 Fire against sources outside their shell.
Unique Structure: Due to their shells Chelonei are incapable of wearing regular humanoid armor. This means that all armors must be specially constructed to fit a Chelonei. Any armor specifically constructed for a Chelonei has its cost multiplied by 2. In addition, if a Chelonei is wearing Heavy armor it is incapable of withdrawing into its shell.

Automatic Languages: Chelonei. Bonus Languages: Aquan, Common, Draconian, Dwarven, Elven, Gnome, Goblin, Halfling, Orc

Age: Adult 20, Middle Age 80, Old 140, Venerable 200, Maximum 200 +1d%

Combat Facing Rules
If you are using the combat facing variant, any attack from behind a Chelonei that would hit their shell is instead made against their withdrawn natural armor bonus. This is twice their natural armor bonus minus their dodge and dexterity bonuses.


Care to add this to the Pathfinder Database?


Registered, and Submitted.

Your form for the races is really quite inefficient.

Seriously, I'd fix that.


Well, noticed a minor error in my race. Located specifically under the shell ability, something I forget to remove once I had simplified the Armor equation.

This is what the ability should say.

Quote:
Shell: Chelonei have a +4 Natural Armor bonus, and the ability to withdraw into their shell. This doubles their Natural Armor Bonus, and grants them a Damage Reduction 5/Bludgeoning. However, they are unable to attack, move, cast spells with somatic components, and lose their dodge, and dexterity bonuses while withdrawn. In addition a Chelonei also gains Resistance 5 Fire against sources outside their shell.

If you're wondering what the change was, it was that they DO gain an armor bonus from wearing armor made for them while withdraw.


Hrm. Even with Unique Structure, I worry that Shell might be overpowered. I like the race in general, but a +4 natural armor bonus is really good. I might drop it to a +2 natural armor bonus and keep Withdraw as is. Does the fire resistance apply all the time or only while withdrawn? If the former, it may be a bit too good as well.


Only while withdrawn, and you shouldn't be able to interpret it as while not withdrawn.

So I really have no clue how you interpreted it as such.

Perhaps lower it to a +3 would work, instead of a +2?

Though... then again, since I have upgraded them, perhaps you're right.

I'd have to get more opinions on this before I make any change though.

and right now I have more desired projects to work on.

Though I might ask around just to get this out of the way.


lowered to +3 for now.


Went and did a change to the shell ability.

Wish to know how everyone feels about it.

Quote:

Shell: Chelonei have a +3 Natural Armor bonus granted by their shells, and as a move action they can withdraw into their shell. This grants them a Damage Reduction 10/Bludgeoning. however, they are unable to attack, move, cast spells with somatic components, and lose their dodge, and dexterity bonuses to Armor Class while withdrawn.

In addition a Chelonei also gains Non-lethal Conversion 10 against Fire, Cold, and Acid Damage while withdrawn. This works like Damage Reduction, except that instead of nullifying the damage, some of it is converted to non-lethal.


I'd change it to read as follows:

Quote:

Shell: The Cheloneis shell gives him a +2 Natural armour bonus.

As a move action, Chelonei can withdraw into their shell, granting them a +4 Natural Armor bonus. This also grants them a Damage Reduction 10/Bludgeoning. However, they are unable to attack, move, cast spells with somatic components, and lose their dodge, and dexterity bonuses to Armor Class while withdrawn.


May I ask why not just go with editing the numbers on this, and keeping the doubling AC?

Quote:

Shell: Chelonei have a +3 Natural Armor bonus granted by their shells, and as a move action they can withdraw into their shell. This grants them a Damage Reduction 10/Bludgeoning. however, they are unable to attack, move, cast spells with somatic components, and lose their dodge, and dexterity bonuses to Armor Class while withdrawn.

In addition a Chelonei also gains Non-lethal Conversion 5 against Fire, Cold, and Acid Damage while withdrawn. This works like Damage Reduction, except that instead of nullifying the damage, some of it is converted to non-lethal.

I mean, doubling ac is good and all, and I like it.

but that +2, can then become a +6 with feats, and then +12.

I dunno, probably really stupid, and pointless to do that, so my example of why it's bad is very poor, and perhaps utterly pointless.

However, I like the flavor of having a damage reduction against certain elements. To me it feels more unique.

Perhaps the DR is too high.


Eyolf The Wild Commoner wrote:

May I ask why not just go with editing the numbers on this, and keeping the doubling AC?

Quote:

Shell: Chelonei have a +3 Natural Armor bonus granted by their shells, and as a move action they can withdraw into their shell. This grants them a Damage Reduction 10/Bludgeoning. however, they are unable to attack, move, cast spells with somatic components, and lose their dodge, and dexterity bonuses to Armor Class while withdrawn.

In addition a Chelonei also gains Non-lethal Conversion 5 against Fire, Cold, and Acid Damage while withdrawn. This works like Damage Reduction, except that instead of nullifying the damage, some of it is converted to non-lethal.

I mean, doubling ac is good and all, and I like it.

but that +2, can then become a +6 with feats, and then +12.

I dunno, probably really stupid, and pointless to do that, so my example of why it's bad is very poor, and perhaps utterly pointless.

However, I like the flavor of having a damage reduction against certain elements. To me it feels more unique.

Perhaps the DR is too high.

I don't think it is. They have to cast any spells they're using with Still Spell applied, can't make any touch attacks, and their AC may actually go down when they withdraw.

The +4 natural armor bonus I think i fine considering all the other things they lose out on.

1: -1 AC from Dex.

2: Double armor cost at low level, when it's most important. Full Plate becomes exorbitant.

3: Withdrawing and full defensing does nothing, therefore you'd actually be more likely to full defense if the Natural armor bonus is as low as a +2.

I think it was fine as is, considering you have to wait for your foes to go away unless you can charm them as a wizard or something.


So yeah though.

What is wrong with this as is in general.

Quote:

Shell: Chelonei have a +3 Natural Armor bonus granted by their shells, and as a move action they can withdraw into their shell. This grants them a Damage Reduction 10/Bludgeoning. however, they are unable to attack, move, cast spells with somatic components, and lose their dodge, and dexterity bonuses to Armor Class while withdrawn.

In addition a Chelonei also gains Non-lethal Conversion 10 against Fire, Cold, and Acid Damage while withdrawn. This works like Damage Reduction, except that instead of nullifying the damage, some of it is converted to non-lethal.

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