Building a race, any thoughts?


Homebrew and House Rules


So I was discussing with a friend the other day of creating a new race. Here's what I have so far:

Shellfolk

Shellfolk are an ancient race of humanoid turtles. Due to their longevity they have a great knowledge of the world. Their shells also provide a natural defense against their enemies. They are a very tribal people, and tend to be isolationists. However they are intensely loyal to their friends.
Shellfolk settlements are usually on the edge of bodies of water, however this isn't always the case. Some tribes can be found in desert or mountain areas. They tend to avoid magical abilities, preferring to fight with their bare hands or weapons of some sort. There have been many attempts by outside religions to establish congregants within the Shellfolk tribes, but their tribal nature and pre-existing beliefs make it difficult to gather many followers.

Racial Stats
+2Con,+2Wis,-2Cha(Shellfolk are wise from long life, and have natural protection, but tend to draw strange looks from other humanoids)
Movement:30ft
Swim: Shellfolk can also swim their movement speed.
Amphibious: Shellfolk take no penalty from attacking in the water.
Racial Skill Traits: +1 to Swim, and Knowledge(history) checks.
Natural Armor: +2 AC(shell benefit)
Special Ability:
Hide in Shell- As a free action Shellfolk may retract their body into their shell. This allows them to gain +4 AC. While they are in this form they cannot make attacks, use items, or cast spells.
Languages: Shellfolk begin with Aquan or Terran(depending on tribe) and common. Shellfolk with a high Int may also choose Draconic as a learned language.


It looks a tad bit stronger than a standard class. Perhaps lower the ac bonuses and lower the land speed?


Seems good but I would make sure hide in shell's action use was more clear, is it a free in free out, do they end up prone? It seems like as a free action they could pop in and out at no cost to them with the nat armor that's like giving a race +6 ac. Also does hide in shell provoke AoO's? As it is hide in shell is a bit much but otherwise cool race tell my you want to make it a ninja.


BlueAria wrote:
Seems good but I would make sure hide in shell's action use was more clear, is it a free in free out, do they end up prone? It seems like as a free action they could pop in and out at no cost to them with the nat armor that's like giving a race +6 ac. Also does hide in shell provoke AoO's? As it is hide in shell is a bit much but otherwise cool race tell my you want to make it a ninja.

Yes, I too feel Hide in Shell isn't defined well enough. Can they move or hold items while in it? Why can't they cast spells with Verbal only component? Free Action seems terribly fast for it? Do they get Prone when using it? If its slower action or they do get prone, +4 to AC isn't much (as total defense gives +4 or +6 to AC (and also to touch AC))... so that would be essentially useless.


Also should they have Hold breath or something ability?


Riku Riekkinen wrote:
BlueAria wrote:
Seems good but I would make sure hide in shell's action use was more clear, is it a free in free out, do they end up prone? It seems like as a free action they could pop in and out at no cost to them with the nat armor that's like giving a race +6 ac. Also does hide in shell provoke AoO's? As it is hide in shell is a bit much but otherwise cool race tell my you want to make it a ninja.
Yes, I too feel Hide in Shell isn't defined well enough. Can they move or hold items while in it? Why can't they cast spells with Verbal only component? Free Action seems terribly fast for it? Do they get Prone when using it? If its slower action or they do get prone, +4 to AC isn't much (as total defense gives +4 or +6 to AC (and also to touch AC))... so that would be essentially useless.

I initially meant free action in, then fall prone and move/standard action to get out next turn. No AoO from it. While in shell they cant move or access items. As to spells with verbal component, the shell muffles sound. What would be better for a bonus?


I'm not sure turtles are more apt to have Con, I might not do that.

Surely a turtle race has to have slow movement. 20 should be the max, I would think. They're in heavy armor all the time, I could easily argue 15 max.

I'd go with more than +2 natural armor. A full-on turtle shell should be better than leather armor. A medium snake has +2 natural armor, and IDK why we'd consider snake scales to be much harder than the scales on a turtle's extremities, and that's before even considering the actual shell.

I'd say a turtle-guy should have natural AC bonus of at least +4, equal to a crocodile. It's still less than a breastplate, which is essentially what a turtle shell is.

Hide in shell...is emerging also a free action? If so they can shell, unshell, take a full attack action, shell again, repeat next round. Seems a little broken, needs to be a more costly action. They should be prone and drop anything held or worn, as consequences, as well. No Dex or dodge bonuses to AC while hiding in shell. I personally would either disallow or strongly penalize any reflex saves, but that is probably inconsistent w/ rules for other situations of immobility.

Should only be prevented from casting spells w/ somatic components.

I might go more than an additional +4 to AC...if you do +5 (and the change to +4 base suggested above), then the turtle guy in his shell is as hard to damage as a human in full plate, which seems like a decent parallel.

I'd say no armors other than those made for shellfolk can be worn. Probably no helms, either. I'd say no gloves or boots either, personally, but that's probably too mean and not a necessary restriction to balance.

If they have a Cha penalty, I'd justify it as more than "they look funny." Maybe they tend to being very withdrawn and when they do speak, it's annoyingly slow.

If there's also a desert strain, I'd take away amphibious and +1 to swim. Those guys I probably WOULD give +2 con or even better armor, or both. If both, -2 Dex as well.

I realize these changes make the turtle-guy MUCH more into a tank and less balanced overall. But if they have enough shell they can withdraw into it, I think these are natural consequences. If the shells are more vestigal, I could see the stats you've laid out, without the (problematic) hide-in-shell ability.


I would also think that a dexterity penalty is more appropriate than a charisma. I feel like people would just have an innate sort of respect for them that would offset their reptilian appearance. And I question if there's even so,etching to be upset. And you've got the same ability adjustments as a dwarf. I always try to avoid repeating a core race's ability adjustments.


Yeah a penalty to dex makes more sense.


OK, I agree to other posters that DEX penalty would fit better. The prone condition gives +4 to opponents melee attacks (though -4 to ranged). I would give at least +8 to AC because of that. Of course there is bonus that you can do a full action, then drop into your shell, but as I understand it now you drop your items from hands & fall prone both of which require actions later. So its kind of thing to do only once in the battle when you are about to drop & want to last action fully. Alternatevily since its a magic world going into shell could also protect from magic (SR or something).

I would probably make getting out of the shell standard action, so there wouldn't be a caster who whould get (move) out of the shell, cast (standard) and then get back in.


I like the idea, sounds cool!

personally, I'd think about ditching the "hide in shell" ability. The shell then becomes more vestigial, making them more turtle/human hybrid in form; which in game terms would help with wearing/using equipment (especially found equipment).

It also gets rid of an ability that is going to be a bit clunky on a playable race. If you were designing this as a monster, different story; and in that case I'd consider changing it from an AC bonus to DR (/- or /adamantine or /bludgeoning, etc), which represents it absorbing blows.

In place of "hide in shell" they might pick up an ability to hold their breath for a longer period of time; but that might be overkill (when compared to other races).

-2 dex and slow speed befits a turtle more than -2 charisma and normal speed, I think the above posters are correct on that count.

Finally, for the desert varieties I would offer alternate racial features; ditch the amphibious, swim speed and +1 to swim and replace it with:

bonus on saves vs. fatigue/exhaustion, double amount of time before needing to check for dehydration, bonus on saves vs. extreme heat, and a +1 on survival checks. save bonuses should probably be around +2 to +4 (dwarves, for example, get a +2 on saves vs spells AND saves vs poison, which are far more common and deadly than the above situations, so a bigger bonus for your Shellfolk isn't amiss).

Last consideration: are they humanoid or Monstrous Humanoid? more of an issue at low levels, but it will affect how certain spells interact with them.


Give me a short discription of what they look like.

Is it a big shell like a normal turtle or is it a shell like skin?

If its a big shell up the AC but not alowed to wear chest slot items.Spec. Ability as a full round action gain even more AC by retreating into shell

If its shell like sking natural AC +1

Take into account if shell is sundered they die

*edit* I like DR idea better but if DR is to high it becomes broken with invulnerable rage


I'd change the following:

+2 Con, +2 Wis, and -2 Dexterity: Shellfolk are wise from long life, and have natural protection, but are slow to react.

Slow and Steady: Shellfolk have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

No doubt carrying a shell on your back is going to slow you down. Further, I would imagine living such long lives would give them a more patient outlook on life, and so they would be slower to react, and prone to taking their time.


Ok, round 2 stats:

Racial Stats
+2Con,+2Wis,-2Dex(Shellfolk are wise from long life, and have natural protection,however their shells hinder movement.)
Movement:15ft
Swim: Shellfolk can also swim their movement speed.
Tribal Traits: When you choose shellfolk you immediately choose either Water tribe or Desert tribe. Water tribe shellfolk take no penalties from attacking in water. Desert shellfolk gain the shady shell ability which allows them to ignore endurance checks hot/dry climates.
Racial Skill Traits: +1 to Swim(water)/Survival(desert), and Knowledge(history) checks.
Natural Armor: +5 AC(shell benefit).
Armor and Weapon proficiency: Shellfolk are proficient in simple and martial weaponry. They are not proficient in any armor due to their distinct body type. They also have no shield proficiency.
Special Ability:
Hide in Shell- As a full round action Shellfolk may retract their body into their shell. This allows them to gain either +4 AC or DR/5 Bludgeoning. It also allows for 20% SR . When they use this ability they immediately fall prone, drop anything they were holding, and any item that isn't directly attached to their skin. While they are in this form they cannot make attacks, use items, or cast spells. They must remain in this form for at least one complete round. To come out of their shell they must spend another full round action(this does not provoke AoO).
Languages: Shellfolk begin with Aquan or Terran(depending on tribe) and common. Shellfolk with a high Int may also choose Draconic as a learned language.

@Munkir I kinda picture the turtles from the 80's/90's TMNT movies.(hence why my friend and I were discussing this to begin with)


Shellfolk or Kame (Total RP == 13 RP)

+2Con,+2Wis,-2Dex (0 RP): Shellfolk are wise from long life, and have natural protection, however their shells hinder movement.

Medium Humanoid (0 RP): Shellfolk are medium creatures and have no bonuses or penalties due to their size.

Slow Speed (–1 RP): Shellfolk have a base speed of 20 feet.

Swim (2 RP): Shellfolk have a swim speed of 30 feet and gain +8 racial bonus on Swim checks that a swim speed normally grants.

Low-light vision (1 RP): Shellfolk can see twice as far as humans in conditions of dim light.

Hold Breath (1 RP): Shellfolk can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Hide in Shell (3 RP): As a full round action Shellfolk may retract their body into their shell. This allows them to gain DR/5 Bludgeoning. It also allows for 20% concealment . When they use this ability they immediately fall prone, drop anything they were holding, and any item that isn't directly attached to their skin. While they are in this form they cannot make attacks, use items, or cast spells. They must remain in this form for at least one complete round. To come out of their shell they must spend another full round action(this does not provoke AoO).

Improved Natural Armor (9 RP): Shellfolk gain a +5 natural armor bonus.

Armor Proficiency (-2 RP): Shellfolk are not proficient in any armor due to their distinct body type. They also have no shield proficiency.

Languages (Standard: 0 RP): Shellfolk begin play speaking Common and Sylvan. Shellfolk with high intelligence scores can choose from the following: Draconic, Aquan, and Terran.

Alternate Racial Traits

Bite (1 RP): Some Shellfolk derive from the snapping turtle and receive a natural bite attack, dealing 1d3 damage.The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. This trait replaces low-light vision.(I imagine with the bite from snapping turtle type, you could treat the shell as a spiked shield/armor for purposes of grappled.)

Desert Tribe (2RP): Some Shellfolk derive from the tortoise and receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as
well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.This racial trait replaces Swim.

Water Tribe (3 RP): Some Shellfolk derive from sea turtles and are treated as amphibious, allowing them to breathe both air and water. In addition, they are powerful swimmers and receive a +10 foot bonus to their swim speed. This racial trait replaces Hide in Shell.

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