Shellfolk (Turtle) Race


Homebrew and House Rules


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Shellfolk (Total RP == 16 RP)

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.

+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 Non-Proficiency (-2 RP): Shellfolk are not proficient in any armor due to their distinct body type.

Bite (1 RP): Shellfolk gain a natural bite attack that deals 1d3 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

Claws (2 RP): Shellfolk receive two claw attacks. These are primary natural attacks that deal 1d4 damage.

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

Powerful Bite (4 RP): Some Shellfolk derive from the snapping turtle with a more pronounced beak-like mouth and receive a natural bite attack, dealing 1d6 damage rather than the standard 1d3 damage based on size.The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. In addition, the shell is more rigid
and functions as armor spikes for the purposes of grapple. This trait replaces the standard bite but also replaces Hide in Shell.

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 (4 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 +20 foot bonus to their swim speed. This racial trait replaces Hide in Shell and Hold
Breath.


Shellfolk invokes images of antropomorphic oysters rather than turtles for me.

Anyway i like the idea, i would consider the slow and steady speed for them. At least for the desert tribe it would make sense. You could have it replace it with the hold breath ability for them, since they don't really need that.


just gonna throw this out there, but turtles aren't "always" slow when they wanna book it they really haul. I used to live on what is technically an island and we had a pretty active turtle population. i have seen them pull away from my dads springer spaniel when he tries to chase them down. of course almost all the turtles in question were leatherbacks so maybe the is trait common to them. I guess my point is that i would kinda love to see some kind of sprinter alt trait they could take, to represent this. maybe at a decreased withdraw ac?


I would change "tribal" to "ascetic". Tribal alone isn't very descriptive and is prone to misinterpretation. When I think of these shellfolk I imagine small groups of these creatures living in isolated wilderness, focuses themselves inward to reach physical and spiritual perfection, like ascetic monks. That may not be what you are going for, however.


Another thing, Having only 3 bonus languages is not enough. Right now a Shellfolk with an INT mod of +3 has exactly 3 options for bonus languages (so effectively he has no choice) and a Shellfolk with an INT mod of +4 is just out of luck.


thanks for the suggestions, have some changes to make. I do have a bunch of feats for movement, even while prone or on all fours.

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