turtle race help build!


Homebrew and House Rules


my little sister wants to play a turtle race (similar to catfolk or ratfolk or gripplis) but she wants turtle not sure how to build

Couple thoughts on race:
Maybe a nat armor bonus?
Str and con bonus?
Slow (naturally) fast swim speed
Not sure what else


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Clearly they should have bonuses to DEX and CHA and a racial bonus on stealth.

And a very good relationship with ratfolk.


master_marshmallow wrote:

Clearly they should have bonuses to DEX and CHA and a racial bonus on stealth.

And a very good relationship with ratfolk.

Lol so far was thinking

Slow (20 ft on land)
Flexible attribute (con and str)
Hydrated vitality (not worrying g about outsider water requirement)
Nat armor
Camoflauge (water terrain)
Still looking though

edit and if I did that i'd have to make a splinter (iirc) stat him out maybe a monk with sensei(spelling) archetype or bard (with the archetype that let's you give battle advice)
But no ninjas lol yet

edit: edit: added another nat armor for bonus of 2 to ac
Bite (took twice so one step lower than medium or medium not sure)
Deep sight
Amphibious
Swim (needed for amphibious)
Figured in water turtles are gods lol


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Turtlmen Traits

+2 Constitution, +2 Wisdom, –2 Dexterity: Turtlmen are vigorous and wise, but slow to act.
Medium: Turtlmen are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Turtlmen have a base speed of 20 feet on land but their speed is never adjusted by armor or encumbrance.
Darkvision: Turtlmen can see in the dark up to 60 feet.
Aquatic: Turtlmen are humanoids with the aquatic subtype. As aquatic creatures, they also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Amphibious: Turtlmen have the aquatic subtype, but can breathe both water and air.
Hard Shells: The hard shell of a turtle gives a turtleman a +2 to Natural Armor.
Full Retreat: A turtle can hide it's extremities inside their own shell increasing their Natural Armor to +4, decreasing their land speed to 0, and giving them a +4 circumstance stealth bonus.
Languages: Turtlmen begin play speaking Common and Turtle.
Turtlmen with high Intelligence scores can choose from the following: Aklo, Aquan, Draconic, and Elven.


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Dude. You GOTTA call them Kappa.

Give them a natural DR with the caveat that they can't wear armor.


I'm not sure whether you should make a turtle or tortoise one. Maybe both? Maybe Males are tortoise and females are turtles? That might work, and it adds something to the race that most races don't have. Or maybe males just resemble tortoises ore and females resemble turtles more?
So for a race, how about this one:

Type: Humanoid (0 RP), and their race subtype.
Size: Medium (0 RP).
Base Speed: Slow Speed (-1 RP). Base 20 ft. speed, speed is never modified by armor or encumbrance.
Ability Score Modifier: Standard-ish (0 RP). +2 Strength, +2 Constitution, -2 Dexterity.
Language Quality: Standard (0 RP).
Racial Traits:
Natural Armour (2 RP). +1 Natural Armour bonus.
Improved Natural Armour (1 RP). +1 Natural Armour bonus.
Swim (2 RP). +8 racial bonus on Swim checks, 30 ft. swim speed
Bite (2 RP). Natural bite attack (1d4). Primary attack, but secondary if wielding manufactured weapons.
Low-Light Vision (1 RP). Can see twice as far as a race with normal vision in conditions of dim light.
Hold Breath? (1 RP). Can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Overall, 8 RP cost. That's low for a race, but not stupidly low (half-orcs are 8 RP in comparison).

Maybe give them the Static Bonus Feat (2 RP) (all race members get that feat at 1st level) for Great Fortitude, if you want to buff the a little.
I would also suggest having a feat chain of two racial feats. The first one increases your natural armour bonus by +2, and the second one would give you another +2 natural armour bonus and give you the shell ability (move action to retreat into shell, +4 natural armour while inside but can't move or attack, move action to leave). I dunno about levels though, maybe the first one is 3rd and second is 6th? Less? More? I don't know, you can decide.

Mind you I just used the "Create New Races" thing, so others might have more creative stuff.


@noctani that is awesome lol maybe a snapping turtle alternate trait? Or do you think that's too much


@coyote what dr do you think? And for some reason when I saw breath weapon I started thinking squirtle


@gameos. That does seem turtle-y lol and it was basically what I was thinking not sure on turtles and tortoise. Maybe different factions? Lol


One thing to bear in mind- and that I rarely see accounted for with certain sorts of race creations (such as a Tortle writeup from Dragon Magazine years ago)- is that some physical traits will make it difficult, if not impossible, to use certain types of standard equipment.

Case in point, the aforementioned carapace/shell. Depending on how you implement this visually, that shell is going to make normal armor and clothing useless for the character. That is something that would most likely need to be accommodated in order to keep the PCs AC competitive with other PCs in the game.

Some suggestions of how to do this would be allowing the carapace to be enchanted, as armor, or creating special types of armor that could be worn over the Turtle PCs other limbs in lieu of full-body armor, or even just giving them other types of wearable protection (rings, bracers).


I'm thinking the bite attack should be an alt racial trait for Kappas based off snapping turtles, and there should also be an alt racial trait that gets rid of the amphibious-ness for the tortoise version.

I am all for +CON +WIS -DEX, and have their ages go on forever and ever.


Cthulhudrew wrote:

One thing to bear in mind- and that I rarely see accounted for with certain sorts of race creations (such as a Tortle writeup from Dragon Magazine years ago)- is that some physical traits will make it difficult, if not impossible, to use certain types of standard equipment.

Case in point, the aforementioned carapace/shell. Depending on how you implement this visually, that shell is going to make normal armor and clothing useless for the character. That is something that would most likely need to be accommodated in order to keep the PCs AC competitive with other PCs in the game.

Some suggestions of how to do this would be allowing the carapace to be enchanted, as armor, or creating special types of armor that could be worn over the Turtle PCs other limbs in lieu of full-body armor, or even just giving them other types of wearable protection (rings, bracers).

Didn't think of turtle shell could use a growing stat for shell,

Or someone suggested Dr that couple work

Or magical AC/armor enchant tattoos (did this in homebrew before) but that char was lvl 20 so I don't know how it would work lvling

@master marshmallow I like the alternate traits but what would tortious get instead of water stuff?

And for age I was thinking 5d20? But they out live even elves (longest life spam) dunno when they would be "middle age"


So I agree with -2 to dex and +2 con but question is do we go with a +2to wis (ages old and wise) or +2 str (most movies/cartons/media usually portray them as strong too)

So that's the question wis or str

And keeping the con and dex

Mechanically think this would work because when middle age hits I believe there is a +wis and a -str
Maybe they can choose between a younger turtle (str) or a older one (wis)

Shadow Lodge

Starting age category: 13-19
Favored class: Ninja
Racial trait: High chance for mutation

Hehe. In all seriousness, a very cool concept for a race.


In the Company of Kappa by Rite Publishing, is about kappa, and not turtles per se, but the flavor, the feats are really quite fitting to turtle culture. Remember that Teenage Mutant Ninja Turtles are entirely based on the Japanese kappa folklore water imp, and not actually turtles.

Included in the above supplement: kappa kannushi (cleric archetype), kappa bushi (fighter archetype), sorcerer (kappa bloodline), and a 20 level racial paragon class - bonebreaker (following traditional kappa folklore on the wrestling/bone-breaking skills of kappa.) Also are Favored Class options (budoka monk is a favored class option), alternate racial traits, kappa feats, and kappa weapons.

Here's a link to the kappa race and traits as posted on d20pfsrd.com

Here's a link to the Bone-Breaker racial paragon class as posted on d20pfsrd.com


@gamer thanks for posting that I would definitely use the bone breaker class it sounds cool (maybe in a skull and shackles) turtle pirates? Lol
I can use some of the ideas from there though like the scaling turtle shell works that with the piecemail rules for shoes and gloves shouldn't be a problem (might tune down shell if it's too powerful with shoes and gloves and rings and necklaces and what not) so thank you for posting


Also I believe this race calls for a racial ninja archetype of sorts...


Kappa RP = 15
Type
Monstrous Humanoid (3 RP)
Size
Small (0 RP)
Base Speed
Slow (-1 RP)
Ability Score Modifier
Standard (+2 Dex, -2 Int, +2 Wis) (0 RP)
Languages
Standard (0 RP)
Racial Traits
Defense Racial Traits
Energy Resistance (acid 5/cold 5) (2 RP)
Natural Armor (2 RP)
Hide in Shell (Homebrew) (3 RP)
Movement Racial Traits
Swim (3 RP)
Advanced Traits
Powerful Swimmer (1 RP)
Offensive Racial Traits
Advanced Traits
Claws (2 RP)
Senses Racial Traits
Darkvision (-RP)
Weakness Racial Traits
Head Bowl (Homebrew) (-2 RP)
Other Racial Traits
Amphibious (2 RP)
Unusual body type (Homebrew) (-2 RP)

Kappa Racial Traits
+2 Dexterity,-2 Intelligence,+2 Wisdom: Kappa are wise, possessing a long lifespan, are fast, but slow-witted.
Small: Kappa gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Slow Speed: Kappa have a base speed of 20 feet.
Swim: Kappa have a swim speed of 40 feet and gain +8 racial bonus on Swim checks that a swim speed normally grants.
Amphibious: Kappa can breathe both air and water.
Natural Armor: Kappa gain a +1 natural armor bonus.
Claws: Kappa receive two claw attacks. These are primary natural attacks that deal 1d3 damage.
Energy Resistance: Kappa have ties to the plane of earth and water. Therefore they have resistances of 5 acid and 5 cold.
Head Bowl (Su): The basin atop a kappa’s head contains water from its home river or lake. The water is emptied only if the kappa willingly tips its head or a creature pinning the kappa forces it to do so (requiring a grapple check while pinned). If the water is emptied, the kappa becomes immobile and staggered. It can still take actions, but it cannot move from the spot on its own.
If the emptied head bowl is refilled with water, the kappa recovers from this condition immediately. This replacement water doesn’t have to be from the kappa’s home, but the kappa refills its head bowl from there at its first opportunity.
Hide in Shell: As a move action a Kappa may retract their extremities into their shell. This allows them to gain DR/5 Bludgeoning. It also allows for 50% concealment from ranged attacks. 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 (unless they are verbal). They must remain in this form for at least one complete round. To come out of their shell they must spend another move action (this does not provoke AoO).
Unusual Body Type: Armor cost Kappas an additional amount due to their unusual body type. 25% more for Light Armor, 50% more for Medium Armor, 75% more for Heavy Armor.
Languages: Kappa begin play speaking Common and Aquan. Kappa with high intelligence scores can choose from the following: Draconic, Tien, and Terran.

Alternate Racial Traits
Snapping Turtle (3 RP): Some Kappa derive from the snapping turtle with a more
pronounced beak-like mouth and receive a natural bite attack, dealing 1d4 damage.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 Amphibious but they gain Hold Breath. Kappa can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocation.
Notes: Kappa Total RP = 16; Bite (1 RP) + Armor Spike (1 RP) + Hold Breath (1 RP) - Amphibious (2 RP)

Desert Strider (5 RP): Some Kappa 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 and Amphibious but they gain the ability to burrow with a speed of 20 feet.
Notes: Kappa Total RP = 14; Desert Runner (2 RP) + Burrow (3 RP) - Swim (3 RP) - Powerful Swimmer (1 RP) - Amphibious (2 RP)


@Keydan that will be a d20 words to explain why ninjas :) turtle ninja: 1d20 + 2 ⇒ (20) + 2 = 22

@xeno that looks good but I don't know how they are dexterous with a huge shell on Thier back (except in ninja archetype)

And why low int? (not trYing to bee a jerk just curious) the wis is a common thought I think

And thanks Every one for their thoughts keep em coming

Edit: wow nat 20 what are odds lol


Keydan wrote:
Also I believe this race calls for a racial ninja archetype of sorts...

Lol and racial bonus when in a team of 4 turtles (including you) and a ratfolk


The enhanced dexterity & wisdom and lowered intelligence is based off what I found in the bestiary listing for kappa. Change what you want obviously, this is just my interpretation.


Count Coltello wrote:

@master marshmallow I like the alternate traits but what would tortious get instead of water stuff?

And for age I was thinking 5d20? But they out live even elves (longest life spam) dunno when they would be "middle age"

I think they should get resistances; and a racial bonus on survival.

Fire resistance to resist desert heat; electric resistance to deal with the static etc.

A racial ability that lets them give themselves full concealment using their shells would be good.


Count Coltello wrote:
Keydan wrote:
Also I believe this race calls for a racial ninja archetype of sorts...
Lol and racial bonus when in a team of 4 turtles (including you) and a ratfolk

This guy... he gets what I am saying...

Also I believe a turtle should have more wisdom, you know, long life lots of natural wisdom and experience. They could pretty much be dwarf-like river lizardfolk...


Keydan wrote:
Count Coltello wrote:
Keydan wrote:
Also I believe this race calls for a racial ninja archetype of sorts...
Lol and racial bonus when in a team of 4 turtles (including you) and a ratfolk

This guy... he gets what I am saying...

Also I believe a turtle should have more wisdom, you know, long life lots of natural wisdom and experience. They could pretty much be dwarf-like river lizardfolk...

First time I have four players i'll run the ratfolk they can be ths turtles then i'll give em a "base" in ths sewers of a city

granted my players are not evil so they will be evil ninjas


master_marshmallow wrote:
Count Coltello wrote:

@master marshmallow I like the alternate traits but what would tortious get instead of water stuff?

And for age I was thinking 5d20? But they out live even elves (longest life spam) dunno when they would be "middle age"

I think they should get resistances; and a racial bonus on survival.

Fire resistance to resist desert heat; electric resistance to deal with the static etc.

A racial ability that lets them give themselves full concealment using their shells would be good.

that could work well I think..

So what i'm getting mostly is there turtle archetypes normal water turtle a sand tortoise and a ninja turtle most of base stuff is same some things different bout each one


Xenomorph 27 wrote:
The enhanced dexterity & wisdom and lowered intelligence is based off what I found in the bestiary listing for kappa. Change what you want obviously, this is just my interpretation.

Thanks :) I don't t have access to books at moment, all I got is my phone lol I appreciate the help


Cool this is still awesome, now we just need favored class options and racial archetypes

One of course ninja the other i'm thinking aquatic summoners


Necro for ninja turtles lol

RPG Superstar 2009 Top 16, 2012 Top 32

You can always grab my Animal Races: Clan of the Turtle PDF in the Paizo store. It presents a customizable race of humanoid turtles, including racial options related to ninjas and mutants.


Epic Meepo, you're amazing.


Not to toot my own horn, but i posted a turtle race a while back if it helps. http://paizo.com/threads/rzs2qrtc?Turtlefolk#1

Dark Archive

Well I say you do +2 Con, +2 Wis, and -2 Dex.

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