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chargen:races:tfolk [2023/05/12 20:38] elfinlockschargen:races:tfolk [2024/05/15 01:02] (current) – [Alternative Racial Traits] elfinlocks
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 ===== Standard Racial Traits ===== ===== Standard Racial Traits =====
  
-  * **Ability Score Modifiers:** Turtlefolk are hardy and wise, but aren’t as quick as the younger races. They receive +2 Constitution and Wisdom, and -2 Dexterity.+  * **Ability Score Modifiers:** Turtlefolk are hardy and wise, but aren’t as quick as the younger races. They receive a [[chargen:common_terms#racial_bonuses_and_penalties|Racial Bonus]] to Constitution and Wisdom, and a racial penalty to Dexterity.
   * **Size:** Turtlefolk are Medium creatures, and thus receive no bonuses or penalties due to their size.   * **Size:** Turtlefolk are Medium creatures, and thus receive no bonuses or penalties due to their size.
   * **Type:** Turtlefolk are humanoids with the reptilian subtype.   * **Type:** Turtlefolk are humanoids with the reptilian subtype.
-  * **Base Speed:** Turtlefolk have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.+  * **Slow and Steady:** Turtlefolk have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
   * **Languages:** Turtlefolk begin playing speaking Common and Draconic. Turtlefolk with high Intelligence scores may choose from the following additional languages: Aquan, Terran, Dwarven, Elven, Gnomish, and Treant.   * **Languages:** Turtlefolk begin playing speaking Common and Draconic. Turtlefolk with high Intelligence scores may choose from the following additional languages: Aquan, Terran, Dwarven, Elven, Gnomish, and Treant.
   * **Strong Shell:** Turtlefolk have a strong shell that protects them from danger. They receive a +2 Natural Armor bonus.   * **Strong Shell:** Turtlefolk have a strong shell that protects them from danger. They receive a +2 Natural Armor bonus.
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   * **Tough As Nails:** Turtlefolk are well accustomed to the wilderness, and are considered worldly and wise. They gain a +2 racial bonus on saving throws against mind-affecting effects and poison.   * **Tough As Nails:** Turtlefolk are well accustomed to the wilderness, and are considered worldly and wise. They gain a +2 racial bonus on saving throws against mind-affecting effects and poison.
   * **Naturalist:** Turtlefolk are well accustomed to living in the wilderness - Heal and Survival are always Key Skills for them.   * **Naturalist:** Turtlefolk are well accustomed to living in the wilderness - Heal and Survival are always Key Skills for them.
-  * **Shell Retreat:** A Turtlefolk can withdraw into their shell at a moment’s notice to hide from danger. Retreating into or exiting from the shell is a Swift action. Whilst inside the shell, the Turtlefolk has Total Cover, however they may not retaliate either, lest they lose this benefit. This includes effects which demand line of effect to a target, such as a //Fireball//.+  * **Shell Retreat:** A Turtlefolk can withdraw into their shell at a moment’s notice to hide from danger. Retreating into or exiting from the shell is a Swift action. Whilst inside the shell, the Turtlefolk has Total Cover, however they may not retaliate either, lest they lose this benefit. This protects them from effects which demand line of effect to a target, such as a [[priority:magic:spells:tier3:fireball|Fireball]].
   * **Deep Diver:** A Turtlefolk is well accustomed to being underwater for extended periods of time. They may hold their breath for a number of rounds equal to four times their Constitution score before risking suffocation or drowning.   * **Deep Diver:** A Turtlefolk is well accustomed to being underwater for extended periods of time. They may hold their breath for a number of rounds equal to four times their Constitution score before risking suffocation or drowning.
  
-==== Alternative Racial Traits ==== 
  
-  * **Tortoisefolk:** Some are a noticeably different breed than your usual Turtlefolk. Such kinds are referred to as Tortoisefolk. In place of softer, flipper-like appendages, Tortoisefolk have rough claws and a strong jaw. Despite this fearsome appearance, many are vegetarian, with few exceptions. Tortoisefolk have a bite attack. This attack is a primary natural attack (unless they are wielding a manufactured weapon), which deals 1d6 damage. Tortoisefolk also gain 2 claw attacks, these are primary natural attacks and deal 1d4 damage each. However, Tortoisefolk are not as accustomed to the water as their Turtle kin; this racial trait replaces Deep Diver and Expert Swimmer.  
-  * **Young Unusual Combative Turtlefolk with Eastern Influence:** Some Turtlefolk are unusually skilled in particular weaponry. They gain proficiency with the following weapons: Nunchaku, Katana, Quarterstaff, and Sais. This trait replaces Tough As Nails.