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Turtlefolk

Amongst the races closely tied to the natural world of the Material plane, the Turtlefolk are perhaps one of the most integrated. Although some say they are descended from ancestors in the Feywild, others cite they are one with the world; beings who simply came to be during the formation of the plane itself, and are expected to continue to live long past the era of shorter lived races.

Turtlefolk commonly fulfill shamanistic and druidic roles within their local ecosystem

Physical Description

Turtlefolk are sturdy and slow-moving humanoids, with the appearance of a turtle. They stand upright as a biped, and have a large shell on their back. Depending upon the clan that the Turtlefolk originates from, this shell may be covered with flora native to their home, trinkets, engravings, and other such identifiers. These vary in significance based upon the Turtlefolk’s tribe, though are almost universally a symbol of status, heritage, or both.

Society

Turtlefolk are largely tribal in nature, though many choose to venture out and live a solitary life once they are of age. Turtlefolk are exceptionally long-lived, akin to Elvenkind (capable of living up to 750 years), and due to this they take a good deal of time doing most things, often to the chagrin of more impatient races. Although capable of being sociable, this largely depends on the Turtlefolk in question - if one chooses to live a solitary life, this is celebrated rather than shunned, and often other Turtlefolk will make a pilgrimage to visit the hermit to seek their unique perspective on the world.

Those who do not venture out often contribute to the wellbeing of their tribe. Most Turtlefolk are vegetarian, though it is not unheard of for one of snapping heritage to gain an appetite for meat. Turtlefolk are often well known for their knowledge of the natural world, specifically when it comes to herbology.

A Tortoisefolk expresses his indignation at being mistaken for a Turtlefolk

Relations

What Turtlefolk share with Dwarvenkind in long, slow, and steady approach to life is discounted through their nearly opposite perspectives. Turtlefolk largely abhor the industrial nature of the Dwarves, and are often all too happy to point out the nearly self-destructive nature of the fires of industry. This often leads to conflict with Gnomes and Humans as well, though it rarely escalates to violence. Most Turtlefolk seek to simply “wait out” the “industrial fad.”

Turtlefolk tend to get along well with Elves, who in addition to their long lives, share a love of art and the natural world, though the common arrogance of Elvenkind is a popular point of mockery from the Turtlefolk.

Table: Turtlefolk Ages

Adulthood Intuitive Self-Taught Trained Middle-Aged Old Venerable Maximum Age
90 years +4d6 years (94-114 years) +6d6 years (96-126 years) +10d6 years (100-150 years) 250 years 300 years 350 years 350+5d20 years

Table: Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 2 in. +2d6 in. (4 ft. 4 in. - 5 ft. 2 in.) 180 lbs. +2d6 * 5 lbs. (190-240 lbs.)
Female 4 ft. 0 in. +2d6 in. (4 ft. 2 in. - 5 ft. 0 in.) 160 lbs. +2d6 * 5 lbs. (170-220 lbs.)

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.
  • Size: Turtlefolk are Medium creatures, and thus receive no bonuses or penalties due to their size.
  • Type: Turtlefolk are humanoids with the reptilian subtype.
  • 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.
  • Strong Shell: Turtlefolk have a strong shell that protects them from danger. They receive a +2 Natural Armor bonus.
  • Expert Swimmer: Turtlefolk often grow up near water, and they seem to glide through the waves with uncanny aptitude. Turtlefolk have a swim speed of 40 ft, and a +8 racial bonus on Athletics checks to swim accordingly.
  • 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.
  • 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 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.

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.