Turtlefolk

**Turtlefolk (RP 12)**

> Size Medium (RP 0)
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> Movement Speed Slow (Movement speed 20 ft) (RP -1)
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> Ability Score Modifier: Standard (-2 Dex, +2 Con, +2 Wis) (RP 0)
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> Language: Standard (Common and Turtlefolk) (RP 0)
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> Low-Light Vision: See in low light for 60 ft (RP 1)
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> Natural Armor (RP 2)
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> +1 Natural Armor
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> Improved Natural Armor (RP 1)
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> +1 Natural Armor
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> Stability (1 RP)
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> Benefit: Members of this race receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
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> Stubborn (2 RP)
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> Benefit: Members of this race gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
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> Hold Breath (1 RP)
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> Benefit: Members of this race can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating
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> Camouflage (RP 1)
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> Members of this race gain a +4 racial bonus on Stealth checks while within water terrain (Water Terrain as defined by the Ranger Favored Terrain ability).
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> Turtle Traits (RP 4)
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> Shell (Ex)
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> As a swift action, a turtlefolk can pull its extremities and head into its shell. It cannot move or attack as long as it remains in this state, but its armor bonus from natural armor increases by +4 as long as it does. It can maintain a one-handed grip on held items, but is considered flat-footed while in this state. A turtlefolk can end this retreat as a free action, but is then considered Prone (A Turtlefolk in its shell is not considered Prone or Helpless). A Turtlefolk retreating into its shell from standing can choose to be face up or face down
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> If a Turtlefolk is knocked prone, the GM rolls a 1d2. If the player calls the roll correctly, the Turtlefolk lands face down, and can stand normally as a move action that provokes an Attack of Opportunity. If the player calls the roll incorrectly, the Turtlefolk lands face up, and must spend a standard action to stand, provoking Attacks of Opportunity.
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**Turtlefolk Desert Tortoise Variant (RP 12)**

> Size Medium (RP 0)
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> Movement Speed Slow (Movement speed 20 ft) (RP -1)
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> Ability Score Modifier: Standard (-2 Dex, +2 Str, +2 Wis) (RP 0)
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> Language: Standard (Common and Turtlefolk) (RP 0)
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> Desert Runner (RP 2)
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> Prerequisites: None.
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> Benefit: Members of this race 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.
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> Natural Armor:
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> +1 to Natural Armor (RP 2)
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> Improved Natural Armor (1 RP)
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> +1 to Natural Armor
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> Low-Light Vision: See in low light for 60 ft (RP 1)
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> Climb Speed 20 ft, +8 on Climb Checks (RP 2)
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> Stability (1 RP)
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> Benefit: Members of this race receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground
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> Turtle Traits (RP 4)
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> Shell (Ex)
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> As a swift action, a turtlefolk can pull its extremities and head into its shell. It cannot move or attack as long as it remains in this state, but its armor bonus from natural armor increases by +4 as long as it does. It can maintain a one-handed grip on held items, but is considered flat-footed while in this state. A turtlefolk can end this retreat as a free action, but is then considered Prone (A Turtlefolk in its shell is not considered Prone or Helpless). A Turtlefolk retreating into its shell from standing can choose to be face up or face down
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> If a Turtlefolk is knocked prone, the GM rolls a 1d2. If the player calls the roll correctly, the Turtlefolk lands face down, and can stand normally as a move action that provokes an Attack of Opportunity. If the player calls the roll incorrectly, the Turtlefolk lands face up, and must spend a standard action to stand, provoking Attacks of Opportunity.
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**Turtlefolk Sea Turtle Variant (RP 12)**

> Size Medium (RP 0)
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> Movement Speed Slow (RP -1)
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> Ability Score Modifier: Standard (+2 Dex, -2 Con, +2 Wis)
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> Language: Standard (Common and Turtlefolk)
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> Low-Light Vision: See in low light for 60 ft (RP 1)
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> Natural Armor (RP 2)
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> +1 Natural Armor
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> Improved Natural Armor (RP 1)
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> +1 Natural Armor
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> Swim (2 RP)
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> Benefit: Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants
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> Amphibious (2 RP)
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> Benefit: Members of this race are amphibious and can breathe both air and water.
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> Camouflage (RP 1)
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> Members of this race gain a +4 racial bonus on Stealth checks while within water terrain (Water Terrain as defined by the Ranger Favored Terrain ability).
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> Turtle Traits (RP 4)
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> Shell (Ex)
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> As a swift action, a turtlefolk can pull its extremities and head into its shell. It cannot move or attack as long as it remains in this state, but its armor bonus from natural armor increases by +4 as long as it does. It can maintain a one-handed grip on held items, but is considered flat-footed while in this state. A turtlefolk can end this retreat as a free action, but is then considered Prone (A Turtlefolk in its shell is not considered Prone or Helpless). A Turtlefolk retreating into its shell from standing can choose to be face up or face down
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> If a Turtlefolk is knocked prone, the GM rolls a 1d2. If the player calls the roll correctly, the Turtlefolk lands face down, and can stand normally as a move action that provokes an Attack of Opportunity. If the player calls the roll incorrectly, the Turtlefolk lands face up, and must spend a standard action to stand, provoking Attacks of Opportunity
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**Turtlefolk Snapping Turtle Variant (RP 14)**

> Size Medium (RP 0)
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> Movement Speed Slow [Movement speed 20 ft] (RP -1)
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> Ability Score Modifier: Standard (-2 Dex, +2 Con, +2 Wis) (RP 0)
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> Language: Standard (Common and Turtlefolk)
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> Low-Light Vision: See in low light for 60 ft (RP 1)
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> Natural Armor (RP 2)
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> +1 Natural Armor
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> Improved Natural Armor (RP 1)
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> +1 Natural Armor
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> Bite (2 RP)
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> Benefit: Members of this race gain a natural bite attack, dealing 1d4 points of damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons
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> Stability (1 RP)
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> Benefit: Members of this race receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
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> Stubborn (2 RP)
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> Benefit: Members of this race gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
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> Hold Breath (RP 1)
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>

> Benefit: Members of this race can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating
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>

> Camouflage (RP 1)
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> Members of this race gain a +4 racial bonus on Stealth checks while within water terrain (Water Terrain as defined by the Ranger Favored Terrain ability).
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> Turtle Traits (RP 4)
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> Shell (Ex)
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> As a swift action, a turtlefolk can pull its extremities and head into its shell. It cannot move or attack as long as it remains in this state, but its armor bonus from natural armor increases by +4 as long as it does. It can maintain a one-handed grip on held items, but is considered flat-footed while in this state. A turtlefolk can end this retreat as a free action, but is then considered Prone (A Turtlefolk in its shell is not considered Prone or Helpless). A Turtlefolk retreating into its shell from standing can choose to be face up or face down
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> If a Turtlefolk is knocked prone, the GM rolls a 1d2. If the player calls the roll correctly, the Turtlefolk lands face down, and can stand normally as a move action that provokes an Attack of Opportunity. If the player calls the roll incorrectly, the Turtlefolk lands face up, and must spend a standard action to stand, provoking Attacks of Opportunity.
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