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TORTLE

Deliberate, wise coastal mystics,


powerful and implacable in battle

RACIAL TRAITS
Average Height: 5' 6-6' 2
Average Weight: 360-420 lb.

Ability Scores: +2 Wisdom, +2 Constitution


Size: Medium
Speed: 5 squares
Vision: Normal

Languages: Common
Skill Bonuses: +2 Endurance, +2 Nature
Tortle Shell: You gain a +1 racial bonus to AC.
Due to your shell, you must wear armor designed for
tortles. You can retrofit regular armor to fit you as long as
you are proficient with it with two hours' work.
Slow but Steady: You gain a +5 racial bonus to saving throws
against being slowed.
Teach the Hare: You grant all non-tortle allies within 10
squares a +1 racial bonus to Endurance checks.
Tortle Weapon Proficiency: You are proficient with tridents.
Natural Swimmer: On a successful Athletics check for
swimming you can swim your full speed instead of half. If
you fail a swim check by 4 or less, you can swim at one-half
your speed. If you fail a swim check by 5 or more, you stay
where you are and lose the rest of your move action.
Tortles are naturally buoyant and don't sink, though they
can choose to swim downwards.
Deep Diver: You can hold your breath for up to ten minutes
without penalty.
Shell Defense: You can use shell defense as an encounter
power.

Shell Defense Tortle Racial Power


You throw yourself into the path of danger, counting on your shell and your
natural survival instincts to protect you.
Encounter
Immediate Interrupt Personal
Trigger: You or an adjacent ally would be hit by an attack, or an adjacent
enemy would hit an ally.
Effect: You gain a +2 power bonus to all defenses until the end of your next
turn. If the triggering attack targeted an ally, the attack instead targets
you.

Simple but wise, tortles are coastal farmers with a thirst for knowledge.
They are slow to make decisions but steadfast and unshakable once set on a
course. Tortles are often looked down upon by other races as nave and
crude, but within their coastal enclaves they maintain stores of ancient
Artwork from Dragon #315.
wisdom.

Play a tortle if you want . . .


to look like a giant turtle
to be deliberate, steady, and wise
to be an immovable fixture on the battlefield and off
to be a member of a race that favors the cleric, fighter, and
paladin classes
in exchange, and they hold troubadours and bards in high regard. Tortle
PHYSICAL QUALITIES society teaches that knowledge should be the free domain of all; they share
their stories freely and eagerly and despise secrets and subterfuge. It is also
Tortles resemble large, humanoid tortoises. They stand around six feet tall this concern for knowledge that leads some tortles to leave their insular
and usually weigh over 300 pounds due to their heavy, cumbersome shells. communities and venture forth into the wide world in search of new
Their skin is covered is hard and leathery, made up of many small scales. Old knowledge and experiences.
scales tend to collect around a tortle's knees and elbows, but all old scales For tortles, the experience of life itself is divine, and thus the worship of
eventually slough off as they are replaced by new ones. gods is of secondary importance within their society. They do, however,
A tortle's hands are thick, blunted claws, and his feet resemble pillars, recognize Pelor and Melora, who govern agriculture and the wilderness,
with padding on the soles like those of an elephant. This structure helps respectively, as powerful forces within their lives. Additionally, many tortles
support their disproportionate weight but hampers attempts at swift respect Ioun, goddess of knowledge, and some militant tortles look to Kord
movement. A short, squat tail, usually between one and two feet in length, as their patron.
droops from the bottom of each tortle's shell. A tortle's head is dominated
by its curved, toothless beak, with the eyes set back under bony brows that Tortle Characteristics: Thoughtful, deliberate, methodical, tolerant,
occasionally appear to obscure the eyes altogether. A tortle's eyes are earth- mystical, patient, steadfast, communal, modest
toned, often dark brown, amber, or green. As reptiles, they are completely
hairless. Male Names: Aquin, Boros, Dalm, Forn, Gathem, Irlan, Lume, Monsul,
Most tortles' back shells range between a deep brown and black, although Othreles, Quim, Rolan, Slorn, Sathel, Thorm, Walsen, Yath
some particularly lustrous shells appear purple in certain lighting. The
smaller front of a tortle's shell is usually a dirty yellow or brown. A tortle's Female Names: Astor, Belsyn, Dalmia, Estel, Fathis, Helna, Isinal, Jast,
scales are a mottled combination of brown, green, yellow, and black, Katlym, Lath, Mila, Sathin, Valen, Wim
although some tortles are largely monochromatic.
Tortles hatch from eggs and reach maturity within ten years, but after
reaching adulthood they undergo few effects of physical aging. Tortles TORTLE ADVENTURERS
routinely reach two hundred years of age, and some tortle elders claim to be
centuries older. They have legendary memories; tortle elders often cite Three sample tortle adventurers are described below.
experiences from their early childhood or stories they heard once from a Lume is a tortle cleric of Ioun, goddess of knowledge. Fascinated by the
traveling bard decades ago. ancient lore cited by his village's elders, Lume departed from hope with a
From an early age tortles spend much of their time in the water; they are band of traveling troubadours, dreaming of their stories of the wide world
strong swimmers and fly through water with grace and agility. Contrary to beyond. Lume soon found himself in a great human city in a temple of Ioun
some popular opinion, tortles are not particularly less dexterous than other that housed a vast and legendary library; after only a short deliberation
races. Lume entered into the service of the temple and dedicated himself to the
preservation of knowledge. Now, however, he feels cold and distanced;
while the other members of the temple admire him for his powerful
PLAYING A TORTLE memory, Lume yearns for the open coasts and quietly powerful nature of his
home. Thus Lume has left the temple and joined a group of adventurers to
Tortles are a people of deep thought and feeling. They enjoy mental journey once more into the wild.
pondering, thoughtful conversation, and the collection of ancient lore. Jast is a tortle fighter. Her village was overrun and destoyed by
Tortles value a considered and deliberate course of action, and they arrive at marauding lizardfolk when she was a child; she escaped by chance, out
decisions only after a thorough examination of all possible courses of action. fishing and contemplating amongst waves so powerful she could not hear
Once decided on a course, however, they are steadfast and immovable in the screams of her people. Now working as a mercenary, Jast has cast aside
executing it, unless new information suggests an alternative. the teachings of her people, believing that deliberation and preponderance
Villages of tortles can be found along the coasts of oceans and some large were the weaknesses that led to her village's demise. She is haunted by the
lakes and rivers. Tortles build simply, often living in small thatched huts that deaths of her family and friends, for which she blames herself, and despite
strike other races as crude and uncivilized. Because of their shells wearing her public denigration of them she still calls upon the wisdom of her village
traditional clothing or armor is all but impossible, and most tortles refrain elders to calm the storms within.
from clothing altogether, considering it ostentatious and unnecessary. Rolan is a tortle paladin of Pelor, but he is not a soldier or a crusader.
Tortle craftsmen do produce armor for tortle warriors to use, and most Rather, he travels the small roads between small settlements not visited by
tortles trained for combat can retrofit a standard set of armor to fit most merchants and brings what aid he can. He believes that villages are
themselves with a few hours' work. saved with good farming, not a well-aimed blow from a blade, and he is
Tortles raise rice and other crops dependent on water in communal farms more often found working in the fields than marching in armor. Recently,
that feed the entire community and harvest fish, crustaceans, and some however, Rolan has learned that a number of villages he aided have fallen to
aquatic plants from the waters. Tortles craft simple tools for their work and a rampaging army of goblins. Though he might prefer the feel of soil on his
are usually uninterested in grander products; for this reason traveling hands, after careful consideration Rolan has accepted that he must take up
merchants rarely visit their villages. Those who do, however, usually receive the sword and fight as he was trained to do, to protect those who have not.
a warm welcome, with the exception of a few tortle villages, scarred by
attacks and betrayals by outsiders, that have become xenophobic and guard
their villages with staunch militias.
Tortles value and seek meaning in the simple acts of daily life, from tilling
the fields of their farms to harvesting the natural bounty of the sea to simply
observing the majesty of nature all around them. Such respect for the
mundane leads some to view tortles as nave, slow, or primitive, but in
reality tortle society is ancient and complex, driven by centuries of learning
and careful thought, collected not in books but in the minds of tortle elders.
Elders are at the center of tortle society, though they would deny that
position. Each village is governed by a council of the oldest members of the
community, each often approaching two centuries in age; this council hears
disputes amongst villagers and regulates relations with the outside world.
The elders, however, do not ask for servitude or patronage; in fact, they
consider themselves to be servants of the young, for whom the world is yet
new and who may yet discover new knowledge and new ways of living that
the set minds of elders cannot conceive.
While tortles value the everyday, they also value knowledge. Tortles
collect tales, history, science, and any other knowledge they can from
travelers who pass through their communities. Thus tortles have been
known to feed and house weary travelers while asking only for their stories
WEAPONS
MELEE WEAPONS
MILITARY MELEE WEAPONS
One-handed
Weapon Prof. Damage Range Price Weight Group Properties
Trident +2 1d10 10 gp 8 lb. Spear Versatile

RANGED WEAPONS
SUPERIOR RANGED WEAPONS
One-handed
Weapon Prof. Damage Range Price Weight Group Properties
Net +3 3/6 5 gp 2 lb. Net Light thrown, off-hand, net

WEAPON PROPERTIES
Net: A net is a special weapon that doesn't do damage can't be used to make
basic attacks or with most Weapon powers. Instead, wielding a net allows you
to use the entangle at-will power:

Entangle Weapon Power


You trap an enemy within the strands of your net.
At-Will Weapon
Standard Action Ranged weapon
Special: You must be wielding a net.
Target: One creature one size category smaller than the net's size, the same
size, or one size category larger
Attack: Dexterity vs. Reflex
Hit: Grants combat advantage and takes a -5 penalty to melee and
ranged attack rolls (until escape or the net is destroyed). If the target
attempts to escape, the net has Fortitude and Reflex defenses equal to 10
+ your Dexterity modifier + one-half your level. If the target attempts to
destroy the net, it has Fortitude and Reflex defenses as above, as well as
an equal AC, and 5 HP. The target takes no penalty to melee attack rolls
when attacking the net. Like all objects the net is immune to poison,
psychic, and necrotic damage and attacks that target Will.

A net that misses can be recovered and reused, but if it hits, the process of
escaping from a net usually renders it useless.

FEATS
HEROIC TIER FEATS PARAGON TIER FEAT
SHELL TREMOR [TORTLE] SHELL SHOCK [TORTLE]
Prerequisite: Tortle, shell defense racial power Prerequisite: Tortle, shell defense racial power
Benefit: When you use shell defense, an enemy that hits you with a melee Benefit: When you use shell defense, an enemy that hits you with a melee
attack before the end of your next turn takes damage equal to your attack before the end of your next turn is dazed until the end of its next turn.
Constitution modifier.

TORTLE ANGLER [TORTLE]


Prerequisite: Tortle
Benefit: You gain proficiency with nets and all spears, a +2 feat bonus to
damage rolls with all spears, and a +2 feat bonus to your nets' Fortitude and
Reflex defenses.

WEAPON FOCUS (NET)


Prerequisite: Proficiency with nets
Benefit: You gain a +1 feat bonus to your nets' Fortitude and Reflex defenses.
Tortle Militia Level 4 Minion
Medium natural humanoid (reptile) XP 44

TORTLE Initiative +1 Senses Perception +3


HP 1; a missed attack never damages a minion.
AC 18 (20 with shell lock); Fortitude 16, Reflex 13, Will 13
TORTLES ARE SIMPLE COASTAL AGRARIANS, farmers and anglers that live in small Saving Throws +5 against slow effects
village communities near oceans as well as some large lakes and rivers. Speed 5, Swim 3
They are usually peaceful and friendly, but some communities distrust M Spear (standard; at-will) Weapon
foreigners to the point of xenophobia and organize stern militias to prevent +9 vs. AC; 5 damage.
other civilized species from entering their enclaves. R Sling (standard; at-will) Weapon
Tortles are excellent swimmers and anglers, and fish and Ranged 10/20; +9 vs. AC; 5 damage.
crustaceans make up a large part of their diet. When faced with danger Shell Defense (immediate interrupt, when the tortle militia or an adjacent
tortles are not afraid to take to the water to escape. They can hold their ally would be hit by an attack or an adjacent enemy would hit an ally;
breath for up to ten minutes with little effort. encounter)
The tortle militia gains a +2 bonus to all defenses until the end of his
next turn. If the triggering attack targeted an ally, the attack instead
TORTLE LORE targets the tortle militia.
Shell Lock
A character knows the following information with a successful Nature check. The tortle militia gains a +2 bonus to AC while adjacent to at least one
DC 15: Tortle live in coastal communities, where they grow crops and tortle ally.
harvest fish from the sea. Most villages have little interest in trade with the Alignment Unaligned Languages Common
outside world, but some have established trade relationships, often with Skills Endurance +10, Nature +8
halflings, exchanging exotic fish, crustaceans, and sea plants for goods they Str 14 (+4) Dex 8 (+1) Wis 12 (+3)
cannot produce themselves. Tortles are usually friendly to outsiders, but Con 16 (+5) Int 10 (+2) Cha 8 (+1)
some communities are xenophobic and zealously guard their villages Equipment hide armor, light shield, spear, sling with 20 bullets
against intrusion.
DC 20: Tortles hatch from eggs and grow quickly compared to most TORTLE MILITIA TACTICS
civilized races, reaching maturity within ten years. Tortles mate for life and Tortle villages are defended by militias of citizen soldiers that take up
couples only lay an egg every four or five years; thus, young tortles are arms only when the village is threatened. Poorly trained, tortle militia
considered a treasure, and the entire community aids in raising them, are firm in their resolve. They prefer to make sling attacks from behind
teaching them vital skills like farming, fishing, and the crafting of tools. a barrier and remain in a line in order to gain the benefits of shell lock.
Tortle communities are led by a council of the oldest tortles in the If enemies close to melee, tortle militia switch to their spears. They
community. While having little fondness for books or the written word, usually use shell defense to protect themselves rather than an ally.
tortles have lasting memories and the eldest among them often call upon Tortle Angler Level 3 Lurker
over a century of experiences in order to guide the community. Tortles Medium natural humanoid (reptile) XP 150
enjoy collecting lore and often ask only for stories of the outside world in Initiative +8 Senses Perception +3
return for housing and feeding travelers. HP 46; Bloodied 23
DC 25: Tortle society emphasizes the role of worship in daily life, and AC 17 (19 with shell lock); Fortitude 16, Reflex 16, Will 15
their religion, though discarded as simplistic by some observers, combines
Saving Throws +5 against slow effects
ritual and practicality and holds the experience of life as itself divine.
Speed 5, Swim 3
Because of this, for tortles the gods are subjects of respect but not worship.
M Trident (standard; at-will) Weapon
They recognize Pelor and Melora, governors of agriculture and the
+8 vs. AC; 1d10 + 5 damage.
wilderness, respectively, as powerful forces over their lives. Additionally,
many tortles respect Ioun, goddess of knowledge, and some militant tortles r Entangle (standard; at-will, against a small, medium, or large
look to Kord as their patron. creature) Weapon
Ranged 3/6; +8 vs. Reflex; the target grants combat advantage, and
takes a -5 penalty to melee and ranged attack rolls (until escape or the
ENCOUNTER GROUPS net is destroyed) from being entangled in the angler's net. If the target
attempts to escape or destroy the net, the net has AC, Fortitude, and
Reflex defenses of 16 and 10 HP. See the net rules under Weapons.
Armed tortles are most commonly found in citizen militias guarding tortle
Shell Defense (immediate interrupt, when the tortle angler or an adjacent
villages. Some villages train beasts as part of their defense. Tortles can also
ally would be hit by an attack or an adjacent enemy would hit an ally;
occasionally be found as mercenaries among other races.
encounter)
Level 5 Encounter (XP 1025) The tortle angler gains a +2 bonus to all defenses until the end of his
next turn. If the triggering attack targeted an ally, the attack instead
8 tortle militia (level 4 minion)
targets the tortle angler.
2 tortle anglers (level 3 lurker) Combat Advantage
1 tortle militia captain (level 4 soldier) The tortle angler deals an extra 1d6 damage on melee attacks against
1 tortle elder shaman (level 5 controller) any target it has combat advantage against.
Shell Lock
Level 6 Encounter (XP 1400) The tortle angler gains a +2 bonus to AC while adjacent to at least one
1 tiefling heretic (level 6 artillery) tortle ally.
1 warforged captain (level 6 soldier) Alignment Unaligned Languages Common
2 tortle bruisers (level 6 brute) Skills Athletics +9, Nature +9
2 dire wolves (level 5 skirmisher) Str 14 (+3) Dex 16 (+4) Wis 14 (+3)
Con 16 (+4) Int 10 (+1) Cha 8 (+0)
Equipment hide armor, trident, 5 heavy nets

TORTLE ANGLER TACTICS


Tortle anglers try to entangle the most powerful enemies as quickly as
possible. Once entangled, the tortle angler uses his trident, dealing
bonus damage with combat advantage. If the enemy untangles himself,
the tortle angler retreats behind nearby allies, attempting to gain the
benefit of shell lock. From there he tries to flank and regain combat
advantage. The tortle angler uses shell defense if cornered.
Tortle Militia Captain Level 4 Soldier (Leader) Tortle Elder Shaman Level 5 Controller
Medium natural humanoid (reptile) XP 175 Medium natural humanoid (reptile) XP 200
Initiative +4 Senses Perception +4 Initiative +2 Senses Perception +6
HP 58; Bloodied 29 HP 64; Bloodied 32
AC 20 (22 with shell lock); Fortitude 17, Reflex 14, Will 15 AC 19 (21 with shell lock); Fortitude 17, Reflex 15, Will 19
Saving Throws +5 against slow effects Saving Throws +5 against slow effects
Speed 5, Swim 3 Speed 5, Swim 3
M Longsword (standard; at-will) Weapon M Trident (standard; at-will) Weapon
+11 vs. AC; 1d8 + 5 damage, and the target is marked until the end of the +9 vs. AC; 1d10 + 3 damage.
militia captain's next turn. a Existential Barrier (standard; encounter) Psychic, Zone
R Javelin (standard; at-will) Weapon Area wall 8 within 10. The elder shaman makes an attack against each
Ranged 10/20; 1d6+5 damage, and the target is marked until the end of enemy adjacent to the wall: +7 vs. Will; 2d8 + 6 psychic damage, and the
the milita captain's next turn. target is pushed one square. The zone of the wall is considered difficult
c Incite Resolve (minor; encounter) terrain for the rest of the encounter.
Close burst 3; tortle allies in the burst gain a +2 bonus to all defenses c Somnolent Sagacity (standard; recharge 56)
until the end of the militia captain's next turn. Close burst 3; +7 vs. Will; slowed and weakened (save ends both). If the
Shell Defense (immediate interrupt, when the militia captain or an target fails its first save against this power, the target is stunned (save
adjacent ally would be hit by an attack or an adjacent enemy would hit ends) into a drowsy lull by the elder shaman's soothing voice.
ally; encounter) Shell Defense (immediate interrupt, when the elder shaman or an
The militia captain gains a +2 bonus to all defenses until the end of his adjacent ally would be hit by an attack or an adjacent enemy would hit
next turn. If the triggering attack targeted an ally, the attack instead an ally; encounter)
targets the militia captain. An enemy that hits the militia captain with a The elder shaman gains a +2 bonus to all defenses until the end of his
melee attack before the end of the militia captain's next turn takes 6 next turn. If the triggering attack targeted an ally, the attack instead
damage. targets the elder shaman.
Shell Lock Shell Lock
The militia captain gains a +2 bonus to AC while adjacent to at least one The elder shaman gains a +2 bonus to AC while adjacent to at least one
tortle ally. tortle ally.
Alignment Unaligned Languages Common Alignment Unaligned Languages Common
Skills Endurance +11, Athletics +10 Skills Nature +11, History +9, Insight +11
Str 16 (+5) Dex 10 (+2) Wis 14 (+4) Str 8 (+1) Dex 10 (+2) Wis 18 (+6)
Con 18 (+6) Int 12 (+3) Cha 10 (+2) Con 16 (+5) Int 15 (+4) Cha 14 (+4)
Equipment chainmail, heavy shield, longsword, 3 javelins Equipment trident

TORTLE MILITIA CAPTAIN TACTICS TORTLE ELDER SHAMAN TACTICS


Often the only dedicated soldier in a tortle village is the militia captain, Elder shamans stand close to their allies to gain the benefits of shell
who is usually an elder tortle with the most experience in combat. For lock. At the beginning of a fight they use existential barrier to push
tortle militia captains, the defense of their village and the survival of its enemies back and give their allies more time to attack to range. Once
defenders is the highest priority. Thus they prefer to remain behind a enemies are within range the elder shaman uses somnolent sagacity as
defensive barrier, organizing ranged barrages and ensuring as many often as possible, fighting with his trident between and using shell
possible allies gain the benefits of shell lock. defense to protect himself or an ally from a powerful attack. If the battle
If enemies close to melee, the captain engages with his longsword goes poorly, the elder shaman uses somolent sagacity to slow enemies
and uses shell defense to protect an ally from a particularly dangerous while his allies escape.
attack. If his allies suffer significant losses, the captain orders a retreat
and uses incite resolve to protect his allies from opportunity attacks as Tortle Bruiser Level 6 Brute
they escape. The militia captain himself, however, continues to engage Medium natural humanoid (reptile) XP 250
the enemy until he dies or all of his allies have successfully retreated. Initiative +4 Senses Perception +5
HP 88; Bloodied 44
AC 18 (20 with shell lock); Fortitude 19, Reflex 15, Will 17
Saving Throws +5 against slow effects
Speed 5, Swim 3
M Maul (standard; at-will) Weapon
+9 vs. AC; 2d6 + 8 damage.
Shell Defense (immediate interrupt, when the tortle bruiser or an adjacent
ally would be hit by an attack or an adjacent enemy would hit an ally;
encounter)
The tortle bruiser gains a +2 bonus to all defenses until the end of his
next turn. If the triggering attack was directed at an ally, the attack
instead targets the tortle bruiser.
Shell Lock
The tortle bruiser gains a +2 bonus to AC while adjacent to at least one
tortle ally.
Alignment Unaligned Languages Common
Skills Endurance +11, Athletics +10
Str 20 (+8) Dex 12 (+4) Wis 14 (+5)
Con 18 (+7) Int 8 (+2) Cha 10 (+3)
Equipment hide armor, maul

TORTLE BRUISER TACTICS


Occasionally found working as mercenaries, tortle bruisers abandon
the defensive tactics of their people. A bruiser wades into battle
swinging his maul with little heed for the attacks of others. Bruisers
rarely worry about gaining shell lock, but they will use shell defense to
Artwork from Red Steel Campaign Book. protect themselves from any attack they deem sufficiently dangerous.

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