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  1. - Top - End - #31
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    Default Re: Turtle-taurs! [3.5 races, PEACH!]

    quick note you likely missed my post/edit. ninja'd you

  2. - Top - End - #32
    Firbolg in the Playground
     
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    Default Re: Turtle-taurs! [3.5 races, PEACH!]

    Quote Originally Posted by Sir Swindle89 View Post
    Speaking of bros. these guys should favor throwing hammers.
    Oh gosh, a Troopa PrC? Fund it, I say!

    You know what, Magic. A wizard did it. I declare they have a humanoid torso with a smaller turtle shell for a ribcage, including a secondary set of lungs and a secondary heart.
    Yeah, at this rate we will be talking about the divergance of Owlbears from Griffons evolution-wise, or something.

    Also, I have the wonderful mental image of a psion honu that never leaves his shell.
    Just hovering on a floating platform, with stuff decortating the shell on the outside for magical means? Heh, now I do too!
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  3. - Top - End - #33
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    Default Re: Turtle-taurs! [3.5 races, PEACH!]

    Quote Originally Posted by jojolagger View Post
    I'd like to see a note that adds any Dr they gain to their shells hardness, and maybe also a line that let's them gain Dr boosting feats, because it seems appropriate.
    Good idea! I should do that.

    Quote Originally Posted by jojolagger View Post
    Also, I have the wonderful mental image of a psion honu that never leaves his shell.
    That... is a pretty awesome mental image. I really wanna play that now.

    Quote Originally Posted by jojolagger View Post
    As for items, the rune is basically a continuous 1st level spell, so I'd say 2000, maybe 3000 to factor for high HD.
    Whoo! Awesome pricing is awesome!

    Quote Originally Posted by jojolagger View Post
    the iron back, I'd probably say iron is 500 gp, (1/5 value per pound of gold for worked iron), adamantine for 10000 (cost of heavy adamantine armour.)
    The other option is to combine it with their armour, and say the shell gains half the hardness and all the hp of the armour. (would cost as much as normal set of armour for a medium quadruped)
    More pricing! This is AWESOME!

    I like the combine with armor option, but it'd take some jiggering to do it right.

    Quote Originally Posted by Story Time View Post
    I don't know how to price them either.

    I like them. They're not what I expected, but their neat in their own way.
    Well, thankfully, our friend Jojo stepped up with cost estimates. We'll see how it works.

    Thanks!

    Quote Originally Posted by Pokonic View Post
    Oh gosh, a Troopa PrC? Fund it, I say!
    ...I am vaguely tempted to make koopas now, but I have bigger projects to work on.

    Quote Originally Posted by Pokonic View Post
    Yeah, at this rate we will be talking about the divergance of Owlbears from Griffons evolution-wise, or something.
    Yeaaaaaah.

    Quote Originally Posted by Pokonic View Post
    Just hovering on a floating platform, with stuff decortating the shell on the outside for magical means? Heh, now I do too!
    Exactly! Just a floating shell blasting away with energy. I wanna do this a LOT.
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  4. - Top - End - #34
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    Default Re: Turtle-taurs! [3.5 races, PEACH!]

    Alright, here's a few drafts of feats and a revised take on ironback armor.

    Ironback Armor: A suit of ironback armor is much like any suit of armor designed for a honu, ikahonu, or honukai. However, these suits are usually split into two sections an upper section, which fits much like any other suit of armor on their torso. The lower section is designed to engulf their shell, anchored into the bone with rivets, spiked nails, or other such fasteners. As such, while the upper portion can be removed normally, the lower section cannot be removed without breaking the character's shell. A suit of ironback armor applies it's armor bonus to the shell's AC, adds one-half its hardness to the shell's hardness, and it's HP to the shell's maximum HP. A character wearing the full suit of ironback armor takes normal armor check and speed penalties. If they remove the upper portion, they only take half armor check penalties but the speed penalty remains in full. the armor can be enchanted as normal, but the character must be present during the entire process. Enhancement bonuses apply at all times, but all other magical effects are suppressed and cannot be activated if the character is not wearing both parts of their ironback armor.
    Ironback armor costs additional gold based on the weight category of the armor. Ironback armor weighs the same as it's non-ironback counterpart, and weighs 1/2 as much while the upper portion is removed.
    {table=head]Armor Type|Cost
    Light|+1000
    Medium|+3000
    Heavy|+5000[/table]


    Tuck:
    You can control your instinct to retreat into your shell, allowing you to gain a measure of protection while still being able to act.
    Prerequisite: Wisdom 15, Shell Protection
    Benefit: You can tuck yourself halfway into your shell, gaining cover against attacks as a move action. However, while tucked like this, you can't move freely, and all targets effectively have cover against you.

    Crushing Jaws:
    You have mastered the use of your bite to grip your prey.
    Prerequisites: Ikahonu
    Benefit: When grappling an opponent, you can sink your jaws into your opponent's flesh, automatically dealing bite damage every round you maintain the grapple.

    Hard Shell:
    You were born with a tougher shell than normal.
    Prerequisites: Shell Protection, Con 17, Level 1
    Benefit: Your shell's hardness increases by 1 point for ever 4 HD you possess and your shell gains extra HP equal to your HD.
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  5. - Top - End - #35
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    Default Re: Turtle-taurs! [3.5 races, PEACH!]

    I'd suggest also noting an increase in price for the Ironback Armour when made from a special material. something like 50% more cost from special materials.

  6. - Top - End - #36
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    Default Re: Turtle-taurs! [3.5 races, PEACH!]

    Quote Originally Posted by jojolagger View Post
    I'd suggest also noting an increase in price for the Ironback Armour when made from a special material. something like 50% more cost from special materials.
    I don't know why they would increase in cost for special materials, as they don't vary by size or shape of creature normally, so I don't know why it would for this.

    Also, I'm guessing spiked Ironback armor is probably only spiked on the shell part, I'm guessing, so some attention to that could be warranted.
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  7. - Top - End - #37
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    Default Re: Turtle-taurs! [3.5 races, PEACH!]

    Quote Originally Posted by Cieyrin View Post
    I don't know why they would increase in cost for special materials, as they don't vary by size or shape of creature normally, so I don't know why it would for this.
    Players handbook page 123. Armor for unusual creatures. non-humaniod has a price increase, and either the honu are treated an non-humanoid and have to pay double for the non-magic costs of armor, or the ironback armour covers the cost from weird shape, in which case increasing the cost of special materials helps balance special high hardness materials, and makes the cost more similar to barding.

  8. - Top - End - #38
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    Default Re: Turtle-taurs! [3.5 races, PEACH!]

    Quote Originally Posted by jojolagger View Post
    I'd suggest also noting an increase in price for the Ironback Armour when made from a special material. something like 50% more cost from special materials.
    The honu's already paying double price due to a nonhumanoid body plan. Why would special materials cost extra-extra? He wouldn't need any more of the stuff than normal armor, the extra price is just the custom-fitting and redesign.

    Quote Originally Posted by Cieyrin View Post
    Also, I'm guessing spiked Ironback armor is probably only spiked on the shell part, I'm guessing, so some attention to that could be warranted.
    This is true. Think I should address armor spikes in the shell protection description?

    Quote Originally Posted by jojolagger View Post
    Players handbook page 123. Armor for unusual creatures. non-humaniod has a price increase, and either the honu are treated an non-humanoid and have to pay double for the non-magic costs of armor, or the ironback armour covers the cost from weird shape, in which case increasing the cost of special materials helps balance special high hardness materials, and makes the cost more similar to barding.
    It's supposed to be double base +the extra ironback cost.
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  9. - Top - End - #39
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    Default Re: Turtle-taurs! [3.5 races, PEACH!]

    Quote Originally Posted by Admiral Squish View Post
    It's supposed to be double base +the extra ironback cost.
    I think every one's question is "Why the extra cost?"

    The rules for barding are supposed to cover this kind of thing.

    I geuss there is an argument for the permanent attach ment process. But it's prolly only a couple copper (about the same cost as getting a horse shoed) to have a blacksmith to hammer a few spikes into your back.

  10. - Top - End - #40
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    Default Re: Turtle-taurs! [3.5 races, PEACH!]

    Quote Originally Posted by Sir Swindle89 View Post
    I think every one's question is "Why the extra cost?"

    The rules for barding are supposed to cover this kind of thing.

    I geuss there is an argument for the permanent attach ment process. But it's prolly only a couple copper (about the same cost as getting a horse shoed) to have a blacksmith to hammer a few spikes into your back.
    The extra cost is supposed to represent the price of custom-fitting the shell and reworking the design to anchor to the shell directly as opposed to being fastened together with leather straps over layers of chain and padding.
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  11. - Top - End - #41
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    Default Re: Turtle-taurs! [3.5 races, PEACH!]

    Quote Originally Posted by Admiral Squish View Post
    This is true. Think I should address armor spikes in the shell protection description?
    Wherever you think it would fit in best, just that it should be included somewhere.
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  12. - Top - End - #42
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    Default Re: Turtle-taurs! [3.5 races, PEACH!]

    Okay, armor spikes have been adressed and here's a version of armor spikes for them that doesn't mess with their ability to pull into the shell.

    Shell Spikes: A honu, ikahonu, or honukai can get special spikes made, which can anchor to a suit of armor or even the shell itself. When grappling an opponent, the character can attempt to impale his opponent on these spikes as a standard action, by making a successful grapple check. If the check is successful, the opponent takes 1d8+strength damage.
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  13. - Top - End - #43
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    Default Re: Turtle-taurs! [3.5 races, PEACH!]

    Great, why can I see a Honu dashing up to a foe, preforming a graceful backflip, and retreating into it's shell just before it crushes the poor twit under a spiked shell?
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  14. - Top - End - #44
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    Default Re: Turtle-taurs! [3.5 races, PEACH!]

    Quote Originally Posted by Pokonic View Post
    Great, why can I see a Honu dashing up to a foe, preforming a graceful backflip, and retreating into it's shell just before it crushes the poor twit under a spiked shell?
    Because you forgot they had a -4 Dex and 'graceful' and 'honu' don't belong in the same sentence?
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  15. - Top - End - #45
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    Default Re: Turtle-taurs! [3.5 races, PEACH!]

    Bah, this is DnD! They could be a monk and use that ability that lets them leap realy, realy far!
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  16. - Top - End - #46
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    Default Re: Turtle-taurs! [3.5 races, PEACH!]

    Quote Originally Posted by Pokonic View Post
    Bah, this is DnD! They could be a monk and use that ability that lets them leap realy, realy far!
    ...Man, a honu monk running around at 80 ft/r would be more than a lil' ridiculous.
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  17. - Top - End - #47
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    Default Re: Turtle-taurs! [3.5 races, PEACH!]

    Are you kidding? What about a Ikahonu basicly flinging party members left and right all while in knee-deep water?

    Quest giver: "Well, guys, in order to get the magical mcguffen, your going to have to defeat the kung-fu master who lives in the swamp."

    PCs: "Oh, that can't be that bad. Probably a giant or something with class levels."

    DM: "Hehehehehehe....."
    Last edited by Pokonic; 2012-05-03 at 08:00 PM.
    Quote Originally Posted by Tychris1 View Post
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  18. - Top - End - #48
    Firbolg in the Playground
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    Default Re: Turtle-taurs! [3.5 races, PEACH!]

    Quote Originally Posted by Pokonic View Post
    Are you kidding? What about a Ikahonu basicly flinging party members left and right all while in knee-deep water?

    Quest giver: "Well, guys, in order to get the magical mcguffen, your going to have to defeat the kung-fu master who lives in the swamp."

    PCs: "Oh, that can't be that bad. Probably a giant or something with class levels."

    DM: "Hehehehehehe....."
    Speaking of ikahonu, they have been mechanically upgraded to large and had their stats tweaked. I just need to go tweak the physical description too.
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  19. - Top - End - #49
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    Default Re: Turtle-taurs! [3.5 races, PEACH!]

    Ikahonu look pretty good, other that the natural weapons look like they didn't get increased in size to match.
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  20. - Top - End - #50
    Firbolg in the Playground
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    Default Re: Turtle-taurs! [3.5 races, PEACH!]

    Quote Originally Posted by Cieyrin View Post
    Ikahonu look pretty good, other that the natural weapons look like they didn't get increased in size to match.
    Oh yeah, that part... *goes and fixes*
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