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  1. - Top - End - #1
    Dwarf in the Playground
     
    Kobold

    Join Date
    Jul 2007
    Gender
    Male

    Default Kingdom of Loathing Base Class - The Turtle Tamer

    Hello. I'm here again with another base class based on Kingdom of Loathing - The Turtle Tamer. Based on the reaction to one of my last threads, I've decided to add a little more KoL text and style to the ability descriptions, which I hope you enjoy. This time around, I looked at the Turtle Tamer's ability and decided to focus on his damage reduction and offensive armor abilities. As always, please feel free to leave comments, criticisms, and suggestions. Thanks for reading.

    The Turtle Tamer

    Alignment: Any.
    Hit Die: d8.

    Class Skills
    The Turtle Tamer’s’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

    Skill Points at 1st Level: (6 + Int modifier) x4.
    Skill Points at Each Additional Level: 6 + Int modifier.

    Table: The Turtle Tamer
    Custom
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    | Headbutt

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    | Ghostly Shell

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    | Armorcraftiness

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +2
    |

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +2
    | Kneebutt
    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +2
    |

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +3
    | Skin of the Leatherback
    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +3
    |

    11th|
    +11/+6/+1
    |
    +7
    |
    +3
    |
    +3
    | Astral Shell
    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +4
    |

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +4
    | Shieldbutt
    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +4
    |

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +5
    | Tao of the Terrapin
    [/table]

    Class Features
    All of the following are class features of the Turtle Tamer

    Weapon and Armor Proficiency: A Turtle Tamer is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (except tower shields).

    Headbutt: At 1st level, the Turtle Tamer understands that a hard shell is useful for offense as well as defense. You gain Improved Unarmed Strike as a bonus feat. A Turtle Tamer’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Turtle Tamer may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Turtle Tamer striking unarmed. You may thus apply your full Strength bonus on damage rolls for all her unarmed strikes.

    Usually a Turtle Tamer’s unarmed strikes deal lethal damage, but you can choose to deal nonlethal damage instead with no penalty on your attack roll. You have the same choice to deal lethal or nonlethal damage while grappling.

    Your unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. In addition, you add half your armor bonus, rounded up, as a circumstance bonus to your unarmed attack rolls. This bonus cannot exceed your Turtle Tamer level.

    The abilities granted by Headbutt only apply as long as you are wearing armor.

    Ghostly Shell: Like his namesake, the Turtle Tamer is capable of moving as fast as he can given his armor. At 3rd level, the maximum Dexterity bonus to AC of the armor you wear is increased by +2.

    Armorcraftiness: The Turtle Tamer understands that like the turtle’s shell, his own armor must be optimized for survival. At 5th level, the Turtle Tamer becomes able to use mundane materials to give supernatural abilities to his armor.

    You can create any magic armor whose prerequisites you meet. Enhancing armor takes one day for each 1,000 gp in the price of its magical features. To enhance armor, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.

    You may craft magic armor, as well as armor and shield augment crystals, as if you had the Craft Magic Arms and Armor feat without meeting requirements relating to school or spell knowledge, replacing Caster Level requirements with Turtle Tamer Level requirements.

    The weapon to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

    You can also mend broken magic armor if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

    Kneebutt: Like a turtle, a Turtle Tamer exploit’s the power of his shell to survive. Unlike a turtle, a Turtle Tamer also exploits the chance to use his armor to take opponents down a notch with a well-placed attack. At 7th level, you add half your armor bonus, rounded up, as a circumstance bonus to your unarmed damage rolls. This bonus cannot exceed your Turtle Tamer Level.

    Skin of the Leatherback: At 9th level, the Turtle Tamer’s skin becomes thick, like leather. Like a leather back. Like a leatherback. Subtract one-third of your Turtle Tamer level (rounded down) from the damage you take each time you take damage from a weapon or natural attack.

    Astral Shell: By 11th level, the Turtle Tamer has learned to use his armor to demonstrate surprising survivability and even more surprising deftness. The maximum Dexterity bonus to AC of the armor you wear is increased by an additional +2, for a total of +4. In addition, you may use your armor bonus in place of your Reflex save modifier when making Reflex saves.

    Shieldbutt: By 13th level, the Turtle Tamer has learned to use outer protection to protect the strength of his less-outer shell. You add half your shield bonus, rounded up, to the circumstance bonuses granted by Headbutt and Kneebutt, and these bonuses now also apply to any melee attacks you make. In addition, you may add your shield bonus to your armor bonus for the purposes of the Astral Shell ability.

    Tao of the Terrapin: Like peasants, turtles live in their clothes. Unlike peasants, turtles' clothes provide a hard protective shell for their sensitive innards. Well, unlike peasants who are only on day fifteen of a new outfit. By 15th level, the Turtle Tamer has sufficiently pondered the mystery of the turtle, whose clothes are both home and protection, to understand how to imbue his clothing with the same properties.

    Subtract your armor and shield bonuses from the damage you take each time you take damage from any source. Any other source of damage resistance you possess (including that given by Skin of the Leatherback) provides an equivalent bonus to your armor class. For example, a Turtle Tamer with DR 5 adds 5 to their armor class. In addition, any damage reduction you have now applies to damage taken from any source.
    Last edited by mp122984; 2007-12-15 at 06:29 PM.

  2. - Top - End - #2
    Dwarf in the Playground
     
    osyluth's Avatar

    Join Date
    Oct 2007
    Location
    The Abyss

    Default Re: Kingdom of Loathing Base Class - The Turtle Tamer

    What is this KoL you speak of?

  3. - Top - End - #3
    Bugbear in the Playground
     
    Paragon Badger's Avatar

    Join Date
    Aug 2007
    Location
    Oahu, Hawaii
    Gender
    Male

    Default Re: Kingdom of Loathing Base Class - The Turtle Tamer

    Quote Originally Posted by osyluth View Post
    What is this KoL you speak of?
    A parody RPG almost as funny as Oots. :P
    Paragon Badger (14 HP)
    Str 23, Dex 32, Con 30, Int 17, Wis 27, Cha 19
    AC: 33, Claw: +29 Melee (1d2+19)
    Body by Jake Army. Avatar by Kyace.

  4. - Top - End - #4
    Barbarian in the Playground
     
    Lizardfolk

    Join Date
    Dec 2006

    Default Re: Kingdom of Loathing Base Class - The Turtle Tamer

    Well, It's not a prestige class, so why is it only 15 levels? It seems kind twitchy balance wise- The more powerful your defense, the more powerful the offense... I'm sure this cann be abused somehow, with things like Barcers of Armor, Necklaces of Natural Armor, and +5 "omgwtfheavy" plate... Suddenly I'm getting like +20 to all my attack rolls! Ultra Power attack, Go!

    My suggestion would be to add 5 more levels, toss in the rest of the skills including Spectral Snapper and some bonus feats, clarify the effects of the Butts, include a butt-chaining effect, add in a amphibious animal companion With abilities like Amphibian Sympathy and Empathy to buff it up- Sympathy just being a passive "Animal Companion Level" buff. (Maybe make the Animal Companion start out with 3 HD less than it normally would, then have it go to 2 more than it normally would after a while?)..... Stuff like that.

  5. - Top - End - #5
    Dwarf in the Playground
     
    Kobold

    Join Date
    Jul 2007
    Gender
    Male

    Default Re: Kingdom of Loathing Base Class - The Turtle Tamer

    I've been thinking it over for a few days, and maybe you're right. I'm considering reducing the headbutt, kneebutt, and shieldbutt bonuses to half the armor (or armor+shield for the last) bonus. And to answer your question, it's 15 levels like my other base classes because KoL classes have 15 levels.

    Any comments or other ideas?

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