Turtle Tamer (3.5e Class)

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Turtle Tamer
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Turtle Tamer[edit]

Turtles never die. Its a known fact. The turtle tamers try to be like the turtle. They adopt its shell and its tenacity. They attempt to be in all ways like the turtle.

Making a Turtle Tamer[edit]

The strong point of the turtle tamer is its armor, and its abilities that buff armor, and its abilities that reduce damage.

Abilities: Constitution is very important for the turtle tamer. All of its abilities rely on it, and its hit points. Also wisdom can be helpful because turtles are wise, but mostly it is just constitution. Also strength, after all, it is a melee combatant.

Races: Any race could and would join this class if they want to live.

Alignment: Any lawful.

Starting Gold: 6d4 ×10 gp (150 gp).

Starting Age: Complex.

Table: The Turtle Tamer

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Skin of the Leatherback
Fort Ref Will
1st +0 +2 +0 +2 Patience of the Tortoise, Skin of the Leatherback, Turtle Companion +0
2nd +1 +3 +0 +3 Turtle Toss +0
3rd +2 +3 +1 +3 Cold-Blooded Fearlessness, Improved Unarmed Strike +1
4th +3 +4 +1 +4 Amphibian Sympathy, Empathy of the Newt +1
5th +3 +4 +1 +4 Ghostly Shell 1/day +1
6th +4 +5 +2 +5 Improved Armor Crafting +2
7th +5 +5 +2 +5 Tao of the Terrapin +1, Tenacity of the Snapper (Medium) +2
8th +6/+1 +6 +2 +6 Improved Trip +2
9th +6/+1 +6 +3 +6 Wisdom of the Elder Tortoise +3
10th +7/+2 +7 +3 +7 Ghostly Shell 2/day, Reptilian Fortitude +3
11th +8/+3 +7 +3 +7 Hero of the Half-Shell 1/day, Shield Punch +3
12th +9/+4 +8 +4 +8 Astral Shell +4
13th +9/+4 +8 +4 +8 +4
14th +10/+5 +9 +4 +9 Astral Shell +4
15th +11/+6/+1 +9 +5 +9 Ghostly Shell 3/day,Hero of the Half Shell 2/day, Tenacity of the Snapper (Large) +5
16th +12/+7/+2 +10 +5 +10 Astral Shell +5
17th +12/+7/+2 +10 +5 +10 +5
18th +13/+8/+3 +11 +6 +11 Astral Shell, Tao of the Terrapin +2 +6
19th +14/+9/+4 +11 +6 +11 Hero of the Half Shell 3/day +6
20th +15/+10/+5 +12 +6 +12 Astral Shell, Ghostly Shell 4/day +6

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Profession (Wis), Swim (Str).

Class Features[edit]

Turtle tamers take their turtle pets and show the world the wonders of turtles. All of the following are class features of the turtle tamer.

Weapon and Armor Proficiency: Turtle tamers are proficient with all simple weapons. In addition they are proficient with light, medium, and heavy armor, shields and tower shields.

Patience of the Tortoise: If a turtle tamer is struck when fighting defensively, he gets +1 to his next attack roll, provided that attack roll is used during his next round.

Skin of the Leatherback (Ex): By contemplating the motion and shell of the tortoise, the turtle tamer becomes able to take hits more easily. A turtle tamer adds his constitution bonus (if any) as a competence bonus to his natural armor. The amount of constitution bonus that can be added cannot exceed the numbers shown on Table: The Turtle tamer.

Turtle Companion: A turtle tamer begins play with a turtle companion. This ability functions the same as a Druid's animal companion with the following exceptions: A turtle tamer's level counts as 2 less than his levels of turtle tamer for the purpose of determining extra Hit Die, natural armor, and tricks his turtle knows, and his companion must be a turtle.

Turtle Toss (Ex): At second level, a turtle tamer's gains a +4 competence bonus on strength checks made to throw his turtle companion. He can also use his turtle as a bowling ball to make a trip attempt. First he throws the turtle at a target, making a ranged touch attack. If it hits, he then makes a trip attempt of 1d20 + 4 + his strength modifier.

Cold-Blooded Fearlessness (Su): Beginning at 3rd level, a turtle tamer and his turtle companion is immune to fear.

Bonus Feat: At 3rd level, a turtle tamer gains Improved Unarmed Strike as a bonus feat, even if he doesn't meet the prerequisites for it. At 8th level he gains Improved Trip as a bonus feat even if he doesn't meet the requirements for it.

Amphibian Sympathy (Su): Beginning at 4th level, a turtle tamer can heal a number of hit points, each day, on his turtle companion equal to his turtle tamers levels x his wisdom

Empathy of the Newt (Ex): From 4th level onward a turtle tamer has an innate ability to communicate with animals. This ability is exactly the same as the druid's Wild Empathy, except that it has a different name.


Astral Shell (Sp): At 5th level, a turtle tamer gains the ability to cast Shield of Faith as a caster of his turtle tamer levels. He can use this once each day at 5th level, and one more time per day every 5 levels after.

Improved Armor Crafting: From 6th level onwards, a turtle tamer gains a +4 competence bonus to his Craft (armor) checks.

Tao of the Terrapin (Su): Beginning at 7th, whenever a spell or spell-like ability would grant a turtle tamer an armor bonus, of any sort, the bonus is increased by +1. This ability increases to +2 at 18th level.

Tenacity of the Snapper: At 8th level, a turtle tamer's turtle companion increases in size to medium. at 15th level it increases to large and can be ridded as a mount, provided the turtle tamer is medium or smaller.

Wisdom of the Elder Tortoise: At 9th level, a turtle tamer's base Will save increases by +2.

Reptilian Fortitude: At 10th level, a turtle tamer's base Fort save increases by +2.

Hero of the Half Shell (Ex): Beginning at 11th level, once a day, as an immediate action, a turtle tamer can reduce his base will save by any number, and gain that number as damage reduction overcome by cold. Every four levels after 11, the turtle tamer can use this ability an additional time each day.

Shield Punch: From 11th level onwards, whenever a turtle tamer takes a full attack action, he gains an additional shield bash attack. This attack is at a -2 penalty(base attack bonus does not apply to this attack).

Astral Shell (Su): At 12th level a turtle tamer gains energy resistance 5 to the energy type of his choice. At 14th and every two levels after, he gains another 5 energy resistance to the energy type of his choice (this can be the same or a different energy type).


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