Turtle Tamer (3.5e Class)
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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
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, helps since 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.
|Saving Throws||Special||Skin of the Leatherback|
|1st||+0||+2||+0||+2||Patience of the Tortoise, Skin of the Leatherback, Turtle Companion||+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|
|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|
|15th||+11/+6/+1||+9||+5||+9||Ghostly Shell 3/day,Hero of the Half Shell 2/day, Tenacity of the Snapper (Large)||+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|
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.
Patience of the Tortoise: If a turtle tamer is attacked when fighting defensively, he gets +2 to attack rolls against that opponent during the tamer's next turn.
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. This bonus increases as he gains new levels as shown on Table: The Turtle tamer. For example, a 12th level tamer would get a competence bonus of (CON + 4) to his armor class.
Turtle Companion: A turtle tamer begins play with a turtle companion and gain an additional one every 4th level. 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 can throw his turtle companions as weapons. He is treated as having brutal throw and gains a +4 competence bonus on strength checks made to throw his turtle companion. He can also use his turtles as a bowling balls 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. the tamer can use this ability with any turtle companion up to one size category larger than he is.
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.
Ghostly 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 any effect 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 companions increase in size to medium. at 15th level they increases to large and can be ridden as a mount, but standard mount rules apply.
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 will save by any number up to his class level 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.
Astral Shell (Su): At 12th level and every 2 levels there after a turtle tamer gains energy resistance 5 to the energy type of his choice. The same energy type can be chosen more than once, these resistances stack with any other energy resistances.