Koopa (3.5e Class)
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Koopas are a turtle-like species from the Koopa Kingdom. They appear in several colors and are a diverse species. Koopas are fiercely loyal but also crave independence. They have a history of being suppressed by narcissistic tyrants, and thus are opposed to strict governance. Koopas inwardly are good-natured but can easily find themselves in a bad scenario.
The 3 Species: Koopas are divided into 3 types: green or the Koopa Troopas, red or the Paratroopas and blue or the Magikoopas. The three species of Koopas all live in harmony with one another collectively using each's individual talents to better the Koopa Community. Green Koopas usually fulfill the labor and military roles in the community. They are known for their positive attitude and stalwart personality. Red Koopas tend to be more rambunctious and energetic than their counterparts. They enjoy fulfilling roles and jobs that don't make them feel too tied down. Blue Koopas vary greatly but all have a strong creativity about them. They fulfill roles such as scientists but even diplomats for the Koopas.
Making a Koopa
Racial Traits: +2 Con, -2 Dex; Medium Sized; 30 ft base land speed; low-light vision; starting languages common and koopa.
Green Traits: These Koopas are extra sturdy. They have the toughness feat and +1 Natural Armor.
Red Traits: They have wings in their shell fly speed 30 ft (average)
Blue Traits: These Koopas are natural conversationalists, +2 Persuasion. They also love to tinker with mysterious items and writings, +2 Arcana.
Abilities: The most important abilities for a Koopa vary greatly to what type of Koopa and what role he/she fulfills.
Alignment: Koopas lean towards good and neutral. Green ones are almost always lawful and Red are almost always chaotic. Blue have a good mix between the two.
Attack Bonus Green
Attack Bonus Red
Attack Bonus Blue
|Saving Throws||(Blue) Magic
|1st||+1||+0||+0||+2||+0||12||Shell Ability, Green Bonus Feat, Red Skirmish (+1d6), Blue Spell|
|2nd||+2||+1||+1||+3||+0||15||Green Bonus Feat|
|3rd||+3||+2||+1||+3||+1||33||Red Skirmish (+1d6, +1AC), Blue Spell|
|4th||+4||+3||+1||+4||+1||38||Green Bonus Feat|
|5th||+5||+3||+2||+4||+1||43||Shell Upgrade, Red Skirmish (+2d6, +1AC)|
|6th||+6/+1||+4||+2||+5||+2||69||Green Bonus Feat, Blue Spell|
|7th||+7/+2||+5||+3||+5||+2||76||Red Skirmish (+2d6, +2AC)|
|8th||+8/+3||+6/+1||+3||+6||+2||83||Green Bonus Feat|
|9th||+9/+4||+6/+1||+4||+6||+3||90||Red Skirmish (+3d6, +2AC)|
|10th||+10/+5||+7/+2||+4||+7||+3||117||Shell Upgrade, Green Bonus Feat, Blue Spell|
|11th||+11/+6/+1||+8/+3||+5||+7||+3||126||Red Skirmish (+3d6, +3AC)|
|12th||+12/+7/+2||+9/+4||+5||+8||+4||135||Green Bonus Feat|
|13th||+13/+8/+3||+9/+4||+6/+1||+8||+4||144||Red Skirmish (+4d6, +3AC)|
|14th||+14/+9/+4||+10/+5||+6/+1||+9||+4||153||Green Bonus Feat|
|15th||+15/+10/+5||+11/+6/+1||+7/+2||+9||+5||186||Shell Upgrade, Red Skirmish (+4d6, +4AC), Blue Spell|
|16th||+16/+11/+6/+1||+12/+7/+2||+7/+2||+10||+5||197||Green Bonus Feat|
|17th||+17/+12/+7/+2||+12/+7/+2||+8/+3||+10||+5||208||Red Skirmish (+5d6, +4AC)|
|18th||+18/+13/+8/+3||+13/+8/+3||+8/+3||+11||+6||219||Green Bonus Feat|
|19th||+19/+14/+9/+4||+14/+9/+4||+9/+4||+11||+6||230||Red Skirmish (+5d6, +5AC)|
|20th||+20/+15/+10/+5||+15/+10/+5||+9/+4||+12||+6||269||Shell Upgrade, Green Bonus Feat, Blue Spell|
Class Skills (Green 4, Red 6, Blue 2 + Int modifier per level, ×4 at 1st level)
Weapon Proficiency: All three are proficient with simple weapons. Green are also proficient with martial weapons, throwing hammers, boomerangs. Red are proficient with martial ranged weapons and shell ammo.
Class Defense: Green Koopas have a D column Defense Bonus, Red Koopas have a C column bonus and Blue Koopas have a B column bonus.
Saving Throws: Green Koopas have good Fort, bad Ref and Will. Red Koopas have good Fort and Ref, bad Will. Blue Koopas have good Fort and Will, bad Ref.
Shell Ability: Green - charges while in Shell, takes no penalty to AC when charging. Red - utilizes a unique ranged weapon technique, can conjure mini shells from a special pouch they carry with them always, see Red Shells below. Blue - obtains magician's wand, can perform dancing lights, light, ghost sound, mage hand and prestidigitation at will.
Green Bonus Feat: Green Koopas get Bonus Feats from the Fighter Bonus Feat list.
Red Skirmish: Red Koopas deals an extra damage on all attacks she makes during any round in which she moves at least 10 feet. Starting at level 3, moving 10 ft also gives them a bonus to their AC.
Blue Spell: At 1st, 3rd, 6th, 10th, 15th, and 20th level; Blue Koopas learn new spells.
5th level: Green - Cleaving Shell Charge, can continue charging after downing an enemy through charge attack. Red - new shell ammo, shells are treated as +1 weapons. Blue - obtains magician's cloak, +1 to saves.
10th level: Green - Super Charge, does double damage upon a charge attack, triple if wielding a 2-handed weapon. Red - new shell ammo, shells are treated as +3 weapons, flying improves, 60 ft speed (good). Blue - obtains magician's broom, ride flying broom 30ft speed (good).
15th level: Green - Quick Charge, can charge twice as far or charge and still full attack. Red - new shell ammo, shells are treated as +5 weapons. Blue - obtains magician's crystal ball, scrying greater 1/day.
20th level: Green - Expert Charge, does triple damage upon a charge attack, quadruple if using 2handed weapon. Red - new shell ammo. Blue - obtains summoner's whistle, summon elder elemental for (10xInt Mod) minutes, minimum 5 minutes.
Red Shell Ammo List
Treat shell ammo has lethal thrown weapons that do bludgeoning damage.
1st: Green Shell - 1d8+Str Mod, range 100ft.
5th: Red Shell - 1d8+Str Mod seeking shell, range 150ft.
"10th:" Blue Shell - 1d8+Str Mod seeking explosive shell, range 250 ft. Upon contact a blue shell will explode due 1d8 force damage to all within a 15 foot radius. Those affected by blast must make a DC 15 Fort save or become stunned for 1 turn.
15th: Triple Green Shell - shoots 3 green shells at once, takes -3 to attack. Attack penalty doubles for each subsequent Triple Green Shell. So if player has 3 attacks and uses the Triple Green Shell all 3 times, the first throw will have -3, the second throw will have -6, the third throw will have -12.
"20th:" Gold Shell - 1d10+Str Mod, range 1000ft, works like a homing missile on target. Fly (perfect).
Blue Koopa Spell List
Difficulty Class: A Blue Koopas spells have a DC of 10 + 1/2 Spell level + Int Mod.
Int Mod Effects: A Blue Koopa adds his/her Int Mod to the damage or healing value of his/her spells. Example: Zip has an Int Mod of +3 and casts Blizzard so the damage is 5d4+3.
1st level - mp cost = 4: Fire - 2d6 fire damage, range 80ft, Reflex save for half damage. Thunder - 1d8 shock damage in a 40ft line, Reflex Save for half damage.
3rd level - mp cost = 8: Cure - 3d8 healing, touch. Blizzard - 15ft cone 5d4 frost damage, 15% chance to fall prone, Reflex save for half damage and negate fall chance.
6th level - mp cost = 15: Fira (Replaces Fire) - 7d6 fire damage. Thundara (Replaces Thunder) - 5d8 shock damage in 40ft line. Heal - removes most negative statuses. Insight - gives knowledge on target such as hp and vulnerabilities, Will save negates, target must be within sight.
10th level - mp cost = 30: Cura (Replaces Cure) - 10d8 healing. Blizzara (Replaces Blizzard) - 30ft cone 12d4 frost damage, 30% chance to fall prone. Buff - Increases Str, Dex and Con by 4 for 15 mins. Frighten/Sleep/Confuse/Enrage - range 100ft and target must be visible, target must succeed on Will save or take on chosen negative status by caster.
15th level - mp cost = 60: Firaga (Replaces Fira) - 16d6 fire damage, range 150ft. Thundaga (Replaces Thundara) - 12d8 shock damage in 60ft line. Curaga (Replaces Cura) - 15d8 healing. Blizzaga (Replaces Blizzara) - 17d4 cone frost damage, 45% chance to fall prone. Super Heal - removes all negative statuses.
20th level - mp cost = 90: Ultima - touch, increases target and target's equipment size by 2, Raise Str, Dex, and Con by 6, and gives +6 natural armor, last 5 minutes. Meteor - Range 500ft, 4 fiery boulders rain down dealing 2d6 bludgeoning in contact, ranged touch attack, and each doing 6d6 fiery explosive damage in a radius of 40 ft, Reflex save for half damage. Flare - shoots a fiery ray at a target and upon contact does 20d6, 75 ft range, Reflex save for half damage.