Turtlefolk Feats

Level 1

Hole Up (One Action) - Ancestry 1
TURTLEFOLK


Action

You retreat into your shell, shrugging off blows from your enemies. Until you attack or move, you gain a +2 circumstance bonus to AC.
This Will Pass - Ancestry 1
TURTLEFOLK

Description You are either naturally calm and collected in the face of imminent danger, or you are very good at faking it. At the end of your turn, reduce your frightened condition by 2 instead of 1.
Turtlefolk Longevity - Ancestry 1
TURTLEFOLK

Requirements you are at least 100 years old
Description You have accumulated a vast array of lived knowledge over the years. During your daily preparations, you can reflect upon your life experiences to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat.
Turtlefolk Lore - Ancestry 1
TURTLEFOLK

Description Your thirst for new experiences rivals even other Turtlefolk. Choose three different Lore skills. You become trained in all 3.
 

Level 5

Implacable - Ancestry 5
TURTLEFOLK

Description If you would start your turn confused, controlled, or fleeing due to a failed Will save, you can attempt a Will save against the same DC; on a success, you become paralyzed until your next turn, rather than act against your will.
Patience - Ancestry 5
TURTLEFOLK

Description You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check to gain a +2 circumstance bonus to that check. You also don’t treat a natural 1 as worse than usual on these checks; you get a critical failure only if your result is 10 lower than the DC. For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime.   The GM might determine a situation doesn’t grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature.
Marine Ally (Turtlefolk) - Ancestry 5
TURTLEFOLK

Description You've befriended a sea creature, which becomes magically bonded to you. You gain a familiar. The type of creature is up to you, but one of its abilities must always be a swim Speed or the amphibious familiar ability.

Level 9

Expert Longevity - Ancestry 9
TURTLEFOLK

Requirements Turtlefolk Longevity
Description You’ve continued to refine the knowledge and skills you’ve gained through your life. When you choose a skill in which to become trained with Turtlefolk Longevity, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Turtlefolk Longevity expires.   When the effects of Turtlefolk Longevity and Expert Longevity expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Turtlefolk Longevity or make you an expert in the skill you chose with Expert Longevity.
Stoutness - Ancestry 9
TURTLEFOLK

Description Your hardiness lets you withstand more punishment than most before going down. Increase your maximum Hit Points by your level. When you have the dying condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value).   If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value.
Stout Shell (Reaction) - Ancestry 9
TURTLEFOLK


Trigger You are struck by a critical hit that deals physical damage.

Action

Your intractable nature can help you shrug off even the most grievous injuries. Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.
Water Dancer (Turtlfolk) - Ancestry 9
TURTLFOLK

Description You glide through the water with graceful ease. When in an aquatic or swamp environment, you ignore the effects of non-magical difficult terrain. In addition, swimming up or down isn't difficult terrain for you.

Level 13

Universal Longevity (One Action) - Ancestry 13
TURTLEFOLK

Requirements Expert Longevity

Action

Frequency once per day   You’ve perfected your ability to keep up with all the skills you’ve learned over your long life, so you’re almost never truly untrained at a skill. You reflect on your life experiences, changing the skills you selected with Ancestral Longevity and Expert Longevity.
Ultimate Refuge - Ancestry 13
TURTLEFOLK

Requirements Hole Up
Description While under the effects of Hole Up, you may use the Take Cover action to gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection.

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