Terappi

For the 5e Variant, click here.

The terappi are an ancient race that dates back to the first mortal children of Isith, the dragons. These charonian people were the product of polymorphed Turtle-dragons who bred with other reptillian mortals. They stand between 5 and 6 feet tall and have a very distinguished turtle-like appearance, including a shell and plastron.

Terappi have the longest lifespans of any mortal (up to 2,000 years!) and are rarely known to breed often, but when they do they have clutches of 10-20 young. Terappi have villages on the southern coast of Isaldor, but no main settlements on the land. They do have an aquatic city somewhere, thoiugh. They are rarely seen moving around on their own, as they are slow and encumbered by a massive shell on land. In the water, they are natural swimmers and are much more graceful. They never sleep, but they still require 8 hours of trance-like rest each day (like elves, but longer).

Some of the advantages terappi have over other races is their incredible defense. Not only do they have hard shells, but bits of shell on their elbows, head, and knees withdraw with them into their shell, providing them a very complete and incredible temporary defense against attacks. They are renowned to be an incredibly wise and a hardy people.

Terappi names:
Male: Argow, Ghamoo, Kazzug, Lenk, Ponnui, Yogdan
Female: Alei, Ghamera, Kanni, Litrae, Paani, Yisha

Terappi begin play speaking Common and Aquan, those with a high intelligence may choose Draconic, Sylvan, Elvish, Dwarven, or Avarxi

Weapon Proficiencies: All simple weapons, plus scimitar, flail, net, and brutal bola. Treats all 2-handed weapons as exotic.

Terappi Stats:
+2 Constitution, +2 Wisdom, -2 Dexterity, and an additional floating +2 in either constitution, or a mental stat.

20’ movement speed and is not encumbered by armor
Breathes water and has a 40’ swim speed,
Immune to Poison,
Natural 1d6 bite attack, and is immune to sneak attack damage.

+2 Natural AC from shell
+1 cumulative natural AC bonus at levels 5/9/13 as shell hardens
Withdraw ability increases AC by +1/2, but user counts as flat-footed and drops all held items and weapons

Detriments: (Where do I begin? You’re a turtle)
Cannot wear armor without modifications to make it suitable for Terappi.
Treats all 2-handed weapons as exotic
-2 to initiative checks for slow reflexes
-4 on checks to stand up while in combat

Favored Classes
Fighter: Can use craft armor skill to modify his shell like it was armor at the same cost of normal modifications.
Barbarian: Gains the feat Improved Overrun for free
Sorceror/Cleric: has spell-like abilities: Create Water and Hydraulic Push (congratulations, you are now a squirtle)

Sorcery Bloodline
Messenger of Ghamoorah

Racial Prestige Class
Blade-Biter

Terappi

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