Kappa

The kappa are a race of turtle-like humanoids.

Standard Racial Traits

 * Ability Score Racial Traits: Kappa are cumbersome beings, but are resilient and wise. They gain +2 Constitution and +2 Wisdom, but suffer -2 Dexterity.
 * Type: Kappa are humanoids with the kappa subtype.
 * Size: Kappa are are Medium creatures and thus receive no bonuses or penalties due to their size.
 * Base Speed (Slow Speed): (Slow and Steady) Kappa have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
 * Languages: Kappa begin play speaking Common and Kappa. Kappa with high Intelligence scores can choose from the following: Dwarven, Elven, Draconic, Sylvan, and Aquan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

 * Resilient Scales (Ex): Kappa have scaled skin, granting them a +2 natural armor bonus.
 * Half-Shell (Ex): Kappa have extremely resilient shells, protecting them from attacks that would strike from behind. Creatures only receive half of the normal bonuses for flanking a kappa. In addition, the shell protects their vital organs, granting them a +4 bonus to AC against critical confirmation rolls. Unfortunately, their protective shell makes it significantly harder for kappa to regain their footing after falling prone. A kappa must spend a full-round action that provokes attacks of opportunity to stand up from being prone instead of the usual move action.
 * Hide in Shell (Ex): Kappa can duck their head and limbs into their shell for additional defense. Whenever a kappa is fighting defensively or using total defense, he gets an additional +1 bonus to AC.
 * Unusual Shape (Ex): Due to the bulk of their shell, kappa cannot wear normal armor. Armor made specially for kappa costs double the normal amount. Magical armor will reshape itself to fit a kappa normally, however.

Feat and Skill Racial Traits

 * Ponderous Thought (Ex): Kappa tend to think thinks through rather than acting rashly, and receive a +2 racial bonus on Knowledge (History) and Sense Motive checks.
 * Deep Breath (Ex): Kappa can hold their breath for extremely long periods of time. A kappa can hold his breath for 20 rounds per point of constitution.

Senses Racial Traits

 * Low Light Vision (Ex): Kappa have low light vision, and can see twice as far as a human in areas of dim light.

Alternate Racial Traits

 * Snapping Maw (Ex): Some kappa can lash out with a lightning-fast bite attack to catch an opponent off guard. These kappa have a bite attack as a primary natural weapon, dealing 1d4 points of damage. This ability replaces hide in shell.

Favored Class Bonus

 * Ninja: Choose one weapon. The ninja receives a +1/4 bonus to attack and damage rolls with the chosen weapon.
 * Monk: Add +1 to the monk's CMD when resisting a grapple or trip attempt.
 * Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.