

It takes a full-round action for a koopa to climb back into it's shell.Īutomatic Languages: Koopadoop and Common. Once the shell is launched, the koopa loses its Natural Armor bonus to Armor Class until it is worn again. This weapon deals 1d6 Bludgeoning damage and has a critical threat range of 20/x2. As a Standard action, a koopa can fire it's shell as a ranged weapon with a range increment of 20ft. A koopa can contract and expand it's body rapidly, launching the shell from its body. Shell Tossing (Ex): Though turtle-like in appearance and function, a koopa's shell is not actually attached to it's body. I'll edit in a shell attack of some sort. I gave them such a slow landspeed because I felt that they should be slower than halflings, but I suppose the Dex penalty is help enough in that area. I threw it together very quickly and, in retrospect, another glanceover would've been in everyone's best interest.

If anything, I'd take a cue from the Warforged and give them "racial armor" in the form of the shell, and give them an ability to throw it.You're right, of course. Why'd you make it so weak? Net negative ability modifiers, lower speed than any race I'm aware of, doubled cost on armor, all for +6 NA? That doesn't seem right.
