Most Terakane stand between 5’6 to 6’6 feet tall and weigh 300 to 350 pounds due to their armor plating. They walk with a slouched stance and their legs are slightly digitigrade. A short tail extends from their back but is used for little more then steering when swimming. Their hands and feet have thick fingers with stunted claws and webbing between. Massive pebbled armor plating lines the top of their heads and tails, and the entire back is heavily armored, leading to thick plates along the front of the torso. Terakane prefer warm, coastal regions, and generally don’t do too well in colder climes. Their colors can vary from a nearly white yellow all the way to the deepest browns.
As reptilian humanoids, Terakane shed their skins like other reptiles do. This process takes up to a week if allowed to transpire naturally, but Terakane accelerate the shedding by scrubbing the old skin from their bodies. A growing Terakane sheds his skin at intervals ranging from once a week to once a month. Adult Terakane shed their skin about once a year.
Terakane are distantly related to lizardfolk, but split from that line eons ago.. Generally helpful, the Terakane trade amiably with local cultures and take great pride in the baubles and jewelry made from driftwood, coral and shells. Very close with Alunir, the two share a bond in the sea, where they have been known to work together to bring down massive aquatic creatures for food and building materials. They are a people who value wisdom, and prefer study and learning over open warfare. When they are pressed to fight, The Terakane are formidable opponents, using tactics and their applied knowledge to outwit their attackers, and use their massively armored bodies to its best advantage.
In their own language, the call themselves Ith Qarah, which translates roughly to “Shelled Lords”
The Terakane share a tight bond with Alunir, and will seek to make friends with any nearby tribes in hope of mutual growth of both clans. They will parlay with Lizard-folk, but are more wary due to the differences in temperament and outlook. Being more friendly to other races means that they tend to get along well, though Terakane that travel away from the clan tend to be rare.
Alignment & Religion
Most Terakane lean towards the good spectrum, preferring to work for the betterment of the world around them.
The Principals of Wisdom find common ground amongst the long-lived Terakane, as well as many who pay homage to Ataralu, which is common amongst coastal living races.
The long perspective and reverence for wisdom make the Terakane gravitate to classes that reward that inclination (such as Cleric, Druid, Monk, or Ranger). The Terakane love of knowledge also makes for a large number of formidable Terakane Wizards.
Terakane make use of the following exotic weapons, and are treated as Martial Weapons for Terakane with the Weapon Familiarity ability.
Crook, Harpoon, Knobkerrie, Net
+2 Constitution, +2 Wisdom, -2 Dexterity. Terakane live a long life, which leaves them wise and hearty, but their armored bodies limit mobility.
Medium Size Humanoid (Terakane,Reptilian)
Slow Speed: Terakane have a base speed of 20 feet. Terakane also have a base Swim speed of 30ft.
Darkvision:Terakane can see perfectly in the dark up to 60 feet.
Cold Blood: The reptilian physiology of the Terakane makes dealing with cold temperatures difficult. To compensate for cold conditions, the Terakane’s metabolism accelerates. Terakane in cold weather must eat 3 times the normal amount to remain healthy. In addition, if the Terakane suffer non-lethal damage from cold exposure, they become exhausted (rather than fatigued).
Heavy Armor (ex): Terakane get a + 3 Natural Armor bonus from their hard shelled bodies.
Hold Breath (ex): A Terakane can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Stability (ex): Terakane gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Unusual Build: The heavy shells of the Terakane make clothing and armor designed for other races difficult to wear.Terakane must purchase armor as though they were nonhumanoid.
Weapon Familiarity (ex): Terakane with this ability are trained in the use of the Heavy Pick, Light Pick and Pickaxe . They may also use the any racial exotic weapon as a martial weapon.
Aging Effects: Adult 50 Middle Age 175 Old 250 Venerable 350 Maximum 350+ 4d% years
Languages: Terakane begin play speaking Onikaan and one other human language (typically Southern or Western). Terakane with high intelligence scores can choose from the following;
Alternative Racial Traits
•Snapper(ex): Terakane with this ability have a sharp beak that can be used as a primary natural attack that deals d4 damage. Terakane armed with a weapon may make a bite attack as a natural secondary weapon.. This replaces the Weapon Familiarity Ability.