Kappa (9 RP)
Kappa are small turtle-like humanoids.
Abilities: +2 Con, +2 Wis, -2 Dex
Bite (1 RP): Kappa have a bite attack dealing 1d4 piercing damage.
Darkvision (2 RP): Kappa can see in the dark out to 60 feet.
Natural Armor (2 RP): Kappa have a +1 innate bonus to their Armor Class.
Swim (2 RP): Kappa have a 20-foot swim speed and +8 racial bonus to Swim checks.
Shell (2 RP): Attackers do not receive the normal +2 circumstance bonus to attack rolls for flanking a Kappa, though they still all the other benefits from flanking. Kappa can hide in their shell as a single move action, granting them total cover but also blinding them. Attackers can still attack the shell, which functions as an object with the same hardness as a Tower Shield with an enhancement bonus equal to one-fourth the kappa's HD (rounded down, minimum 0). The shell does not protect them from air, gaseous, sonic, mind-affecting, or incorporeal attacks. Any damage done to the shell is dealt to the kappa's hit points and they lose the benefit of this trait if the shell is broken. The shell cannot be destroyed. A kappa needs at least a year to naturally heal a broken shell.