| Name |
Size |
Attributes |
Overview |
Languages |

Human |
med |
+1 to choice |
Due to their versatility humans gain 1 bonus skill and 1 bonus feat at 1st level |
Basic |

Aqualish |
med |
Str + 2, Wis -2 |
An Aquatic race that has lost most of the aquatic abilities of their ancestors, they still have an innate ability to move in water. automatically gain the skill swimming. They tend to be viewed as rude and aggressive towards most. The natural strength of the species does not help as it tends to make confrontations more destructive than average species. Additionally they tend to have short tempers and will lash out with minimal provocation. Once per day an Aqualish can enter a Rage, gaining +2 bonus on melee attack
and damage rolls. During this they may not use any skill that requires
patience or concentration. (mechanics, stealth, use the force, ect,)
The rage last for 5 plus the constitution modifier rounds, and at the
end of the rage they are exhausted and move -1 on the condition
track. |
Basic, *Aqualish |

Bith |
med |
Int + 1, Wis + 1, Str -1, Con -1 |
An odd race that has no ears yet their large cranium has developed an ability to detect vibrations and distinguish even the most minute differences between different sounds. Along with their large eyes this lets them be extremely perceptive of most things around them. They gain a + 2 to all perception checks. |
Basic, *Bith |

Bothan |
med |
Dex +2, Con -2 |
As natural spies Bothans have a +2 bonus to their will. They receive the skill Focus feat (gather information) and are automatically trained in Gather Information skill |
Basic, Bothese |

Cerean |
med |
Int +2, Wis +2, Dex -3 |
Highly intuitive species they May reroll any initiative check. Gains Skill Focus (Initiative) at first level. Because this intuitiveness they often know what a person desires and are able to use this to their advantage. Gain the skill Persuasion (Change Attitude) |
Basic, Cerean |

Chiss |
med |
+1 to choice
-1 to choice |
Due to very militaristic upbringing gain the feat military training plus 1 bonus skill at first level. Have Low light vision due to living in cold dark places. They have a Species bonus of +1 to fortitude check in cold and -1 in heat. Automatically trained in Survival - cold. All Chiss are taught weapons from an early age, they automatically gain Weapon Proficiency (pistols, rifles, simple weapons and Unarmed strike) |
Basic, Cheunh |

Devaronian |
med |
Str +1, Dex +2, Int -2, Wis -2 |
An aggressive species the Devaronians come from a planet with a higher than normal gravity this naturally provides them with a +1 to fort and ref defenses. Afflicted with wanderlust they traveled far and wide across the galaxy. This has led to a natural learning of Knowledge (Galactic Lore). |
Basic, Devaronian |

Duros |
med |
Dex +2, Int +2, Con -3 |
The first species to discover hyperdrive the Duros are natural spacers they may reroll any pilot check and gain the Pilot or Mechanic - repair skill at level 1 |
Basic, *Durese |

Ewok |
sm |
Dex +2, Str -2 |
A primitive species they only know Simple weapons only to start with even if class would have otherwise. They gain a + 5 bonus to spot check within 10 squares due to keen sense of smell. May reroll a stealth check. Gain the survival skill Standard and skill focus feat survival - standard at level 1 |
*Ewokese |

Gamorrean |
med |
Str +3, Dex -2, Int -2 |
Large and Brutish As a race they have the Toughness feet automatically. The Gamorrean was taught fighting at an early age, however guns were considered a weakness so very few ever learn to use them. Simple weapons only to start with even if class would have otherwise. Gain a +2 bonus to Fortitude defense as a species bonus. As well as Improved Damage Threshold as a bonus feat. Once per day a Gamorrean can enter a Rage, gaining +2 bonus on melee attack
and damage rolls. During this they may not use any skill that requires
patience or concentration. (mechanics, stealth, use the force, ect,)
The rage last for 5 plus the constitution modifier rounds, and at the
end of the rage they are exhausted and move -1 on the condition
track. |
Basic, *Gamorrean |

Gand |
med |
Wis + 2, Con +2, Str -2, Cha -2 |
An Insectoid species the Gand have an exoskeleton that acts as a natural armor. +1 to all defenses. They have a remarkable healing abilities that allow them to regrow lost limbs. Gand are ammonia breathers and are required to wear specialized breathing gear to survive in oxygen rich environments. Gand don't have the extra strength most insects have. Gand Eye sight is quite exceptional and allows them to see thermal and ultra violet light. Gand are known for their tracking abilities that many consider unfathomable. They are automatically skilled in Gather Information and may re-roll any gather information skills. |
Basic, *Gand |

Gran |
med |
Wis + 1, Con + 1, Dex -2 |
Distinctive race that has 3 eyes and 2 stomachs. The three eyes of the Gran people allow them to detect more parts of the light spectrum than most. (They may re-roll any perception check). The extra stomach and wide eating habits allow this species to be hearty and able to survive on many planets that have plant life. However they are slower and more stout than others making them inflexible and slower than other races. For the most part Gran prefer to be a part of a group and it is not uncommon for a lone gran to go insane. |
Basic, *Gran |

Gungan |
med |
Dex +2, Int -1, Cha -2 |
Excellent swimmer may re-roll any swim check. Additionally are able to swim 4 squares. They can hold their breath for 25x constitution score. Additionally Gungans have an uncanny ability to avoid danger gaining a +2 bonus to reflex as species bonus |
Basic, Gunganese |

Ithorian |
med |
Wis +2, Cha +1, Dex -2 |
A slow deliberative species they gain a +2 species bonus to will defense. Their species has a close connection to nature and may reroll any survival check, additionally gain Knowledge (life sciences) and a bonus feat of Skill Focus (knowledge (life sciences)) |
Basic, *Ithorese |

Jawa |
sm |
Dex +2, Int +1, Str -2, Cha -2 |
Scavenger Race the Jawa gain the Mechanic skills repair. Additionally they may re-roll any mechanic skill check. A secretive species one that deals with outsiders often it pays to be sure what they are saying to you, they gain the skill Deception (information) and the Feat skill focus (Deception (information)) |
Basic, *Jawaese |

Kel Dor |
med |
Dex +1, Wis +2, Con -2 |
Kel Dor are a force sensitive species and may re-roll any use the force skill check. Because of the special equipment needed to survive in standard atmosphere they have low light vision however; they are blind and will suffocate without their equipment. As a species the Kel Dor have a strong sense of justice. They intuitively know deception and gaining the skill Perception and the Feat Skill Focus (Perception) |
Basic, *Kel Dor |

Mon Calamari |
med |
Str + 2, Wis -2 |
An Aquatic species they breath normal water and are excellent swimmers. They may re-roll any swim check and can swim 4 squares. Large eyes give them a low light vision. As a very perceptive species any perception skill trained automatically gains the Skill Focus (perception) feat. |
Basic, *Mon Calamari |

Nautolan |
med |
Dex + 1, Con +1, Str -1, Int -1 |
Water breathing species they are at home both above and below the surface. They have multiple sensory tentacles that they use to sense pheromone, temperature change and many other changes to the water that surrounds them. The Nautila language uses these sensitive tentacles to speak and it is ineffective outside of a liquid medium. Nautolans also posses multiple hearts each capable of beating separately. This gives them endurance to swim to places others can not. Nautolans receive a species bonus and are automatically trained in endurance. Nautolans large eyes adapted to underwater sight allows them to have low light vision. Nautolans may re-roll any swim check and can swim 4 squares. |
Basic, **Nautila |

Nikto |
med |
Str + 1, Dex + 1, Con -1, Cha -1 |
Their home planet constantly bombarded by radiation from a nearby dying star make the Nikto immune to most poisons and radiation effects. Eventually they might have discovered space travel but the Hutts found them first and enslaved the whole species. This enslavement led to -2 to will defense as they never were allowed to make decisions for themselves. The Hutts molded them into enforcers for generations following. Gain a +1 to Basic attack bonus and 1 feat that is combat based. |
Basic, Huttese |

Quarren |
med |
Con +2, Wis -1, Cha -2 |
Hailing from the same planet as the Mon Calamari, the Quarren found themselves subjected to Mon Calamari rule for millenniums. Thou no longer subjugated they still have bad feelings towards the Mon Calamari. Sneaking around and behind the Mon Calamari became a way of life. Any stealth skill trained automatically gains the Skill Focus (Stealth) Feat. They share many of the same traits as being Aquatic species as well. The breath water, can re-roll swim checks, swim 4 squares and have low light vision. |
Basic, *Mon Calamari, **Quarrenese |

Rodian |
med |
Dex +2, Wis -1, Cha -2 |
Cold blooded Rodians prefer warm places. As a species they take -2 fort defense in cold, and + 2 in warm climates. Being natural hunters they gain species bonus in perception search and avoid surprise and notice targets |
Basic, *Rodese |

Sullustan |
sm |
Dex +2, Con -2 |
As a species they evolved as cave dwellers, even today they prefer a closed in space and feel unease in the open. They are natural climbers with a skill in climbing and a Feat Skill Focus (climb). Additionally having to pay close attention to where they walked and moved made them excellent at perception. Trained in perception automatically. |
Basic, *Sullstainese |

Talz |
med |
Str +2, Con +2, Dex -2, Cha -2 |
Coming from a frozen wasteland the Talz are highly adapted to the cold. Gain the skill Survival - cold also gain +2 fort def check in the cold and -2 fort in the heat. They also gain Toughness as a feat racially. As a society they found that they had to reley on each other or they could not survive. They have a -3 when someone is attempting to deceive them. |
Basic, *Talzzi |

Togruta |
med |
Wis +2, Str -1, Con -1 |
The Togruta have a very strong sense of community and work ethic. They prefer to get the job done rather than talk about it. Some consider Togruta cruel as they believe that those that could not fulfill their goals would be cut off. Togruta have a high aversion to isolation so finding a community is important to them even if they are not with other Togruta. This made them excellent in assimilating into different cultures. The togruta have montrals that sprout both up and down from the head of a Togruta. These montrals provide a heightened spatial awareness that allows them to sense what is going on around them. The togruta gain a +2 species bonus to initiative and +1 to perception because of the montrals. |
Basic, Togruti |

Trandoshan |
med |
Str +2, Dex -2 |
Trandoshan society is completely committed to the ideal of the Hunt. This provides all with the skill Perception (Notice Targets). As a reptilian race they have scales the provide a natural +1 to fort and ref defense. Additionally a Trandoshan have an amazing healing rate and will heal at twice the normal rate, and they can regrow lost limbs given a moderate amount of time. |
Basic, *Dosh |

Twi'lek |
med |
Dex +1, Cha +1, Wis -2 |
They are natural gifted in manipulations. They may re-roll any deception check. Their grace can be seen in the many dancing girls found all around the galaxy. A +2 species bonus to ref defense. They are trained in acrobatics |
Basic, Ryl |

Weequay |
med |
Str +1, Con +2, Dex -1, Wis -2, Cha -1 |
Dry withered faces speak of the desert planet they come from. Automatically trained in Survival - Hot. A deeply warrior society where fighting as a clan is the only way to survive. Giving them the feat military training. The most unusual thing about them is the method of communication they have developed. They speak non verbally but with pheromones making it difficult for them to speak other languages as it is hard for them to translate. A -2 to any skill involving communication with them. |
Basic, **Weequain |

Wookie |
med |
Str +4, Con +2, Dex -2, Wis -2, Cha -2 |
Wookies temper can often land them in trouble but they also use it as a tactic. Once per day a wookie can enter a Rage, gaining +2 bonus on melee attack and damage rolls. During this they may not use any skill that requires patience or concentration. (mechanics, stealth, use the force, ect,) The rage last for 5 plus the constitution modifier rounds, and at the end of the rage the wookie is exhausted and moves -1 on the condition track and -1 to all defenses until rested. Tales of a wookies rage give a bonus of + 3 to any Persuasion (intimidate) additionally they may re-roll the skill check if they desire. Wookies that have the weapon proficiency (rifles) can use the bowcaster. Due to the great tree's from their home world, and a retractable claw they are great climbers. Automatically are skilled in climbing. |
Basic, *Shyrilwook |

Zabrak |
med |
+1 to choice
-1 to choice
|
Due to the harsh environment of their home world the Zabrak developed an iron will to survive. Because of this they gain a +1 species bonus to all of their defenses. They left their home with a great amount of confidence and belief that they could accomplish anything they set their mind to. They gain 1 bonus feet or skill at level 1. |
Basic, Zabrak |
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