Races of the Galaxy

 

Aleena

Ability Modifiers: +2 Dexterity, -2 Charisma.

Size: Small.

Speed: 4 squares.

Nimble: An aleena can reroll an Acrobatics skill check, but must accept the second roll, even if it is worse.

Quick Energy: Once Per day, an aleena can activate this ability as a swift action. The aleena gains a +2 bonus on Dexterity based skill checks and increased its speed to 8 squares, the energy last for a number of rounds equal to the aleena's 5+Constitution modifier (minimum 1). When the energy is expended, the aleena moves -1 persistent step down the condition track. The penalties imposed by this condition remain until the aleena takes 10 minutes to rest, during which time the creature can't enagage in any strenous activity.

Automatic languages: Aleena and Basic.

 

Arcona

Ability Modifiers: +2 Charisma, -2 Wisdom.

Size: Medium.

Speed: 6 squares.

Lightning Reflexes: Arconans receive a +2 species bonus to Reflex Defense.

Scent: Arconans ignore all cover and concealment when making Perception checks to notice targets within 10 squares, and they take no penalty for poor visibility while tracking.

Automatic Languages: Basic and Arconese.

 

Aqualish

Ability Modifiers: +2 Strength, +2 Constitution, -2 Wisdom,

-2 Charisma.

Size: Medium.

Speed: 6 squares.

Breathe Underwater: As amphibious creatures, aqualish can't drown in water.

Expert Swimmer: An aqualish may choose to reroll any Swim skill check, but must keep the second roll, even if it is worse.

Additionally, a quarren may take 10 on Swim skill checks even when rushed or threatened.

Bonus Feat: An aqualish character receives Toughness as a bonus feat.

 

Balosar

Ability Modifiers: +2 Dexterity, +2 Charisma, -2 Intelligence, -2 Wisdom

Size: Medium.

Speed: 6 squares.

Antennapalps: While their antennapalps are extended, a balosar can reroll any Perception check involving sound but must keep the second roll, even if it is worse. A Balosar may choose to retract their antennapalps as a free action to pass as human (no Deception check required.)

Poison Resistance: +5 species bonus to Fortitude Defense against poisons.

Moral Ambiguity: A balosar gains a +2 to their Will Defense against Deception and Persuasion checks.

Automatic Languages: Basic and Balosar

 

Barabel

Ability Modifiers: +2 Strength, -2 Dexterity, -2 Wisdom.

Size: Medium.

Speed: 6 squares.

Natural Armor: A barabel gains a +2 natural armor bonus to Reflex Defense.

Natural Weapons: A barabel is always considered armed with their claws, teeth, and tail. Each does 1d6+STR mod damage, (slashing for claw, piercing for teeth, and bludgeoning for tail) and they are all considered simple weapons.

Radiation Resistance: Barabels gain a +5 species bonus to Fortitude Defense to resist the effects of radiation.

Darkvision: Barabels ignore concealment and total concealment from darkness.

Skills: A barabel can choose to reroll a Persuasion skill check to intimidate others, but must take the result of the second roll, even if it is worse.

Primitive: A barabel does not gain the Weapon Proficiency (Pistols, Rifles, or Heavy Weapons) feats at first level, even if their class normally grants them.

Automatic Languages: Barabel.

 

Blood Carver

Ability Modifiers: +2 Dexterity, -2 Wisdom, -2 Charisma.

Size: Medium.

Speed: 6 squares.

Conditional Bonus Feat: Blood carvers with Acrobatics as a trained skill, gains Skill Focus (Acrobatics) as a bonus feat.

Deathstrike: Whenever a blood carver makes a melee attack against an opponent that is denied their Dexterity bonus to Reflex Defense, the blood carver's attack, if successful, deals +1 die of damage.

Automatic Languages: basic and Batorese.

 

Bith

Ability Modifiers: -2 Consitution, +2 Intelligence.

Size: Medium.

Speed: 6 squares.

Evolved Intellect: Once per encounter, a bith can treat any single Intelligence-based skill check as though it were a natural 20 on the die.

Heightened Awareness: A bith can choose to reroll any Perception check, but must accept the second roll, even it is worse.

Meditative Trance: Bith gain all the normal benefits of sleeping for 8 hours after 4 hours of meditation, including natural healing and removing persistent conditions.

Automatic Langauages: Bith.

 

Bothans

Ability Modifiers: +2 Dexterity, -2 Constitution.

Size: Medium.

Speed: 6 squares.

Iron Will: Bothans gain a +2 species bonus to Will Defense.

Conditional Bonus Feat: Bothans who are trained in Gather Information gain Skill Focus (Gather Information) as a bonus feat.

Automatic languages: Basic and Bothese.

 

Caamasi

Ability Modifiers: -2 Strength, -2 Constitution, +4 Wisdom.

Size: Medium.

Speed: 6 squares.

Adept Diplomat: A caamasi can reroll any persuasion skill check made to improve attitude, using the better result.

Pacifism: As a standard action, a caamasi can make a Persuasion check against the Will Defense of a single target within line of sight. If the check is successful, the target move -1 step down the condition track if it makes any attacks before the start of the caamasi's next turn. The target must be able to hear and understand the caamasi for this ability to have any effect, and any single target can only be affected once at any given time (meaning that multiple caamasi cannot stack the effect on the same target). This is a mind-affecting effect.

Memory Sharing: Sharing a memory begins with taking a full-roung action to initiate the link between two adjacent caamasi; transferring a memory takes as much time as the events being recalled. The recipient of a memory must be willing to receive it. Experiencing memnii is not like receiving a photographic memory of those events, but rather a complete, immersive experience. Any character who recieves a memnis from a caamasi always gains favorable circumstances on Knowledge skill checks related to that memory.

         Force users can also receive a memnii from a caamasi with a sucessful DC 15 Use the Force skill check, made as a reaction.

Automatic Langauages: Basic and Caamasi.

 

Cereans

Ability Modifiers: -2 Dexterity, +2 intelligence, +2 Wisdom.

Size: Medium.

Speed: 6 Squares.

Intuitive Initiative: A cerean may choose to reroll any intiative check, but must accept the second roll, even if it is worse.

Conditional Bonus Feat: Cereans trained in Initiative gain Skill Focus (Initiative) as a bonus feat.

Automatic Languages: Basic and Cerean.

 

Chagrian

Ability Modifiers: +2 Strength, -2 Dexterity.

Size: Medium.

Speed: 6 squares.

Breathe Underwater: As amphibious creatures, chagrians can breathe normally in water.

Radiation Resistance: Chagrians gain a +5 species bonus to Fortitude defense against radiation effects.

Low-Light Vision: Chagrians ignore concealment (but not total concealment) from darkness.

Automatic Languages: Basic and Chagri.

 

Chistori

Ability Modifiers: +2 Strength, -2 Dexterity.

Size: Medium.

Speed: 6 squares.

Cold-Blooded: Chistori take a -5 penalty to Fortitude Defense in areas of extreme cold.

Armor Plating: Chistori have DR 2.

Rage: Chistori have rage 1/day as a species trait. They can activate rage as a swift action. While raging, a Chistori gains a +2 bonus to melee attack and damage but cannot use skills that require patience and concentration, such as Mechanics, Stealth, or Use the Force.

         A fit of rage lasts for a number of rounds equal to 5+Constitution modifier. At the end of the rage's duration, the chistori moves -1 persistent step along the condition track. The penalties imposed by this condition persist until the chistori takes 10 minutes to recuperate, during which time they can't engage in any strenous activity.

Automatic Languages: Chistori.

 

Clawdite

Ability Modifiers: -2 Strength, +2 Charisma.

Size: Medium.

Speed: 6 squares.

Shapeshift: A clawdite gains a +10 species bonus on Deception checks made to disguise appearance. Additionally, a clawdite can diguise their appearance as afull-round action at no penalty.

Startle: Once per encounter, as a reaction to being attacked, the clawdite can make a Deceptoin skill check against the attacker's Will Defense. If succesful, the attacker takes a -5 penalty to the attack roll.

Automatic Languages: Basic and Clawdite.

 

Devaronians

Ability Modifiers: +2 Dexterity, +2 Intelligence, -2 Wisdom,

-2 Charisma.

Size: Medium.

Speed: 6 squares.

Conditional Bonus Feat: Devaronians trained in Deception gain Skill Focus (Deception) as a bonus feat.

Natural Curiosity: Once per encounter as a standard action, a Devaronian can choose a single target in line of sight and attempt a Perception check against DC 15 or the target's Stealth check if they are attempting to hide. If successful, the Devaronian gains a +1 insight bonus to attack rolls against the target for the remainder of the encounter.

Automatic languages: Basic and Devaronese.

 

Duros

Ability Modifiers: +2 Dexterity, +2 Intelligence, -2 Constitution.

Size: Medium.

Speed: 6 squares.

Expert Pilot: a duros can reroll any Pilot skill check, but must accept the second roll even if it is worse.

Automatic Languages: Basic and Durese.

 

Dugs

Ability Modifiers: +2 Dexterity, -2 Charisma.

Size: Small.

Speed: 6 squares.

Athletic: A dug can reroll any Climb or Jump skill check, but must take the second roll, even if it is worse. In addition, dugs can take 10 on Climb and Jump checks even if rushed or threatened.

Automatic Languages: Dug.

 

Ewoks

Ability Modifiers: +2 Dexterity, -2 Strength.

Size: Small.

Speed: 4 squares.

Primitive: Ewoks do not gain Weapon Proficiency (Pistols, Rifles, or Heavy Weapons) as starting feats at level one, even if their class normally grants them.

Scent: Ewoks ignore all cover and concealment when making Perception checks to notice targets within 10 squares, and they take no penalty for poor visibility while tracking.

Sneaky: An ewok may reroll any Stealth skill check, but must take the second roll, even if it is worse.

Conditional Bonus Feat: Ewoks that are trained in Survival gain Skill Focus (Survival) as a bonus feat.

Automatic Languages: Ewok (speak only).

 

 

Falleeen

Ability Modifiers: -2 Wisdom, +2 Charisma.

Size: Medium.

Speed: 6 squares.

Hold Breath: A Falleen can hold their breath for a number of rounds equal to 25 times their Constitution score before needing to make Endurance checks.

Pheromones: As a standard action, a falleen can make a special attack against any adjacent creature. The attack modifier is equal to the falleen's character level+their CHA modifier. If the attack equals or beats the target's Fortitude Defense, that target moves -1 step along the condition track. If you fail to beat the target's Fortitude defense, the target is immune to your pheromones for 24 hours. When the target is reduced to a total of -5 steps, instead of falling unconscious, the target's attitude improves to friendly.

         Pheromones function as an inhaled poison. Any creature holding its breath is unaffected.

         A creature can be affected by falleen pheromones only once per round. A hostile creature cannot be targeted by this effect.

Pheromone Acclimation: Falleen gain a +5 bonus to their Fortitude Defense against the pheromones of other Falleen.

Automatic Languages: Basic and Falleen.

 

Felucian

Ability Modifiers: +2 Constitution, -2 Intelligence.

Size: Medium.

Speed: 6 squares.

Breathe Underwater: Felucians can breathe underwater as easily as in air.

Low-Light Vision: Felucians ignore concealment (but not total concealment) from darkness.

Natural Camoflage: A felucian can reroll any Stealth check to sneak, using the better result.

Bonus Feat: Felucians gain Force Sensitive as a bonus feat.

Force Blast: Once per encounter a felucian can make an untrained Use the Force check to activate the Force power Force Blast. Any felucian who takes the Force training feat automatically adds a single use of the Force Blast power to their Force power suite.

Primitive: Regardless of their starting class, felucians start gain the Weapon Proficiency feat with simple weapons only.

Weapon Familiarity: Felucians treat felucian skullblades as simple weapons, rather than exotic weapons.

Automatic Languages: Felucian.

 

Gamorrean

Ability Modifiers: +2 Strength, +2 Constitution, -2 Dexterity,

-2 Intelligence.

Size: Medium.

Speed: 6 squares.

Primtive: Gamorreans do not gain Weapon Proficiency (Pistols, Rifles, or heavy weapons) as starting feats at level one, even if their class normally grants them.

Great Fortitude: Gamorreans gain a +2 species bonus to Fortitude Defense.

Bonus Feat: Gamorreans gain Improved Damage Threshold as a bonus feat.

Automatic Languages: Basic (cannot speak) and Gamorrean (speak only).

 

Gand

Ability Modifiers: +2 Constitution, -2 Charisma.

Size: Medium.

Speed: 6 squares.

Darkvision: Gands ignore concealment and total concealment from darkness.

Hardy: Whenever a gand uses second wind, it regains a number of additional hit points equal to 5+character level.

Special Equipment: Without a breathing apparatus, a gand will suffocate (2,000 creds +200 for a years supply of breathing filters). Without a transliterator, a gand cannot communicate in anything but gand (100 creds). A gand character begins play with these items at no cost.

Limb Regeneration: A gand regrows a lost limb in 1d10 days.

Automatic Langauges: Gand.

 

Gen'dai

Ability Modifiers: +4 Consititution, -2 Wisdom, -2 Charisma.

Size: Large.

Speed: 8 squares.

Gen'dai Surge: Whenever a Gen'dai catches their second wind, they regain 5 HP per round at the end of every round until it is killed, until the end of the encounter, or until is reaches ½ their HP (whichever comes first).

Hibernation: A gen'dai can use the Force Trance application of the Use the Force skill untrained, and can remain in the trance indefinitely. The gen'dai ceases to age and requires no food, water, or air until they emerge from hibernation.

Regeneration: A gen'dai regrows lost limbs in 1d10 minutes.

Resilient Physiology: When determining whether a blow kills a gen'dai, double the gen'dai's damage threshold (after adding bonuses for size, feats, or other benefits).

Mental Instability: For each age category they age past adult, a gen'dai takes a -1 penalty to Wisdom. Gen'dai characters never gain increased Wisdom from scores from aging.

Automatic Languages: Basic and Gen'dai.

 

Geonosian

Abillity Modifiers: +2 Strength, -2 Intelligence, -2 Charisma.

Size: Medium.

Speed: 6 squares / Fly 6 squares.

Radiation Resistance: Geonosians gain a +5 species bonus to Fortitude Defense against radiation effects.

Darkvision: Geonosians ignore concealment and total concealment from darkness.

 

Gran

Ability Modifiers: -2 intelligence, +2 Charisma.

Size: Medium.

Speed: 6 squares.

Darkvision: Grans ignore concealment or total concealment from darkness.

Target Awareness: A Gran takes no distance penalties on Perception skill chekcs to notice targets for the first 50 squares between the gran and their target.

Triple Vision: Once per encounter, a gran can aim by taking a single swift action instead of two.

Conditional Bonus Feat: Grans with Point Blank Shot gain Precise Shot as a bonus feat.

Automatic Languages: Basic and Gran,

 

Gungans

Ability Modifiers: +2 Dexterity, -2 Intelligence, -2 Charisma.

Size: medium.

Speed: 6 squares / Swim 4 squares.

Expert Swimmer: A gungan may choose to reroll any swim skill check, but must accept the second roll, even if it is worse. In addition, gungans may take 10 on swim checks even when rushed or threatened.

Hold Breath: A gungan can hold their breath for a number of rounds equal to 25 times their Constitution score before he needs to make Endurance checks.

Lightning Reflexes: Gungans gain a +2 species bonus to their Reflex Defense.

Low-Light Vision: Gungans ignore concealment (but not total concealment) from darkness.

Weapon Familiarity: Gungans with the Weapon Proficiency (simple weapons) feat are proficient with the atlatl and the cesta.

Automatic Langauges: Basic and Gunganese.

 

Humans

Ability Modifiers: none.

Size: Medium.

Speed: 6 squares.

Bonus Trained Skill: A human character chooses one additional trained skill at first level.

Bonus Feat: Humans gain one bonus feat at first level.

 

Hutts

Ability Modifiers: +2 Strength, +2 Constitution,

+2 Intelligence, -6 Dexterity.

Size: Large.

Speed: 3 squares.

Force Resistance: Hutts gain a +5 species bonus to Will Defense against any Force power with the [mind-affecting] descriptor.

Supreme Stability: Hutts can never be tripped or knocked prone.

Persuasive: Hutts can roll twice and take the better result when using the Persuasion skill,

Automatic Languages: Basic and huttese.

 

Houk

Ability Modifiers: +4 Strength, -2 Wisdom, -2 Charisma.

Size: Medium.

Speed: 6 squares.

Natural Armor: Houk gain a +1 natural armor bonus to Reflex Defense.

Physically Intimidating: Houk use their STR mod instead of their CHA mod when using their Persuasion skill to intimidate others.

Automatic Languages: Basic and Houk

 

Iktotchi

Ability Modifiers: +2 Constitution, -2 Charsima.

Size: Medium.

Speed: 6 squares.

Natural Armor: Iktotchi gain a +1 natural armor bonus to Reflex Defense.

Limited Precognition: Once per encounter as a reaction, an iktotchi can grant themselves or any vehicle they pilot a +2 species bonus to Reflex Defense against any single attack.

Expert Pilot: An Iktotchi can reroll any Pilot skill check, but must except the second roll, even if it worse.

Automatic Languages: Basic and Iktotchese.

 

Ithorians

Ability Modifiers: -2 Dexterity, +2 Wisdom, +2 Charisma.

Size: Medium.

Speed: 6 squares.

Iron Will: Ithorians gain a +2 species bonus to Will Defense.

Bellow: As a standard action, the Ithorian makes a special attack (level+CON mod) against the Fortitude Defense of all creatures and objects in a 6-square cone in front of the ithorian. If the attack hits, the targets take 3d6 points of sonic damage. If the attack misses, they take half damage instead.

         The ithorian moves -1 step along the condition track after using this ability. For every additional atep the ithorian moves down the track, the bellow does +1d6 damage.

Survival Instinct: An ithorian may choose to reroll any Survival skill check, but must take the second roll, even if it is worse.

Conditional Bonus Feat: Ithorians trained in Knowledge (Life Sciences) gain Skill Focus (Knowledge [Life Sciences]) as a bonus feat.

Automatic Languages: Basic and Ithorese.

 

Jawa

Ability Modifiers: -2 Strength, +2 Dexterity

Size: Small.

Darkvision: Jawas ignore concealment and total concealment from darkness,

Desert Dweller: When making Endurance checks to resist the effects of extreme heat, jawas can roll twice and keep the better result.

Scavenger: Whenever a jawa armed with an ion weapon successfully damages a droid or vehicle, they add ½ their level in damage.

Skills: Mechanics is always a class skill for jawas. A jawa can choose to reroll any Mechanics skill check, but must keep the second roll even if it is worse.

Automatic Languages: Jawa, Jawa Trade Language.

 

Kaleesh

Ability Modifiers: +2 Constitution, -2 Dexterity, +2 Charisma, -2 Intelligence.

Size: Medium.

Speed: 6 squares.

Conditional Bonus Feat: Kaleesh trained in Survival gain Skill Focus (Survival) as a bonus feat.

 

Kaminoans

Ability Modifiers: +2 Dexterity, -2 Constitution,

+2 Intelligence, -2 Wisdom.

Size: Medium.

Speed: 6 squares.

Conditional Bonus Feat: Kaminoans trained in Treat Injury gain Skill Focus (Treat Injury) as a bonus feat.

Resistant: Kaminoans gain a +2 species bonus to Fortitude Defense.

Automatic Languages: Basic and Kaminoan.

 

Kel Dor

Ability Modifiers: +2 Dexterity, -2 Constitution, +2 Wisdom.

Size: Medium.

Speed: 6 squares.

Keen Force Sense: Kel Dor may choose to reroll Use the Force skill checks made to sense the Force or search their feelings, and keep the better result.

Low-Light Vision: Kel Dor ignore concealment (but not total concealment) from darkness.

Special Equipment: Without protective goggles, a kel dor is considered blind. Without an antitox breath mask, a kel dor begins to suffocate. A replacement mask costs 2,000 credits, and a year's supply of filters costs 200 credits. Kel Dor characters begin play with these items at no cost.

An antitox breath mask is poisonous to other species.

Automatic Languages: Basic and Kel Dor.

 

Kerkoidens

Ability Modifiers: -2 Constitution, +2 Wisdom.

Size: Medium.

Speed: 6 squares.

Predator's Heritage: Kerkoidens gain a +2 species bonus on damage rolls against a target that has been damaged since the beginning of the kerkoiden's last turn.

Social Cunning: Kerkoidens use their Wisdom modifier in place of their Charisma modifier for determining their skill bonus on Deception and Persuasion.

Automatic Languages: Basic and Kerkoidese.

 

Ryn

Ability Modifiers: +2 Charisma.

Size: Medium.

Speed: 6 squares.

Musical Beak: A Ryn can reroll Deception skill checks to imitate sounds or noises and take the better result.

         A ryn can throw their voice or project sounds from the their beak out to a range of 10 squares. As a swift action, a ryn can use ventrilquism to create a diversion to hide.

Prehensile Tail: A ryn can effectively hold a small or smaller item with their tail. While holding a medium or larger item with its tail ryn is encumbered and considered to be carrying a heavy load.

Connections: Whenever a ryn makes a Gather Information checkto learn secret information, they can forgo the credit cost. If this check fails, the ryn can try again, but must spend the credits as normal.

Automatic Languages: Basic and Ryn.

 

Mantellan Savrip

Ability Modifiers: +4 Strength, +2 Dexterity, +4 Constitution,

-4 Intelligence, -4 Wisdom, -4 Charisma.

Size: Large.

Speed: 8 squares.

Natural Armor: Mantellan Savrips have a +2 natural armor bonus to Reflex Defense.

Natural Weapons: A mantellan savrip is always considered to be armed with its claws. A claw attack does 1d6+STR mod slashing damage and may poison the target (see below). A claw is considered a simple weapon.

Poison: When a savrip hits and deals damage to a living target with its claw attack, the target is also poisoned. If the poison succeeds on an attack roll (attack bonus equal to savrip's character level+CON mod) against the target's Fortitude Defense, the target moves -1 step down the condition track. A target moved to the end of the condition track by the poison is immobilized, but not unconscious.

Primitive: Savrips do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at first level, even if their class normally grants them.

Rage: Savrips have rage 1/day as a species trait. They can activate rage as a swift action. While raging, a savrip gains a +2 bonus to melee attack and damage but cannot use skills that require patience and concentration, such as Mechanics, Stealth, or Use the Force.

         A fit of rage lasts for a number of rounds equal to 5+Constitution modifier. At the end of the rage's duration, the savrip moves -1 persistent step along the condition track. The penalties imposed by this condition persist until the savrip takes 10 minutes to recuperate, during which time they can't engage in any strenous activity.

Automatic Languages: Savrip (speak only).

 

Miraluka

Ability Modifiers: -2 Dexterity, +2 Intelligence.

Size: Medium.

Speed: 6 squares.

Force Sight: Although blind, the Miraluka can "see" through the Force. They act normally without penalties for blindness. This trait enables them to make Perception skill checks, read and write as a sighted person. They can, however, ignore the effects of darkness as if they had darkvision. Miraluka cannot, however, detect creatures that are "invisible" to the Force such as the Yuuzhan Vong and the ysalamiri. These creatures have total concealment from the Miraluka, as do creatures in areas that dampen or suppress the Force.

Conditional Bonus Feat: A Miraluka with Use the Force as a trained skill gains Force Training as a bonus feat.

Automatic Languages: Basic and Miralukan.

 

Mon Calamari

Ability Modifiers: -2 Constitution, +2 Intelligence, +2 Wisdom.

Size: Medium.

Speed: 6 squares / Swim 4 squares.

Breathe underwater: As amphibious creatures, Mon Calamari can't drown in water.

Expert Swimmer: A mon calamari may choose to reroll any Swim skill check, but must keep the second roll, even if it is worse.

Additionally, a mon calamari may take 10 on Swim skill checks even when rushed or threatened.

Low-Light Vision: Mon Calamari ignore concealment (but not total concealment) from darkness.

Conditional Bonus Feat: Mon calamari who are trained in Perception gain Skill Focus (Perception) as a bonus feat.

Automatic Languages: Basic and Mon Calamarian.

 

Nautolans

Ability Modifiers: +2 Consitution, -2 Intelligence, -2 Wisdom.

Size: Medium.

Speed: 6 squares / Swim 4 squares.

Breathe Underwater: As amphibious creatures, nautolans can't drown in water.

Expert Swimmer: A nautolan may choose to reroll any Swim skill check, but must keep the second roll, even if it is worse.

Additionally, a quarren may take 10 on Swim skill checks even when rushed or threatened.

Low-Light Vision: Nautolans ignore concealment (but not total concealment) from darkness.

Rubbery Skin: Nautolans have DR 2.

Pheromonal Sensor: A nautolan can reroll any Perception skill check to sense deception or sense influence, but they must take the second roll, even if it worse. If underwater, the nautolan can instead take the better of the two rolls.

 

Neimodians

Ability Modifiers: -2 Strength, +2 Intelligence, +2 Wisdom.

Size: Medium.

Speed: 6 squares.

Conditional Bonus Feat: Neimodians trained in Deception gain Skill Focus (Deception) as a bonus feat.

Deceptive: A neimodian may reroll a Deception skill check, but must take the second roll, even if it is worse.

Automatic Languages: Basic, Neimodian and Pak Pak.

 

Nelvaanians

Ability Modifiers: +2 Wisdom, -2 Intelligence.

Size: Medium.

Speed: 6 squares.

Low-Light Vision: Nelvaanians ignore concealment (but not total concealment) from darkness.

Primitve: Nelvaanians do not gain Weapon Proficiency (pistols, rifles or heavy weapons) as starting feats at first level, even if their class normally grants one of these feats.

Scent: Noghri ignore all cover and concealment when making Perception checks to notice targets within 10 squares, and they take no penalty for poor visibility while tracking.

Shadow Swiftness: If a nelvaanian begins a turn with concealment from a target or with the target unaware of it, the Nelvaanian does not provoke attacks of opportunity when moving through the target's threatened space until the end of the Nelvaanian's turn.

Automatic Languages: Nelvaanese.

 

Noghri

Ability Modifiers: +2 Dexterity, +2 Wisdom, -4 Charisma.

Size: Small.

Speed: 4 squares.

Primitve: Noghri do not gain Weapon Proficiency (pistols, rifles or heavy weapons) as starting feats at first level, even if their class normally grants one of these feats.

Conditional Bonus Feat: Noghri with a Dexterity of at least 13 have Running Attack as a bonus feat.

Scent: Noghri ignore all cover and concealment when making Perception checks to notice targets within 10 squares, and they take no penalty for poor visibility while tracking.

Automatic languages: Honoghran.

 

Nosaurian

Ability Modifiers: +2 Dexterity, -2 Charisma.

Size: Medium.

Speed: 6 squares.

Climber's Heritage: Climb is always a class skill for nosaurians.

Natural Weapon: A nosaurian is always considered armed with their horns, which deal 1d6+STR mod piercing damage. A horn is considered to be a simple weapon.

Survival Instinct: A nosaurian can choose to reroll any Survival skill check, but must use the second roll, even if it is worse.

Automatic Languages: Basic and nosaurian.

 

Polis Massan

Ability Modifiers: Strength -2, Wisdom +2.

Size: Small.

Speed: 6 squares.

Conditional Bonus Feat: Polis massans trained in treat injury get Skill Focus (Treat Injury) as a bonus feat.

Darkvision: Polis Massans ignore concealment and total concealment from darkness.

Limited Telepathy: Polis massans can use the Telepathy aspect of the Use the Force skill untrained (even if not Force-sensitive). If the target of the telepathy is within 10 squares, no skill check is required to initiate the telepathic contact.

Mute: When they learn new languages, polis massans cannot speak them, as they lack vocal chords.

 

Quarren

Ability Modifiers: +2 Constitution, -2 Charisma.

Size: Medium.

Speed: 6 squares / Swim 4 squares.

Breathe Underwater: As amphibious creatures, quarren can't drown in water.

Expert Swimmer: A quarren may choose to reroll any Swim skill check, but must keep the second roll, even if it is worse.

Additionally, a quarren may take 10 on Swim skill checks even when rushed or threatened.

Low-Light Vision: Quarren ignore concealment (but not total concealment) from darkness.

Conditional Bonus Feat: Quarren trained in Persuasion gain Skill Focus (Persuasion) as a bonus feat.

Automatic Languages: Basic and Quarrenese.

 

Rodians

Ability Modifiers: +2 Dexterity, -2 Charisma.

Size: Medium.

Speed: 6 squares.

Heightened Awareness: A rodian may choose to reroll any Perception skill check, but must take the second roll, even if it is worse.

Low-Light Vision: Rodians ignore concealment (but not total concealment) from darkness.

Conditional Bonus Feat: Rodians with Survival as a trained skill gain Skill Focus (Survival) as bonus feat.

Automatic Languages: Basic and Rodese.

 

Sullustans

Ability Modifiers: +2 Dexterity, -2 Constitution.

Size: Medium.

Speed: 6 squares.

Darkvision: Sullustans ignore concealment and total concealment from darkness.

Expert Climber: A sullustan may take 10 on Climb skill checks even when rushed or threatened.

Heightened Awareness: A sullustan may choose to reroll any Perception skill check, but must take the second roll, even if it is worse.

Automatic Languages: Basic and sullustese.

 

Talz

Ability Modifiers: +2 Constitution, -2 Intelligence.

Size: Medium.

Speed: 6 squares.

Darkvision: Talz ignore concealment and total concealment from darkness.

Natural Weapons: A talz is always considered to be armed with their claws. A claw attack deals 1d6+STR mod slashing damage. A claw is a simple weapon.

Conditional Bonus Feat: A talz who has trained in Mechanics gains Skill Focus (Mechanics) as a bonus feat.

Automatic Languages: Talz.

 

Togorian

Ability Modifiers: +4 Strength, -2 Intelligence, -2 Wisdom.

Size: Large.

Speed: 6 squares.

Feline Reflexes: Togorians gain a +1 bonus to their Reflex Defense.

Low-Light Vision: Togorians ignore concealment (but not total concealment) from darkness.

Physical Intimidation: When using the Persuasion skill to intimidate, togorians add their STR mod instead of their CHA mod when determining their check modifier.

Automatic Languages: Basic and Togorian.

 

Togruta

Ability Modifiers: +2 Dexterity, -2 Constitution.

Size: Medium.

Speed: 6 squares.

Pack Hunter: Togruta deal an extra 2 points of damage on melee attacks against opponents they flank.

Sneaky: A togruta can reroll any Stealth check made to sneak, but must take the second roll, even if it is worse.

Spatial Awareness: Togruta ignore all cover and concealment when making Perception checks to notice targets within 10 squares.

Automatic Languages: Basic and Togruti.

 

Toydarian

Ability Modifiers: -2 Strength, +2 Wisdom

Size: Small.

Speed: 4 squares / Fly 6 squares.

Conditional Bonus Feat: Toydarians who are trained in Decetion gain Skill Focus (Deception) as a bonus feat.

Force Resistance: Toydarians gain a +5 species bonus to Will Defense against any Force power with the [mind-affecting] descriptor.

Automatic Languages: Huttese, Toydarian.

 

Trandoshan

Ability Modifiers: +2 Strength, -2 Dexterity.

Size: Medium.

Speed: 6 squares.

Darkvision: Trandoshans ignore concealment and total concealment from darkness.

Regeneration: A trandoshan regrows a lost limb in 1d10 days.

Natural Armor: Trandoshans have a +1 natural armor bonus to Reflex Defense.

Bonus Feat: Trandoshans gain Toughness as a bonus feat.

Automatic Languages: Basic and Dosh.

 

Twi'leks

Ability Modifiers: +2 Charisma, -2 Wisdom.

Size: Medium.

Speed: 6 squares.

Deceptive: Twi'lek's may choose to reroll any Deception skill check, but they must take the second roll, even if it is worse.

Great Fortitude: Twi'leks gain a +2 species bonus to Fortitude defense.

Low-Light Vision: Twi'leks ignore concealment (but not total concealment) from darkness.

Automatic Languages: Basic and Ryl.

 

Ubese

Ability Modifiers: -2 Consitition, +2 Dexterity.

Size: Medium.

Speed: 6 squares.

Aggressive: If a Ubese character hits with a charge attack, the +2 to attack rolls against the target persists for the duration of the encounter.

Survival Instinct: An Ubese can choose to reroll any Survival skill check, but must take the second roll, even if it is worse.

Conditional Bonus Feat: An ubese with Perception as a trained skill gains Skill Focus (Perception) as a bonus feat.

Special Equipment: Without a breath mask, ubese begin to suffocate.

         When not on their homeworld, ubese wear environmental suits to stave off hazards found on other planets as wel as to hide their appearance. An enviromental suit grants a +2 equipment bonus to defense, and may also count as armor.  The suit also includes a voice modulator to mask the ubese's gender.

         The enviromental suit with breath mask and voice modulator costs 2,000 credits, and a year's supply of breath filters costs 200 credits. Ubese characters begin with these items at no extra cost.

Automatic Languages: Ubese, Ubeninal, and Basic.

 

Umbaran

Ability Modifiers: -2 Constitution, +2 Wisdom, +2 Charisma.

Size: Medium.

Speed: 6 squares.

Darkvision: Umbarans ignore concealment and total concealment from darkness.

Conditional Bonus Feat: Umbarans trained in Persuasion gain Skill Focus (Persuasion) as a bonus feat.

Silver-tongued: Umbarans may reroll any Persuasion skill check, but must keep the second result, even if it is worse.

Light Sensitivity: An umbaran exposed to bright light suffers a -2 penalty to all attacks, defenses, and skill checks.

 

Utai

Ability Modifiers: +2 Constitution, -2 Charisma.

Size: Small.

Speed: 4 squares.

Animal Handler: An utai can choose to reroll any Ride skill check, but the result of the reroll must be accepted even if it is worse. Additionally, utai can make Persuasion checks to change the attitude of an undomesticated creature that has an Intelligence score of 2 or lower.

Cooperative: An utai automaticallly succeeds when attempting to aid another on a skill check, as long as the target is adjacent to and can hear and understand the utai.

Low-light Vision: Utai ignore concealment (but not total concealment) from darkness.

Automatic Languages: Utapese.

 

Vurks

Ability Modifiers: +2 Constitution, -2 Dexterity, +2 Charisma.

Size: Medium.

Speed: 6 squares.

Breathe Underwater: As amphibious creatures, quarren can't drown in water.

Expert Swimmer: A quarren may choose to reroll any Swim skill check, but must keep the second roll, even if it is worse.

Additionally, a quarren may take 10 on Swim skill checks even when rushed or threatened.

Placid: Once per encounter as a free action, a Vurk can remove one fear effect currently affecting it.

Nomads: A vurk can reroll any Survival skill check, but they must accept the second roll, even if it is worse.

Automatic Languages: Basic and Semblan.

 

Whiphid

Ability Modifiers: +4 Strength, -2 Intelligence, -2 Wisdom.

Size: Large.

Speed: 6 squares.

Insulating Fur: Whiphids receive a +5 to their Fortitude Defense against extreme cold.

Natural Weapon: A whiphid is always considered to be armed with their claws. A claw attack deals 1d6+STR mod damage. A claw is considered to be a simple weapon.

Scent: Whiphids ignore all cover and concealment when making Perception checks to notice targets within 10 squares, and they take no penalty for poor visibility while tracking.

Automatic languages: Whiphid.

 

Wroonian

Ability Modifiers: None.

Size: Medium.

Speed: 6 squares.

Free Spirit: Wroonians gain a +2 bonus to their Will Defense.

Skills: A wroonian can reroll a Persuasion skill check but must keep the second result, even of it is worse. Wroonians receive one additional trained skill at level one.

Dilletante: Choose one talent tree. That talent tree is available to you whenever you receive a talent, even if you do not have any levels in the appropriate class.\\\\\\\\\\

 

Wookiee

Ability Modifiers: +4 Strength, +2 Constitution, -2 Dexterity,

-2 Wisdom, -2 Charisma.

Size: Medium.

Speed: 6 squares.

Extraordinary Recuperation: A wookiee regains HP at double the normal rate.

Rage: Wookiees have rage 1/day as a species trait. They can activate rage as a swift action. While raging, a wookiee gains a +2 bonus to melee attack and damage but cannot use skills that require patience and concentration, such as Mechanics, Stealth, or Use the Force.

         A fit of rage lasts for a number of rounds equal to 5+Constitution modifier. At the end of the rage's duration, the wookiee moves -1 persistent step along the condition track. The penalties imposed by this condition persist until the wookiee takes 10 minutes to recuperate, during which time they can't engage in any strenous activity.

Weapon Familiarity: Wookies with the Weapon Proficiency (Rifles) feat are proficient with the bowcaster.

Skills: Wookiees may choose to take 10 on any Climb skill check even when distracted or threatened. Also, a wookiee may choose to reroll any Persuasion skill roll to intimidate others, but must take the second roll, even if it is worse,

Automatic Languages: Basic (cannot speak) and Shryiiwook.

 

Yarkora

Ability Modifiers: -2 Dexterity, +2 Wisdom, +2 Charisma.

Size: Medium.

Speed: 6 squares.

Confusion: Once per encounter as a standard action, a yarkora can make a Deception check against the Will Defense of all targets within 6 squares. If the check equals or exceeds the target's Will Defense, that target threatens no squares until the end of the yarkora's next turn. This is a mind-affecting effect.

Deceptive: A yarkora can reroll any Deception skill check, but must take the second roll even if it is worse.

Streetwise: All yarkora have Gather Information as a class skill.

Automatic Languages: Basic and Yarkora.

 

Yuuzhan Vong

Ability Modifiers: +2 Strength, -2 Wisdom.

Size: Medium.

Speed: 6 squares.

Force Immunity: Yuuzhan Vong can't take the Force Sensitve feat, can't make Use the Force checks, and never gain Force Points. In addition, they are immune to any Force effect that targets their Will Defense.

Technophobic: Yuuzhan Vong take a -5 penalty on any attack rolls or skill checks made with technological items.

Weapon Familiarity: Yuuzhan Vong with Weapon Proficiency (simple weapons) are proficient with the amphistaff.

Automatic Languages: Vong.

 

Zabrak

Ability Modifiers: None.

Size: Medium.

Speed: 6 squares.

Heightened Awareness: A zabrak may choose to reroll any Perception skill check, but must take the second roll, even if it is worse.

Superior Defenses: Zabraks gain a +1 species bonus to all Defenses.

Automatic Languages: Basic and Zabrak.