More Conversion Stuff: D&D => Star Wars d20

DnDChick

Demon Queen of Templates
spidertrag said:
How 'bout:
Driders
Scorpionfolk
Chitne
Narleth (CC1 I think)
:D

I looked at the drider with the eyes of a converter and I'm not sure it can be done in such a way that it captures enough of the feel of the monster to even be worthwhile. Alien species in the Star Wars d20 game never have racial hit dice, so its 6HD would go bye bye. Once that goes, that leaves one with the quandry of what to do with its 6th level cleric spellcasting ability. If I remove it, all we are left with is something with high stat bonuses and poison. If I leave the spellcasting in as converted to Force powers, it becomes too powerful.

And as for the scorpionfolk ... are you talking about the Stinger in Monsters of Faerun?
 
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DnDChick

Demon Queen of Templates
Here is the Chitine

Chitine
— +2 Dexterity, +2 Constitution, +2 Intelligence, −4 Charisma
—Small size. +1 bonus to Defense, +1 bonus on attack rolls, +4 bonus on Hide checks, −4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
— A Chitine’s base land speed is 10 meters, and a climb speed of 6 meters.
— Four Arms: A chitine’s four arms grant her a +4 bonus on grapple checks.
— Difficult to Disarm: Because of hooks in its palm, a chitine gains a +4 bonus on its opposed check when an opponent tries to disarm her.
— Sensitive to Light: In bright light a chitine suffers a -1 penalty on attack and damage rolls.
— A chitine receives that Multidexterity feat for free and ignores the 15 Dexterity prerequisite.

Chitine web armor
DR 1
Armor bonus +2 to Defense
Armor check penalty -1
Cost: Not for sale

Notes: I left out all social and racial descriptions. I figure if you want this as an alien species in Star Wars you can write it to suit your own needs. I also dropped its free Multiweapon fighting feat. You can put that back in if you want.

All in all, not bad for an alien species. It’s a little heavily weighted on the ability scores, but as Kanegrundar mentioned, the races in Star Wars are not *necessarily* balanced with each other.

As for the scorpionfolk … are you talking about the Stingers in the Monsters of Faerun?
 

Kanegrundar

Explorer
I left in the societal info mostly because I was feeling too lazy to cut out just the stats. ;) Plus I figured someone may be interested in how I worked in these fantasy races into Star Wars.

I have quite a few more that I'll try and get posted later on tonight.

Kane
 

DnDChick

Demon Queen of Templates
I started to write StarWarsy species and planet info for the D&D races but got lazy and didn't bother with it. lol

I liked your write-ups, though ... I might yoink them. :)
 

Kanegrundar

Explorer
DnDChick said:
I started to write StarWarsy species and planet info for the D&D races but got lazy and didn't bother with it. lol

I liked your write-ups, though ... I might yoink them. :)
Thanks. When I first started writing up the campaign info I wasn't sure how well some of these races (like elves) would work, but it ended up being easy to write and easy to integrate into the SW universe in game.

Kane
 

Kanegrundar

Explorer
Aarakocra
Aarakocra are an avian species hailing from the Mid Rim world of Aarak. They stand around 1.6 meters tall and have wingspans that reach 6.6 meters in length. Like birds, their bones are lightweight and hollow, so they do not weigh much. They have three-fingered hands located midway along the edge of each wing. These hands are nearly as useful as a human’s as long as the aarakocra isn’t in flight. Their feet are as nimble as their hands, allowing them a great deal of manipulation ability while in air. Their faces resemble a cross between a parrot and an eagle. They have grey-black beaks and black eyes set frontally in their heads, prividing keen binocular vision. Aarakocra plumage varies between tribe, but males are generally bright red, orange, or yeloow, while the females tend more toward brown and gray.
Personality: Aarakocras are a species that lives in harmony with their surroundings. They despise the overuse and abuse of natural resources. They have been known to react violently against those that harm the environment; a far cry from their usual calm and somewhat xenophobic demeanors.
Aarakocra Homeworld: Aarakocras hail from the mountainous world of Aarak, living in cities high in the lightly forested cliffs.
Languages: Aarakocras speak Aarakian and Basic.
Example Names: Aavin, Kashca, Preet, Shreeka
Adventurers: Most aarakocras are too xenophobic to leave Aarak. Their dealings with other species are marred by conflict with slavers, ecological terrorism, and the devastation of their contact with the Empire. Many of the aarakocra found beyond Aarak are freed slaves that are too shamed by the deeds they were forces to do to return to their tribes…if their tribes remain at all. Their vision and ability of flight make them excellent scouts. Many also have strong to ties to the force, but few become Jedi; content instead with the level of power they see as the extention of their gods.
Aarakocra Traits:
• +4 Dex, -2 Str. Aarakocras are quite agile, but their bodies don’t lend well to being a species of any measure of physical strength.
• Medium-sized. Aarakocra have no bonuses or penalties based on their size.
• Speed of 6 meters and fly at 30 meters.
• Beak allows a +1 bonus to attack rolls and does 1d3 damage.
• +2 racial bonus to Spot skill checks.
• Summon Large Air Elemental: A group of three or more aarakocras can channel their innate force abilities to create a being of air (see the D&D Monster Manual for details on Air Elementals). They channel their force powers through an intricate aerial dance that takes 3 rounds to complete and costs each member of the ritual 5 VP’s.

Alaghi
Alaghi are a species hairy humanoids similar to wookies. They stand around 2 meters tall with barrel chests, thick necks and wide, flat heads with sloping brows. Their shoulders are broad and their arms are long and powerful. Their legs are short, but thick, and their hands and feet are very large. Their bodies are covered with blonde, brown, or reddish colored fur. Most alaghi with blonde fur have green eyes and green-tinged fur.
Personality: Alaghi are a peaceful species that is slow to anger. They kill only for food or when protecting their families. They are a shy species that has little to do with others.
Alaghi Homeworld: Alaghi are from the forest world of Hamman.
Languages: Alaghi speak a primitve form of Sylvan and some also speak some Basic.
Example Names: Binwi, Kors, Seema, Yasmin
Adventurers: Many alaghi were forced into slavery by the Empire, and now live out lives in the service on worlds that are not their own. Those that are free do not tend to leave Hamman, but some have travelled the stars as guards in the service of the Rebellion. Their powerful physiology lends itself perfectly to jobs as soldiers and guards. The force touches many blonde alaghi. While most never become more than adepts, many further the cause of good as Jedi Knights.
Alaghi Traits:
• +8 Str, +2 Con, -4 Int. Alaghi are powerful and hardy, but their species has never been focused on academic pursuits making them less intelligent compared to other species.
• Medium-sized. Alaghi have no bonuses or penalties based on their size.
• Speed of 10 meters
• +2 natural Defense bonus

Asabi
Asabi are reptilian humanoids who are found all over the Outer Rim working as mercenaries or as slaves in the service of various criminal syndicates. There are two races of asabi, both are detailed below.

Asabi:
Asabi stand around 2.3 meters tall and have tails as long as 3 meters. Asabis’ think, pebbly skin is brown or gray in hue, fading to dun or light green on the belly. They have yellow, egg-shaped eyes with horizontal slit pupils. Their limbs protrude from their sinuous bodies at odd angles, and they move with quick, awkward-looking gestures. Their heads swing from side to side atop thin necks. Their narrow skulls have sloping foreheads that end in protruding brows.
Personality: Asabis are easy to anger and quick to attack. They are mean and are well-known for their foul dispositions.
Asabi Homeworld: Asabis hail from the desert world of Nazok on the Outer Rim.
Languages: Asabis speak Asab and Basic.
Example Names: Aswan, Bisan, Terk, Zasam
Adventurers: Asabis are a species of mercenaries. Ever since they came in contact with other species the asabi have either tried to rule over them or work for those stronger than themselves. They can be found all over the Outer Rim working as thugs, mercenaries, and assassins. Few asabis are touched by the Force, but those that are touched are commonly Dark Side Adepts.
Asabi Traits:
• +2 Dex, +2 Int, +2 Wis. Asabis are agile, smart, and wise.
• Medium-sized. Asbais have no bonuses or penalties based on their size.
• Speed of 16 meters, and they can burrow through sand and soft earth at a rate of 6 meters.
• Bite does 1d4 damage.
• All asabis are good jumpers. Their maximum distance is 6 meters for a standing jump, and 5 meters for a standing high jump.
• +1 natural Defense bonus

Stingtail:
Stingtail asabis are a larger and less intelligent race of asabi. They look much like their smaller cousins except stingtails stand around 4 to 4.6 meters tall.
Stingtail asabis have all the same species information (Languages, Homeworld, Names, etc.) as asabis.
Stingtail traits:
• +4 Str, +2 Con, -4 Int, -2 Wis, -2 Chr
• Large-sized. Stingtail asabis suffer a –1 penalty to attack rolls and Defense ratings due to their size.
• Speed of 12 meters, and they can burrow through sand and soft earth at a rate of 10 meters.
• Bite does 1d6 damage.
• Tail does 1d4 damage and those hit by a Stingtail’s tail must roll a Fortitude save (DC 15) or come into contact with a spray of liquid poison that has an onset tiem of 1 minute. The initial damage is 2d6 points of damage (always Vitality damage) and secondary damage of 1d4 points of temporary Constitution damage. In addition, those who fail the Fortitude save must succeed at a Will save (DC 15) or act as if under the effect of the Force skill “Fear” for the next two rounds. (The use of the tail attack does not penalize the stingtail with a Dark Side Point since the poison is part of their natural physiology.) The stingtail can use their tail poison six times a day.
• Immune to all mind affecting Force skills and feats.
• +2 natural Defense bonus

Bullywug
Bullywugs are a species of frog-like humanoids with green, gray, or mottled colored skin. They have long, flicking tongues that can barely speak Basic. They stand around 1.3 to 2.3 meters in height. They are amphibious.
Personality: Bullywugs are brutish and nasty. Their horrid dispositions are well-known throughout the galaxy. They are embroiled in a centuries-old war against the Siv, and tend to become violent and extremely hard to control when in the presence of a member of that species. However, bullywugs are known for their cowardice as well. Many are the tales that tell of jobs pulled by bullywug gangs that would have succeeded, but due to one of their numbers falling in combat the rest turned and ran.
Bullywug Homeworld: Bullywugs hail from the marsh world of Jarg, which they share with the Siv.
Languages: Bullywugs speak their own language, called Quan, and some speak a very rough form of Basic.
Example Names: Garg, Niff, Piquay, Wullg
Adventurers: Bullywugs that have found ways off of their homeworld tend to be guards and hired thugs for crime lords, however, due to their violent and sometimes uncontrollable natures (not to mention their cowardice) they tend to only find work with only small-time criminal outfits. Bullywug mythology speaks of heroes being able to summon forth beings made entirely of water (and many of those heroes have died due to not being able to control such creatures), so it is possible that the species has some connection to the Force, but only an extreme few have proven such a connection. Even those that have a connection to the Force have yet to show any ability in summoning mythical creatures.
Bullywug Traits:
• +6 Con, -4 Int, -4 Wis, -4 Chr. Bullywugs are hardy creatures, but they are rather stupid, foolish, and boorish.
• Medium-sized. Bullywugs have no bonuses or penalties due to their size.
• Speed of 6 meters, but they swim at a speed of 10 meters.
• Bullywugs suffer no movement penalties for moving in marshes or mud.
• +6 racial bonus to Hide checks when in marshes because of their skin coloration.
• +1 natural Defense bonus

Choldrith
Choldriths are an offshoot race of the Chitine, which are the species’ sole Force users. They are bloated white spiders, about 3 meters in diameter, with the humanlike heads of a chitine. They have two large, faceted eyes and large mandibles dripping with poison. Their ears are long and pointed, resembling horns. They have the eight legs of a normal spider, but the front two are more slender and end in functional hands.
Personality: Choldriths are seen as blessings from their goddess, Lolth. They are strong with the Force and serve the positions of leaders and commanders. They are cunning, methodical, and most times cruel. They shared the Chitine hatred of Drow Elves and are almost always as wicked to humans and other elven races.
Choldrith Homeworld: Choldrith hail from the world of Mooran.
Languages: Choldrith speak Lolthian, Basic, and Elven.
Example Names: Same as Chitines.
Adventurers: Few choldrith ever leave Mooran as they are much to vital to the structure of the chitine communities, which they lead. However, some do leave Mooran to search out ways of attaining more power through the Force. All choldrith are Force-users, and though most fall to the Dark Side, one named, Varkesh N’trall, saved a stranded group of High Elves from capture by a Drow Elven patrol. Varkesh won the respect of those he saved, and became a great Jedi Knight and protector of the Liandra system.
Choldrith Traits:
• +8 Str, +6 Dex, +6 Con, +4 Int, +6 Wis, +2 Cha. Choldriths are higher in physical and mental potential across the board compared to normal humans.
• Large-sized. Choldriths suffer a –1 penalty to attack rolls and Defense ratings due to their size.
• Speed of 10 meters, and they can climb up sheer walls at a speed of 6 meters.
• +2 natural Defense bonus.
• Poison Bite: A choldrith bites does 2d4 damage and the victim must pass a Fortitude save (DC 13) or be injected with poison. The initial damage is paralysis, and the secondary damage is 2d4 points of temporary Constitution damage.
• All choldrith start out with the Force Sensitive feat.
• Webbing: Choldriths can cast out a web eight times a day. This is similar to an attack with a net, but has a maximum range of 16 meters, with a range increment of 3 meters, and is effective against targets of medium-size or smaller. (See page 120 in the Star Wars RPG Core Rulebook for information on net attacks.) The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check (DC 26) or burst it with a Strength check (DC 32). Both are standard actions. The web has 12 hit points.
• Force Darkness: This is a Force Skill that all choldrith possess. For 3 VP’s, the choldrith drops a globe of darkness either in a fixed area or on top of a moving object. The globe is 6 meters in diameter and cannot be penetrated by any light source; even darkvision and low-light vision is defeated by the globe. This power lasts for 10 minutes per level of the choldrith.
• Force Blessing: This is another Force Skill that ll choldrith possess. For 2 VP’s, the choldrith can increase his attack rolls and saving throw bonuses against fear by 1 for 1 minute per level of the choldrith.

Dekanter Goblin
Dekanter Goblins bear little resemblance to the goblins that they were bore from. The Empire experimented on the miserable humanoids captured from a refugee frigate from Kazim. The result of those dire experiments was a race of goblins far superior from their original stock. Dekanters are stocky and powerfully built, standing around 1.3 and 1.6 meters tall and are usually at least 1.3 meters wide. Their orange-red hides are thick and tough, and a mane of wiry black hair circles their bestial heads and extends down their hunched shoulders. Their necks are nearly as wide as their shoulders and their faces sport a sharp, curved horn on the tip of their snouts. Their hands, while still able to manipulate small objects, end in wicked claws.
Personality: Dekanters were vicious enough to escape the breeding facility in which they were created. They are violent creatures, but they are cunning. Woe to those that think they are merely mindless brutes.
Dekanter Goblin Homeworld: Dekanters don’t have a homeworld, but they escaped (and nearly destroyed) an Imperial research facility on the planet Shnir.
Languages: Dekanters speak Goblin and Basic.
Example Names: Gort, Thrun, Vignug, Yagnur
Adventurers: Since their escape from the Empire, the Dekanter Goblins have been trying to find their niche in the galactic society. Some have attempted to help their goblin brethren on Kazim fight against Dwarven oppression, but the simple goblins don’t see dekanters as their cousins, only as another alien threat. Many have found work in the Outer Rim as bodyguards and mercenaries. Black Sun is said to have a group of dekanters on their payroll as well. Though few dekanter goblins show any talent with the Force, there are stories of rare dekanters exhibiting extraordinary abilities.
Dekanter Goblin Traits:
• +6 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, -2 Cha. Dekanter Goblins are extraordinary in every regard, but they are rather gruff and vulgar creatures.
• Medium-sized. Dekanter Goblins have no bonuses or penalties based on their size.
• Speed of 6 meters.
• +1 natural Defense bonus.
• Claws do 1d4 damage.
• Horn does 1d6 gore damage.
• Cold Resistance 5
• Dekanter Goblins heal 3 VP’s per round as long as they have 1 VP left.

Draegloth
Draegloth are a species born of dark elves and what is claimed to be a being from another plane of existence. Whether or not that is true is unknown, but their appearance certainly lends credence to those stories. Draegloths look like 2.6 meter tall Drow, with inky black skin and a knotted mane of yellowish-white hair. Their hides are thick and covered with a fine coat of white hair, and their bodies are powerfully muscled. Two of their four arms end in powerful claws; the other two, much smaller, end in normal hands that are quite capable of manipulating fine instruments. Their faces have a bestial cast, slightly elongated to resemble a dog’s muzzle, and their mouths are full of vicious, sharp teeth.
Personality: Draegloths are wicked creatures that seem to take even more pleasure in causing pain and misery as their Drow cousins.
Draegloth Homeworld: Draegloths hail from the same world as the Drow elves, Mooran.
Languages: Draegloths speak not only Lolthian, but an unknown strange and horrid sounding language as well.
Example Names: Earngohn, Glanthak, Karsamir, Sansawar
Adventurers: The birth of a Draegloth is seen as a blessing sent directly from Lolth to the family, so they are given every opportunity to raise up through the ranks of Drow society unfettered. The overwhelming majority of draegloths are fiercely loyal to Drow causes and are nobles in Drow society, but a few seek a life beyond the squabbles and in-fighting of Mooran. Those draegloths are still quite dangerous beings; they seek out a life usually taking advantage of those weaker than themselves. Draegloths have been known to become gangsters, spicelords, and even leaders of religious cults devoted to dark and deprived beings. They have a natural affinity to the Force and many have become Dark Jedi. Though it could possible for a draegloth to seek a path other than that of evil, there have been no documented cases of goodly-devoted draegloth.
Draegloth Traits:
• +10 Str, +4 Dex, +4 Con, +2 Int. Draegloths are quite strong, agile, hardy, and intelligent.
• Large sized. Draegloth suffer a –1 penalty to both Defense ratings and attack rolls based on their size.
• Speed of 10 meters.
• Claws do 1d6 damage.
• Bite does 1d8 damage.
• +2 natural defense bonus
• Darkvision up to 20 meters.
• Draegloths are immune to poison and sleep-inducing powers and drugs.
• Draegloths have a resistance of 20 to acid, cold, electricity, and fire-based attacks and effects.
• +2 bonus against Force powers.

Dragonkin
Dragonkin are humanoid creatures that claim to be the descendants of mythical dragons. They stand around 2.6 to 3 meters tall with draconic features. Their scaled hides range from dark yellow ocher to reddish brown with darker spots or bands. Their faces are decidedly dargonlike, with a long snout, a mane of thick hair, and horns swept back behind their heads. They have green wings that lighten to gold or yellow, or sometimes wings can match the color of their bodies. Their long tails are not useful in combat, but their vicious claws certainly are.
Personality: Dragonkin are brutally strict and quite often horribly cruel. They feel as though they are better than all other species due to their supposed heritage. They are also quite greedy. They hoard anything of value that they can get their hands on.
Dragonkin Homeworld: Dragonkin hail from the Outer Rim world of Hrath.
Languages: Dragonkin speak their own language, Draconic, as well as Basic.
Example Names: Drakkis, Karkan, Trakos, Zandrix
Adventurers: Dragonkin can be found all over the Outer Rim working as mercenaries and thugs for anyone that will put up with their arrogance. They are not well trusted, since many dragonkin units have attempted power coups, however, only a few such actions have been successful. They have had a few Force-touched individuals, but thankfully few since most end up falling to the Dark Side.
Dragonkin Traits:
• +8 Str, +2 Con, +2 Wis, +2 Cha. Dragonkin are exceptionally strong as well as being quite hardy, wise, and charismatic despite their arrogance.
• Large-sized. Dragonkin suffer a –1 penalty to attack rolls and Defense ratings due to their size.
• +2 natural Defense bonus.
• Claws do 1d6 damage. While in flight, dragonkin can make two additional attacks with their rear claws.
• Detect Force Users: Dragonkin have the innate ability to sense those that can use the Force as a free action. This ability is always correct and no check is needed.

Dwarves
Below are a more dwarven races from the mountainous world of Kazim.

Arctic Dwarves:
Arctic Dwarves are squat and hardy dwarves hailing from the polar regions of Kazim. They are the smallest race of dwarf. They look like white-haired dwarves that have been squished. They rarely get larger than a meter tall and are as broad as they are tall. Their eyes are bright and blue, and their cheeks are ruddy as ripe red apples. Normally, their skin is white, almost bluish, but since they enjoy basking under the arctic sun most are sunburned from head to toe, a condition that causes them no discomfort. Their fingers are thick and blunt, their feet are flat and wide, enabling them to walk through deep snow with ease; they always travel barefoot.
Personality: Though Arctic Dwarves are the most ill-treated and down-trodden of all the dwarven races (with the possible exception of the Wild Dwarves), they keep a positive outlook on life. They don’t envy the wonders of the modern world, they are perfectly happy with their primitive existences.
Arctic Dwarf Homeworld: Arctic Dwarves hail from the mountain world of Kazim.
Languages: Arctic Dwarves speak their own language, Innugaa, as well as a smattering of Dwarven. Very few Arctic Dwarves have had any contact with anyone that speaks Basic.
Example Names: Gaaka, Ingaa, Likuri, Tanturi
Adventurers: Arctic Dwarves are the most primitive of the dwarven races. They live simple lives fishing the polar seas and selling simple trinkets to the few tourists that visit their frigid homelands. Some have commented that the few arctic dwarves that have left Kazim are similar in regards to Ewoks in that they are curious and troublesome. Arctic Dwarves have had only a few documented cases of Force sensitivity in their race, but that many only be due to the fact that very few have ever left their homelands.
Arctic Dwarves Traits:
• +6 Str, +2 Con, -2 Dex, -2 Cha. Arctic Dwarves are quite strong and hardy, but they tend to be clumsy and their primitive natures make them hard to get to know.
• Small-sized. Arctic Dwarves have a +1 bonus to attack rolls and Defense ratings due to their size.
• Arctic Dwarves have a base speed of 6 meters.
• +2 racial bonus to Fortitude saves against all poisons.
• +4 dodge bonus against giants.
• Darkvision up to 20 meters
• Stonecutting: +2 bonus to checks to notice unusual stonework. They get a Search skill check when coming within 1 meter of stonework in question. They can also intuit depth, sensing the approximate depth as easy as human can sense which way is up.
• +2 to Appraise, Craft, and Profession checks that deal with stone items.
• Immune to the effects of cold.
• Primitive: Arctic Dwarves have a –4 penalty when using technological items. They can decrease to –2 by spending 2 character points. After gaining another level, they can spend another 2 character points to remove the penalty altogether.

Gold Dwarves:
Gold Dwarves are much like the Mountain Dwarves in appearance, the only difference being that their hair tends to be lighter in color.
Personality: Gold Dwarves are much more elitist in nature, since they control a large portion of the gold mines on Kazim, which allows them a lot of power with the dwarven economy. They tend to be much less friendly to non-dwarves than other dwarven races.
Gold Dwarf Homeworld: Gold Dwarves hail from the mountain world of Kazim.
Languages: Gold Dwarves speak Dwarven and Basic.
Example Names: Earl, Robberta, Starchim, Willam
Adventurers: Gold Dwarves don’t commonly leave Kazim. They don’t see the need to leave their perfectly good world for a new life elsewhere. However, those that do leave tend to become wiley businessmen usually dealing in credit exchanges or trading companies. Gold Dwarves have had Jedi from their ranks, but only a few.
Gold Dwarf Traits:
• +2 Con, -2 Dex. Gold Dwarves are hardy folk, but are rather clumsy.
• Medium-sized. Gold Dwarves have no bonuses or penalties based on their size.
• Hill Dwarves have a base speed of 6 meters.
• +2 racial bonus to Fortitude saves against all poisons.
• +4 dodge bonus against giants.
• Darkvision up to 20 meters
• Stonecutting: +2 bonus to checks to notice unusual stonework. They get a Search skill check when coming within 1 meter of stonework in question. They can also intuit depth, sensing the approximate depth as easy as human can sense which way is up.
• +2 to Appraise, Craft, and Profession checks that deal with stone or metal items.

Urdunnir Dwarves:
The Urdunnir are possibly the oldest and rarest race of dwarf. They were once thought lost to the annals of dwarven legend when they were discovered only one hundred years ago in tunnels far deeper than any dwarf had ever gone before. They look much like Mountain Dwarves, with light gray skin, long gray beards, and silver eyes. They usually wear a strange one-piece garment made of stone and metal.
Personality: The Urdunnir are still getting used to the strange and wonderful technologies of the galaxy, therefore they are a little standoffish and shy when meeting non-Urdunnir and especially non-dwarves. They are rather loyal and trustworthy once their friendship is won.
Urdunnir Dwarf Homeworld: The Urdunnir hail from the deepest tunnels of the mountain world of Kazim.
Example Names: Darturl, Durnir, Rithnur, Urn
Adventurers: The Urdunnir are still reclusive. They are actively trading with other dwarven races and even off-worlders as well, but few have left Kazim. Those that have left have been almost overwhelmed by the vastness of the galaxy. Due to their innate strange Force abilities, they are constantly tempted and prodded to join with one group or another, and their artwork can fetch high prices. Several Urdunnir Dwarves have joined the Jedi Academy with great success.
Urdunnir Dwarf Traits:
• +2 Con, -2 Cha. Urdunnir Dwarves are hardy folk, but are rather gruff and stubborn.
• Medium-sized. Urdunnir Dwarves have no bonuses or penalties based on their size.
• Urdunnir Dwarves have a base speed of 6 meters.
• +4 racial bonus to Fortitude saves against all poisons.
• +4 dodge bonus against giants.
• Darkvision up to 20 meters
• Stonecutting: +2 bonus to checks to notice unusual stonework. They get a Search skill check when coming within 1 meter of stonework in question. They can also intuit depth, sensing the approximate depth as easy as human can sense which way is up.
• +2 to Appraise, Craft, and Profession checks that deal with stone or metal items.
• Urdunnir Dwarves start with the Force Sensitive feat for free.
• Stone Shape: This Force power is innate to all Urdunnir. For a cost of 4 VP’s, can reshape up to 26 cubic meters of stone. Fine detail is not possible, but this ability can be used to create a door where one did not exist before, or seal up cracks in stone.
• Stone Walk: For a cost of 4 VP’s for every 10 meters travelled, an Urdunnir can pass through stone and earth as if it were air. Doing this, the dwarf can carry up to twice their own body weight in this manner. This power only affects the activating dwarf and cannot be used to transport others, and this power cannot be used to pass through large deposits of metal.
• Shape Metal: Urdunnir Dwarves can shape up to 1.6 cubic meters of metal by spending 4 VP’s. This power still takes a round of concentration time along with the VP cost. The dwarf must touch the metal to shape it. The Urdunnir can take a round to ready for an attack, and then make a touch attack when a foe attacks with a metal object to be able to reshape the weapon therefore making it unusable and only takeing half damage from the attack.

Wild Dwarves:
Wild Dwarves hail from the lone jungle on Kazim, the Misty Valley. They are dark-skinned, short, and stout. Their heavily tattooed bodies are covered with grease that serves to keep off insects and also makes them hard to hold. They wear nothing except their long, woven hair, which serves as adequate clothing.
Personality: Wild Dwarves are as distrustful of outsiders, including other dwarven. They tend to watch from a distance or outright run from outsiders.
Wild Dwarf Homeworld: Like all dwarves, Wild Dwarves are from the mountainous world of Kazim.
Languages: Wild Dwarves speak only their own language, Junzurik.
Example Names: Aamp, Dardan, Tolwin, Yagna
Adventurers: Wild Dwarves have been left in relative peace since dwarves don’t see much use in wood products. However, offworlders have been drawn to the anamolie of Kazim’s lone jungle, and other dwarven races have built resorts in the jungle to accomadate the visitors. This has been met with some resistance from the primitive dwarves, but after a handful of unsuccessful skirmishes, they have decided to wait and watch. The few wild dwarves that have entered into the galaxy have found they have a talent as scouts. No wild dwarves have yet shown any talent with the Force, though wild dwarf legends speak of those with unusual powers.
Wild Dwarf Traits:
• +2 Con, -2 Cha. Wild Dwarves are hardy folk, but are rather gruff and stubborn.
• Small-sized. Wild Dwarves gain a +1 bonus to attack rolls and Defense ratings due to their size.
• Hill Dwarves have a base speed of 6 meters.
• +3 racial bonus to Fortitude saves against all poisons.
• +4 racial bonus to Fortitude saves against all diseases.
• Heat Resistance 5
• Darkvision up to 20 meters
• Stonecutting: +2 bonus to checks to notice unusual stonework. They get a Search skill check when coming within 1 meter of stonework in question. They can also intuit depth, sensing the approximate depth as easy as human can sense which way is up.
• Primitive: Wild Dwarves have a –4 penalty when using technological items. They can decrease to –2 by spending 2 character points. After gaining another level, they can spend another 2 character points to remove the penalty altogether.

Fey’ri
Fey’ri are a species that was once of elven stock. When the Illithids entered the Liandra system, they caputred many elves and turned them into these dark and sinister beings using heinous genetic experiments. Though they vary widely in appearance, they tend to look most like High Elves—tall, noble elves with bronze skin, hair of copper, black, or golden blonde. All fey’ris have additional features that display the still genetic instability of their species—fine scales covering their bodies, huge batlike wings, firey red eyes, and long, pointed tails.
Personality: Fey’ri are cold and calculating beings that strive only for personal power. Their wills are strong, so strong that not even the power of Illithid mental conditioning could hold them.
Fey’ri Homeworld: Fey’ri were created on Illithid starships. They know what they once were, but do not consider Liandra to be home any longer.
Languages: Fey’ri speak Elven, Sylvan, and Basic.
Example Names: Carshoon, Devarok, Veldrix, Whilstag
Adventurers: Shortly after their creation in the Illithid breeding tanks, they fey’ri rebelled against their masters and escaped into space. They did not return to Liandra and seek help from their brethren, instead they spread across the galaxy in small groups that helped stabilize the species (though they are still a species prone to mutation) and secure their positions as assassins, bounty hunters, and fearsome Dark Jedi. While not all fey’ri are evil, the overwhelming majority are.
Fey’ri Traits:
• +3 Dex, +2 Int, -2 Con. Fey’ri are quite agile and smart, but they tend to be prone to sickness.
• Medium-sized. Fey’ri have no bonuses or penalties based on their size.
• Speed 10 meters, fly at 12 meters (poor)
• Start play with the Force Sensitive feat for free.
• Immune to Force skills and drugs that induce sleep.
• +2 to saves against electricity and poison.
• +2 bonus to Will saves against mind-affecting Force powers.
• Low-light vision
• Alternate Form: Fey’ri can can their shapes into a humanoid creature of roughly the same height and weight.
• +2 racial bonus to Bluff, Hide, Listen, Search, and Spot checks.

Firenewt
Firenewts are a species of reptilian humanoids with mottled sepia-colored skin that’s darkest along the spine and fading to a near white on the belly. The smooth flesh and features resemble that of an eel. The eyes are deep crimson. They stand around 1.6 to 2 meters tall.
Personality: Firenewts are violent fighters whose societies are lorded over by a cruel religious order. Firenewts find no greater pleasure than in the total defeat of a foe.
Firenewt Homeworld: Firenewts hail from the volcanic world of Zantid.
Languages: Firenewts speak their own language, Frit, and a handful can also speak Basic.
Example Names: Ravshrix, Shrish, Vrust, Xandix
Adventurers: Firenewts rarely leave Zantid, but those that do tend to become raving mercenary lunatics spouting their violent religious propoganda while earning some credits for some glorious slaughtering. Their fervor for violence makes them unattractive as a long term employee, but even Jabba the Hutt used Firenewt mercenaries for suicide missions against competitors.
Firenewt Traits:
• +2 Dex, +2 Con, -4 Int, -2 Cha. Firenewts are agile and hardy, but they are rather stupid as well as beig rather hard to get along with.
• Medium-sized. Firenewts have no bonuses or penalties based on their size.
• Speed of 10 meters
• Firenewts can use their innate breath weapon once every 10 minutes. The attack is a gust of fire that affects one foe within 2 meters and does 1d6 points of damage; a successful Reflex save (DC 12) reduces the damage by half.
• Immune to fire damage, but they take double damage from cold unless they pass a saving throw.

Genasi
The genasi are a former near-human species from the planet, Casamar. Evidence suggests that they once were part of an amazing technological society that excelled in genetics and what their people called “doorways.” Doorways, from what little information could be garnered, were pathways that opened up into other parts of the galaxy, and even rumored to open up into other realms of reality. Though few genasi speak of their past, a few mention that it was a doorway opened to a realm where the basic elements of our universe: air, earth, fire, and water are vibrant and powerful. Beings from that realm entered Casamar, forever ruining the society and changing the genetic makeup of the people. Now, there are four distinct races of genasi, each seemingly tied to one of the four elements. Whether or not this is true, or simply a story used to cover up their own shame at changing their own genetics is not known.
Today, the genasi are not technologically advanced. They can create starcraft, but have not developed hyperdrives and so they have only colonized one other planet in their system. They are on the verge of creating blaster weapons, but still use slug-throwers. They treat technological advancements with care, fearing another fall like the one that changed them forever.
Each of the four races are detailed below.
Air Genasi:
Air Genasi look generally human, with one or two unusual traits that clearly manifest their unique nature: light blue skin or hair, a constant breeze around them, a breathy voice with strange inflections, or flesh that is cool to the touch. They care little about their appearance, since tousled hair and ill-mended clother simply show the natural way of things in their eyes.
Personality: Air genasi, like most genasi, are arrogant. They feel that within their blood flows the power of the air. They are hard to converse with since they can be calm and reserved one moment, and a rage of intensity the next.
Air Genasi Homeworld: Air genasi hail from the world of Casamar.
Languages: Air genasi speak Basic as well as Genaroc, the basic genasi language.
Example Names: Aearon, Gestald, Howlir, Wisting
Adventurers: Air genasi are the wanderers of the genasi people. They travel the spaceways more than any other genasi race. They never stay in any one place for long, whether that’s due to their flighty natures or to the fact that their arrogant natures doesn’t make them very popular is unknown. While they are as strong in the Force as many other species, their undicsiplined nature doesn’t lend itself well to the Code of the Jedi, so few ever become Jedi Knights.
Air Genasi Traits:
• +2 Dex, +4 Int, -4 Wis, -2 Cha. Air genasi are light on their feet and tend to be rather intelligent. However, they are prone to not think things through and are rather arrogant.
• Medium-sized. Air genasi gain no bonuses or penalties based on their size.
• Speed of 10 meters.
• Mingle with Wind: Once per day, an air genasi can levitate for 50 minutes at a cost of 3 VP’s.
• Air Resistance: Air genasi don’t breathe, and are therefore immune to most gas attacks, drowning, and suffocation. However, if they are ever released into space, their bodies quickly get tore asunder.

Earth Genasi:
Some earth genasi seem dirty, rough, and rugged like a handful of stones, while others look as impeccably clean as polished gems. An individual earth genasi might have earthlike skin, a metallic sheen to the skin or hair, blocky features, gritty flesh, a deep voice and slow speech, or black eyes like deep pits.
Personality: Earth genasi tend to believe that they are superior that other species, even other genasi, since they are imbued with the power of earth. They tend to be slow to act and ponderous in thought, but they are far from stupid.
Earth Genasi Homeworld: Earth genasi hail from the planet, Casamar.
Languages: Earth genasi speak Basic and Genaroc.
Example Names: Dargaron, Gravar, Ravkos, Stonok
Adventurers: Earth genasi rarely leave Casamar. They hate not being on solid ground and find the thought of long space journeys to be distasteful. However, there are a few of their number scattered throughout the galaxy, usually working as hired muscle or as bounty hunters. Out of all the genasi races, the earth genasi tend to make the best Jedi Knights. Though they carry an air of superiority, they possess a degree of discipline unheard of in most genasi. However, due to their high opinions of themselves, they don’t tend to try and become a part of something that asks them to see themselves as equals to others.
Earth Genasi Traits:
• +2 Str, +4 Con, -4 Wis, -2 Cha. Earth genasi are strong and hardy folk, but they tend to be careless and rude.
• Medium-sized. Earth genasi gain no bonuses or penalties based on their size.
• Speed of 10 meters.
• +1 natural Defense bonus.
• Merge with Stone: Once per day, if travelling in areas where the ground in bare earth (no pavement or steel), they can pass through the area for up to 50 minutes without leaving any sign (either footprint or scent) of their passing. This ability costs 3 VP’s.

Fire Genasi:
Fire genasi are proud of their appearance, and generally strive for a look of simple elegance. Specific traits that distinguish fire genasi include deep red or coal black skin, red hair that moves on its own like a dancing flame, a voice that crackles like the sound of burning wood, warm or hot flesh, or fiery eyes that glow with a flamelike intensity.
Personality: Fire genasi tend to be full of energy, high-strung, and quick to action. They speak quickly and prefer action to discussion.
Fire Genasi Homeworld: Fire genasi hail from the planet, Casamar.
Languages: Fire genasi speak Basic and Genaroc.
Example Names: Carsir, Flanto, Karah, Stellan
Adventurers: Fire genasi can be found all over the galaxy. They are the most impetuous of all the genasi, acting quickly on mere whims without thinking things through. Fire genasi seem to attract more attention than other genasi races, and therefore seem to get into more trouble. They are rather flamboyant and most tend to be gamblers or merchants or some other profession that lends itself easily to their flamboyant personalities. Few fire genasi become Jedi Knight since the training and regimens are much too strict for their hip-shot mentalities.
Fire Genasi Traits:
• +2 Int, -2 Cha. Fire genasi are intelligent, but their vanity tends to make others wary of them.
• Medium-sized. Fire genasi have no bonuses or penalties based on their size.
• Speed of 10 meters.
• Reach to the Blaze: Once per day a fire genasi can cause any flame within a 3 meter radius to either diminish to coals or flare to the brightness of daylight and double its normal radius of illumination. This effect does not change the heat or fuel consumption of the fire. This ability lasts for 5 minutes and costs 1 VP.
• Fire Resistance: Fire genasi gain a +1 bonus on all saving throws against fire and flame attacks and effects. This bonus increases by +1 for every five levels the genasi gains.

Water Genasi:
Water genasi always display one or more of the following traits: blue-green skin or hair, blue-black eye, thin scales covering their bodies, hair that waves and sways as if underwater, a muffled voice resembling the echoing songs of whales, or cold, clammy flesh. They breathe water as easily as air.
Personality: Their personalities vary widely. Some are kind and gentle, while others are harsh and cruel. They all tend to be very independent, and believe themselves to be utterly unique individuals.
Water Genasi Homeworld: Water genasi hail from Casamar.
Languages: Water genasi speak both Basic and Genaroc.
Example Names: Aquilla, Felish, Oceya, Whalton.
Adventurers: Water genasi are a rare sight away from Casamar. Many water genasi have built large cities in the deep waters of their homeworld and rarely leave. However, some have travelled to other water-based worlds like Humas or Surl just to see other forms of aquatic life. While they see the beauty in other species, they still see themselves as superior since water genasi are made of the very thing that makes aquatic life possible. The Jedi Academy has accepted several water genasi into their ranks, but there are many tales of Dark Jedi among the water genasi as well.
Water Genasi Traits:
• +2 Con, -2 Cha. Water genasi are hardy folk, but their arrogance turns people off to them.
• Medium-sized. Water genasi have no bonuses or penalties based on their size.
• Speed of 10 meters (both on land and in water).
• Amphibious: Water genasi can breathe water as easily as air.
• Call to the Wave: Once per day a water genasi can create enough water to sustain five adult human-sized beings for a day. This ability costs 3 VP’s.

More to come...

Kane
 

Kanegrundar

Explorer
Groundling
Groundlings were created by Illithid scientists for use as assassins during their attack on the Kazim system. The Illithids used dwarven prisoners to create a species of humanoids that can quickly burrow through earth and used them in blitzkrieg-style attacks on dwarven cities. From a distance, they appear to be dwarves, but once they are close the differences become obviously clear. They appear to be humanoid badgers. Their ears are buried in wild fur, and their eyes appear as narrow slits. A long, bristled snout replaces the dwarven nose, and large fangs protrude from the extended mouth. Their hands end in powerful talons. They generally stink of spoiled meat.
Personality: Due to Illithid conditioning, groundlings live only for the thrill of the hunt and the glory of the kill. However, such conditioning can be overcome, but those that do are still prone to fits of rage and random violence.
Groundling Homeworld: Groundlings don’t have a homeworld since they were created. Most claim the Illithid Empire as their home.
Languages: Groundlings speak Basic with snarling voices.
Example Names: Darkin, Ghurar, Shurg, Tanzig
Adventurers: Groundlings can be found wherever their Illithid masters are. They still serve the niche of assassins and shock troops, but they also serve the purpose of guards. Those that were left behind after the failed attempt to conquer Kazim, slowly overcame the conditioning of their Illithid masters. They never regained their lost dwarvenhood, but escaped out into the galaxy to begin a life of their own. They are rare, but can occasionally be found on backwater worlds ekeing out a living as hired thugs. No groundling has ever shown any ability in the Force.
Groundling Traits:
• +2 Str, +2 Dex, +4 Con, +2 Wis, -6 Int, -6 Cha. Groundlings are wise and physically superior to humans, but they are dreadfully stupid and lack any sort of sense of personal presence.
• Medium-sized. Groundlings have no bonuses or penalties based on their size.
• Speed of 6 meters, but they can burrow through earth at a speed of 10 meters.
• Claws do 1d4 damage.
• Bite does 1d8 damage.
• Due to the size of their claws, groundlings cannot use ranged weapons that require the pulling of a trigger or the manipulation of fine instrumentation.
• When a groundling hits its opponent with any two of its attacks in a single round, it tries to grab the enemy and drag it below the surface. The creature makes a free grapple check; if it wins the check, it drags the victim toward its burrow. Fighting within a groundling tunnel is an advantageous situation for the groundling (+2 to any attack rolls) and a disadvantageous situation for any opponents (-2 to attack rolls).
• Groundlings have a +2 racial bonus to saving throws against Force powers.
• Groundling also gain a +2 bonus to saving throws against all poisons.

Hybsil
Hybsils are a species of woodland nomads from the forest world of Argor VII. They look similar to the centaurs of Centa, but they stand only 1 meter tall and have bodies similar to antelopes instead of horses. The variation in their hide coloration is as wide as normal antelopes. They have large ears, and their mouths and noses, while being humanoid, carry a more animalistic look to them. Males have forked antlers that molt in the winter and grow back every spring. Females have straight, spiralling antlers all year round.
Personality: Hybsils are very family-focused. They resort to insane acts of “bravery” whenever a member of their tribe (which is considered part of their family as a whole) is in danger. The three main virtues in their society are: obligation, vengeance, and daring. They are a fun-loving speices, but they will stop at nothing to have revenge on those that have wronged them.
Hybsil Homeworld: Hybsils are from the forest world of Argor VII.
Languages: Hybsils speak their own language, Hyb, and a few also speak Basic.
Example Names: Five-Point, Stardancer, Summerwind, Swiftshot
Adventurers: Few hybsils ever leave their homeworld due to their strong sense of family. However, there are some hybsils tribes that have colonized other worlds (mostly due to invitations from Elven explorers). Most lone hysils are on quests for vengeance due to their tribe being wiped out save for that one member. There are several tales of crazed, lone hybsils attacking Imperial outposts on their own only to be quickly wiped out themselves. The Rebel Alliance has sent delegates to Argor VII to hopefully recriut these brave beings into the fight against the Empire, but only if they can curb their crazed sense of vengeance. Hybsils are strong with the Force, and while only a few have ever became Jedi, their species boasts many Force Adepts.
Hybsil Traits:
• +6 Dex, +2 Con, +2 Int, -2 Str. Hybsils are amazingly agile as well as being a hardy and intelligent species, but what they have in agility they lose in strength.
• Small-sized. Hybsils receive a +1 bonus to Defense ratings and attack bonuses, as well as a +4 bonus to Hide checks.
• Speed of 16 meters.
• Start play with the Force Sensitive feat.
• Start play with the Mobility feat.
• Mirror Image: For a cost of 3 VP’s, a hybsil can create three images that look and move exactly as the original. These images have the same Defense scores as their creator, but disappear after being hit by a successful attack.
• Jump: For a cost of 2 VP’s, a hybsil can jump up to 6 meters high and 10 meters forward.
• Hybsils can see anyone that is using a cloaking device or Force power that renders them invisible.
• Immune to all types of poison.
• +4 racial bonus to Disable Device and Search checks only in a woodland setting.
• +2 racial bonus to Jump checks.

Malaugrym
Malaugryms are a species of shapeshifters. Their natural forms are that of floating orbs about 1.3 meters in diameter with three clawed tentacles. Their mouths are sharp beaks, and they have three golden eyes surrounding the beak. Their hide is rubbery and mottled brown and green in color. They possess a natural levitation ability and hover in the air, their tentacles in constant motion.
Personality: Malaugryms are power-hungry and don’t care who they hurt on their quest for power.
Malaugrym Homeworld: The homeworld of the malaugryms is unknown, though one of their kind claimed that they are from an alternate dimension.
Languages: Malaugryms speak their own unspeakable tongue as well as Basic.
Example Names: Malaugrym names are usually unspeakable by most species, so they take a name that suits the alternate form that they take.
Adventurers: Malaugryms are commonly found in the employ of various criminal organizations, though those organizations rarely know what they have hired. Malaugryms are always looking for ways to increase their personal power. They will stop at nothing to gain power. Even more frightening, is that malaugryms do tend to become Dark Jedi.
Malaugrym Traits:
• +2 Str, +2 Dex, +2 Con, +4 Int, +2 Wis, +4 Cha. Malaugryms are superior to humans in nearly every regard.
• Medium-sized. Malaugryms in their natural forms have no bonuses or penalties based on their size. However, if they take the form of a larger or smaller-sized creature, they receive any bonuses or penalties the size of that form would normally get.
• Fly at a speed of 10 meters, they move at the common speed as a normal member of the species they take their alternate form in.
• +2 natural Defense bonus.
• Tentacles do 1d6 damage.
• Alternate Form: Malaugryms can shapechange perfectly into any species or objects. When in a humanoid form, the only way to discern their true origins is to see the golden gleam in their eyes. A spot check (DC 20) is required to see this telltale gleam.
• Silver Vulnerability: Damage from silver weapons cannot be healed as normal by a malaugrym. The only way this damage can be healed is by use of the Heal Self or Heal Another Force skills.
• +2 bonus to saves against Force skills and feats. This bonus increases by +1 every 2 levels the malaugrym gains.
• +10 circumstance bonus to Diguise checks when in an alternate form.

Meazel
Meazels are a species of humanoids that have spread into some of the most horrid and disgusting places in the galaxy. They stand around 1.3 to 1.6 meters in height. Their skin ranges from light gray to dark green (often on the same individual), and frequently manifests in irregular patches of angry red, the result of a skin disease. Their eyes are jet black, and they always have thick, waxy hair of dark greenish gray. Their toes are partially webbed, allowing them to better swim in their sewer homes.
Personality: Meazels are malvolent killers. They have no sense of honor and use every underhanded tactic they can find to their advantage.
Meazel Homeworld: Meazels hail from the swamp world of Talzon, but after a ship was marooned on their world and was taken over, they quickly spread across the galaxy.
Languages: Meazels speak Basic. It is suspected that they once had their own language, but found it easier to simply speak the language that most species speak.
Example Names: Dagnorl, Megor, Regorz, Scarz
Adventurers: Meazels lurk in some of the darkest and filthiest places in the galaxy. They haunt sewers and dumps, making an empire out of the refuse of the galaxy’s other inhabitants. Many are hired by criminal organizations for assassination jobs, which the meazels are quite adept at. There are no known meazel Force users, but since most meazels are never seen that means little.
Meazel Traits:
• +4 Dex, -4 Int, -4 Cha. Meazels are very agile, but they tend to be quite stupid and thanks to their usually diseased states their charisma suffers.
• Medium-sized. Meazels receive no bonuses or penalties based on their size.
• Speed of 10 meters.
• Claws do 1d4 damage plus the victim must pass a Fortitude save (DC 12) or contract the disease that makes meazels so ugly. The disease incubates for 1d6 days; the damage is 1d2 points each of Dexterity and Constitution. If the victim takes damage from the disease, she must pass another Fortitude save or be permanently drained of 1 point from each ability as well.
• Sneak Attack: If a meazel ever attacks a foe that is unaware of its presence, the meazel increases the damage of the attack by 3d6.
• Evasion: If a meazel ever rolls a Reflex save to save for half damage from an attack and the save passes, the meazel takes no damage at all.
• +4 racial bonus to swim checks.

Pterafolk
Pterafolk are a species of shapechangers from the jungle world of Chult. In their natural form they’re often mistaken for lizardfolk, though they are larger and leaner and have no tails. Small, smooth scales cover their bodies, ranging in color from olive green to shades of tan. Their hands are long and end in sharp nails used for rending opponents, while their clawed feet aid in climbing.
Pterafolk have two additional forms. They can turn their arms into powerful, leathery wings, granting them flight, though they still use their claws to attack opponents on the ground, though they must land immediately after attacking. The third form is that of a small pteranodon with a 5-meter wingspan. In this form, they attack with their clawed feet and gain Flyby Attack as a bonus feat (see page 257 in the Star Wars Core Rulebook for details).
Personality: Pterafolk are vicious and mean-tempered and enjoy cruelty.
Pterafolk Homeworld: Pterafolk hail from the jungle world of Chult.
Languages: Pterafolk speak their own language, Ptertra, and a few can also speak Basic.
Example Names: Balvdin, Strix, Valdrak, Xayvor
Adventurers: Pterafolk are rarely encountered beyond Chult. They are a primitive people that are just beginning to gain a concept and respect for other intelligent species. When the first explorers landed on Chult, the pterafolk didn’t seem to comprehend that these new creatures were advanced compared to them, they only saw the newcomers as competitors and as a source of food. Since those turbulent first days, they have since travelled the stars (mostly due to hijacking a starship and forcing the hostage pilots to teach them to fly) and can be found on a handful of other worlds usually working as bounty hunters or guards for criminal organizations. Though there are no documented cases of Force sensitive pterafolk, their history is riddled with tales of heroes with amazing supernatural powers.
Pterafolk Traits:
• +10 Str, +6 Con, +4 Wis, -2 Cha. Pterafolk are extremely strong and hardy people, but their violent tempers keep others away.
• Large-sized. Pterafolk suffer a –1 penalty to attack rolls and Defense scores, plus they also suffer a –4 penalty to Hide skill checks.
• Speed of 10 meters, fly at 10 meters (average) with wings, fly at 16 meters (good) in pteranodon form.
• +3 natural Defense bonus.
• Claws do 1d6 damage.
• Bite does 1d8 damage.
• Gain Flyby Attack as a bonus feat while in pteranodon form.
• Alternate Forms: It takes one round to change from natural to winged, and from winged to pteranodon form.

Quaggoth
Quaggoths are a species of humanoids that resemble white-haired bears that live underground. Their ferocity and their 2.3 meter tall physiques make them dangerous opponents.
Thanks to the quaggoth’s beastlike features and their barking, snarling dialect, barely distiguishable as a language, explorers to their homeworld of Quarg have dubbed them “deep bears.” Their hair is naturally white, but roughly half of all quaggoths dye or paint their fur to help camoflague themselves. These are also the quaggoths that use technology and are referred to as “those that follow magic,” which in the quaggoth’s case means “improving on what nature gave us.”
The other half of all quaggoths “follow the beast” and refuse to use technology, even when available. They leave their white fur unpainted, trusting natural ferocity and speed to compensate for decreased ability to blend into darkness.
Aside from the differences in hunting and combat, the chief disagreement between magic-followers and beast-followers concerns the best means of eating their prey. Beast-followers prefer eating food raw, if possible while it is still alive or dying. Magic-followers prefer to cook their food.
Personality: Quaggoths tend to be quick to anger and prone to fits of rage. Magic-followers are less likely than beast-followers to become enraged quickly, but they are still dangerous beings to deal with.
Quaggoth Homeworld: Quaggoths hail from the mountain world of Quarg.
Languages: Quaggoths speak their own language, Quargish, and some have learned to speak Basic.
Example Names: Drarrka, Grrarr, Trarkarr, Warrnirr
Adventurers: The only quaggoths that one is likely to find away from Quarg are magic-followers. They are the quaggoths that see the value of technology and attempt to use it to their advantage, though they are slow to learn the usage of the item(s). What few beast-followers there are beyond Quarg are usually slaves or escaped slaves that refuse to leave the planet they escaped captivity on due to their hatred of technology. Quaggoths have the same sensitivity to the Force as most other species, but due to their usually unchecked anger few are ever admitted into the Jedi Academy.
Quaggoth Traits:
• +8 Str, +4 Con, +2 Wis, -4 Int. Quaggoths are extremely strong and hardy creatures that learn well from prior experiences, but they are not the most intelligent creatures in the galaxy.
• Medium-sized. Quaggoths have no bonuses or penalties based on their size.
• Speed of 10 meters, also, quaggoths can climb rocky surfaces at a speed of 10 meters.
• +1 natural Defense bonus.
• Claws and bite both do 1d4 damage.
• Rage: A quaggoth that takes damage in combat has a 50% chance of flying into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. It gains a +4 Strength and –4 Defense. The creature cannot end its rage voluntarily. Magic-followers only have a 1 in 6 chance of flying into a rage, but if they do they drop their weapons and fight with their claws.
• Magic-followers gain a +2 circumstance bonus on Hide checks in shadowy areas because of their dark fur.

Shalarin
Shalarins are an aquatic species that has developed a rather enlightened society. They are adorned with a prominent dorsal fin that runs from the bridge of the nose up the skull, then down the back to the tailbone. It fans out just under a meter at its highest point, between the shoulder blades. Shalarins have gill slits along the collarbones and rib cage on either side of their torso. They are similar in size to humans, growing to about 2 meters in height. They have sleek, scaleless skin, similar to a dolphin’s in texture, and ranging in color from silvery like a dolphin’s to ivory, red, orange, or midnight blue. Their dorsal fins also vary widely in color and pattern, reflecting the caste of individual shalarins.
Personality: Shalarins are quite kind and open people. They are rather trusting, but not foolish.
Shalarin Homeworld: Shalarins hail from the ocean world of Gayla.
Languages: Shalarins speak their own tongue, Shala, as well as Basic.
Example Names: Ab’alator, Baen’cisto, La’aralem, Ya’earlo
Adventurers: Shalarin rarely leave Gayla due to being a solely aquatic species. There are suits in existence that do allow them to live for a while on land, but they are expensive and hard to keep up. Their society is broken up into five castes: The Protectors (soldiers), the Providers (workers, servants, and rulers), the Scholars (historians, poets, bards, and singers), and the Seekers (explorers). They have a hard time understanding a soldier that also cooks and sings, just as they don’t quite grasp the idea of a scholar that can also fight with a blaster. Such ideals are alien in their rigidly defined society, but contact with the galaxy has gotten shalarins to begin bending the roles of the castes. Those found away from Gayla tend to be Seekers and are nothing more than explorers seeing the galaxy for the first time. Though shalarins are as sensitive to the Force as other species, only two so far have ever been trained as Jedi.
Shalarin Traits:
• +2 Str, +2 Dex. Shalarins are rather strong and agile due to spending their entire lives swimming.
• Medium-sized. Shalarins have no bonuses or penalties based on their size.
• Speed of 6 meters on land; swim at a speed of 14 meters.
• Aquatic Species: Shalarins cannot live out of water without a protective suit. Follow the rules for suffocation in the Star Wars Core Rulebook (page 217) for when a shalarin is deprived of being immersed in water.

Siv
Sivs are a species of frog-headed humanoids. Their skin color ranges between pale green and dark blue. The skin itself is cold and clammy, like that of a frog. Sivs are around 1.6 meters tall. The have long, graceful fingers and webbed feet. They breathe air, and prefer to stay above the water, but can swim when they must.
Personality: Sivs are a very disciplined species, however, their extreme discipline lends itself easily to cruelty. They see themselves as the pinnacle of all life and let everyone know how inferior they are.
Siv Homeworld: Sivs hail from the marsh world of Jakna.
Languages: Sivs speak their own language, Borgo, as well as Basic.
Example Names: Geegan, Normto, Porlo, Reegar
Adventurers: Sivs can be found all over the galaxy in various positions ranging from smuggler to even that of Jedi Knight. They are fanatically egotictical, but some do overcome their bigotry of other species and have tried to fit into the galaxy as a whole. They do exhibit a sensitivity to the Force as well as many other species, and several have entered into the Jedi Academy, but many have been expelled due to falling to the hatred of their own species’ bigotry and become Dark Jedi.
Siv Traits:
• +2 Dex, -2 Cha. Sivs are quite agile, but their egotism only repels would be allies.
• Medium-sized. Sivs have no bonuses or penalties based on their size.
• Speed of 14 meters; swim at a speed of 6 meters.
• Water Walking: Under normal circumstances, a siv can move across the surface of water, bogs, marshes, and other calm liquids as well as they move across normal ground. A siv who wishes to use this ability in combat must succeed at a Dexterity check (DC 10) on its action. Failure indicates that the siv has lost its footing, bobbing into the surface of the water, but otherwise able to act normally that round. Returning to the water-walking state is a full-round action. Sivs who pass the Dexterity check can even use the Tumbling skill as if the water were a solid surface. In water that’s trouble by small waves, the DC rises to 20, but splashing by people in the water usually isn’t enough to count as true wave action. If waves are higher than six inches, sivs can’t use their water walking ability, so they try to stick to marshes, dead lakes, and other stagnant bodies of water.
• Sivs take only have damage from cold attacks and effects.

Stinger
Stingers, aslo known as the tlincallis or manscorpions, are a species that blends together humanoids and scorpions. They look like a bizarre variant of centaurs. They’re about the same size as a centaur, but they have the lower bodies of scorpions. Their humanoid half is red-skinned, hairless, and almost inhumanly handsome. Their faces are preternaturally calm.
Personality: Stingers are a strange species. They are fanatically religious, but don’t have a belief in any one diety or group of gods, they instead worship a mysticism that binds all things together in patterns that only stingers seem to be able to understand. They divine all actions in their lives by reading these mystic grids. This means that a meeting with a stinger one day may go rather pleasantly, but the next time may lead to needless conflict all due to the messages of the mystic grids.
Stinger Homeworld: Stingers hail from the desert world of Ptah.
Languages: Stingers speak their own language, Tloto, as well as Basic.
Example Names: Deln, Tlin, Ultis, Yenlin
Adventurers: Stingers are a technologically advanced society. They have been travelling the stars for nearly as long as the Corellians and the Duros. They can be found all over the galaxy in all manner of positions. Most species tend to feel as though they are being studied by these strange beings, almost as if the stingers were taking notes on everyone they meet. They have their share of Force users, but few have ever became Jedi Knights. The Jedi Academy has stopped accepting stingers, since even though they excel at their training, they still refer to the mystic gridlines to determine their behavior. That alone makes them dangerous to train.
Stinger Traits:
• +6 Str, +4 Dex, +4 Con, +2 Cha. Stingers are rather stong, agile, and hardy; they are also quite attractive and alluring.
• Large-sized. Stingers suffer a –1 penalty to attack rolls and Defense ratings, they also suffer a –4 penalty to Hide checks.
• Speed of 10 meters.
• +1 natural Defense bonus.
• Claws do 1d6 damage.
• Stinger does 1d8 damage, and anyone struck by the stinger must pass a Fortitude save (DC 14) or succumb to a poison that does initial and secondary damage of 1d6 Strength.
• Tremorsense: A stinger can automatically sense any being within 20 meters that is in contact with the ground.
• Bolthole Magic: A stinger can move 6 meters straight up or straight down, so long as it passes through at least a foot of earth during its movement. For every 1 meter (or fraction thereof) of earth the stinger moves through, it suffers 1d3 VP’s of damage (the price of using this ability). If a stinger’s planned movement wound place it inside a solid object, it remains in place but suffers the damage as if it had moved through the intervening earth. Use of this ability creates a red flash and the smell of burnt insect skin.
• Stinger start play with the Improved Initiative feat for free.

Tanarukk
Tanarukks are a species of genetically altered orcs. When the Illithids invaded the Onith system, they quickly subjugated many orcish clans. The resulting experiments brought forth this new species. Tanarukks appear as short, stocky humanoids with stooped postures. Coarse hair grows atop their heads and in various patches about their bodies. Their razor-sharp teeth and tusks are prominent, as their lower jaws jut out from their smallish snouts. Their eyes are reddish in hue, and glow dimly in darkness. They have thick horn or scale-like ridges along their low, sloped foreheads. In addition, many tanarukks ritually scar their young during rites of passage into adulthood. Tanarukk skin tones range from gray-green to dun brown. Their flesh is naturally tough, but not scaly.
Personality: Tanarukks act much like their orcish cousins. They are vulgar and violent people are are prone to fits of cruelty and rage.
Tanarukk Homeworld: Tanarukks have no homeworld since they were created by the Illithid, but many have settled on the orcish homeworld, Onith.
Languages: Tanarukks speak Orc.
Example Names: Bargak, Carkan, Goreshank, Vurtrik
Adventurers: Tanarukks can be found all over the Outer Rim in positions of hired muscle mostly. Their ugliness as well as their volatile tempers usually keeps them from working for anyone other than crime lords or small time gangs. While they exhibit some sensitivity to the Force, there have been no known cases of Tanarukk becoming Jedi.
Tanarukk Traits:
• +4 Str, +2 Dex, -2 Wis, -4 Cha. Tanarukks are rather strong and quite agile, but tend to be unwise and rather unattractive.
• Medium-sized. Tanarukks have no bonuses or penalties based on their size.
• Speed of 6 meters.
• +2 natural Defense bonus.
• Bite does 1d6 damage.
• Control Flame: Twice per day, a tanarukk can cause any flame within a 3 meter radius to either diminish to coals or flare to the brightness of daylight and double its normal radius of illumination. This effect does not change the heat or fuel consumption of the fire. This ability lasts for 5 minutes and costs 1 VP.

Wemic
Wemics have the body of a lion with a humanoid torso extending from what would be the lion’s neck. From head to rump, they are 3.3 to 4 meters long, while they are 2 to 2.3 meters tall when standing erect. Their entire bodies are covered in dusky golden fur, and the tail is tipped with a brush of black hair. Adult males have a mane of long black hair that covers the top and back of the head and extends down to the neck and shoulders. Their underbellies are white. A wemic’s face is a mixture of human and leonine features, with a black or russet nose, gold eyes with catlike pupils, and high-set ears. All six limbs end in claws; the claws on the humanoid arms and the leonine forelimbs are retractable.
Personality: Wemics look for a profit in anything, but they are not truly greedy. They simply feel that any action on their part deserves some sort of return.
Wemic Homeworld: Wemics live on the verdant grasslands of the planet, Bajs.
Languages: Wemics speak their own language, Wetin, as well as Basic.
Example Names: Mustafa, Nala, Rasta, Simba
Adventurers: Wemics just recently developed starships and have become a common site in some of the busier spaceports across the galaxy. They tend to find work as scouts or merchants. They are quite suited to soldiery, but find that being paid to wage war to be dishonorable, making mercenary work rare among their kind. While wemics have exhibited sensitivity to the Force, few have joined the Academy.
Wemic Traits:
• +8 Str, +2 Dex, +2 Con, -2 Cha. Wemics are extremely strong creatures, but their attitudes about money tend to put others off.
• Large-sized. Wemics suffer a –1 penalty to attack rolls and Defense ratings, and they also suffer a –4 penalty to Hide checks.
• Speed of 14 meters.
• +1 natural Defense bonus.
• Claws do 1d6 damage.
• +8 racial bonus to Jump checks.

Still more coming...

Kane
 

Kanegrundar

Explorer
Orcs
Orcs are a species of pig-faced humanoids that look much like a slimmer and hairier gammorean. Orcs are known for their violent tendencies and their willingness to work for seemingly nothing more than empty promises. They are filthy beings that can be found all over the Outer Rim.
Personality: Orcs are aggressive and violent creatures that can be set off with the slighest perceived insult.
Orc Homeworld: Orcs come from the desolate world of Onith.
Languages: Orcs speak Orc and, at times, Basic and Giant.
Example Names: Argak, Gork, Skloduke, Zug
Adventurers: The orcish homeworld is a desolate world that makes Tatooine and Hoth look like paradise, so most orcs jump at their first chance to leave Onith. They find work doing anything from bodyguards to janitors. They are well suited to the harsh life of the more dangerous sectors of the Outer Rim.
Orc Traits:
• +4 Str, -2 Int, -2 Wis, -2 Cha. Orcs are rather strong, but they tend to be stupid, unwise, and boorish.
• Medium-sized. Orcs have no bonuses or penalties based on their size.
• Orcs have a base speed of 10 meters.
• Light Sensitivity: Orcs suffer a –1 penalty to attack rolls bright sunlight, though protective goggles help to alleviate this problem.

Tieflings
Just as aasimar claim to be descended from celestial beings, tieflings try to hide their demonic heritage. Though the claims of having infernal anscestors have yet to be proven, tieflings seem to have demons to wrestle for sure. Outwardly, they look much like humans, but closer examination reveals some physical deformity. Most times its nothing more than a slight red tinge to eyes and teeth, but other tieflings display forked tails, horns, and scaly flesh to name only a few of the mutations among their kind. No matter whether the tiefling has nothing outwardly wrong about them or they look like a demon, they all carry an air of “wrongness” that few can deny.
Personality: Most tieflings are malicious, self-serving creatures. Some rise above the stigmas surrounding their species and are rather kind, but most are devious and untrustworthy.
Tiefling Homeworld: Tieflings hail from the volcanic world of Zanmere.
Languages: Tieflings speak their own language called Delac as well as Basic.
Example Names: Damion, Lucian, Morgan, Sellana
Adventurers: Tieflings try to stay out of sight, though they fit it well enough among the dregs that inhabit many run-down spaceports throughout the Outer Rim. They are excellent spies and assassins. More than a handful of tieflings have become Dark Jedi.
Tiefling Traits:
• +2 Dex, +2 Int, -2 Cha. Tieflings are agile and intelligent, but their lack of proper social skills make them hard to like.
• Medium-sized. Tieflings have no bonuses or penalties based on their size.
• Tieflings have a base speed of 10 meters.
• +4 to saves against fire, cold, and electricity.
• +2 racial bonus to Bluff and Hide checks.

Sahuagin
Sahuagin are an aquatic species known for being raiders and marauders. Sahuagin look like green scaled, black-stripped, fish-like humanoids. Their fingers and toes are webbed, and their mouths are filled with sharp fangs. They hunt the sea floors or attack fishing ships for both sport and profit.
Personality: Sahuagin are dangerously aggressive. They may parley for a moment before attacking for seemingly no reason other than to see blood.
Sahuagin Homeworld: Sahuagin hail from the oceanic world of Yinnib.
Languages: Sahuagin speak speak their own tongue called Kolah, and at times either Basic or Elven.
Example Names: Belik, Jagmin, Malar, Seko
Adventurers: Sahuagin rarely leave Yinnib, due to being an aquatic species and being much to aggressive to make it worthwhile to try to sell them protective suits. Most are soldiers and openly attack elven colonies on their world.
Sahuagin Traits:
• +4 Str, +2 Dex, +2 Con, +4 Int, +2 Wis, -2 Cha. Sahuagin are stronger, more agile, more hardy, smarter, and wiser than most species, but they suffer from their violentness.
• Medium-sized. Sahuagin gain no bonuses or penalties based on their size.
• Sahuagin have a base speed of 10 meters, and swim at a speed of 20 meters.
• +2 natural Defense bonus.
• Bite does 1d4 damage.
• Blood Frenzy: Once per day a sahuagin that takes damage in combat can fly into a frenzy the following round, clawing and biting madly until it is either it or its opponent is dead. It gains +2 Strength and +2 Constitution, and suffers a –2 Defense penalty. The sahuagin cannot end their frenzy voluntarily.
• Underwater Sense: A sahuagin can locate creatures underwater within a 10-meter radius. This negates the effects of invisibility and poor visibility. It is less effective against creatures without central nervous systems, such as oozes and droids; a sahuagin can locate such creatures only within a 5-meter radius.
• Light Blindness: Abrupt exposure to bright light (such as daylight) blinds sahuagins for 1 round. In addition, they suffer a –1 penalty to all attack rolls, saves, and checks while operating in bright light.
• Amphibious: Sahuagin can survive out of the water for 1 hour for every 2 points of Constitution, after that refer to the rules for drowning as stated on page 217 in the Star Wars Core Rulebook.
• Freshwater Sensitivity: A sahuagin fully immersed in freshwater must succeed at a Fortitude save (DC 15) or leave the water immediately. If the sahuagin fails and cannot escape, it suffers a –4 penalty to all attack rolls, saves, and skill checks. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.
• +4 racial bonus to Hide, Listen, and Spot checks. Underwater bonus improves to +8. They receive a +8 bonus to Wilderness Lore and Profession (Hunter) checks within fifty miles of their homes.
• Mutants: About one in two hundred sahuagin are born with four arms. Such creatures can make two extra weapon attacks or four claw attack in addition to their regular attacks. One in one hundred sahuagin that are born to tribes living near an aquatic elf colony looks just like an aquatic elf. These creatures, called Malenti, swim at a speed of 20 meters, can remain out of water for 1 hour per point of Constitution, and have freshwater and light sensitivity (-1 to attack rolls). They are otherwise identical with sahuagin.

Troglodytes
Troglodytes are a species of evil reptilian humanoids. They savor warfare and have a penchant for dining on a piece of their defeated foes. They are spindly, but muscular and walk erect on squat legs. A frill crowns their heads and trails down their tails. Their eyes are black and beady.
Personality: Troglodytes don’t need an excuse to start a fight. To them battle is the greatest gift given to intelligent life.
Troglodyte Homeworld: Troglodytes hail from the stormy, mountainous world of Almar.
Languages: Troglodytes speak Draconic
Example Names: Draog, Lao, Loag, Srin
Adventurers: Troglodytes can be found anywhere where battles are fought, be it as either spectators or actually taking part themselves. They are warriors that know nothing of surrender. Many people fear them for their rituals that demand that they eat part of a fallen foe.
Troglodyte Traits:
• +4 Con, -2 Dex, -2 Int. Troglodytes live in filth and have become hardy because of it, but they tend to be clumsy and stupid.
• Medium-sized. Troglodytes have no bonuses or penalties due to their size.
• Troglodytes have a base speed of 10 meters.
• Claws and bites do 1d4 damage.
• Darkvision up to 30 meters
• Stench: When a troglodyte is angry or frightened, it secretes an oily, musklike chemical that nearly every from of animal life finds offesnsive. All creatures (except troglodytes) within 10 meters of the troglodyte must pass a Fortitude save (DC 13) or be overcome with nausea. This lasts for 10 rounds and deals 1d6 temporary Strength damage.
• Troglodyte skin can shift color somewhat, allowing it to blend in with their surroundings, conferring a +4 bonus to Hide checks. In rocky or underground areas, this bonus increases to +8.

Troll
Trolls are a species of grotesque humanoids. They are known for their regenerative powers as well as their love of mayhem and violence. They are green skinned, and are covered in warts, rashes and boils. Their hair in a darker shade of green, and is always greasy and dirty. They are powerfully built. Luckily for most species, trolls are rarely found beyond their homeworld, but they can be found in a few places in the Outer Rim.
Personality: Trolls are violent when hungry or angry, which sadly, seems to be all the time.
Troll Homeworld: Trolls hail from the swamp world of Nespak.
Languages: Trolls speak Troll and sometimes Giant as well.
Example Names: Bloodcrier, Gorefang, Kurgan, Spineripper
Adventurers: Trolls can be found in dangerous places usually working as hired muscle for crimelords. Their violent dispositions makes it hard for them to fit in anywhere else.
Troll Traits:
• +12 Str, +2 Dex, +12 Con, -4 Int, -2 Wis, -4 Cha. Trolls are amazingly strong and hardy creatures, but they tend to be overly stupid and foolish and also find it easy to make asses of themselves.
• Large-sized. Trolls suffer a –1 penalty to attack rolls and Defense ratings due to their size.
• Trolls have a base speed of 10 meters.
• Claws and bites do 1d6 damage.
• Rend: If a troll hits with both claw attack in the same round, it latches onto the foe’s body and tears the flesh. This attack automatically deals an additional 2d6 points of damge. This attack cannot be made until the troll gains two attacks.
• Regeneration: Trolls regenerate 5 vitality points per round and 1 wound point per hour. However, they cannot regenerate fire or acid damage. If a troll loses an limb or other body part, the lost part regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. If a troll loses all its wound points, it dies.

Yuan-ti
Yuan-ti are a species of humanoid snake people. They are known for their cunning vileness. There are three different varieties: Pureblood, Halfblood, and Abominations. All are detailed below. No matter what variety, all yuan-ti have the same personality and non-direct game affecting material.
Personality: Yuan-ti are cunning and cruel. They care little for others not of their kind, seeing other species as merely pawns to be toyed with at will.
Yuan-ti Homeworld: Yuan-ti are from the forest world of Yuan.
Languages: Yuan-ti speak Yuan, Basic, and Draconic.
Example Names: Karsha, Orrin, Sarin, Syra
Adventurers: Yuan-ti can be found throughout the galaxy, usually on a mission for their Yuan-ti superiors. They are dangerous warriors, and some are even Dark Jedi. They are truly strong with the Dark Side of the Force, and should be dealt with caution.

Pureblood Yuan-ti:
Pureblood Yuan-ti appear to be human at first glance. Their snakelike features tend to be subtle: reptilian eyes, forked tongues, pointed teeth, scaly patches on the neck or limbs, and the like.
Pureblood Traits:
• +2 Dex, +4 Int, +4 Wis, +4 Cha. Purebloods are quite agile, but their agility is nothing to their intelligence and wisdom.
• Medium-sized. Purebloods have no bonuses or penalties based on their size.
• Purebloods have a base speed of 10 meters
• +1 natural Defense bonus
• +5 racial bonus to Diguise checks when impersonating a human.
• Force-sensitive: Purebloods start with the Force-sensitive feat for free. They also start with the below new force skills for free.
• Detect Poison: This force skill is allowed only to yuan-ti. On a successful check (DC modified by the GM based on the subtlety of the poison) the yuan-ti can detect poisons in food or on weapons or items. Costs 2 Vitality Points.
• Chameleon Power: This skill allows the yuan-ti to change the color of it’s skin to gain a +8 bonus to Hide checks for 2d4 rounds. Costs 3 Vitality Points.
• Produce Acid: This skill allows the yuan-ti to produce a sheen of acid on its fists. The acid does 1d6 points of damage to anything it touches. The acid becomes inert as soon as it leaves the yuan-ti’s body. Costs 2 Vitality points. Using this skill for attack gains the character 1 Dark Side Point.
• Aversion: This skill allows the yuan-ti to target one foe within 10 meters to have to pass a Will save (DC 17) or gain an aversion to snakes for 10 minutes. Affected subjects must stay at least 6 meters away from any snake or snake-like creature, alive or dead; if already within 6 meters, they move away. A subject can overcome the compulsion by succeeding at another DC 17 Will save, but still suffers deep anxiety. This causes a –4 penalty to Dexterity until the effects wear off of the subject is no longer within 6 meters of a snake or snake-like creature. Costs 4 Vitality Points. Using this skill gains the user a Dark Side point.

Halfbloods: Halfblood Yuan-ti always have obvious snake features. The most common of these are set out in the table below.
1d6 Roll Feature Effect
1 Snake Head Bite damage 1d6 and Poison
2 Flexible Torso +1 racial bonus to Reflex saves
3 No legs, Snake tail Speed 6 meters, Climb 5 meters, Swim 15 meters, can constrict Medium-sized or smaller creatures for 1d6 damage.
4 Snakes for arms Bite damage for unarmed damage (1d4 plus poison)
5 Scales instead of skin +4 natural Defense bonus
6 Legs and Snake tail Swim 5 meters, can constrict Small or smaller creatures for 1d4 damage.
Halfblood Traits:
• +4 Str, +2 Dex, +2 Con, +4 Int, +4 Wis, +4 Cha. Halfblood Yuan-ti are stronger and hardier than their pureblood cousins, and they are just as intelligent.
• Medium-sized. Halfblood Yuan-ti have no bonuses or penalties based on size.
• Halfbloods have a base speed of 10 meters.
• +1 natural Defense bonus
• Poison: Halfbloods with snake heads deliver poison with their bite attacks. Fort save (DC 17); initial and secondary damage 1d6 temporary Constitution.
• Force-sensitive: Halfbloods start with the Force-sensitive feat for free. They also start with the below new force skills for free.
• Detect Poison: This force skill is allowed only to yuan-ti. On a successful check (DC modified by the GM based on the subtlety of the poison) the yuan-ti can detect poisons in food or on weapons or items. Costs 2 Vitality Points.
• Chameleon Power: This skill allows the yuan-ti to change the color of it’s skin to gain a +8 bonus to Hide checks for 2d4 rounds. Costs 3 Vitality Points.
• Produce Acid: This skill allows the yuan-ti to produce a sheen of acid on its fists. The acid does 1d6 points of damage to anything it touches. The acid becomes inert as soon as it leaves the yuan-ti’s body. Costs 2 Vitality points. Using this skill for attack gains the character 1 Dark Side Point.
• Aversion: This skill allows the yuan-ti to target one foe within 10 meters to have to pass a Will save (DC 17) or gain an aversion to snakes for 10 minutes. Affected subjects must stay at least 6 meters away from any snake or snake-like creature, alive or dead; if already within 6 meters, they move away. A subject can overcome the compulsion by succeeding at another DC 17 Will save, but still suffers deep anxiety. This causes a –4 penalty to Dexterity until the effects wear off of the subject is no longer within 6 meters of a snake or snake-like creature. Costs 4 Vitality Points. Using this skill gains the user a Dark Side point.

Abominations:
Yuan-ti Abominations are all snake (01-50 on a d100) or have a single human feature, either a head (51-75) or arms (76-00).
Abomination Traits:
• +4 Str, +3 Con, +4 Int, +4 Wis, +6 Cha. Abominations are the most powerful of the yuan-ti.
• Large-sized. Abominations suffer a –1 penalty to attack rolls and to Defense ratings.
• Abominations have a base speed of 10 meters, Climb at 6 meters, and Swim at 6 meters.
• +3 natural Defense bonus
• Bite does 2d6 damage plus poison
• Poison: Abominations with snake heads deliver poison with their bite attacks. Fort save (DC 17); initial and secondary damage 1d6 temporary Constitution.
• Improved Grab: To use this ability, a snake-headed abomination must hit with its bite attack. If it gets a hold, it can constrict.
• Constrict: An abomination deals 1d6 points of damage with a successful grapple check (using the bite attack if snake-headed) against Large or smaller creatures.
• Force-sensitive: Abominations start with the Force-sensitive feat for free. They also start with the below new force skills for free.
• Detect Poison: This force skill is allowed only to yuan-ti. On a successful check (DC modified by the GM based on the subtlety of the poison) the yuan-ti can detect poisons in food or on weapons or items. Costs 2 Vitality Points.
• Chameleon Power: This skill allows the yuan-ti to change the color of it’s skin to gain a +8 bonus to Hide checks for 2d4 rounds. Costs 3 Vitality Points.
• Produce Acid: This skill allows the yuan-ti to produce a sheen of acid on its fists. The acid does 1d6 points of damage to anything it touches. The acid becomes inert as soon as it leaves the yuan-ti’s body. Costs 2 Vitality points. Using this skill for attack gains the character 1 Dark Side Point.
• Aversion: This skill allows the yuan-ti to target one foe within 10 meters to have to pass a Will save (DC 17) or gain an aversion to snakes for 10 minutes. Affected subjects must stay at least 6 meters away from any snake or snake-like creature, alive or dead; if already within 6 meters, they move away. A subject can overcome the compulsion by succeeding at another DC 17 Will save, but still suffers deep anxiety. This causes a –4 penalty to Dexterity until the effects wear off of the subject is no longer within 6 meters of a snake or snake-like creature. Costs 4 Vitality Points. Using this skill gains the user a Dark Side point.

That's the last of them except for some Alternity conversions that really need to be tweaked first.

Enjoy,
Kane
 


Kanegrundar

Explorer
Thanks. One of these days I'll get the stats updated and work with a couple ideas of getting the tougher species a bit more balanced with the SW species. Too many irons in the fire for right now though.

Kane
 

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