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<blockquote data-quote="Kanegrundar" data-source="post: 2295549" data-attributes="member: 3913"><p>Orcs</p><p>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.</p><p>Personality: Orcs are aggressive and violent creatures that can be set off with the slighest perceived insult. </p><p>Orc Homeworld: Orcs come from the desolate world of Onith.</p><p>Languages: Orcs speak Orc and, at times, Basic and Giant.</p><p>Example Names: Argak, Gork, Skloduke, Zug</p><p>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. </p><p>Orc Traits:</p><p>• +4 Str, -2 Int, -2 Wis, -2 Cha. Orcs are rather strong, but they tend to be stupid, unwise, and boorish.</p><p>• Medium-sized. Orcs have no bonuses or penalties based on their size.</p><p>• Orcs have a base speed of 10 meters.</p><p>• Light Sensitivity: Orcs suffer a –1 penalty to attack rolls bright sunlight, though protective goggles help to alleviate this problem.</p><p></p><p>Tieflings</p><p>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.</p><p>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.</p><p>Tiefling Homeworld: Tieflings hail from the volcanic world of Zanmere.</p><p>Languages: Tieflings speak their own language called Delac as well as Basic.</p><p>Example Names: Damion, Lucian, Morgan, Sellana</p><p>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.</p><p>Tiefling Traits:</p><p>• +2 Dex, +2 Int, -2 Cha. Tieflings are agile and intelligent, but their lack of proper social skills make them hard to like.</p><p>• Medium-sized. Tieflings have no bonuses or penalties based on their size.</p><p>• Tieflings have a base speed of 10 meters.</p><p>• +4 to saves against fire, cold, and electricity.</p><p>• +2 racial bonus to Bluff and Hide checks.</p><p></p><p>Sahuagin</p><p>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.</p><p>Personality: Sahuagin are dangerously aggressive. They may parley for a moment before attacking for seemingly no reason other than to see blood.</p><p>Sahuagin Homeworld: Sahuagin hail from the oceanic world of Yinnib.</p><p>Languages: Sahuagin speak speak their own tongue called Kolah, and at times either Basic or Elven.</p><p>Example Names: Belik, Jagmin, Malar, Seko</p><p>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.</p><p>Sahuagin Traits:</p><p>• +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.</p><p>• Medium-sized. Sahuagin gain no bonuses or penalties based on their size.</p><p>• Sahuagin have a base speed of 10 meters, and swim at a speed of 20 meters.</p><p>• +2 natural Defense bonus.</p><p>• Bite does 1d4 damage.</p><p>• 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.</p><p>• 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. </p><p>• 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.</p><p>• 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.</p><p>• 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.</p><p>• +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.</p><p>• 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.</p><p></p><p>Troglodytes</p><p>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.</p><p>Personality: Troglodytes don’t need an excuse to start a fight. To them battle is the greatest gift given to intelligent life.</p><p>Troglodyte Homeworld: Troglodytes hail from the stormy, mountainous world of Almar.</p><p>Languages: Troglodytes speak Draconic</p><p>Example Names: Draog, Lao, Loag, Srin</p><p>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.</p><p>Troglodyte Traits:</p><p>• +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.</p><p>• Medium-sized. Troglodytes have no bonuses or penalties due to their size.</p><p>• Troglodytes have a base speed of 10 meters.</p><p>• Claws and bites do 1d4 damage.</p><p>• Darkvision up to 30 meters</p><p>• 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.</p><p>• 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.</p><p></p><p>Troll</p><p>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.</p><p>Personality: Trolls are violent when hungry or angry, which sadly, seems to be all the time.</p><p>Troll Homeworld: Trolls hail from the swamp world of Nespak.</p><p>Languages: Trolls speak Troll and sometimes Giant as well.</p><p>Example Names: Bloodcrier, Gorefang, Kurgan, Spineripper</p><p>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.</p><p>Troll Traits:</p><p>• +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.</p><p>• Large-sized. Trolls suffer a –1 penalty to attack rolls and Defense ratings due to their size. </p><p>• Trolls have a base speed of 10 meters.</p><p>• Claws and bites do 1d6 damage.</p><p>• 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.</p><p>• 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.</p><p></p><p>Yuan-ti</p><p>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. </p><p>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.</p><p>Yuan-ti Homeworld: Yuan-ti are from the forest world of Yuan.</p><p>Languages: Yuan-ti speak Yuan, Basic, and Draconic.</p><p>Example Names: Karsha, Orrin, Sarin, Syra</p><p>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.</p><p></p><p>Pureblood Yuan-ti:</p><p> 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.</p><p>Pureblood Traits:</p><p>• +2 Dex, +4 Int, +4 Wis, +4 Cha. Purebloods are quite agile, but their agility is nothing to their intelligence and wisdom.</p><p>• Medium-sized. Purebloods have no bonuses or penalties based on their size.</p><p>• Purebloods have a base speed of 10 meters</p><p>• +1 natural Defense bonus</p><p>• +5 racial bonus to Diguise checks when impersonating a human.</p><p>• Force-sensitive: Purebloods start with the Force-sensitive feat for free. They also start with the below new force skills for free.</p><p>• 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.</p><p>• 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.</p><p>• 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.</p><p>• 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.</p><p></p><p>Halfbloods: Halfblood Yuan-ti always have obvious snake features. The most common of these are set out in the table below.</p><p>1d6 Roll Feature Effect</p><p>1 Snake Head Bite damage 1d6 and Poison</p><p>2 Flexible Torso +1 racial bonus to Reflex saves</p><p>3 No legs, Snake tail Speed 6 meters, Climb 5 meters, Swim 15 meters, can constrict Medium-sized or smaller creatures for 1d6 damage.</p><p>4 Snakes for arms Bite damage for unarmed damage (1d4 plus poison)</p><p>5 Scales instead of skin +4 natural Defense bonus</p><p>6 Legs and Snake tail Swim 5 meters, can constrict Small or smaller creatures for 1d4 damage.</p><p>Halfblood Traits:</p><p>• +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.</p><p>• Medium-sized. Halfblood Yuan-ti have no bonuses or penalties based on size.</p><p>• Halfbloods have a base speed of 10 meters.</p><p>• +1 natural Defense bonus</p><p>• Poison: Halfbloods with snake heads deliver poison with their bite attacks. Fort save (DC 17); initial and secondary damage 1d6 temporary Constitution.</p><p>• Force-sensitive: Halfbloods start with the Force-sensitive feat for free. They also start with the below new force skills for free.</p><p>• 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.</p><p>• 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.</p><p>• 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.</p><p>• 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.</p><p></p><p>Abominations:</p><p> 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).</p><p>Abomination Traits:</p><p>• +4 Str, +3 Con, +4 Int, +4 Wis, +6 Cha. Abominations are the most powerful of the yuan-ti.</p><p>• Large-sized. Abominations suffer a –1 penalty to attack rolls and to Defense ratings.</p><p>• Abominations have a base speed of 10 meters, Climb at 6 meters, and Swim at 6 meters.</p><p>• +3 natural Defense bonus</p><p>• Bite does 2d6 damage plus poison</p><p>• Poison: Abominations with snake heads deliver poison with their bite attacks. Fort save (DC 17); initial and secondary damage 1d6 temporary Constitution.</p><p>• Improved Grab: To use this ability, a snake-headed abomination must hit with its bite attack. If it gets a hold, it can constrict.</p><p>• 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.</p><p>• Force-sensitive: Abominations start with the Force-sensitive feat for free. They also start with the below new force skills for free.</p><p>• 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.</p><p>• 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.</p><p>• 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.</p><p>• 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.</p><p></p><p>That's the last of them except for some Alternity conversions that really need to be tweaked first.</p><p></p><p>Enjoy,</p><p>Kane</p></blockquote><p></p>
[QUOTE="Kanegrundar, post: 2295549, member: 3913"] 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 [/QUOTE]
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