Races

=Introduction= This section of the manual is divided into two parts; basic, pre-made races, and the system for building a customized alien race of your own, in light of the fact that Star Wars is filled with thousands, if not millions of different sentient life-forms.

=Base Races=

Humans
http://img101.imageshack.us/img101/7543/humannegasva8uc4.jpg "Human" is a catch-all term for the homo sapien species, the most numerous of all the galactic races, as well as any alien with a very close physiological resemblance (if not appearance). Most humans are believed to have originated from Coruscant, but in modern times, they are culturally and politically disparate, and spread throughout the far corners of the galaxy.

Racial Traits

 * Humans receive a free feat at 1st level.
 * Humans receive 4 free skill points at first level and 1 additional point at every level thereafter.
 * Medium size.
 * Base movement: 30 feet.
 * Automatic Languages: Basic.
 * Favored Class: Any.

Bothans
http://img184.imageshack.us/img184/6278/bothannegasno6tg0.jpg Furry bipedal aliens with animalistic features, the Bothans are famous for their information brokers and spies. While all Bothans are furry humanoids, the race includes several ancient subspecies with canine, feline, and equine features. The Bothans themselves make little distinction between their own subspecies, but outsiders remark that each race “smells differently.”

Racial Traits

 * +2 Wis.
 * Like humans, Bothans receive 4 free skill points at first level and 1 additional point at every level thereafter.
 * Bothans are excellent spies, thanks to a natural skill and a cultural propensity for the trade. They receive a +2 racial bonus to Forgery, Hide, Knowledge (Politics), Listen, Move Silently, Search, and Spot checks.
 * Thanks to their reputations, Bothans are not well-trusted, and suffer a –4 penalty to Diplomacy and Gather Information checks.
 * Medium size.
 * Base movement: 30 feet.
 * Automatic Languages: Basic, Bothan.
 * Favored Class: Rogue.

Clones
http://img182.imageshack.us/img182/8610/clone1unleashed1pq0.jpg Created exclusively for the Republic’s war on the Confederacy of Independent Systems, the clones are near-human beings with altered and enhanced DNA from their progenitor. A creature bred only for war makes an excellent soldier, but the nature of their upbringing leads them to be easily influenced. ..

Racial Traits

 * +2 Str, +2 Con, -2 Wis, -2 Cha. Clones have been bred for strength and toughness, but also to be docile. In addition, they have little sense of individuality.
 * +1 bonus to all Fortitude and Reflex saves. Clones are tougher and faster than ordinary humans.
 * Clones are physically superior specimens, and regenerate lost hero points at twice the normal rate of normal creatures.
 * +4 racial bonus to Knowledge (Tactics) checks. Clones are bred for nothing but war, and understand its intricacies well.
 * In order to spur faster production, clones are genetically engineered to age at twice the rate of normal humans. Only tremendous amounts of gene therapy and metabolic treatment can slow their aging rate.
 * Clones suffer a –4 penalty to Sense Motive checks. Their docile nature and their youth (most clones are only actually ten years old) make for a malleable mind.
 * Medium size.
 * Base movement: 30 feet.
 * Automatic Languages: Basic.
 * Favored Class: Soldier.

Droids
http://img341.imageshack.us/img341/6977/counterpartshu8fl3.jpg Millennia of technological advancement has led to the development of robots so sophisticated that they are sentient by almost every measurable standard. While the galaxy is filled with millions of aliens coming from thousands of different species, sometimes the galaxy’s most important inhabitants are creatures that are not even technically alive.

Droids can fulfill almost every major function that a human can, and are often better at it in many ways. The only limit to the variety of droids and their purpose is the amount of programming they have been given. They come in all shapes and sizes, though most are roughly humanoid.

Racial Traits

 * +4 Int, -2 Dex. Droids have incredibly powerful brains, but their hydraulic systems cannot quite match their boundless intellect.
 * No Constitution score. For the purposes of Constitution-related effects, a droid’s Con is considered to be 10.
 * Medium size.
 * Base movement: 30 feet.
 * Low-light vision.
 * Immunity to mind-affecting effects.
 * Immunity to poison, paralysis, stunning, disease, and death effects.
 * Cannot heal damage on their own, but can be repaired.
 * Not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
 * Immune to any effect that requires a Fortitude save, unless that effect would damage objects.
 * Not at risk from death by massive damage.
 * Does not eat, sleep, or breathe.
 * Droids cannot use the Force. Therefore, they cannot become Jedi, or use [Force] feats.
 * Automatic Languages: Basic.
 * Favored Class: Any.

Dugs
http://img240.imageshack.us/img240/8926/dugnegasla7gy5.jpg Small, semi-reptilian aliens with leathery skin, dugs are noteworthy for their ability to walk on their hands and manipulate objects with their feet.

More noteworthy yet are their vicious tempers, motivated by a deep insecurity caused by their race being ruled by the foreign Gran. Many dugs are mean-spirited bullies, and resort to lives of crime to make ends meet if they manage to get off their homeworld of Malastare.

Racial Traits

 * +2 Dex, -2 Int. Dugs are tough, and strong for their size, but not very clever.
 * Dugs receive a +2 racial bonus to Intimidate checks.
 * Because dugs are skilled at fine manipulation with any of their limbs, they receive a +1 bonus to attack rolls when dual-wielding weapons.
 * Small size. Dugs gain a +1 size bonus to hit and AC, and a +4 bonus to Hide checks, but must use smaller weapons than most characters (they need two hands to use a medium-sized weapon, such as a blaster or lightsaber). A lightsaber sized for a Dug deals 3d6 damage instead of 3d8.
 * Base movement: 20 feet.
 * Automatic Languages: Basic, Dug.
 * Favored Class: Rogue.

Durosians
http://img341.imageshack.us/img341/844/durosnegaszb0lu7.jpg Some of the galaxy’s first space-faring creatures, Durosians are bald humanoids with blue skin, frog-like red eyes, lipless mouths, and noseless faces. They are well-known for their natural talent for navigation, augmented by a long tradition of space travel in their race.

Racial Traits

 * +2 Int. Durosians are highly intelligent.
 * Durosians are excellent spacers and are hyperspace travel experts. A ship with a durosian commander, navigator, or other officer aboard takes 10% less time to reach any destination via hyperspace.
 * Durosians enjoy a +2 racial bonus to Craft (Ships) checks.
 * Thanks to their powerful olfactory glands beneath their eyes, durosians have blindsight to a radius of 30 feet.
 * Medium size.
 * Base movement: 30 feet.
 * Automatic Languages: Basic, Durosian.
 * Favored Class: Spacer.

Ewoks
http://img517.imageshack.us/img517/6449/wicketrotjry8mw4.jpg Small furry creatures from the forest moon of Endor, most ewoks are familiar with no more than stone age technology, having never left their homeworld. However, they possess an innate talent for fast learning and a natural curiosity, and a few have become so well-versed enough in off-world knowledge and technology that they've left the planet to live among the stars.

Racial Traits

 * -4 Str, +2 Dex. Ewoks are very small, but their size affords them great agility.
 * Ewoks receive 4 bonus skill points at 1st level and 1 additional skill point at each level thereafter.
 * Ewoks receive a +2 bonus to Spot checks, and low-light vision.
 * Small size. Ewoks gain a +1 size bonus to hit and AC, and a +4 bonus to Hide checks, but must use smaller weapons than most characters (they need two hands to use a medium-sized weapon, such as a blaster or lightsaber). A lightsaber sized for an ewok deals 3d6 damage instead of 3d8.
 * Base movement: 20 feet.
 * Automatic Languages: Basic, Ewok.
 * Favored Class: Rogue.

Gand
http://img185.imageshack.us/img185/5033/gandaliennegaswi6nu7.jpg Stocky, insect-like humanoids, the Gand are a peculiar race that, while not well-suited for travel beyond their homeworld, have special skills and abilities that help them survive.

Weighing in at 200-300 pounds, Gands are fairly large humanoids, with heads reminiscent of giant flies, and hands with three digits.

Unable to breathe oxygen, a gand requires a special gas mask to survive almost anywhere. The Gand's masks help them in other ways; without them, they cannot speak any language but Gand, being that they possess no lungs or vocal chords. With the mask on, they can use a special gas bladder to speak through a vocoder.

Gand society dictates that an individual is worthless until he somehow proves himself. A Gand is not even considered to have a name (referring to himself only as “Gand”) until he achieves many heroic or otherwise noteworthy deeds, and completes the Janwuine-jika ritual ceremony back on his homeworld. Most Gand never achieve this status.

Racial Traits

 * +2 Con, -2 Int. Gand are large and tough, but not highly intelligent.
 * Gand possess incredible powers of regeneration. A Gand regenerates +5 hero points per day, and can regenerate lost limbs and extremities in eventuality.
 * Gand only need to sleep one hour per day. If they sleep for up to eight hours, they don’t need sleep for a week.
 * Gand have little sense of individuality, and suffer a –4 penalty to all Charisma-based skill checks.
 * Medium size.
 * Base movement: 30 feet.
 * Automatic Languages: Basic, Gand.
 * Favored Class: Mercenary.

Mon Calamari
http://img299.imageshack.us/img299/875/ackbarcloseupac2.jpg Mon Calamari are amphibious aliens from the planet of the same name. With their large, squid-like eyes, domed heads, and webbed hands and feet, they are perfectly suited for an aquatic existence.

However, the Mon Calamari are also prodigious ship-builders and tacticians, traits they picked up in their long struggles to throw off various oppressors, from aggressive native peoples to attackers from all corners of the galaxy.

Racial Traits

 * Like humans, Mon Calamari receive 4 free skill points at first level and 1 additional point at every level thereafter.
 * Mon Calamari can breathe underwater and swim at a speed of 60. They can dive three times as far as a normal human without fear of being crushed by water pressure.
 * Mon Calamari receive a +2 racial bonus to Craft (Ships), Knowledge (Tactics), and Spot checks.
 * Medium size.
 * Base movement: 30 feet.
 * Automatic Languages: Basic, Mon Calamari.
 * Favored Class: Leader.

Sullustans
http://img98.imageshack.us/img98/382/sullustannegasos6op7.jpg A famous race of explorers and space-farers, the Sullustans are small, squat humanoids with large, black eyes and a natural overbite.

Naturally curious, Sullustans are frequently encountered outside their homeworld of Sullust, the volcanic planet where they developed their sharp hearing, eyesight, and small size.

Racial Traits

 * +2 Dex, -2 Str.
 * Sullustan Intuition: Once per day, a Sullustan can add a +2 insight bonus to any Intelligence or Wisdom-based skill check.
 * Low-light vision.
 * Small Size: Sullustans gain a +1 size bonus to hit and AC, and a +4 bonus to Hide checks, but must use smaller weapons than most characters (they need two hands to use a medium-sized weapon, such as a blaster or lightsaber). A lightsaber sized for a Sullustan deals 3d6 damage instead of 3d8.
 * Base movement: 20 feet.
 * Automatic Languages: Basic, Sullustan.
 * Favored Class: Spacer.

Trandoshans
http://img184.imageshack.us/img184/8222/trandoshannegasjk91ln1.jpg Cold-blooded to the core, the trandoshans are a race of slimy lizardmen from the Kashyyyk system.

Gifted with naturally strong builds, trandoshans are unique among many aliens in that they can actually regrow lost limbs and tails—which is lucky for them, since interspecies fighting has led to many grievous injuries in their race. Extremely violent and irritable, the only thing trandoshans like less than each-other are other races, especially wookiees, their blood enemies. Since both races reached the stars, they have been at one another’s throats, with trandoshans ever on the hunt for more wookiee pelts or slaves.

Racial Traits

 * +2 Con, -2 Wis. Trandoshans are especially tough, but not terribly bright.
 * Young Trandoshans possess incredible powers of regeneration. A Trandoshan under the age of thirty-five regenerates +5 hero points per day, and can regenerate lost limbs and extremities in eventuality. As a Trandoshan grows older, it gradually loses this ability, exposing it to attack from younger and more ambitious family members.
 * +4 racial bonus to Intimidate checks. Trandoshans know how to throw their weight around.
 * Tough Skin: Trandoshans receive DR 1/lightsaber, due to their tough, leathery skin.
 * +2 to Fortitude saves. Trandoshans typically eat their meals raw and have no use for bathing.
 * Medium size.
 * Base movement: 30 feet.
 * Automatic Languages: Basic, Trandoshan.
 * Favored Class: Mercenary.

Twi’Leks
http://img442.imageshack.us/img442/4002/twi27leknegasgh4qj1.jpg Tall and graceful beings, most sentient creatures regard Twi’leks as the intergalactic standard for beauty. Because of this, and in addition to their natural gracefulness, many twi’leks work as dancers. Even more have simply been enslaved.

Twi’Leks use their “head-tails” (lekku) to communicate in their native tongue, a mix of the physical and linguistic. Their skin tones range from beautiful shades of green and blue to a pale white.

Racial Traits

 * +2 Dex, -2 Con.
 * +2 racial bonus to Charisma-based skill checks.
 * Twi'leks can communicate to each-other completely through their head-tails if they so desire, a language imperceptible to most non-twi'leks.
 * Medium size.
 * Base movement: 30 feet.
 * Automatic Languages: Basic, Twi’leki.
 * Favored Class: Any.

Wookiees
http://img101.imageshack.us/img101/1745/wookieenegaswi3.jpg Massive aliens covered in shaggy fur, a wookiee looks more like an angry bear most of the time than a humanoid. Their great strength is further augmented by lives of hardship, as they are constantly warring with trandoshan hunters and slavers in their home system of Kashyyyk.

Underlying the wookiees’ war-like history, however, is a rich culture. The wookiees’ home-planet of Kashyyyk is a great arboreal forest world, and in it, wookiees learn to survive in the world and form lasting bonds of honor. When their planet was discovered by explorers from the Galactic Republic, the naturally good-hearted wookiees quickly adapted to the idea of intergalactic democracy, not to mention intergalactic technology. The giant aliens managed to design their own signature weapons, the bowcasters, based off of crossbows they used to hunt the monstrous creatures on the homeworld.

Racial Traits

 * +4 Str. Wookiees are incredibly strong.
 * All wookiees are proficient with the bowcaster.
 * +1 to hit trandoshans, the hated enemies of all wookiees.
 * +4 to Climb checks due to their great claws.
 * Wookiees cannot speak other languages besides their own, although they can learn them.
 * Medium size.
 * Base movement: 30 feet.
 * Automatic Languages: Common, Wookiee.
 * Favored Class: Soldier.

=Random Height & Weight Generation By Race= http://i66.photobucket.com/albums/h267/Pathogen1014/heightweightboard.jpg

=Custom Races: Building Your Own Alien= Using the charts below, you can, working with your game master, construct your own customized alien race.

You can include as many of the modifiers below as you want, but they must balance out to a certain number, or the race will have a level adjustment (however, even the level adjustment cannot exceed +2):

0-6 Points: No level adjustment.

7-12 Points: +1 level adjustment.

13-15 Points: +2 level adjustment.

Note that by constructing your own alien, you forego the racial benefits of playing a human. You are not allowed to balance below zero. You will not be given free class levels for playing a pathetic alien.

You can apply these customizations to a droid. The droid loses none of its base racial abilities. Note that a droid has no Constitution, and therefore it cannot be modified in that way. Droids are also exempt from taking certain racial bonuses and penalties.

Always work closely with your game master when building a race. He gets the final say as to what kind of creatures enter his campaign world, and whether or not they are balanced.

Racial Bonus Types
The "Stackable" entry indicates how many times you can buy the ability to increase its over-all effect in some way (usually by doubling it).

+1 All Saves
Gives your race a +1 bonus to all saving throws.
 * Cost: 6 Points
 * Stackable: x2
 * Droid: +

+2 Charisma
Gives your race a +2 Charisma bonus.
 * Cost: 4 Points
 * Stackable: x2
 * Droid: -

+2 Constitution
Gives your race a +2 Constitution bonus.
 * Cost: 3 Points
 * Stackable: x2
 * Droid: -

+2 Dexterity
Gives your race a +2 Dexterity bonus.
 * Cost: 5 Points
 * Stackable: x2
 * Droid: -

+2 Essential Skill
Choose one of the following skills: Computer Use, Craft (Armor, Blasters, Droids, Electronics, Engineering, or Ships), Heal, or Pilot. Your race gains a +2 bonus to checks with this skill.
 * Cost: 2 Points
 * Stackable: x2
 * Droid: +

+2 Fortitude
Gives your race a +2 bonus to Fortitude saving throws.
 * Cost: 4 Points
 * Stackable: x2
 * Droid: +

+2 Intelligence
Gives your race a +2 Intelligence bonus.
 * Cost: 4 Points
 * Stackable: x2
 * Droid: +

+2 Knowledge Skill
Choose among any Knowledge or Profession skill, or Speak Language. Your race gains a +2 bonus to checks with this skill.
 * Cost: 1 Point
 * Stackable: x2
 * Droid: +

+2 Reflex
Gives your race a +2 bonus to Reflex saving throws.
 * Cost: 4 Points
 * Stackable: x2
 * Droid: +

+2 Strength
Gives your race a +2 Strength bonus.
 * Cost: 3 Points
 * Stackable: x2
 * Droid: +

+2 Will
Gives your race a +2 bonus to Will saving throws.
 * Cost: 4 Points
 * Stackable: x2
 * Droid: +

+2 Wisdom
Gives your race a +2 Wisdom bonus.
 * Cost: 4 Points
 * Stackable: x2
 * Droid: +

Accelerated Healing
Your race regains hero points at twice the rate of other creatures. Taking Accelerated Healing a third time allows them to recover hero points at three times the normal rate.
 * Cost: 3 Points
 * Stackable: x2
 * Droid: -

Blindsight
Your race has blindsight (or tremorsense) to a range of 30 feet. They gain a +2 bonus to Spot checks made within this range, and can observe invisible creatures.
 * Cost: 4 Points
 * Droid: +

Bonus Feat
Choose any feat that has no prerequisites, such as Combat Reflexes, Force Attuned, or Great Fortitude. All members of your race begin play with this feat.
 * Cost: 5 Points
 * Droid: +

Burrowing
Your race can burrow through soft, unworked earth at a speed of 15.
 * Cost: 4 Points
 * Droid: +

Damage Reduction
Your race is extremely tough, and has Damage Reduction 1/lightsaber.
 * Cost: 3 Points
 * Droid: -

Darkvision
Your race has darkvision to a range of 60 feet.
 * Cost: 2 Points
 * Droid: +

Extra Limb
Your race has an extra arm or tentacle. This allows one arm to be free while the other two use a two-handed weapon, for instance. Your race gains a +4 bonus to grapple checks.
 * Cost: 6 Points
 * Stackable: x2
 * Droid: +

Fast Movement
Your race’s base movement speed increases by 10 feet. This doesn’t affect alternate movement types, such as burrowing, swimming, or flying.
 * Cost: 4 Points
 * Stackable: x2
 * Droid: +

Fast Movement, Alternate
Your race’s alternate movement speed increases by 10 feet. This doesn’t affect the character’s overland movement speed.
 * Cost: 5 Points
 * Stackable: x2
 * Droid: +

Flight
Your race has wings or some other natural ability to fly, and can move through the air at a speed of 30 (average maneuverability).
 * Cost: 7 Points
 * Droid: -

Flight, Enhanced
If your race can fly, its maneuverability improves to Good. If you take Enhanced Flight twice, its maneuverability becomes Perfect (like that of a fly or humming bird).
 * Cost: 2 Points
 * Stackable: x2
 * Droid: -

Force Resistance
Your race receives Power Resistance of 10 + hit dice.
 * Cost: 7 Points
 * Droid: -

Large Size
Your race’s size changes from Medium to Large. It therefore suffers a -1 size penalty to attacks and AC and a -4 penalty to Hide checks. It also receives a +6 bonus to Strength and a -2 penalty to Dexterity. Its base speed is 40 feet, and it can use a Large weapon with both hands. A lightsaber sized for a being of this size inflicts 3d10 damage instead of 3d8.
 * Cost: 4 Points
 * Droid: +

Limb Regrowth
If your race loses a limb, it regenerates in 48 hours. Taking Limb Regrowth again halves the regeneration time. Taking it three times allows the limb to regrow in three rounds. This doesn’t prevent or heal damage and death.
 * Cost: 3 Points
 * Stackable: x3
 * Droid: -

Natural Armor
Your race has tough skin and receives a +1 natural armor bonus to AC.
 * Cost: 3 Points
 * Droid: -

Natural Attack
Your race has a bite, claw, or tail attack as a natural weapon. Small creatures deal 1d4+Strength damage, Medium 1d6+Strength, and Large 1d8+Strength.
 * Cost: 3 Points
 * Droid: +

Natural Immunity
Choose immunity to one of the following: Poison, disease, or mind-affecting attacks.
 * Cost: 6 Points
 * Droid: -

Natural Poison
Your race must have Natural Attack to take this bonus. When your race inflicts damage with a natural attack, the target must make a Fortitude save (DC 10 + half hit dice + Con mod) or suffer 1d4 points of temporary Constitution or Strength damage. Your race has only enough venom to inflict this attack five times per day.
 * Cost: 7 Points
 * Droid: -

Racial Enemy
Choose an alien species (besides human or droid). You receive a +1 bonus to hit members of this race, and suffer a –2 penalty to Diplomacy and Gather Information checks used in situations involving them.
 * Cost: 1 Point
 * Droid: -

Racial Weapon
Your race has automatic proficiency with one weapon, regardless of character class. This can be a new weapon.
 * Cost: 2 Points
 * Droid: +

Shape-Shifting
Your race can change shape as a full-round action, using an ability equivalent to Alter Self twice per day. If a member of the race is killed, it reverts to its actual form.
 * Cost: 7 Points
 * Droid: -

Small Size
Your race’s size changes from Medium to Small. It therefore receives a +1 size bonus to attacks and AC and a +4 bonus to Hide checks. It also receives a –2 penalty to Strength and a +2 bonus to Dexterity. Its base speed is 20 feet, however, and it can only use a Medium weapon with both hands. A lightsaber sized for a being of this size inflicts 3d6 damage instead of 3d8.
 * Cost: 5 Points
 * Droid: +

Spider Climb
Your race can climb along dry walls and ceilings as easily as they walk, without making Climb checks. They must still make Climb checks in strong wind, if threatened, or if the surface is slippery, however.
 * Cost: 4 Points
 * Droid: +

Swimming
Your race swims as easily as it walks on land, moving at a base speed of 30.
 * Cost: 4 Points
 * Droid: +

Telepathy
Your race can telepathically communicate with any creature that has a language within 60 feet. This ability affords you no capability to otherwise affect another creature’s mind.
 * Cost: 6 Points
 * Droid: -

Water Breathing
In clean water, your race can breathe just as other characters breathe air. This doesn’t prevent the race from being asphyxiated or harmed by deadly liquids.
 * Cost: 2 Points
 * Droid: -

Racial Penalty Types
"Yield" refers to the extra points you are allowed to spend on your race when you give them a certain penalty.

-2 Charisma
Gives your race a -2 Charisma penalty.
 * Yield: +4 Points
 * Stackable: x2

-2 Constitution
Gives your race a -2 Constitution penalty.
 * Yield: +3 Points
 * Stackable: x2

-2 Dexterity
Gives your race a -2 Dexterity penalty.
 * Yield: +5 Points
 * Stackable: x2

-2 Intelligence
Gives your race a -2 Intelligence penalty.
 * Yield: +4 Points
 * Stackable: x2

-2 Strength
Gives your race a -2 Strength penalty.
 * Yield: +3 Points
 * Stackable: x2

-2 Wisdom
Gives your race a -2 Wisdom penalty.
 * Yield: +4 Points
 * Stackable: x2

Alien Atmosphere
Your race can’t breathe oxygen, and suffocates without a rebreather. Likewise, oxygen-breathing creatures suffocate if they visit your homeworld without a rebreather.
 * Yield: +4 Points

Nocturnal
Your race can’t operate as well in strong light, such as bright sunlight or other bright light source. In these conditions, your race suffers a –2 penalty to attacks, skill checks, and saving throws. There may be technology available to help your race function in light (such as goggles), but these must be specially made and cost at least 2,000 credits.
 * Yield: +2

Saving Throw Weakness
You receive a –2 penalty to saving throws against a certain of effect (consult your GM for help).
 * Yield: +2 Points
 * Stackable: x2

Slow Movement
Your race’s base movement speed decreases by 10 feet. This doesn’t affect alternate movement types, such as burrowing, swimming, or flying.
 * Yield: +4 Points