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SECR_Ultimate Alien Anthologies_v.2007.09.10 1 STAR WARS SAGA EDITION CORE RULEBOOK ULTIMATE ALIEN ANTHOLOGY (UNOFFICIAL CONVERSIONS) A Abyssin Ability Modifiers: +2 Str, +2 Con, -4 Int, -2 Cha Medium-size: No special modifiers. Base Speed: 6 squares. Extraordinary Recuperation: Regains hit points at double the normal rate (see Natural Healing, p.148). Limb Regeneration: Regrows a lost limb in 1d10 days, at which time all persistent penalties are removed. Poor Depth Perception: -1 penalty on all ranged attacks Primitive: Do not gain WP (pistols, rifles, heavy) as starting feats. Desert Survival: Reroll any Survival check in an arid environment, the result must be accepted even if it is worse. Base Languages: Abyssin. Adarian Ability Modifiers: -2 Con, +4 Int Medium-size: No special modifiers. Base Speed: 6 squares. Long Call: Emit subsonic call by inflating throat pouch as full-round. Can be heard 20 km away. Bellow: As a standard action, special attack (1d20 + CL) v. Fortitude Defense against all in 30 ft. 3d6 damage with a hit, half with a miss. Each use moves it -1 on Condition track. Special: It can add additional 1d6 damage, but for each suffers cumulatively another -1 on its Condition track. Conditional Bonus Feat: An Adarian with Perception as a trained skill gains Skill Focus (Perception) as a bonus feat. Base Languages: Adarese. Advozse Ability Modifiers: -2 Dex, +2 Con, +2 Wis Medium-size: No special modifiers. Base Speed: 6 squares. Herbivorous: Cannot digest animal protein, doing so causes 1d6 temporary Con damage. Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks. Pessimistic: Only purchase Persuasion thru Skill Training. If untrained in Persuasion, may not add ½ his CL. Base Languages: Advb. Amanin Ability Modifiers: +2 Str, -1 Int, -2 Cha Medium-size: No special modifiers. Base Speed: 6 squares; Roll 12 squares. Primitive: Do not gain WP (pistols, rifles, heavy) as starting feats. Roll: -5 penalty to Perception while rolling, but otherwise unchanged. Resilient: +1 species bonus to Fortitude Defense. Expert Climber: Take 10 on Climb even when distracted or threatened. Base Languages: Amanese. Anomid Ability Modifiers: -2 Str, +2 Int, +2 Cha Medium-size: No special modifiers. Base Speed: 6 squares. Technical Aptitude: Working with technical items (computers, droids, engines, etc.), take 10 on Mechanics*. Wealthy: Roll one extra dice at character inception to assess starting wealth. Conditional Bonus Feat: An Anomid with Knowledge (Galactic Lore) as a trained skill gains [Skill Training (Persuasion)]. Base Languages: Anomid. Anx Ability Modifiers: +2 Str, -2 Wis Large-size: -1 Size penalty to Reflex Defense, -5 Size penalty on Stealth. Encumbrance x2, +5 Size bonus to Threshold. Base Speed: 8 squares. Communicate at a Distance: Communicate with other Anx out to 5 km, subject to weather conditions. Revealing Coloration: -5 penalty to Deception without a fin cloak, but otherwise this trait remains unchanged. Bonus Feat: [Skill Training (Endurance)]. Conditional Bonus Feat: An Anomid with Knowledge (life sciences) as a trained skill gains [Martial Arts I]. Base Languages: Anx. Anzat Ability Modifiers: +2 Str, -4 Cha Medium-size: No special modifiers. Base Speed: 6 squares. Anzati Tracking: Use the Force skill in place of Survival for tracking (provided trained in Use the Force). Though an Anzat can track using Survival, he gains a bonus on tracking with his Use the Force skill equal to the target's character level.

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Page 1: SECR Ultimate Alien Anthologies - d20SE.Projectd20seproject.vanguardcomplex.net/files/aliens/SECR_Ultimate Alien... · SECR_Ultimate Alien Anthologies_v.2007.09.10 1 S T A R W A R

SECR_Ultimate Alien Anthologies_v.2007.09.10 1

S T A R W A R SSAGA EDITION CORE RULEBOOKULTIMATE ALIEN ANTHOLOGY

(UNOFFICIAL CONVERSIONS)

A

Abyssin

Ability Modifiers: +2 Str, +2 Con, -4 Int, -2 ChaMedium-size: No special modifiers.Base Speed: 6 squares.Extraordinary Recuperation: Regains hit points at double the normalrate (see Natural Healing, p.148).Limb Regeneration: Regrows a lost limb in 1d10 days, at which time allpersistent penalties are removed.Poor Depth Perception: -1 penalty on all ranged attacksPrimitive: Do not gain WP (pistols, rifles, heavy) as starting feats.Desert Survival: Reroll any Survival check in an arid environment, theresult must be accepted even if it is worse.Base Languages: Abyssin.

Adarian

Ability Modifiers: -2 Con, +4 IntMedium-size: No special modifiers.Base Speed: 6 squares.Long Call: Emit subsonic call by inflating throat pouch as full-round. Canbe heard 20 km away.Bellow: As a standard action, special attack (1d20 + CL) v. FortitudeDefense against all in 30 ft. 3d6 damage with a hit, half with a miss. Eachuse moves it -1 on Condition track. Special: It can add additional 1d6damage, but for each suffers cumulatively another -1 on its Condition track.Conditional Bonus Feat: An Adarian with Perception as a trained skillgains Skill Focus (Perception) as a bonus feat.Base Languages: Adarese.

Advozse

Ability Modifiers: -2 Dex, +2 Con, +2 WisMedium-size: No special modifiers.Base Speed: 6 squares.Herbivorous: Cannot digest animal protein, doing so causes 1d6 temporaryCon damage.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Pessimistic: Only purchase Persuasion thru Skill Training. If untrained inPersuasion, may not add ½ his CL.Base Languages: Advb.

Amanin

Ability Modifiers: +2 Str, -1 Int, -2 ChaMedium-size: No special modifiers.Base Speed: 6 squares; Roll 12 squares.Primitive: Do not gain WP (pistols, rifles, heavy) as starting feats.Roll: -5 penalty to Perception while rolling, but otherwise unchanged.Resilient: +1 species bonus to Fortitude Defense.Expert Climber: Take 10 on Climb even when distracted or threatened.Base Languages: Amanese.

Anomid

Ability Modifiers: -2 Str, +2 Int, +2 ChaMedium-size: No special modifiers.Base Speed: 6 squares.Technical Aptitude: Working with technical items (computers, droids,engines, etc.), take 10 on Mechanics*.Wealthy: Roll one extra dice at character inception to assess startingwealth.Conditional Bonus Feat: An Anomid with Knowledge (Galactic Lore) as atrained skill gains [Skill Training (Persuasion)].Base Languages: Anomid.

Anx

Ability Modifiers: +2 Str, -2 WisLarge-size: -1 Size penalty to Reflex Defense, -5 Size penalty onStealth. Encumbrance x2, +5 Size bonus to Threshold.Base Speed: 8 squares.Communicate at a Distance: Communicate with other Anx out to 5 km,subject to weather conditions.Revealing Coloration: -5 penalty to Deception without a fin cloak, butotherwise this trait remains unchanged.Bonus Feat: [Skill Training (Endurance)].Conditional Bonus Feat: An Anomid with Knowledge (life sciences) as atrained skill gains [Martial Arts I].Base Languages: Anx.

Anzat

Ability Modifiers: +2 Str, -4 ChaMedium-size: No special modifiers.Base Speed: 6 squares.Anzati Tracking: Use the Force skill in place of Survival for tracking(provided trained in Use the Force). Though an Anzat can track usingSurvival, he gains a bonus on tracking with his Use the Force skill equal tothe target's character level.

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Hypnosis: Attempt to hypnotize an adjacent target as a full round action.The target must be able to see, hear, and understand the Anzat. With aPersuasion check (DC vs. target's Will Defense), it moves -1 step along theCondition track. The target gets a +5 bonus to Will Defense if it is of ahigher level than the Anzat.Probiscises: An Anzat may attempt to drain the "soup" from any target whohe has successfully Grabbed or Pinned or is otherwise helpless. He makes aspecial attack (d20 + CL + Int Mod) against his target's Fortitude Defense asa full round action. If successful, the target is immediately moved toHelpless on the condition track and he may drain 1 point of Constitution perround as a full round action, beginning the following round.Bonus Feat: [Force Sensitive].Base Languages: Basic, Anzat.

Aqualish

Ability Modifiers: +2 Con, -2 Wis, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Breathe Underwater: As amphibious creature, cannot drown in water.Expert Swimmer: Reroll any swim check. Must accept the latter. Take 10on Swim even if threatened or distracted.Bonus Feat: [Toughness].Base Languages: Basic, Anzat.

Arcona

Ability Modifiers: None.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+1) is added to Reflex Defense. Stacks.Salt Addiction: When ingesting sodium chloride, make an attack roll (1d20+ 5) against the Arcona's Fortitude Defense. If the attack succeeds, theArcona moves -1 persistent step along the condition track. An afflictedArcona must spend a Force Point to resist the addiction for 24 hours. Theeffects of salt poisoning last for 3 days after the addiction is broken, thoughthis duration may be lowered by 1 day for each additional Force Point spent.Base Languages: Arconese.

Arkanian

Ability Modifiers: -2 Dex, +2 Con, +2 Int, -2 ChaMedium-size: No special modifiers.Base Speed: 6 squares.Infamy: Regardless the class (or prestige class), he has access to the CrimeLord’s Infamy Talent Tree.Conditional Bonus Feat: An Arkanian receives [Skill Focus (Persuasion)]as a bonus feat if trained in Persuasion.Base Languages: Basic, Arkanian.

Ayrou

Ability Modifiers: -2 Con, +2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares.Trustworthy: May re-roll any Persuasion check, but the result of there-roll must be accepted even if it is worse.Base Languages: Ayrou.

B

Balosar

Ability Modifiers: +2 Dex, -2 Con, -2 Wis, +2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Antennapalps: While extended, his antennapalps are sensitive to sound.Within 50 ft., he can ignore cover and concealment for the purposes ofPerception checks. However, while extended he suffers a -2 penalty toDefense against sonic attacks.Poison Resistance: Balosars gain a +5 species bonus to Fortitude Defenseto resist the effects of poison.Moral Ambiguity: Balosars a -5 penalty to Will Defense againstPersuasion checks if promised profit or power.Base Languages: Balosar and Basic.

Barabel

Ability Modifiers: +2 Str, -2 Dex, -2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Natural Weapons: Claw (slash), Bite (pierce) or Tail Slap (bludgeon)instead of unarmed strike at 1d6 base damage.Radiation Resistance: +5 species bonus to Fortitude Defense vs. radiation.Darkvision: Ignore concealment from darkness. Cannot perceive color intotal darkness.Primitive: Do not gain WP (pistols, rifles, heavy) as starting feats.

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Intimidating: May reroll any Persuasion check made to intimidate, but theresult of the reroll must be accepted.Base Languages: Barabel.

Baragwin

Ability Modifiers: -4 Dex, +2 Con, +2 Int.Medium-size: No special modifiers.Base Speed: 4 squares.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Mood Sense: Reroll any Perception check made to sense deception orinfluence, but the result must be accepted.Conditional Bonus Feat: A Baragwin with Mechanics as a trained skillgains [Skill Focus (Mechanics)] as a bonus feat.Base Languages: Basic.

Bartokk

Ability Modifiers: +2 Str, +2 Con, -6 Int, -4 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+1) is added to Reflex Defense. Stacks.Damage Reduction: Carapace offers DR 2. Stacks.Expert Climber: Take 10 on Climb even when distracted or threatened.Extra Limbs: 4 arms provide a +5 racial competence bonus to both Climbchecks and to Grapple checks. It gains [Dual Weapon Mastery I] and[Multiattack1] as bonus feats.Natural Weapons: Bartokks have razor-edged claws granting 1d6 slashingdamage in lieu of unarmed strikes.Hive Mind: Telepathically-linked to other Bartokks in 500 meters. Agroup of two or more cannot be denied their Dexterity bonus or flanked,unless all applicable Bartokks are. The best Perception skill check of anyone Bartokk applies to all.Extraordinary Recuperation: Regains hit points at double the normalrate (see Natural Healing, p.148).Limb Regeneration: Regrows a lost limb in 1d10 days, at whichtime all persistent penalties are removed.Compartmentalized Biology: Severed Bartokk body parts act as normalon the Bartokk’s initiative count, dying 8 hours after dismemberment, i.e.,up to 8 claw attacks at Bartokk’s single-weapon melee attack bonus +2 sizemodifier at 1d6 damage.Base Languages: None.

Besalisk

Ability Modifiers: -2 Dex, +2 Con.Medium-size: No special modifiers.Base Speed: 6 squares.Extra Limbs: A male Besalisk has four arms (and a female Besalisk canhave from 4 to 8 arms). This provides it with a +5 racial competence bonusto both Climb checks (per each extra set of hands) and to Grapple checks(per each extra set of hands). It gains [Dual Weapon Mastery I] and[Multiattack2] as bonus feats. A female Besalisk’s brain is not complexenough to allow for the use of anything beyond four arms.Food Stores: A Besalisk does not have to make Endurance checks toendure hunger for a number of days equal to twice his or her Constitutionmodifier.Expert Swimmer: Reroll a Swim check, but must accept the latter. Take10 on Swim even if distracted or threatened.Arctic Dweller: Reroll any Survival check made in arctic climates, butmust keep the result of the second roll .Base Languages: Besalisk

1Multiattack: A species with a second set of arms can attack with a -5

penalty in a full round of attacks. Normal: -10 penalty. (ACF).2

Multiattack: A species with a second set of arms can attack with a -5penalty in a full round of attacks. Normal: -10 penalty. (ACF).

Bimm

Ability Modifiers: -2 Str, +2 Int, +2 Cha.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares.Base Languages: Basic, Bimm.

Bith

Ability Modifiers: -2 Con, +2 Int, +2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Heightened Smell: Identify an individual by smell out to 10 meters with asuccessful Wisdom check (DC15).Micro-Vision: Reroll any Perception check when limiting the use of thisskill to 2 squares. Must accept the second roll. Bith suffer double the rangepenalties (-4 for short, -10 for medium, and -20 for long).Meditative Trance: Instead of resting for 8 hours, a Bith can enter ameditative trance for 4 hours, gaining the same benefits as if having rested.During the trance, a Bith can continue to make Perception checks to avoidbeing surprised.Base Languages: Bith.

Blood Carver

Ability Modifiers: +2 Dex, -2 Wis, -2 Cha.Medium-size: No special modifiers.Base Speed: 8 squares.Bonus Talent [Sneak Attack]: When an opponent is flat-footed or deniedits Dexterity bonus to Reflex Defense, the Blood Carver may deal an extra1d6 damage with a successful melee or ranged attack (assuming the latter iswithin 6 squares). Moreover, the Blood Carver has available theScoundrel’s Talent Sneak Attack regardless its class or prestige class.Flexible Body: Reroll any Acrobatics checks made to escape bonds, butmust keep the second roll.Base Languages: Batorese.

Bothan

Ability Modifiers: +2 Dex, -2 Con.Medium-size: No special modifiers.Base Speed: 8 squares.Iron Will: +2 species bonus to Will Defense.Conditional Bonus Feat: A Bothan with Gather Information as a trainedskill gains [Skill Focus (Gather Information)].Base Languages: Basic and Bothese.

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C

Caamasi

Ability Modifiers: -2 Str, -2 Con, +2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares.Memory Sharing (Memnii): Caamasi can create strong, lastingmemories and share them with other species as a type of telepathy. This is aautomatic ability among Caamasi, requiring only time. Force-usingcharacters can receive memnii from a willing Caamasi with a successful Usethe Force check (DC15). Afterwards, the recipient must make anIntelligence check (DC10) to recall specific details of the transferredmemory.Trustworthy: A Caamasi may choose to reroll any Persuasion check, butthe result of the reroll must be accepted.Base Languages: Basic and Caamasi.

Caarite

Ability Modifiers: -2 Con, +2 ChaSmall-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares.Climate Adaptation: A Caarite may choose to reroll any Survival checkmade in hot climates, but the result of the reroll must be accepted even if itis worse.Base Languages: Basic and Caarimala.

Cathar

Ability Modifiers: +2 Dex, -2 ChaMedium-size: No special modifiers.Base Speed: 8 squares.Natural Weapons: Claw attacks at 1d6 slashing plus Str mod.Base Languages: Basic and Catharese.

Celegian

Ability Modifiers: -2 Dex, +2 Int, +2 Wis, -2 ChaLarge-size: -1 Size penalty to Reflex Defense, -5 Size penalty onStealth. Encumbrance x2, +5 Size bonus to Threshold.Base Speed: Within a cyanogen atmosphere or floating life-supportchamber, Celegians fly at a base speed of 4 squares. Celegians have a swimspeed of 10 squares in the cyanogen seas of their homeworld.Telepathy: Celegians can use the Use the Force skill to create a telepathiclink untrained and without the Force Sensitivity Feat. In addition, the DC forusing Telepathy is reduced by 5.

Cyanogen Breather: Celegians cannot survive without their cyanogenatmosphere. After being exposed to Oxygen without a life support chamber,1d20+5 v. Fortitude Defense, +4 for each subsequent round. Once FortitudeDefense is beaten, the Celegian suffers 1d6 damage per round and -2 onCondition track until returned to a cyanogen atmosphere. (Exposure tocyanogens causes a similar reaction to Oxygen breathers.Expert Swimmer: Celegians may choose to reroll any Swim check, butmust accept the result of the reroll. In addition, Celegians may take 10 onSwim checks even when distracted or threatened.Base Languages: Celegian

Cerean

Ability Modifiers: +2 Int, +2 Wis, -2 Dex.Medium-size: No special modifiers.Base Speed: 6 squares.Intuitive Initiative: Reroll any initiative check, but accept the 2nd roll.Conditional Bonus Feat: A Cerean with Initiative as a trained skill gainsSkill Focus (Initiative) as a bonus feat.Base Languages: Basic and Cerean.

Chadra-Fan

Ability Modifiers: -2 Str, +2 Dex, -2 Wis, +2 Cha.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares.Darkvision: Ignore concealment from darkness. Cannot perceive color intotal darkness.Isolation Aversion: After each 24 hour period spent alone, make an attackroll (1d20 + number of days) against the Chadra-Fan's Will Defense. If theattack succeeds, the character takes 2 points of damage and moves -1persistent condition down the condition track.Conditional Bonus Feat: A Chadra-Fan with Mechanics as a trained skillgains Skill Focus (Mechanics) as a bonus feat.Base Languages: Chadra-Fan.

Chagrian

Ability Modifiers: +2 Str, -2 Dex.Medium-size: No special modifiers.Base Speed: 6 squares.Breathe Underwater: As amphibious creature, cannot drown in water.Radiation Resistance: +2 species bonus to Fortitude Defense vs. radiation.Low-Light Vision: Ignore concealment (not total) from darkness.Base Languages: Chagri.

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Charon

Ability Modifiers: +2 Str, +2 Con, +2 Int, -6 Cha.Large-size: -1 Size penalty to Reflex Defense, -5 Size penalty onStealth. Encumbrance x2, +5 Size bonus to Threshold.Base Speed: 8 squares.Damage Reduction: Carapace provides 2 DR. Stacks.Quadrupedal: Its 4 legs grant a +5 stability bonus to resist attempts toknock it prone.Expert Climber: Take 10 on Climb even when distracted or threatened.Extra Limbs: 4 arms provide a +5 racial competence bonus to both Climbchecks and to Grapple checks. It gains [Dual Weapon Mastery I] and[Multiattack3] as bonus feats.Natural Weapons: Claw attack (1d6 + Str Mod).Web: Shoot strands from its abdomen 3 + Con Mod x/day. Ranged touchattack to entangle within 2 squares. (Web Hardness 0, 15 hp. Fire andLightsabers do double damage. Break DC 30.)Base Languages: Charon.

Chev

Ability Modifiers: None.Medium-size: No special modifiers.Base Speed: 6 squares.Resilient: +1 species bonus to Fortitude Defense.Survival Instinct: Reroll any Survival check. Must accept 2nd roll.Base Languages: Basic and Chev.

Chevin

Ability Modifiers: +2 Str, -2 Dex, +2 Con, -2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+1) is added to Reflex Defense. Stacks.Base Languages: Chevin.

Chiss

Ability Modifiers: +2 Int.Medium-size: No special modifiers.Base Speed: Chiss base speed is 6 squares.Base Languages: Cheunh.

3Multiattack: A species with a second set of arms can attack with a -5

penalty in a full round of attacks. Normal: -10 penalty. (ACF).

Clawdite

Ability Modifiers: -2 Str..Medium-size: No special modifiers.Base Speed: 6 squares.Shapeshift: A clawdite can alter its appearance as a full round action,granting it a +10 Deception check. Upon making the change, must make aDC 12 Endurance check or suffer -1 on Condition track. A clawdite canreduce the transformation time to a move action, but raises the DC to 18.Base Languages: Clawdite.

Codru-Ji

Ability Modifiers: None.Medium-size: No special modifiers.Base Speed: 6 squares.Extra Limbs: 4 arms provide a +5 racial competence bonus to both Climbchecks and to Grapple checks. It gains [Dual Weapon Mastery I] and[Multiattack4] as bonus feats.Bonus Feat: [Dual Weapon Mastery I].Base Languages: Codruese.

Wyrwulf (adolescent Codru-Ji)

Ability Modifiers: -4 Str, -2 Dex, -4 Con, -2 Int, -2 Wis, -2 Cha.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 6 squares.Hexapedal: 6 legs provide a +10 stability bonus to resist attempts to knockit prone. Can carry the same loads as Medium-size creatures.Natural Weapon: Bite (1d6 + Str Mod)Chrysalis: Upon puberty, loses all Wyrwulf traits and gains Codru-Ji traits.Base Languages: Codruese (understand).

Colicoid

Ability Modifiers: +2 Dex, +2 Int, -2 Wis, -6 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Damage Reduction: Carapace provides 2 DR. Stacks.Poison: The Colicoid may make a melee attack against an opponent'sFortitude Defense. If successful, the target takes 1d6 points of damage andmoves -1 step on the condition track.Force Resistance: +10 species bonus to Will Defense vs. Use the Force.Defensive Ball: Full round action to roll into a tight ball granting +4 naturalarmor to Reflex Defense – flat-footed, no move. Unrolls as a free action.Reviled: -5 species penalty on Persuasion checks to improve the attitudeof a member of another species.Base Languages: Colicoid.

4Multiattack: A species with a second set of arms can attack with a -5

penalty in a full round of attacks. Normal: -10 penalty. (ACF).

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Cragmoloid

Ability Modifiers: +4 Str, -2 Dex, -2 Int.Large-size: -1 Size penalty to Reflex Defense, -5 Size penalty onStealth. Encumbrance x2, +5 Size bonus to Threshold.Base Speed: 6 squares.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Natural Weapons: Gore (2d6 + Str Mod; Piercing); x2 damage with acharge attack.Base Languages: Cragii.

D

Dantari

Ability Modifiers: +2 Str, -2 Int.Medium-size: No special modifiers.Base Speed: 6 squares.Primitive: Do not gain WP (pistols, rifles, heavy) as starting feats.Base Languages: Dantari.

Dashade

Ability Modifiers: +2 Dex, -2 Wis, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Heat Dissipation: Negate equipment bonuses relying on heat signatures bydissipating the heat emanating from their bodies.Force Resistance: +10 species bonus to Will Defense vs. Use the Force.Radiation Resistance: +2 species bonus to Fortitude Defense vs. radiation.Base Languages: Dashadi.

Defel

Ability Modifiers: -2 Str, -2 Int.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares.Invisibility: Defel have concealment in areas of low light, and totalconcealment in especially poorly lit areas.Blindness: Off their homeworld, must wear special visors (100 credits) orbe considered blinded.Base Languages: Defel.

Devaronian

Ability Modifiers: +2 Dex, -2 Wis, -2 Cha (Males); +2 Int, +2 Wis, -2Dex (Females)

Medium-size: No special modifiers.Speed: 6 squares.Conditional Bonus Feat: A Devaronian with Deception as a trained skillgains Skill Focus (Deception) as a bonus feat.Natural Curiosity: 1x/encounter as a standard action, a Devaronian canmake a Perception check vs. 1 target in line of sight (DC15 or v. opposingStealth check). If successful, +1 insight bonus on attack rolls against thattarget.Base Languages: Basic and Devaronese.

Draethos

Ability Modifiers: +2 Int, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+1) is added to Reflex Defense. Stacks.Telepathy: Draethos can use the Use the Force skill to create a telepathiclink untrained and without the Force Sensitivity Feat. In addition, the DC forusing Telepathy is reduced by 5.Low-Light Vision: Ignore concealment (not total) from darkness.Conditional Bonus Feat: A Draethos with Endurance as a trained skillgains Skill Focus (Endurance) as a bonus feat.Base Languages: Draethos.

Drall

Ability Modifiers: -2 Str, -2 Dex, +2 Int, +2 Wis, +2 Cha.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares.Base Languages: Drallish.

Dressellian

Ability Modifiers: +2 Con, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Early Technology: At starting level, receive WP (pistols, rifles) reflectonly slugthrowers. Also at starting level, WP (simple).Defiance: +2 species bonus to Will Defense vs. fear and Intimidate checks.Base Languages: Dressellian.

Dug

Ability Modifiers: +2 Dex, -2 Wis, -2 Cha.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares.Lightning Reflexes: +2 species bonus to Reflex Defense.Expert Climber: Take 10 on Climb even when distracted or threatened.

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Conditional Bonus Feat: Dugs trained in either Acrobatics or Jumpreceive Skill Training for the other as a bonus Feat.Base Languages: Dug.

Duros

Ability Modifiers: +2 Dex, +2 Int, -2 Con.Medium-Size: No special modifiers.Base Speed: 6 squares.Expert Pilot: Reroll any Pilot check, but must accept reroll.Base Languages: Basic and Durese

E

Ebranite

Ability Modifiers: +2 Str, -2 Dex, +2 Con, -2 Int, -2 Cha.Medium-size: No special modifiers.Base Speed: 4 squares; 8 squares when climbing.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Extra Limbs: 6 arms provide a +10 racial competence bonus to bothClimb checks and to Grapple checks. It gains [Dual Weapon Mastery I] and[Multiattack5] as bonus feats.Rage: 1x/day (swift action) +2 on melee attacks and damage; skillslimitations. Lasts for [5 + Con Mod] rounds. -1 on Condition for 10 min.Primitive: Do not gain WP (pistols, rifles, heavy) as starting feats.Darkvision: Ignore concealment from darkness. Cannot perceive color intotal darkness.Natural Camouflage: Ebranites have concealment in mountainous orrocky terrain.Base Languages: Basic, Ebranese.

Elom

Ability Modifiers: +2 Str, -2 Dex, +2 Int, -2 Wis, -2 Cha.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares; can move at this speed even whenencumbered or in any armor.Light Sensitivity: Blinded in light environs brighter than shadowyillumination.Base Languages: Elom.

5Multiattack: A species with a second set of arms can attack with a -5

penalty in a full round of attacks. Normal: -10 penalty. (ACF).

Elomin

Ability Modifiers: None.Medium-size: No special modifiers.Base Speed: 6 squares.Xenophobic: An Elomin untrained in Persuasion may not add ½ hischaracter level to Persuasion checks when dealing with other species.Additionally, other species may not choose to reroll Persuasion checksagainst Elomin, even if they would normally be able to do so through aTalent or Species trait.Base Languages: Basic, Ebranese.

Em'liy

Ability Modifiers: +2 Con, -2 Wis, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Spirit of Battle: 1x/day (swift action) +2 on melee attacks and damage;skill limitations. Lasts for [5 + Con Mod] rounds. -1 Condition for 10 min.Sneaky: Reroll any Stealth check, must accept 2nd roll.Conditional Bonus Feat: Em'liy trained in Survival receive Skill Training(Survival) as a bonus feat.Base Languages: Em'liy.

Ewok

Ability Modifiers: +2 Dex, -2 StrSmall-size: 1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares.Primitive: Do not gain WP (pistols, rifles, heavy) as starting feats.Scent: At close range (10 squares), ignore concealment and cover forpurposes of Perception. No penalty for tracking with poor visibility.Sneaky: Reroll any Stealth check, must accept 2nd roll.Conditional Bonus Feat: An Ewok with Survival as a trained skill gainsSkill Focus (Survival) as a bonus feat.Base Languages: Ewokese (speak only).

F

Falleen

Ability Modifiers: +2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Pheremones: Reroll any Persuasion check, but must accept 2nd roll.Targets without respiratory systems are unaffected.A Falleen can also temporarily enhance this effect through careful effort. Ifhe meditates for one hour, he may instead choose the better of the tworesults. This enhancement only lasts for one hour after meditation iscompleted.

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Hold Breath: Hold breath for a number of rounds equal to 25x Con scorebefore having to make an Endurance check to hold his breath.Base Languages: Falleen.

Farghul

Ability Modifiers: -2 Str, +2 Dex, -2 Con, +2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Prehensile Tail: A Farghul with Martial Arts I may use his tail to wield alight melee weapon, but otherwise this trait remains unchanged.Base Languages: Farghul.

Feeorin

Ability Modifiers: +2 Str, -2 Dex, +2 Con, -2 Wis, -2 ChaMedium-size: No special modifiers.Base Speed: 6 squares.Low-Light Vision: Ignore concealment (not total) from darkness.Stronger by Age: Str, Dex ,and Con increase +1 at middle age, and at oldage. Int, Wis, and Cha do not change.Resilient: +2 species bonus to Fortitude Defense.Conditional Bonus Feat: Feeorin trained in Endurance receive SkillTraining (Endurance) as a bonus feat.Base Languages: Feeorin.

Filordus

Ability Modifiers: -2 Dex, +2 Con.Medium-size: No special modifiers.Base Speed: 10 squares. Bipedal, base speed drops to 4 squares.Natural Weapons: 1 (to 2) pincher attacks at 1d6 + Str Mod. Can be madein addition to attacks with standard melee or ranged attack.Acute Hearing: Reroll any Perception check related to hearing, but mustaccept 2nd roll. -2 penalty to Defense against sonic attacks.Bonus Feat: [Multiattack6]Base Languages: Filordian.

Frozian

Ability Modifiers: -2 Dex, +2 Int, +2 Wis.Large-size: -1 Size penalty to Reflex Defense, -5 Size penalty onStealth. Encumbrance x2, +5 Size bonus to Threshold.Base Speed: 8 squares.Base Languages: Frozian.

6Multiattack: A species with a second set of arms can attack with a -5

penalty in a full round of attacks. Normal: -10 penalty. (ACF).

G

Gamorrean

Ability Modifiers: +2 Str, -2 Dex, -2 Int.Medium-size: No special modifiers.Base Speed: 6 squares.Primitive: Do not gain WP (pistols, rifles, heavy) as starting featsGreat Fortitude: +2 species bonus to Fortitude Defense.Bonus Feat: [Improved Damage Threshold].Base Languages: Basic (understand) and Gamorrean (speak).

Gand

Ability Modifiers: +2 Wis, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Darkvision: Ignore concealment from darkness. Cannot perceive color intotal darkness.Base Languages: Gand.

Geonosian

Ability Modifiers: +2 Dex, -2 Con (Aristrocrat); +2 Str, -2 Int, -2 Cha(Warrior).Medium-size: No special modifiers.Base Speed: 6 squares. Fly 8 squares.Weapon Proficiencies: Treat the electrostaff as a simple weapon.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Radiation Resistance: +2 species bonus to Fortitude Defense vs. radiation.Low-Light Vision: Ignore concealment (not total) from darkness.Conditional Bonus Feat: A Geonosian with Mechanics as a trained skillgains Skill Focus (Mechanics) as a bonus feat.Base Languages: Geonosian.

Givin

Ability Modifiers: -2 Str, +2 Con, +2 Int, -2 Wis, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Damage Reduction: Exoskeletion DR 2. Stacks.Unique Physiology: No external organs and a unique manner of breathingallows a Givin to operate in the vacuum of space without a space suit oroxygen supply. Immune to inhaled chemicals and poisons.Conditional Bonus Feat: A Givin with Knowledge (physical sciences) orKnowledge (bureaucracy) as a trained skill gains Skill Focus in theappropriate skill as a bonus feat.Base Languages: Givin.

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Gossam

Ability Modifiers: -2 Str, +2 Dex, -2 Con, +2 Wis, +2 Cha.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares.Expert Haggler: Reroll any Persuasion check made to haggle over price,but must accept 2nd roll.Base Languages: Gossam.

Gotal

Ability Modifiers: None.Medium-size: No special modifiers.Base Speed: 6 squares.Energy Reading: Reroll any Perception checks to sense deceptions if thetarget is within 6 squares, but the 2nd roll must be accepted.If trained in Survival, Gotals can take 10 when using their head cones totrack members of a specific species, or beings whom they have met before.Uncanny Dodge: Retain Dex bonus to Reflex Defense even if flat-footedor struck by a hidden attacker.Low-Light Vision: Ignore concealment (not total) from darkness.Base Languages: Gotal.

Gran

Ability Modifiers: -2 Wis, +2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Darkvision: Ignore concealment from darkness. Cannot perceive color intotal darkness.Conditional Bonus Feat: A Gran with Perception as a trained skill gainsSkill Focus (Perception) as a bonus feat.Base Languages: Gran.

Gungan

Ability Modifiers: +2 Dex, -2 Int, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Expert Swimmer: Reroll any swim check. Must accept the latter. Take 10on Swim even if threatened or distracted.Hold Breath: Hold breath for a number of rounds equal to 25x Con scorebefore having to make an Endurance check to hold his breath.Lightning Reflexes: +2 species bonus to Reflex Defense.Low-Light Vision: Ignore concealment (not total) from darkness.Weapon Familiarity: WP (simple) includes the atlatl and cesta.Base Languages: Basic and Gunganese.

H

Herglic

Ability Modifiers: +4 Str, -2 Dex, +2 Con, -1 Int, -4 WisLarge-size: -1 Size penalty to Reflex Defense, -5 Size penalty onStealth. Encumbrance x2, +5 Size bonus to Threshold.Base Speed: 4 squares.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Gambling Addiction: When exposed to a game of chance, a Herglic mustsucceed at a Will Defense Save DC 25 (or alternatively spend a Force Point)to resist the urge to play. Circumstance bonuses and penalties may apply.Base Languages: Herglese.

H'nemthe

Ability Modifiers: +2 Dex, -2 Wis, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Weapon: Female H'nemthe's tongues are razor-sharp, dealing 1d6+ Str Mod slashing damage.Conditional Bonus Feat: A H'nemthe with Perception as a trained skillgains Skill Focus (Perception) as a bonus feat.Base Languages: H'nemthe.

Ho'din

Ability Modifiers: +2 Str, -2 Dex.Large-size: -1 Size penalty to Reflex Defense, -5 Size penalty onStealth. Encumbrance x2, +5 Size bonus to Threshold.Base Speed: 8 squares.Cold Blooded: Ho'din suffer a -2 penalty to Fortitude Defense againstextreme cold.Expert Climber: Take 10 on Climb even when distracted or threatened.Conditional Bonus Feat: A Ho'din with Knowledge (life sciences) as atrained skill gains Skill Focus (Knowledge [life sciences]) as a bonus feat.Base Languages: Ho'Din.

Houk

Ability Modifiers: +4 Str, -2 Dex, +2 Con, -2 Int, -2 Wis, -4 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Physical Intimidation: Str mod instead of Cha mod for Persuasion checksmade to intimidate others.Base Languages: Basic, Houk.

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Human

Ability Modifiers: None.Medium-size: No special modifiers.Base Speed: 6 squares.Bonus Trained Skill: Choose 1 additional trained skill at 1st level.Bonus Feat: Choose 1 additional feat at 1st level.Base Languages: Basic.

Hutt

Ability Modifiers: +2 Str, +2 Con, +2 Int, -6 Dex.Large-size: -1 Size penalty to Reflex Defense, -5 Size penalty onStealth. Encumbrance x2, +5 Size bonus to Threshold.Base Speed: 2 squares.Force Resistance: +5 species bonus to Will Defense vs. Use the Force.Supreme Stability: Cannot be tripped or knocked prone.Skills: May reroll a Persuasion check, keeping the better result.Base Languages: Basic, Huttese.

I

Iktotchi

Ability Modifiers: -2 Dex, +2 Con, -2 ChaMedium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+1) is added to Reflex Defense. Stacks.Precognition: An Iktotchi with the Force Sensitive feat may choose toreroll any Use the Force checks to Sense Surroundings or activate theFarseeing Force Power, but the result of the reroll must be accepted even ifit is worse.Expert Pilot: An Iktotchi may reroll any Pilot check, but the result of thereroll must be accepted regardless.Base Languages: Iktotchese.

Iotran

Ability Modifiers: +2 Con, -2 Int, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Martial Prowess: +1 species bonus on attack rolls.Conditional Bonus Feat: An Iotran with Knowledge (tactics) as a trainedskill gains Skill Focus (Knowledge [tactics]) as a bonus feat.Base Languages: Basic, Tranese.

Ishi Tib

Ability Modifiers: -2 Dex, +4 Int.Medium-size: No special modifiers.Base Speed: 6 squares.Breathe Underwater: As amphibious creature, cannot drown in water.Natural Weapons: Hooked Beak (1d4 + Str Mod) Piercing.Rage: 1x/day (swift action) +2 on melee attacks and damage; skillslimitations. Lasts for [5 + Con Mod] rounds. -1 on Condition for 10 min.Hydration: Must immerse in brine for at least 1 min/day or dehydrate. -1on Condition track for each day not immersed. Once helpless on Conditiontrack, dies.Base Languages: Tibranese.

Ithorian

Ability Modifiers: +2 Wis, +2 Cha, -2 Dex.Medium-size: No special modifiers.Base Speed: 6 squares.Iron Will: +2 species bonus to Will Defense.Bellow: Standard action, empty all 4 throats (1d20 + CL) v. Fort Def of allcreatures and unattended objects in 6-square cone. Hit deals 3d6 sonicdamage. Miss deals half damage. Each use moves the Ithorian -1 onCondition track. For each additional 1d6 added, -1 more on Condition track.Survival Instinct: Reroll any Survival check. Must accept 2nd roll.Conditional Bonus Feat: Ithorians with Knowledge (life sciences) as atrained skill gain Skill Focus (Knowledge (life sciences)) as a bonus feat.Base Languages: Basic and Ithorese.

J

Jawa

Ability Modifiers: -4 Str, +2 Dex, -2 Cha.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares.Technical Aptitude: When working with items of a technical nature (suchas computers, droids, or repulsorlift engines), Jawa may take reroll anyMechanics check, but the result of the reroll must be accepted even if it isworse.Darkvision: Ignore concealment from darkness. Cannot perceive color intotal darkness.Desert Survival: A Jawa may take 10 any Survival check made in an aridenvironment.Base Languages: Jawa, Jawa Trade Language.

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Jenet

Ability Modifiers: -2 Str, +2 Dex, +2 Int, -4 Cha.Medium-size: No special modifiers.Base Speed: 8 squares.Photographic Memory: Remembers everything having experienced. DC(difficulty) for Wis check based on how much the Jenet was paying attentionor how noticeable the detail.Low-Light Vision: Ignore concealment (not total) from darkness.Nimble: A Jenet may use his Acrobatic check modifier instead of his Jumpmodifier when making Jump checks.Expert Climber: Take 10 on Climb even when distracted or threatened.Expert Swimmer: Reroll any swim check. Must accept the latter. Take 10on Swim even if threatened or distracted.Base Languages: Jenet.

K

Kaminoan

Ability Modifiers: +2 Con, -2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares.Aquatic Survival: A Kaminoan may take 10 any Survival check made inan aquatic environment.Expert Cloners: Reroll Knowledge (life science) and Treat Injury checks,but must accept the result of the reroll.Base Languages: Basic, Kaminoan.

Kel Dor

Ability Modifiers: +2 Dex, +2 Wis, -2 ConMedium-size: No special modifiers.Base Speed: 6 squares.Keen Force Sense: Reroll Use the Force checks to search feelings or sensethe Force, keeping the better.Low-Light Vision: Ignore concealment (not total) from darkness.Special Equipment: Without protective goggles, a Kel Dor is consideredblind. Without an antiox breath mask, a Kel Dor begins to suffocate. Amask is 2,000 credits and a year’s supply of filters is 200 credits off Dorin.Base Languages: Basic and Kel Dor.

Kerestian

Ability Modifiers: +2 Str, -2 Int, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Resilient: +1 species bonus to Fortitude Defense.Survival Instinct: Reroll any Survival check. Must accept 2nd roll.Bonus Feat: [Toughness].Base Languages: Kerestese.

Khil

Ability Modifiers: -2 Con, +2 Int, +2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares.Hulepi: Khil do not suffer the effects of starvation, unless in sterileenvirons.Expert Singer: Rreroll any Persuasion checks to change attitude throughsinging, but must accept the result of the reroll.Base Languages: Khilese.

Khommite

Ability Modifiers: +2 Con, +2 Int, -2 Wis.Medium-size: No special modifiers.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 6 squares.Clone: Each Khommite represents generations of perfection in oneparticular field (heroic class, except for Jedi). To take another class resultsin a 10% XP penalty from there on.Base Languages: Basic.

Kian'thar

Ability Modifiers: -2 Dex, +2 Con, -2 Int, +2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares (land and water).Natural Armor: Natural Armor (+1) is added to Reflex Defense. Stacks.Empath: Reroll any Perception check to sense deceptions if the target iswithin 6 squares, but must accept the result of the reroll. Those ForceSensitive with the Force Persuasion talent may choose to reroll any Use theForce checks to Persuade, but must accept the result of the reroll.Expert Swimmer: Reroll any swim check. Must accept the latter. Take 10on Swim even if threatened or distracted.Base Languages: Basic, Kian'thar.

Kitonak

Ability Modifiers: -2 Dex, +2 Con, +2 Wis, -2 Cha.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Slow Reaction: -2 species penalty on Initiative checks.Resistant to Persuasion: +5 species bonus to Will Defense againstPersuasion checks.Base Languages: Kitonese.

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Klatoonian

Ability Modifiers: +2 Con, -2 Int.Medium-size: No special modifiers.Base Speed: 6 squares.Strong Willed: +2 species bonus to Will Defense.Base Languages: Huttese.

Koorivar

Ability Modifiers: -2 Con, +2 Int, +2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Strong Willed: +1 species bonus to Will Defense.Wealthy: Roll an extra die when determining starting credits.Keen Observer: Reroll any Perception checks to sense deceptions, but theresult of the reroll must be accepted.Base Languages: Koorivar.

Krevaaki

Ability Modifiers: +2 Wis, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Tentacles: +5 to Climb checks. +5 to Grab/Grapple if has Martial Arts Ifeat. -5 to Mechanics and Use Computer checks.Stoic: Other species may not choose to reroll Perception checks to sensedeceptions against Krevaaki, even if they would normally be able to do sothrough a Talent or Species trait.Resilient: +1 species bonus to Fortitude Defense.Base Languages: Kreva.

Krish

Ability Modifiers: +2 Str, -2 Int, -2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares.Easily Distracted: Krish must spend a Force Point to stay focused on taskwhen the opportunity to solve a puzzle, play a game, or observe a contestpresents itself. If the Krish chooses not to spend a Force Point, he is dazedfor one round and can only participate in combat if attacked or threatened.Expert Gambler: Reroll any Gambling check, but the reroll must beaccepted.Bonus Feat: [Skill Focus (trained skill)].Base Languages: Krish.

Kubaz

Ability Modifiers: -2 Str, +2 Dex.Medium-size: No special modifiers.Base Speed: 6 squares.Light Sensitivity: Suffer -4 penalty to attack rolls, and skill and abilitychecks in normal light and -2 in dim light without protective goggles.Conditional Bonus Feat: A Kubaz with Gather Information as a trainedskill gains Skill Focus (Gather Information) as a bonus feat.Base Languages: Kubazi.

Kushiban

Ability Modifiers: -4 Str, +4 Dex.Tiny-size: +2 size bonus to Reflex Defense and a +10 size bonusto Stealth. Lifting and carrying limits are ½ those of Medium characters.Base Speed: 4 squares; 6 squares when walking on all fours.Mood Fur: Kushiban suffer a -5 penalty to Deception vs. creatures familiarwith Kushibans.Intuitive Initiative: Reroll any initiative check, but accept the 2nd roll.Nimble: Use Acrobatic check modifier instead of Jump modifier whenmaking Jump checks.Base Languages: Kushiban.

L

Lannik

Ability Modifiers: +2 Dex, -2 Wis, -2 Cha.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares.Fearless: +2 species bonus to Will Defense against fear effects andIntimidate checks. Stacks with the Strong Willed trait.Strong Willed: +2 species bonus to Will Defense.Base Languages: Basic, Lannik.

Lepi

Ability Modifiers: -2 Str, +2 Dex.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Weapons: Kick (1d4 + Str Mod) x/rounds as has attacks.Expert Jumper: Reroll any Jump checks, keeping the better result.Conditional Bonus Feat: A Lepi with Perception as a trained skill gainsSkill Focus (Perception) as a bonus feat.Base Languages: Lepi.

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M

Menahuun

Ability Modifiers: -2 Str, +2 Dex, -2 Con, +2 Wis, -2 Cha.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares.Primitive: Do not gain WP (pistols, rifles, heavy) as starting feats.Expert Climber: Take 10 on Climb even when distracted or threatened.Conditional Bonus Feat: A Menahuun with Perception as a trained skillgains Skill Focus (Perception) as a bonus feat.Base Languages: Menahu.

Miraluka

Ability Modifiers: -2 Dex, +2 Int.Medium-size: No special modifiers.Base Speed: 6 squares.Force Sight: Blind to wavelengths of light. Seeing through the Forceallows them to attack and make skill checks without penalty of blindness.May use Force Sight as a free action.Intuitive Initiative: Reroll any initiative check, but accept the 2nd roll.Bonus Feat: Miraluka gain Force Sensitive as a bonus feat.Conditional Bonus Feat: A Miraluka who takes his or her 1st level in Jedigains the bonus Feat Strong in the Force.Base Languages: Miraluka.

Mon Calamari

Ability Modifiers: +2 Int, +2 Wis, -2 Con.Medium-size: No special modifiers.Base Speed: 6 squares. Swim 4 squares.Breathe Underwater: As amphibious creature, cannot drown in water.Expert Swimmer: Reroll any swim check. Must accept the latter. Take 10on Swim even if threatened or distracted.Low-Light Vision: Ignore concealment (not total) from darkness.Conditional Bonus Feat: Mon Calamari with Perception as a trained skillgain Skill Focus (Perception) as a bonus feat.Base Languages: Basic and Mon Calamarian.

Morseerian

Ability Modifiers: None.Medium-size: No special modifiers.Base Speed: 6 squares.

Extra Limbs: 4 arms provide a +5 racial competence bonus to both Climbchecks and to Grapple checks. It gains [Dual Weapon Mastery I] and[Multiattack7] as bonus feats.Special Equipment: Without protective goggles, a Kel Dor is consideredblind. Without an antiox breath mask, a Kel Dor begins to suffocate. Amask is 2,000 credits and a year’s supply of filters is 200 credits off Dorin.Bonus Feat: [Dual Weapon Mastery I].Base Languages: Morseerian.

Mrlssi

Ability Modifiers: -4 Str, -2 Con, +4 Int, +2 Wis, +2 Cha.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares.Natural Weapons: Claw attack (1d4 + Str Mod); Slashing.Heightened Awareness: Reroll Perception check, but must accept 2nd roll.Base Languages: Mrlsstese.

Muun

Ability Modifiers: -2 Str, +4 Int.Medium-size: No special modifiers.Base Speed: 6 squares.Expert Haggler: Reroll any Persuasion check made to haggle over price,but must accept 2nd roll.Conditional Bonus Feat: A Muun with Knowledge (bureaucracy) as atrained skill gains Skill Focus (Knowledge [bureaucracy]) as a bonus feat.Base Languages: Muun.

Myneyrsh

Ability Modifiers: -2 Int, +2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Extra Limbs: 4 arms provide a +5 racial competence bonus to both Climbchecks and to Grapple checks It gains [Dual Weapon Mastery I] and[Multiattack8] as bonus feats.Primitive: Do not gain WP (pistols, rifles, heavy) as starting feats.Sneaky: Reroll any Stealth check, must accept 2nd roll.Technophobic: -5 penalty on attack rolls and skill checks with mechanicalweapons or tools.

7Multiattack: A species with a second set of arms can attack with a -5

penalty in a full round of attacks. Normal: -10 penalty. (ACF).8

Multiattack: A species with a second set of arms can attack with a -5penalty in a full round of attacks. Normal: -10 penalty. (ACF).

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Conditional Bonus Feat: A Myneyrsh with Perception as a trained skillgains Skill Focus (Perception) as a bonus feat.Base Languages: Myneyrsh, Psadan.

N

Nagai

Ability Modifiers: +2 Dex, -2 Con.Medium-size: No special modifiers.Base Speed: 6 squares.Lightning Reflexes: +2 species bonus to Reflex Defense.Soothing Voice: Reroll any Persuasion or Gather Information check, butmust accept the result of the reroll.Base Languages: Nagaian.

Nautolan

Ability Modifiers: +2 Con, -2 Int.Medium-size: No special modifiers.Base Speed: 6 squares on land; 4 squares in water.Natural Armor: Natural Armor (+1) is added to Reflex Defense. Stacks.Breathe Underwater: As amphibious creature, cannot drown in water.Expert Swimmer: Reroll any swim check, but must accept the latter. Take10 on Swim even if threatened or distracted.Pheromonal Sensor: May reroll any Perception checks to sense deceptions,but must accept the result of the reroll. Underwater, a Nautolan may insteadreroll and keep the better result.Low-Light Vision: Ignore concealment (not total) from darkness.Base Languages: Nautila.

Nazzar

Ability Modifiers: +2 Str, +2 Dex, -2 Wis, -4 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Base Languages: Nazzar.

Neimoidian

Ability Modifiers: +2 Int, +2 Wis, -2 Str.Medium-size: No special modifiers.Base Speed: 6 squares.Conditional Bonus Feat: Neimoidians with Deception as a trained skillgain Skill Focus (Deception) as a bonus feat.Skills: Reroll a Deception check, but must keep the 2nd result.Base Languages: Basic, Neimoidian, Pak Pak.

Neti

Ability Modifiers: -4 Dex, +2 Con, +2 Int, +2 Wis.Medium-size: No special modifiers.

Large-size: -1 Size penalty to Reflex Defense, -5 Size penaltyon Stealth. Encumbrance x2, +5 Size bonus to Threshold.Huge-size: -2 size penalty to Reflex Defense and a -10 sizepenalty on Stealth checks. Lifting and carrying capacity is x4,and +10 size bonus to their Damage Threshold.

Base Speed: 6 squares.Metamorph: An innate sense to alter its shape and size at will (as a fullround action). +5 Stability in quadrupedal form, +15 in stationary tree form.Photosynthesis: No need for food and a greatly reduced need for water solong with regular access to a broad spectrum of light. A Neti trained in Usethe Force can enter a Force trance and survive almost indefinitely in an areaof natural sunlight and rain.Camouflage: While in tree form, Neti have total concealment while amongtrees and similar foliage.Bonus Feat: [Force Sensitive].Base Languages: Neti.

Nikto, Mountain (Esral'sa'Nikto)

Ability Modifiers: +2 Str, -2 Wis, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Expert Climber: Take 10 on Climb even when distracted or threatened.Conditional Bonus Feat: A Nikto with Survival as a trained skill gainsSkill Focus (Survival) as a bonus feat.Base Languages: Nikto.

Nikto, Pale (Gluss'sa'Nikto)

Ability Modifiers: +2 Str, +2 Con, -2 Int, -2 Wis, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Hold Breath: Hold breath for a number of rounds equal to 25x Con scorebefore having to make an Endurance check to hold his breath.Expert Swimmer: Reroll any swim check. Must accept the latter. Take 10on Swim even if threatened or distracted.Base Languages: Nikto.

Nikto, Green (Kadas'sa'Nikto)

Ability Modifiers: +2 Str, -2 Int, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Scent: At close range (10 squares), ignore concealment and cover forpurposes of Perception. No penalty for tracking with poor visibility.Conditional Bonus Feat: A Nikto with Survival as a trained skill gainsSkill Focus (Survival) as a bonus feat.Base Languages: Nikto.

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Nikto, Red (Kajain'sa'Nikto)

Ability Modifiers: +2 Con, -2 Int, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Desert Dweller: +5 species bonus to Fortitude Defense to resist the effectsof extreme heat. Additionally, can reroll any Endurance check made toignore thirst, but must keep the result of the second roll.Conditional Bonus Feat: A Nikto with Survival as a trained skill gainsSkill Focus (Survival) as a bonus feat.Base Languages: Nikto.

Nikto, Southern (M'shento'su'Nikto)

Ability Modifiers: +2 Dex, -2 Int, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Conditional Bonus Feat: A Nikto with Perception as a trained skill gainsSkill Focus (Perception) as a bonus feat.Base Languages: Nikto.

Nimbanel

Ability Modifiers: +2 Int, -2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares.Conditional Bonus Feat: A Nimbanel with Computer Use as a trained skillgains Skill Focus (Computer Use) as a bonus feat.Base Languages: Nimbanese.

Noehon

Ability Modifiers: +2 Dex, -2 Int, -2 Cha.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares.Expert Climber: Take 10 on Climb even when distracted or threatened.Extra Limbs: 4 arms provide a +5 racial competence bonus to both Climbchecks and to Grapple checks. It gains [Dual Weapon Mastery I] and[Multiattack9] as bonus feats.Musk: An overpowering odor requiring 3d10 days of regular washing.Limited Linguist: Does not gain any additional languages at first level.Additionally, taking the "Linguist" feat grants only a single language,regardless of his Intelligence bonus.

9Multiattack: A species with a second set of arms can attack with a -5

penalty in a full round of attacks. Normal: -10 penalty. (ACF).

Bonus Feat: [Dual Weapon Mastery I].Base Languages: Noehonese.

Noghri

Ability Modifiers: +2 Dex, +2 Wis, -4 Cha.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares.Scent: At close range (10 squares), ignore concealment and cover forpurposes of Perception. No penalty for tracking with poor visibility.Additionally, a Noghri can identify an individual or species within 6 squaresby scent with a successful Wisdom check (DC 10).Primitive: Do not gain WP (pistols, rifles, heavy) as starting feats.Intuitive Initiative: Reroll any initiative check, but accept the 2nd roll.Bonus Feat: [Martial Arts I].Base Languages: Honoghran (Noghrese).

Nosaurian

Ability Modifiers: +2 Dex, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Weapons: Horn gore (1d6); x2 damage when charging.Expert Climber: Take 10 on Climb even when distracted or threatened.Conditional Bonus Feat: A Nosaurian with Survival as a trained skillgains Skill Focus (Survival) as a bonus feat.Base Languages: Nosaurian.

Nuknog

Ability Modifiers: +2 Dex, -2 Int, -2 Wis.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares.Rush: 1x/day (swift action) +2 rush bonus to ranged attacks and ReflexDefense. Increases base land speed to 8 squares. Lasts for [5 + Con Mod]rounds. -1 on Condition for 10 min.Conditional Bonus Feat: A Nuknog with Perception as a trained skillgains Skill Focus (Perception) as a bonus feat.Base Languages: Nuknog.

O

Omwati

Ability Modifiers: -2 Str, +2 Int, +2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares.

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Conditional Bonus Feat: An Omwati with Mechanics as a trained skillgains Skill Focus (Mechanics) as a bonus feat.Base Languages: Omwatese.

Ortolan

Ability Modifiers: -2 Dex, +2 Con.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares.Scent: At close range (10 squares), ignore concealment and cover forpurposes of Perception. No penalty for tracking with poor visibility.Intestinal Fortitude: +5 species bonus to Fortitude Defense to resist theeffects of ingested poison.Expert Forager: Reroll any Survival check made to forage for food, butmust accept the result of the reroll.Base Languages: Ortolan.

P

Pacithhip

Ability Modifiers: +2 Str, -2 Dex.Medium-size: No special modifiers.Base Speed: 4 squares.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Natural Weapons: Tusk Gore (1d6 + Str Mod).Stable: +5 stability bonus to resist attempts to knock it prone.Heightened Awareness: Reroll Perception check, but must accept 2nd roll.Base Languages: Shimiese.

Pa'lowick

Ability Modifiers: -2 Str, +2 Dex, +2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares.Primitive: Do not gain WP (pistols, rifles, heavy) as starting feats.Breathe Underwater: As amphibious creature, cannot drown in water.Expert Swimmer: Reroll any swim check. Must accept the latter. Take 10on Swim even if threatened or distracted.Natural Weapons: Young adult or adult tusk bite (1d4 + Str Mod).Swamp Dweller: May choose to reroll any Survival check made in aswamp environment, but must accept the result of the reroll.Base Languages: Shimiese.

Phindian

Ability Modifiers: +2 Int, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.

Conditional Bonus Feat: A Phindian with Mechanics as a trained skillgains Skill Focus (Mechanics) as a bonus feat.Base Languages: Phindian.

Pho Ph'eahian

Ability Modifiers: +2 Int, -2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares.Extra Limbs: 4 arms provide a +5 racial competence bonus to both Climbchecks and to Grapple checks. It gains [Dual Weapon Mastery I] and[Multiattack10] as bonus feats.Insulating Fur: +5 species bonus to Fortitude Defense to resist the effectsof extreme cold.Mountain Dweller: Reroll any Survival checks made in mountainousenvironments, but must accept the result of the second roll.Base Languages: Ph'eahese.

Psadan

Ability Modifiers: +2 Str, -2 Dex, +4 Con, -4 Int, -4 Cha.Medium-size: No special modifiers.Base Speed: 4 squares.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Damage Reduction: Shell-like plates provide DR 3. Stacks.Obstinate: +1 species bonus to Will Defense.Primitive: Do not gain WP (pistols, rifles, heavy) as starting feats.Base Languages: Psadan.

Q

Quarren

Ability Modifiers: +2 Con, -2 Wis, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares. Swim 4 squares.Breathe Underwater: As amphibious creature, cannot drown in water.Expert Swimmer: Reroll any swim check. Must accept the latter. Take 10on Swim even if threatened or distracted.Low-Light Vision: Ignore concealment (not total) from darkness.Conditional Bonus Feat: Quarren with Persuasion as a trained skill gainSkill Focus (Persuasion) as a bonus feat.Base Languages: Basic and Quarrenese.

10Multiattack: A species with a second set of arms can attack with a -5

penalty in a full round of attacks. Normal: -10 penalty. (ACF).

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Quermian

Ability Modifiers: -2 Str, +2 Dex, -2 Con, +2 Int, +2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares.Short-Range Telepathy: As a full round action, with eye contact, theQuermian’s Wisdom check must be higher than the target’s Will Defense.Base Languages: Quermian.

Qwohog

Ability Modifiers: +2 Dex, -2 Wis.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares; 8 squares in water.Breathe Underwater: As amphibious creature, cannot drown in water.Expert Swimmer: Reroll any swim check. Must accept the latter. Take 10on Swim even if threatened or distracted.Saltwater Aversion: Immersed in salt water for 10 minutes, a Qwohogbegins to take 1 pt. hp damage/minute as the salt burns its gills and lungs.Base Languages: Basic, Qwohog, and Qwohog sign language.

R

Ranat

Ability Modifiers: +2 Dex, -2 Int, -2 Cha.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 6 squares; Burrow 1 square.Natural Weapons: Bite with powerful jaws (1d6 + Str Mod).Flexible Body: Reroll any Acrobatics checks made to escape bonds, butmust accept the result of the second.Darkvision: Ignore concealment from darkness. Cannot perceive color intotal darkness.Primitive: Do not gain WP (pistols, rifles, heavy) as starting feats.Human Emnity: -2 to Deception and Persuasion when dealing with human.Base Languages: Ranat.

Ranth

Ability Modifiers: +2 Dex, -2 Int, -2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Weapons: Claw attack (1d3 + Str Mod); Slashing.Insulating Fur: +5 species bonus to Fortitude Defense to resist the effectsof extreme cold.Arctic Dweller: Nomadic Ranth can reroll any Survival checks made inarctic climates, but must accept the result of the second roll. Civilized Ranthdo not receive this bonus.

Conditional Bonus Feat: A Ranth with Perception as a trained skill gainsSkill Focus (Perception) as a bonus feat.Base Languages: Ranth, Basic (civilized Ranth only).

Rodian

Ability Modifiers: +2 Dex, -2 Wis, -2 ChaMedium-size: No special modifiers.Base Speed: 6 squares.Heightened Awareness: Reroll Perception check, but must accept 2nd roll.Low-Light Vision: Ignore concealment (not total) from darkness.Conditional Bonus Feat: An Rodian with Survival as a trained skill gains[Skill Focus (Survival)].Base Languages: Basic and Rodese.

Ruurian

Ability Modifiers: (Larva) -2 Str, -2 Con, +4 Int; (Chroma-wing) -2 Str, -2 Con, +4 Cha.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares; Fly 6 squares.Hexapedal: A Ruurian's six legs grant it a +5 stability bonus to resistattempts to knock it prone.Extra Limbs: 10 arms provide a +15 racial competence bonus to bothClimb checks and to Grapple checks. It gains [Dual Weapon Mastery I] and[Multiattack11] as bonus feats.Expert Linguist: Larva start with [Linguist] bonus feat. Chroma-wingscan no longer take the Linguist feat nor gain additional languages.Base Languages: Ruurese.

Rybet

Ability Modifiers: (Male) -2 Str, +2 Dex; (Female) +2 Str, -2 Dex.Small-size (males): +1 size bonus to Reflex Defense and +5size bonus to Stealth. Lifting and carrying capacity are ¾.Medium-size (females): No special modifiers.Base Speed: Male: 4 squares on land or in water. Female: 6squares on land or in water.Breathe Underwater: As amphibious creature, cannot drown in water.Expert Swimmer: Reroll any swim check. Must accept the latter. Take 10on Swim even if threatened or distracted.Conditional Bonus Feat: A Rybet with Pilot as a trained skill gains SkillFocus (Pilot) as a bonus feat.Base Languages: Rybese.

11Multiattack: A species with a second set of arms can attack with a -5

penalty in a full round of attacks. Normal: -10 penalty. (ACF).

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Ryn

Ability Modifiers: None.Medium-size: No special modifiers.Base Speed: 6 squares.Musical Beak: Aside from musical entertainment, imitate binary with aCha check DC 10. (Cannot speak Binary, unless learning the language.)Prehensile Tail: Carry and grasp a light load. +2 to Grap/Grapple (andDisarm).Conditional Bonus Feat: A Ryn with Persuasion as a trained skill gainsSkill Focus (Persuasion) as a bonus feat.Base Languages: Basic and Ryn.

S

Sakiyan

Ability Modifiers: None.Medium-size: No special modifiers.Base Speed: 6 squares.Darkvision: Ignore concealment from darkness. Cannot perceive color intotal darkness.Scent: At close range (10 squares), ignore concealment and cover forpurposes of Perception. No penalty for tracking with poor visibility.Scent Based Tracking: A Sakiyan may treat all Survival checks for thepurpose of tracking as a base DC of 10, regardless of the surface conditions.Additionally, he may ignore the penalties for poor visibility.Lightning Reflexes: +2 species bonus to Reflex Defense.Base Languages: Sakiyan.

Sanyassan

Ability Modifiers: +2 Str, -2 Dex, +2 Con, -2 Int.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+1) is added to Reflex Defense. Stacks.Intimidating: May reroll any Persuasion check made to intimidate others,but must accept the result of the reroll.Conditional Bonus Feat: A Sanyassan with Survival as a trained skill gainsSkill Focus (Survival) as a bonus feat.Base Languages: Sanyassan.

Sarkan

Ability Modifiers: +2 Str, -4 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Weapons: Claw attacks (1d3 + Str Mod); Slashing. With MartialArts I feat, may attack with tail (1d6 + 1½ Str Mod).Base Languages: Sarkese.

Sauvax

Ability Modifiers: +2 Str, -2 Dex, +2 Con, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares on land; 4 squares in water.Natural Armor: Natural Armor (+4) is added to Reflex Defense. Stacks.Natural Weapons: Claw attack (1d6 + Str Mod); Slashing.Pincers: May grasp and manipulate simple weapons, but not gear designedfor hands, like blasters, lightsabers, and mechanical toolsBreathe Underwater: As amphibious creature, cannot drown in water.Expert Swimmer: Reroll any swim check. Must accept the latter. Take 10on Swim even if threatened or distracted.Conditional Bonus Feat: A Sauvax with Perception as a trained skill gainsSkill Focus (Perception) as a bonus feat.Base Languages: Sauvax.

Selonian

Ability Modifiers: (Sterile Female) +2 Dex, -2 Int, -2 Wis; (Male orQueen) +2 Dex, -2 Wis, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares on 2 legs; 8 squares on 4 legs or in water.Natural Weapons: Claw attack (1d3 + Str Mod); Slashing.Darkvision: Ignore concealment from darkness. Cannot perceive color intotal darkness.Expert Swimmer: Reroll any swim check. Must accept the latter. Take 10on Swim even if threatened or distracted.Base Languages: Sauvax.

Shi’ido

Ability Modifiers: -2 Con.Medium-size: No special modifiers.Base Speed: 6 squares.Telepathy: Use the Use the Force skill to create a telepathic link untrainedand without the Force Sensitivity Feat.Shapeshift: As a full-round action, assume the form of a medium-sizecreature (including clothing). At middle-age and old, may shift to small andlarge species (and medium inanimate objects). +10 to Deception check topresent a deceptive appearance.Base Languages: Shi'idese.

Shistavanen

Ability Modifiers: +2 Dex, -2 Int, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Xenophobic: Those untrained in Persuasion may not add ½ his heroic levelto Persuasion checks when dealing with members of other species.Additionally, other species may not choose to reroll Persuasion checksagainst Shistavanens, even if they would normally be able to do so through aTalent or Species trait.Low-Light Vision: Ignore concealment (not total) from darkness.Intuitive Initiative: Reroll any initiative check, but accept the 2nd roll.Conditional Bonus Feat: A Shistavanen with Perception as a trained skillgains Skill Focus (Perception) as a bonus feat.Base Languages: Shistavanen.

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Skakoan

Ability Modifiers: -2 Dex, +2 Int.Medium-size: No special modifiers.Base Speed: 6 squares.Unique Physiology: Oxygen atmospheres are toxic to Skakoans, burningtheir lungs for 1d6 damage/round. Atmosphere that isn’t high pressurecauses 1d6/round. Both are 1d20 + 5 vs. Fort Def. A “miss” results only inhalf damage. Pressure suits negates the effect. (Cost: 1,000 credits.)Conditional Bonus Feat: A Skakoan with Mechnics as a trained skill gainsSkill Focus (Mechanics) as a bonus feat.Bonus Feat: [Armor Proficiency (light)].Base Languages: Skako.

Skrilling

Ability Modifiers: +2 Str, -2 Dex, -2 Int, +2 Wis, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Nauseating Vomit: Once per encounter, a Skrilling can vomit on anadjacent foe. The Skrilling makes a ranged attack roll against the target'sFortitude defense. If the result equals or exceeds the target's Defense, itmoves -1 step along the condition track.Conditional Bonus Feat: A Skrilling with Deception as a trained skillgains Skill Focus (Deception) as a bonus feat.Base Languages: Skrilling.

S'kytri

Ability Modifiers: +2 Str, -2 Con, -2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares; Fly 6 squares.Flight: Capable of flight, but not if encumbered.Strong Willed: +1 species bonus to Will Defense.Base Languages: S'kytric.

Sludir

Ability Modifiers: +2 Str, +2 Con, -2 Int, -2 Wis, -4 Cha.Large-size: -1 Size penalty to Reflex Defense, -5 Size penalty onStealth. Encumbrance x2, +5 Size bonus to Threshold.Base Speed: 6 squares.Natural Armor: Natural Armor (+1) is added to Reflex Defense. Stacks.Damage Reduction: Shell-like plates provide DR 2. Stacks.Conditional Bonus Feat: A Skrilling with Deception as a trained skillgains Skill Focus (Deception) as a bonus feat.Battle Honor: Must spend a Force Point to disengage from melee battle ordecline to combat a goading adversary.Hexapedal: A Sludir's six legs grant it a +5 stability bonus to resistattempts to knock it prone.

Physical Intimidation: Str mod instead of Cha mod for Persuasion checksmade to intimidate others.Fearless: +2 species bonus to Will Defense against fear effects.Bonus Feat: [Skill Training (Endurance)].Base Languages: Sludese.

Sluissi

Ability Modifiers: -2 Dex, +2 Int, +2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Conditional Bonus Feat: A Sluisi with Mechanics as a trained skill gainsSkill Focus (Mechanics) as a bonus feat.Base Languages: Sluissese.

Snivvian

Ability Modifiers: None.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Insulating Hide: +5 species bonus to Fortitude Defense to resist the effectsof extreme cold.Bonus Feat: [Skill Training (Knowledge skill)].Base Languages: Snivvian.

Spiner

Ability Modifiers: +2 Dex, -2 Wis. -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Quills: Young adults and older can fire spines as exotic ranged weapon; RI1 square (2d4 piercing). Can only fire 8 quills per day. Without the ExoticWeapon Proficiency (quills) feat takes a -5 penalty.Feat Substitution: May substitute EWP (quills) for WP (pistols or rifles).May take Weapon Focus (quills).Base Languages: Basic.

Squib

Ability Modifiers: -2 Str, +2 Dex, -2 Wis, +2 Cha.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares.Natural Diplomat: May reroll any Persuasion check, but must accept theresult of the reroll.Conditional Bonus Feat: A Squib with Persuasion as a trained skill gainsSkill Focus (Persuasion) as a bonus feat.Base Languages: Squibbian.

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Ssi-Ruu

Ability Modifiers: +2 Str, -2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Force-Blind: Ssi-Ruuk can't take the Force Sensitivity feat, can't make Usethe Force checks, and never gain Force Points.Scent: At close range (10 squares), ignore concealment and cover forpurposes of Perception. No penalty for tracking with poor visibility.Poor Eyesight: Ssi-ruuk take a -2 penalty on Spot checks involving sight.Conditional Bonus Feat: A Ssi-Ruuk with Persuasion as a trained skillgains Skill Focus (Persuasion) as a bonus feat.Base Languages: Ssi-ruuvi.

Sullustan

Ability Modifiers: +2 Dex, -2 Con.Medium-size: No special modifiers.Base Speed: 6 squares.Darkvision: Ignore concealment from darkness. Cannot perceive color intotal darkness.Expert Climber: Take 10 on Climb even when distracted or threatenedHeightened Awareness: Reroll Perception check, but must accept 2nd roll.Base Languages: Basic and Sullustese.

T

Talz

Ability Modifiers: +2 Str, +2 Con, -2 Int, -2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Weapons: Claw attack (1d4 + Str Mod); Slashing.Insulating Fur: +5 species bonus to Fortitude Defense to resist the effectsof extreme cold.Light Protection: Intense illumination or bright flashes never blind.Darkvision: Ignore concealment from darkness. Cannot perceive color intotal darkness.Primitive: Do not gain WP (pistols, rifles, heavy) as starting feats.Base Languages: Talz.

Tarasin

Ability Modifiers: -2 Str, +2 Int.Medium-size: No special modifiers.Base Speed: 6 squares.Cold Blooded: +5 species bonus to Fortitude Defense to resist the effects ofextreme heat.

Skin Color Change: A Tarasin can use its color-changing skin tocamouflage itself, allowing it to reroll any Stealth checks made to hide andkeep the better result.Tarasin suffer a -5 penalty to Deception checks, as its color-changing skinand multicolored fan make hiding emotions difficult.Silent Communication: A Tarasin’s color-changing skin allows it tocommunicate silently to other Tarasin out to 6 squares. Other species maylearn to understand this language.Conditional Bonus Feat: A Tarasin with Use the Force as a trained skillgains Skill Focus (Use the Force) as a bonus feat.Base Languages: Tarasinese and Tarasin Silent Color Language.

Tarro

Ability Modifiers: +2 Str, -2 Wis, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Weapons: Clawed or teeth attacks (1d4 + Str Mod).Fiercely Independent: Tarro cannot use the aid another action. A Tarrowith the Coordinated Attack feat ignores this trait.Physical Intimidation: Str mod instead of Cha mod for Persuasion checksmade to intimidate others.Base Languages: Basic and Tarrese.

Temolak

Ability Modifiers: +2 Str, +2 Int, -4 Wis, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+1) is added to Reflex Defense. Stacks.Resilient: +2 species bonus to Fortitude Defense.Base Languages: Temolish.

Thakwaash

Ability Modifiers: +4 Str, -2 Dex, -2 Wis, -2 Cha.Large-size: -1 Size penalty to Reflex Defense, -5 Size penalty onStealth. Encumbrance x2, +5 Size bonus to Threshold.Base Speed: 6 squares.Natural Armor: Natural Armor (+1) is added to Reflex Defense. Stacks.Multiple Personality Disorder: A move action allows a Thakwash to shiftto one of its many personalities. Doing so allows it to take a +5 to the onetrained skill associated with that personality (and -5 to the other trained skillchecks) until it adopts a new persona or is knocked unconscious andrendered “neutral”. A Thakwaash who wishes to manifest the samepersonality for longer than 1 hour must spend a Force Point to do so. Failureto spend a Force Point means that a random personality takes hold (possiblya "neutral" one). Each Force Point spent in this manner allows theThakwaash to maintain his personality for an additional hour.Base Languages: Thakwaese.

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Thisspiasian

Ability Modifiers: +2 Str, -2 Wis, -2 Cha.Medium-size: No special modifiers.Base Speed: 4 squares.Prehensile Tail: Can lift up to its encumbrance, leaving its hands free, butthe speed is reduced to 2 squares. Its tail can hold an encumbered load ifwrapped completely around it.Constrict: On a successful grapple, can constrict for 1d6 + Str Moddamage. (1d8 with Martial Arts I or Pin.)Base Languages: Thisspiasian.

Tiss'shar

Ability Modifiers: +2 Int, -2 Wis.Medium-size: No special modifiers.Base Speed: 8 squares.Natural Armor: Natural Armor (+1) is added to Reflex Defense. Stacks.Natural Weapons: Bite attack (1d6 + Str Mod); Piercing.Darkvision: Ignore concealment from darkness. Cannot perceive color intotal darkness.Conditional Bonus Feat: A Tiss'shar gains Skill Focus in one skill as abonus feat, depending on its subspecies and only if trained in the skill:Acrobatics (orl-ar), Mechanics (isk-ar), Endurance (ask-ar), Deception (kal-ar), Stealthy (nil-ar), or Persuasion (sil-ar).Base Languages: Tiss'shar.

Togorian

Ability Modifiers: +4 Str, -2 Dex, +2 Con, -2 Int, -2 Wis.Large-size: -1 Size penalty to Reflex Defense, -5 Size penalty onStealth. Encumbrance x2, +5 Size bonus to Threshold.Base Speed: 6 squares.Physical Intimidation: Str mod instead of Cha mod for Persuasion checksmade to intimidate others.Low-Light Vision: Ignore concealment (not total) from darkness.Bonus Feat: [Weapon Focus (simple)].Base Languages: Thakwaese.

Togruta

Ability Modifiers: +2 Dex, -2 Con, +2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares.Spatial Awareness: May ignore the effects of concealment against anytarget within 10 squares.Sneaky: Reroll any Stealth check, must accept 2nd roll.

Base Languages: Basic and Togruti.

Toong

Ability Modifiers: +4 Dex, -2 Con, -2 Wis, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Social Anxiety: Even if the Deception or Persuasion skills would normallybe available as a class skill, he may become trained only by purchasing theskill through the Skill Training Feat. In addition, a Toong untrained inDeception or Persuasion may not add ½ his heroic level to those checks.Intuitive Initiative: Reroll any initiative check, but accept the 2nd roll.Base Languages: Toongese.

Toydarian

Ability Modifiers: -4 Str, +4 Dex, -2 Con.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares; Fly 12 squares.Guarded Mind: +5 species bonus to Will Defense vs. Use the Force.Conditional Bonus Feat: A Toydarian with Deception as a trained skillgains Skill Focus (Deception) as a bonus feat.Base Languages: Huttese and Toydarian.

Trandoshan

Ability Modifiers: +2 Str, -2 Dex.Medium-size: No special modifiers.Base Speed: 6 squares.Darkvision: Ignore concealment from darkness. Cannot perceive color intotal darkness.Limb Regeneration: Regrows a lost limb in 1d10 days, thereby losing allassociated penalties.Natural Armor: Natural Armor (+1) bonus to Reflex Defense. Stacks.Bonus Feat: [Toughness]Base Languages: Basic, Dosh.

Trianii

Ability Modifiers: (Male) -2 Str, +2 Int, +2 Wis. (Female) None.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Weapons: Claw attack (1d3 + Str Mod); Slashing.Prehensile Tail: Carry and grasp a light load. +2 to Grap/Grapple (andDisarm).Expert Climber: Take 10 on Climb even when distracted or threatened.

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Conditional Bonus Feat: A Trianii with Acrobatics as a trained skill gainsSkill Focus (Acrobatics) as a bonus feat.Base Languages: Trianii.

T'surr

Ability Modifiers: +2 Str, -2 Dex.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+1) is added to Reflex Defense. Stacks.Superior Depth Perception: Its four eyes provide remarkable depthperception, granting +1 to ranged attacks.Physical Intimidation: (Males) Str mod instead of Cha mod for Persuasionchecks made to intimidate others.Low-Light Vision: Ignore concealment (not total) from darkness.Intimidating: May reroll any Persuasion check made to intimidate others,but must accept the result of the reroll.Conditional Bonus Feat: A T'surr with Perception as a trained skill gainsSkill Focus (Perception) as a bonus feat.Base Languages: T'surrese.

Tunroth

Ability Modifiers: +2 Str, -2 Int, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Survival Instinct: Reroll any Survival check. Must accept 2nd roll.Conditional Bonus Feat: A Tunroth with Survival as a trained skill gainsSkill Focus (Survival) as a bonus feat.Base Languages: Tunrothese.

Tuskan Raider

Ability Modifiers: +2 Con, -2 Int, -2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares.Primitive: Do not gain WP (pistols, rifles, heavy) as starting feats.Survival Instinct: Reroll any Survival check. Must accept 2nd roll.Sneaky: Reroll any Stealth check, must accept 2nd roll.Base Languages: Tunrothese.

Twi'lek

Ability Modifiers: +2 Cha, -2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares.Deceptive: Reroll any Deception check, accept the 2nd roll.

Great Fortitude: +2 species bonus to Fortitude Defense.Low-Light Vision: Ignore concealment (not total) from darkness.Base Languages: Basic, Ryl.

U

Ubese

Ability Modifiers: +2 Dex, -2 Con.Medium-size: No special modifiers.Base Speed: 6 squares.Xenophobic: Those untrained in Persuasion may not add ½ his heroic levelto Persuasion checks when dealing with members of other species.Additionally, other species may not choose to reroll Persuasion checksagainst Ubese, even if they would normally be able to do so through a Talentor Species trait.Survival Instinct: Reroll any Survival check. Must accept 2nd roll.Conditional Bonus Feat: An Ubese with Mechanics as a trained skill gainsSkill Focus (Mechanics) as a bonus feat.Bonus Feat: [Armor Proficiency (light)].Base Languages: Ubese and Ubeninal (Ubese sign language).

Ugnaught

Ability Modifiers: -2 Dex, +2 Con, +2 Int, -2 Cha.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares.Conditional Bonus Feat: An Ugnaught with Endurance as a trained skillgains Skill Focus (Endurance) as a bonus feat.Base Languages: Ugnaught.

Umbaran

Ability Modifiers: -2 Con, +2 Wis, +2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Darkvision: Ignore concealment from darkness. Cannot perceive color intotal darkness.Light Sensitivity: Exposure to bright light blinds for 1 round. Suffers -1penalty to attacks, and skill and ability checks while operating in bright lightwithout protective eyewear.Influence: An Umbaran may take 10 on any Persuasion check, even whendistracted or threatened.Conditional Bonus Feat: An Umbaran with Persuasion as a trained skillgains Skill Focus (Persuasion) as a bonus feat.Base Languages: Umbarese.

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V

Verpine

Ability Modifiers: None.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Telecommunication: Send radiowaves through their antenna to otherindividual verpine out to 1 km. In a hive, out to 50 km.Superior Vision: Reroll any Perception check. May choose the better oftwo results when the use of the skill is limited to a range of 4 squares.Conditional Bonus Feat: A Verpine with Mechanics as a trained skill gainsSkill Focus (Mechanics) as a bonus feat.Base Languages: Verpine.

Vodran

Ability Modifiers: +2 Con, -4 Int, -2 Cha. (-2 Int for those who lack theimperative to serve Hutts).Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+1) is added to Reflex Defense. Stacks.Hutt Loyalty: Any attempt to make a Vodran act against the interest of itsHutt Lord suffers a -10 penalty. Vodrans not pledged to Hutts don’t gainthis special ability.Conditional Bonus Feat: A Vodran with Survival as a trained skill gainsSkill Focus (Survival) as a bonus feat.Base Languages: Huttese.

Vor

Ability Modifiers: -2 Con, +2 Int.Medium-size: No special modifiers.Base Speed: 6 squares; Fly 10 squares.Conditional Bonus Feat: A Vor with Deception or Persuasion as a trainedskill gains Skill Focus for that skill as a bonus feat.Base Languages: Vorese.

Vratix

Ability Modifiers: -2 Dex, +2 Int, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Armor: Natural Armor (+2) is added to Reflex Defense. Stacks.Quadrupedal: Its 4 legs grant a +5 stability bonus to resist attempts toknock it prone.Produce Bacta: Intimately familiar with the production of bacta using theplant alazhi and the chemical kavam. Can produce a single liter of bacta1x/day (the equivalent of a medpac).Expert Jumper: May reroll any Jump check, but must accept the result ofthe reroll.Conditional Bonus Feat: A Vor with Perception as a trained skill gainsSkill Focus (Perception) as a bonus feat.Base Languages: Vratix.

Vuvrian

Ability Modifiers: -2 Str, +2 Int, +2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Pain Sensitivity: -1 penalty Fort Defense. When they take damage equal toor greater than their Will Defense they move -1 on the Condition track.Strong Willed: +1 species bonus to Will Defense. (+2 at middle age, +4 atold age.)Heightened Awareness: Reroll Perception check, but must accept 2nd roll.Trustworthy: May choose to reroll any Persuasion check, but must acceptthe result of the reroll.Conditional Bonus Feat: A Vuvrian with the Force Sensitive feat andPerception as a trained skill gains Skill Focus (Perception) as a bonus feat.Base Languages: Vuvrian.

W

Weequay

Ability Modifiers: +2 Str, +2 Con, -2 Int, -2 Wis, -4 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Pheremonal Communication: Communicate silently with others of thetribe through scent with other Weequay (or others sensitive to scent, e.g.,Whiphids and Yuzzems) out to 10 squares (20 upwind, 5 downwind).Base Languages: Sriluurian.

Whiphid

Ability Modifiers: +2 Str, +2 Con, -2 Int, -2 Cha.Large-size: -1 Size penalty to Reflex Defense, -5 Size penalty onStealth. Encumbrance x2, +5 Size bonus to Threshold.Base Speed: 6 squares.Natural Weapons: Claw attack (1d6 + Str Mod); Slashing.Scent: At close range (10 squares), ignore concealment and cover forpurposes of Perception. No penalty for tracking with poor visibility.Insulating Fur: +5 species bonus to Fortitude Defense to resist the effectsof extreme cold.Primitive: Do not gain WP (pistols, rifles, heavy) as starting feats.Base Languages: Vratix.

Wookiee

Ability Modifiers: +4 Str, +2 Con, -2 Dex, -2 Wis, -2 ChaMedium-size: No special modifiers.Base Speed: 6 squares.Extraordinary Recuperation: Regains hps at 2x the normal rate.

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Rage: 1x/day (swift action) +2 on melee attacks and damage; skillslimitations. Lasts for [5 + Con Mod] rounds. -1 on Condition for 10 min.Weapon Familiarity: WP (rifle) includes the BowcasterSkills: Take 10 on Climb even if distracted or threatened. Reroll anyPersuasion check, accept 2nd roll.Base Languages: Basic (understand only), Shyriiwook.

Woostoid

Ability Modifiers: -2 Str, +4 Int.Medium-size: No special modifiers.Base Speed: 6 squares.Pacifism: When encountering violence, 1d20+5 vs. Will Defense.“Success” causes the Woostoid to suffer a -1 penalty to all Defenses andAttack Rolls during the encounter.Conditional Bonus Feat: A Woostoid with Use Computer as a trained skillgains Skill Focus (Use Computer) as a bonus feat.Base Languages: Woostese.

X

Xexto

Ability Modifiers: -2 Str, +4 Dex, -2 Con.Small-size: +1 size bonus to Reflex Defense and +5 size bonus toStealth. Lifting and carrying capacity are ¾.Base Speed: 4 squares.Extra Limbs: 4 arms provide a +5 racial competence bonus to both Climbchecks and to Grapple checks. It gains [Dual Weapon Mastery I] and[Multiattack12] as bonus feats.Bonus Feat: [Dual Weapon Mastery I].Base Languages: Xextese.

Y

Yarkora

Ability Modifiers: -2 Dex, +2 Wis, +2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Persuasive: May choose to reroll any Persuasion check, but must accept theresult of the reroll.Conditional Bonus Feat: A Yarkora with Gather Information as a trainedskill gains Skill Focus (Gather Information) as a bonus feat.Base Languages: Yarkora.

Yevetha

12Multiattack: A species with a second set of arms can attack with a -5

penalty in a full round of attacks. Normal: -10 penalty. (ACF).

Ability Modifiers: +2 Str, -2 Int, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Natural Weapons: Dewclaw attacks (1d4 + Str Mod); Piercing. Can slashwith two, but suffers dual weapon penalties.Xenophobic: Those untrained in Persuasion may not add ½ his heroic levelto Persuasion checks when dealing with members of other species.Additionally, other species may not choose to reroll Persuasion checksagainst Shistavanens, even if they would normally be able to do so through aTalent or Species trait.Conditional Bonus Feat: A Yevetha with Mechanics as a trained skill gainsSkill Focus (Mechanics) as a bonus feat.Bonus Feat: [Dual Weapon Mastery I]Base Languages: Yevethan.

Yinchorri

Ability Modifiers: None.Medium-size: No special modifiers.Base Speed: 6 squares.Force Resistance: +10 species bonus to Will Defense vs. Use the Force.Cold Blooded: +5 species bonus to Fortitude Defense to resist the effectsof extreme heat.Great Fortitude: +2 species bonus to Fortitude Defense.Base Languages: Yinchorri.

Yuuzhan Vong

Ability Modifers: +2 Str, -2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares.Force Immunity: Cannot take the Force Sensitivity feat. Can’t make Usethe Force checks, and cannot gain Force Points. Immune to any Force effecttargeting their Will Defense.Technophobic: -5 penalty on attack rolls and skill checks with mechanicalweapons or tools.Weapon Familiarity: WP (simple) includes the amphistaff (and otherYuuzhan Vong weapons).Base Languages: Yuuzhan Vong.

Yuzzem

Ability Modifiers: +4 Str, +2 Con, -2 Dex, -4 Wis, -2 Cha.Large-size: -1 Size penalty to Reflex Defense, -5 Size penalty onStealth. Encumbrance x2, +5 Size bonus to Threshold.Base Speed: 6 squares.Natural Weapons: Claw or Bite attack (1d8 + Str Mod).Scent: At close range (10 squares), ignore concealment and cover forpurposes of Perception. No penalty for tracking with poor visibility.Physical Intimidation: Str mod instead of Cha mod for Persuasion checksmade to intimidate others.

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Fearless: Yuzzum gain a +5 species bonus to Will Defense against feareffects.Expert Climber: Take 10 on Climb even when distracted or threatened.Base Languages: Yuzz.

Z

Zabrak

Ability Modifers: None.Medium-size: No special modifiers.Base Speed: 6 squares.Heightened Awareness: Reroll Perception check, but must accept 2nd roll.Superior Defenses: +1 species bonus to Defenses.Base Languages: Basic and Zabrak

Zehethbra

Ability Modifiers: +2 Str, -2 Wis, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Spray: 1x/day, emit a stinging biochemical spray out to a distance of 1square. Attack is 1d20 + 5 vs. Fort Defense. Success moves the other down-1 on the Condition track for 2d6 rounds.Base Languages: Basic, Zehethbra.

Zeltron

Ability Modifiers: -2 Con, -2 Wis, +4 ChaMedium-size: No special modifiers.Base Speed: 6 squares.Intuitive Initiative: Reroll any initiative check, but accept the 2nd roll.Empath: A Zeltron may choose to reroll any Perception checks to sensedeceptions if the target is within 6 squares, but the result of the reroll mustbe accepted even if it is worse.Pheromones: Zeltron may take 10 on any Persuasion or Deception check,even when distracted or threatened.Base Languages: Basic.

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S T A R W A R SSAGA EDITION CORE RULEBOOK

WEB ENHANCEMENT

Eraydian

Ability Modifiers: +2 Str, +2 Dex, -2 Con.Small-size: +1 size bonus to ReflexDefense and +5 size bonus to Stealth. Lifting andcarrying capacity are ¾.Base Speed: 4 squares; Fly 4 squares.Darkvision: Ignore concealment from darkness. Cannot perceive color intotal darkness.Skills: Eraydians are great climbers and acrobats. They may choose to take10 on Acrobatic and Climb checks even when distracted or threatened.They may also choose to reroll any Acrobatic or Climb check, but the resultof the reroll must be accepted even if it is worse.Base Languages: Eraydian.Notes: From Eraydia, a peaceful humanoid race that evolvedin the air and winds of the homeworld.

Githyanki

Ability Modifiers: +2 Dex, +2 Con, -2 Wis.Medium-size: No special modifiers.Base Speed: 6 squares.Darkvision: Ignore concealment from darkness. Cannotperceive color in total darkness.Far Hand: Considered Trained when making Use the Force to Move LightObjects. (DC10). SECR, p.77.Bonus Feat: [Force Sensitive].Conditional Force Powers: If Trained in Use the Force, gains [Force Stun]and [Rebuke].Base Languages: Basic, Gith.Notes: From the Unknown Regions, a warrior race emergeswith natural propensities in the Force.

Githyanki Force Talents: You must be Githyanki and have Use the Forceas a Trained skill to have access to these Talents. (These Talents can betaken at any time you acquire Talents, assuming prerequisites are met.)

Daze: As a standard action, make a Feint check with your Usethe Force skill rather than Deception. Unlike normal DeceptionFeints, you can make this attempt any time in combat, therebytreating, on success, the foe’s Reflex Defense as flat-footedagainst your attack for that round.

Blur: As long as you have 1 Force Point and you can take a swiftaction, you gain the benefit of being concealed (-2 to opposingattack rolls) for that round. Applies against darkvision as well.

Concealing Amorpha: As a swift action, and by spending 1Force Point, you coat yourself in a film of viscous molecules thatblur your true position, granting concealment (-2 to opposingattack rolls) for 1 min./level. Pre: Blur.

Hyperjaunt: By spending 1 Force Point, as a standard action,you are able to temporarily merge yourself with the Force andredirect your position out to a distance of 20 squares. Special:By spending 1 more Force Point, you can do this as a moveaction. Pre: Blur, Concealing Amorpha.

Githzerai

Ability Modifiers: +6 Dex, +2 Wis, -2 Int.Medium-size: No special modifiers.Base Speed: 6 squares.Darkvision: Ignore concealment from darkness.Cannot perceive color in total darkness.Catfall: May substitute Use the Force for Acrobaticsand are considered Trained when attempting to Reduce Falling Damage.(DC15 for 10 ft less. For every 10 pts you beat the DC, add an addl 10 ftless.) SECR, p.63Bonus Feat: [Force Sensitive].Conditional Force Powers: If Trained in Use the Force, gains [Force Stun]and [Rebuke].Base Languages: Basic, Gith.Notes: From the Unknown Regions, a reclusive race emergeswith natural propensities in the Force.

Githzerai Force Talents: You must be Githzerai and have Use the Force asa Trained skill to have access to these Talents. (These Talents can be takenat any time you acquire Talents, assuming prerequisites are met.)

Daze: As a standard action, make a Feint check with your Usethe Force skill rather than Deception. Unlike normal DeceptionFeints, you can make this attempt any time in combat, therebytreating, on success, the foe’s Reflex Defense as flat-footedagainst your attack for that round.

Concussion Blast: As two swift actions, you can direct a blast ofForce (no save) of 2d6 Force damage against any one target outto 20 squares. Special: By spending 1 Force Point, you canincrease the damage by an additional 1d6 damage, or make this 1swift action.

Inertial Armor: As a swift action, you coat yourself withmolecules, thereby making you considered to have a +4 naturalarmor bonus for as long as you have Force Points. This can berepeated each round so long as you have one available swiftaction. Pre: Concussion Blast.

Force Apotheosis: As a standard action, by spending 1 ForcePoint, you may merge with the Force for 1 minute per characterlevel. During this time, you remain visible and incorporeal.Special: By spending 1 Force Point, you may shift from visibleto invisible instead. Pre: Concussion Blast, Inertial Armor.

Hadozee

Ability Modifiers: +2 Dex, -2 Cha.Medium-size: No special modifiers.Base Speed: 6 squares.Gliding: When wearing specially-fitted clothing (ornone at all), Hadozee use their arm flaps to glide, negating damage from afall at any height and allowing them to travel 4 squares horizontally forevery 1 square of descent. (Speed 8 squares; average maneuverability).Skills: Hadozee are great climbers and acrobats. They may choose to take10 on Acrobatic and Climb checks even when distracted or threatened.They may also choose to reroll any Acrobatic or Climb check, but the resultof the reroll must be accepted even if it is worse.Base Languages: Basic, Hadozee.Notes: From Wild Space, a humanoid race that is both brutal,and honorable.

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Kiffar

Ability Modifiers: +2 Con, +2 Wis, -2 Int.Medium-size: No special modifiers.Base Speed: 6 squares.Extrasensory Ability: Considered Trained when making Use the Force toSense Feelings or with Telepathy. SECR, p.77.Psychometry (Trained Only): Use the Force skill check innate only toKiffar. As a full round action, you can make a DC 15 Use the Force Checkto perceive vague glimpses of recent (1d20 days) significant events byhandling objects. You have no control over what is perceived, but view thatwhich was present as though you were present. DC20 = 2d10 months.DC25 = 2d10 years. DC30 = 2d10 centuries.Base Languages: BasicNotes: A near-Human race from the Azurbani Systemoccupying Kiffu, which shares an orbit with Kiffex.