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Chapter 2: Species The available species have the following species traits. For species not listed, special GM permission may be gained, and species traits updated to match extant species. Bothan Ability Modifiers: +2 Dex, +2 Cha Size: Medium Speed: 6 squares Iron Will: +2 to Will Defense Conditional Bonus Feat: A Bothan trained in the Networking Skill gains Skill Focus (Networking) as a bonus feat. Automatic Languages: Basic and Bothese. Cerean Ability Modifiers: +2 Int, +2 Wis Size: Medium Speed: 6 squares Intuitive Initiative: A Cerean may choose to re- roll any Initiative check. He must accept the results of the re-roll, even if it is worse than the original. Conditional Bonus Feat: A Cerean trained in the Initiative skill gains Skill Focus (Initiaative) as a bonus feat. Automatic Languages: Basic and Cerean. Duros Ability Modifiers: +2 Dex, +2 Int Size: Medium Speed: 6 squares Traveler: Whenever a Duros makes a Computers check to Astrogate or a Science check to determine orbital positions, he may roll twice, using the better result. Conditional Bonus Feat: A Duros trained in the Pilot skill gains Skill Focus (Pilot) as a bonus feat. Automatic Languages: Basic and Durese. Ewoks Ability Modifiers: +2 Dex, +2 Con Size: Small Speed: 5 squares Primitive: Ewoks do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) at first level, even if their class normally grants them. Scent: Ewoks have a keen sense of smell. At close range (within 10 squares), Ewoks ignore concealment and cover for purposes of Perception checks, and they take no penalty from poor visibility when tracking (see Survival skill). Sneaky: An Ewok gains the Scout's Improved Stealth talent as a bonus talent. Conditional Bonus Feat: Ewoks are skilled foragers. An Ewoks trained in the Survival skill gains Skill Focus (Survival) as a bonus feat. Automatic Languages: Ewokese (spoken only). Gamorreans Ability Modifiers: +2 Str, +2 Con Size: Medium Speed: 5 squares Primitive: Gamorreans do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) at first level, even if their class normally grants them. Great Fortitude: Gamorreans gain a +2 species bonus to their Fortitude Defense, accounting for their great physical resistance. Bonus Feat: Gamorreans gain Improved Damage Threshold as a bonus feat. Bred for War: A Gammorean gains the Soldier's Weapon Mastery talent as a bonus talent. Weapon Familiarity: A Gamorrean with the Weapon Proficiency (simple weapons) feat is also proficient with the Gamorrean war axe. Automatic Languages: Basic (cannot speak) and Gamorrean (spoken only).

SWSE House Rules - Chapter 2 Species

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Page 1: SWSE House Rules - Chapter 2 Species

Chapter 2: SpeciesThe available species have the following species traits. For species not listed, special GM permission may be gained, and species traits updated to match extant species.

BothanAbility Modifiers: +2 Dex, +2 ChaSize: MediumSpeed: 6 squaresIron Will: +2 to Will DefenseConditional Bonus Feat: A Bothan trained in the Networking Skill gains Skill Focus (Networking) as a bonus feat.Automatic Languages: Basic and Bothese.

CereanAbility Modifiers: +2 Int, +2 WisSize: MediumSpeed: 6 squaresIntuitive Initiative: A Cerean may choose to re-roll any Initiative check. He must accept the results of the re-roll, even if it is worse than the original.Conditional Bonus Feat: A Cerean trained in the Initiative skill gains Skill Focus (Initiaative) as a bonus feat.Automatic Languages: Basic and Cerean.

DurosAbility Modifiers: +2 Dex, +2 IntSize: MediumSpeed: 6 squaresTraveler: Whenever a Duros makes a Computers check to Astrogate or a Science check to determine orbital positions, he may roll twice, using the better result.Conditional Bonus Feat: A Duros trained in the Pilot skill gains Skill Focus (Pilot) as a bonus feat.Automatic Languages: Basic and Durese.

EwoksAbility Modifiers: +2 Dex, +2 ConSize: SmallSpeed: 5 squaresPrimitive: Ewoks do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) at first level, even if their class normally grants them.Scent: Ewoks have a keen sense of smell. At close range (within 10 squares), Ewoks ignore concealment and cover for purposes of Perception checks, and they take no penalty from poor visibility when tracking (see Survival skill).Sneaky: An Ewok gains the Scout's Improved Stealth talent as a bonus talent.Conditional Bonus Feat: Ewoks are skilled foragers. An Ewoks trained in the Survival skill gains Skill Focus (Survival) as a bonus feat.Automatic Languages: Ewokese (spoken only).

GamorreansAbility Modifiers: +2 Str, +2 ConSize: MediumSpeed: 5 squaresPrimitive: Gamorreans do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) at first level, even if their class normally grants them.Great Fortitude: Gamorreans gain a +2 species bonus to their Fortitude Defense, accounting for their great physical resistance.Bonus Feat: Gamorreans gain Improved DamageThreshold as a bonus feat.Bred for War: A Gammorean gains the Soldier's Weapon Mastery talent as a bonus talent.Weapon Familiarity: A Gamorrean with the Weapon Proficiency (simple weapons) feat is alsoproficient with the Gamorrean war axe.Automatic Languages: Basic (cannot speak) and Gamorrean (spoken only).

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GungangsAbility Modifiers: +2 Dex, -2 IntSize: MediumSpeed: 6 squares, Swim 4 squaresExpert Swimmer: A Gungan may choose to re-roll any Swim check, but the result of the re-roll must be accepted, even if it is worse. In addition, a Gungan may take 10 on Swim check even when distracted or threatened.Hold Breath: Gungangs are at home either in air or underwater. A Gungan can hold his breath fora number of rounds equal to 25 times his Constitution score before he needs to make Endurance checks to hold his breath (see the endurance skill).Lightning Reflexes: Gungans gain a +2 bonus to their Reflex defense, accounting for their uncanny ability to avoid danger.Low-Light Vision: Gungans ignore concealment (but not total concealment) from darkness.Weapon Familiarity: A Gungang with the WeaponProficiency (simple weapons) feat are also proficient with the atlatl and the cesta.Automatic Languages: Basic and Gunganese.

HumansAbility Modifiers: +2 to any one abilitySize: MediumSpeed: 6 squaresBonus Trained Skill: Humans are versatile and accomplished at many tasks. A Human character chooses one additional trained skill at 1st level.Bonus Feat: Humans gain one bonus feat at 1st level.Automatic Language: Basic.

IthoriansAbility Modifiers: +2 Wis, +2 ChaSize: MediumSpeed: 6 squaresIron Will: Ithorians have above average willpower and gain a +2 species bonus to their Will Defense.Bellow: As a Standard action, an Ithorian can open all four of its throats and emit a terrible subsonic bellow. The Ithorian makes a special attack roll (1d20 + its character level) and compares the result to the Fortitude Defense of all creatures and unattended objects in a 6 square cone. A successful hit deals 4d6 points ofsonic damage; if the attack misses, the target takes one-half the damage instead. Each use of this ability moves the Ithorian -1 step along the

condition track. An Ithorian can choose to add more dice to the damage it deals with its bellow, but each additional 2d6 of damage moves the Ithorian another -1 step along the condition track.Survival Instinct: An Ithorian may choose to re-roll any Survival check, but the result of the re-roll must be accepted even if it is worse.Conditional Bonus Feat: Ithorians like to maintain close ties with nature. An Ithorian withScience as a trained skill gains Skill Focus (science) as a bonus feat.Automatic Languages: Basic and Ithorese.

Kel DorAbility Modifiers: +2 Dex, +2 WisSize: MediumSpeed: 6 squaresKeen Force Sense: Kel Dor may choose to re-roll any Use the Force check made to search their feelings or sense the Force, keeping the better ofthe two results.Low-Light Vision: Kel Dor ignore concealment (but not total concealment) from darkness.Special Equipment: Kel Dor suffer limitations outside their native atmosphere. Without protective goggles, a Kel Dor is considered blind.Without an antiox breath mask, a Kel Dor begins to suffocate. A replacement mask costs 2,000 credits (500 on Dorin, and a year's supply of filters costs 200 credits (50 on Dorin). Kel Dor characters begin play with these items at no cost. An antiox breath mask is poisonous to other species.Automatic Languages: Basic and Kel Dor.

Mon CalamariAbility Modifiers: +2 Int, +2 WisSize: MediumSpeed: 6 squares, swim 4 squaresBreathe Underwater: As amphibious creatures, Mon Calamari can't drown in water.Expert Swimmer: A Mon Calamari may choose tore-roll any Swim check, but the result of the re-roll must be accepted, even if it is worse. In addition, a Mon Calamari may take 10 on Swim check even when distracted or threatened.Low-Light Vision: Mon Calamari ignore concealment (but not total concealment) from darkness.Conditional Bonus Feat: Keenly perceptive, a Mon Calamari with Perception as a trained skill gains Skill Focus (perception) as a bonus feat.Languages: Basic and Mon Calamarian.

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QuarrenAbility Modifiers: +2 Con, +2 ChaSize MediumSpeed: 6 squares, swim 4 squaresBreathe Underwater: As amphibious creatures, Quarren can't drown in water.Expert Swimmer: A Quarren may choose to re-roll any Swim check, but the result of the re-roll must be accepted, even if it is worse. In addition, a Quarren may take 10 on Swim check even when distracted or threatened.Low-Light Vision: Quarren ignore concealment (but not total concealment) from darkness.Conditional Bonus Feat: Adept traders and negotiators, Quarren with Persuasion as a trained skill gain Skill Focus (persuasion) as a bonus feat.Automatic: Basic and Quarenese.

RodiansAbility Modifiers: +2 Dex, +2 WisSize: MediumSpeed: 6 squaresHeightened Awareness: A Rodian may choose to re-roll any Perception check, but the result of there-roll must be accepted, even if it is worse.Low-Light Vision: Rodians ignore concealment (but not total concealment) from darkness.Conditional Bonus Feat: A Rodian with Survival as a trained skill gains Skill Focus (survival) as a bonus feat.Automatic Languages: Basic and Rodese

SullustansAbility Modifiers: +2 Dex, +2 IntSize: MediumSpeed: 6 squaresDarkvision: Sullustans ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.Expert Climber: Sullustans are adept at climbing in their underground homes. A Sullustan may choose to take 10 on Athletics checks made to Climb even when distracted or threatened.Heightened Awareness: A Sullustan may choose to re-roll any Perception check, but the result of the re-roll must be accepted, even if it it worse.Automatic Languages: Basic and Sullustese.

Twi'leksAbility Modifiers: +2 Dex, +2 ChaSize: MediumSpeed: 6 squaresDeceptive: Naturally gifted at manipulation, a Twi'lek may choose to re-roll any Deception check, but the result of the re-roll must be accepted even if it is worse.Great Fortitude: Twi'leks gain a +2 species bonusto their Fortitude Defense.Low-Light Vision: Twi'leks ignore concealment (but not total concealment) from darkness.Automatic Languages: Basic and Ryl.

WookiesAbility Modifiers: +4 Str, +2 Con, -2 ChaSize: MediumSpeed: 8 squaresExtraordinary Recuperation: Wookies regain lost hit points at double the normal rate.Expert Climber: Wookies are adept at climbing intheir treetop homes. A Wookie may choose to take 10 on Athletics checks made to Climb even when distracted or threatened.Weapon Familiarity: Wookies with the Weapon Proficiency (rifles) feat are proficient with the bowcaster.

ZabrakAbility Modifiers: +2 to any one abilitySize: MediumSpeed: 6 squaresHeightened Awareness: A Zabrak may choose to re-roll any Perception check, but the result of there-roll must be accepted, even if it it worse.Superior Defenses: Zabrak gain a +1 species bonus to all of their Defenses.Automatic Languages: Basic and Zabrak.

DroidsFor details on how to build droid characters see Chapter 11: Droids.Droid characters use a total ability bonus of +6. Ability modifiers for the droid's size and type are applied after ability scores have been applied.