Character Options
Species
Homeworld: Ando, a Mid Rim water planet dotted with
swampy islands and rocky outcroppings on which the Quara,
Ualaq, and Aquala make their homes.
Languages: Aqualish speak, read, and write both Basic and
Aqualish. The Quara, Ualaq, and Aquala have slightly
different dialects of Aqualish, but have no trouble
understanding one another.
Example Names: Calfta, Bongi, Carn'ar, Gondara, Gunda
Mabin, Korai-tae, Po Nudo, Ponda Baba, Undra Lagor, Yada
Munda.
Adventurers: Aqualish heroes are typically Operatives or
Soldiers. Force-using Aqualish are rare.
Aqualish RACIAL TRAITS
The Aqualish are amphibious humanoids native to the Mid Ability Adjustments: +2 Str, +2 Con, -2 Cha
Rim world of Ando. Three breeds of Aqualish exist- the Hit Points: 6
Aquala (Widely considered the "Baseline" Aqualish), the
Quara, and the Ualaq. The three strains are generally similar Size and Type: Aqualish are Medium humanoids
in appearance and in all their traits, but the Quara and Ualaq with the Aqualish subtype.
have claw-like hands with five digits whereas the Aquala have Amphibious: Aqualish may breathe underwater
fins. The Ualaq are set apart by the fact that they have four without penalty and never suffer movement
eyes instead of two. penalties for traveling through water.
Expert Swimmer: An Aqualish gains a swim speed
The Aqualish hold no beings in greater contempt than of 50 feet and Athletics DCs are decreased by 5
those who belong to a different subspecies than themselves- when swimming. In addition, a Aqualish can take
Aquala hate the Quara and the Ualaq, the Quara hate the 10 on an athletics check when swimming even
Aquala and Ualaq, and the Ualaq hate the Aquala and the while distracted or threatened.
Quara. Each strain views the others as inferior and weak. Resilient: Rugged and resilient, Aqualish gain a +1
Since Quara and Ualaq can more easily use Equipment racial bonus to Fortitude saves.
designed for the general galactic population, they are more
frequently encountered away from Ando than the Aquala.
Species Characteristics
Personality: The Aqualish admire strength and are openly
contemptuous and hostile toward the weak. It is customary
and accepted social behavior for an Aqualish to be pushy and
belligerent toward people he or she is interacting with for the
first time. If the individual does not stand up to them, the
Aqualish assumes the other being is weak and continues to
bully him or her.
Physical Description: Aqualish are tusked, walrus-faced
humanoids with skin ranging in color from dark green or
blue to deep russet or black. Members of the Ualaq
subspecies have four eyes instead of two. Adult Aqualish
stand between 1.8 and 2 meters tall.
Bothan Cerean
Native to Bothawui, these short, fur-covered humanoids have Cereans are a sophisticated and cultured humanoid Species
had hyperspace travel for thousands of years. Bothans use native to Cerea, a world on the fringes of known space. Their
information as a measure of wealth and power, even wielding elongated heads distinguish the, from most other humanoid
it as a weapon when necessary. The Bothan SpyNet, one of Species.
the largest intelligence agencies during most eras, plays an
important role in the Galactic Civil War. Cereans established contact with the rest of the galaxy
shortly before the Galactic Republic was transformed into the
Culturally, Bothans don't believe in direct conflict because Empire, swiftly gaining fame as expert astrogators,
it destroys people, material, and even information. They cryptographers, and economists. Few patterns or trends
prefer behind-the-scenes manipulation, watching and waiting escape the notice of a Cerean.
for information that they can use to gain status and influence.
This attitude makes espionage a natural part of their culture. Cerean society is matriarchal, and the Cerean culture's
While others often find Bothans to be manipulative and traditional values emphasize living in harmony with nature
irritating, no one wants to lose access to their SpyNet. As a and minimizing any impact on the environment from
result, nearly all groups have at least some contact with the technology. The peaceful philosophies of the Jedi appeal to
Bothans. Cereals, and many join the Order.
Species Characteristics Species Characteristics
Personality: Bothans are curious, manipulative, crafty, Personality: Cereans tend to be calm, rational, and
suspicious, and even a bit paranoid. They can be irritating, extremely logical.
but they are also loyal and brave. Physical Description: Cereans average about 2 meters tall,
Physical Description: Bothans are covered with fur that with elongated craniums housing binary brains. They have a
ripples in response to their emotional state. They have maturity rate and life span similar to those of Humans.
tapered ears, and both male and female Bothans sport Homeworld: The blissful planet Cerea.
beards. They average about 1.6 meters tall and have a Languages: Cereans speak, read, and write both Cerean and
maturity rate and life span slightly greater than Humans. Basic.
Homeworld: The industrial world of Bothawui is the Example Names: Ki-Adi, So Leet, Sylvn, Ti-Dal, Maj-Odo.
birthplace of the Bothans, along with various colony worlds
throughout the Mid Rim territories.
Languages: Bothans speak, read, and write both Bothese
and Basic.
Example Names: Borsk Fey'lya, Karka Kre'fey, Koth Melan,
Tav Breil'lya, Tereb Ab'lon.
Adventurers: Bothan adventures, often SpyNet operatives,
engage in daring missions at great personal risk. In addition,
many Bothan heroes serve as Soldiers and Envoys.
RACIAL TRAITS
Ability Adjustments: +2 Dex, +2 Int, -2 Con Hit
Points: 2
Size and Type: Bothan are Medium humanoids with
the Bothan subtype.
Investigator The DC to Gather Information is
decreased by 5.
Conditional Bonus Feat: Bothans are natural spies
and investigators. A Bothan with Diplomacy as a
Trained Skill gains Skill Focus (Diplomacy) as a
bonus Feat.
Iron Will: Bothans have above-average willpower
and gain a +1 Species bonus to their Will saves.
Adventurers: Cereans who become adventurers do so in Chagrian
spite of their peaceful traditions. Still, when a cause or
situation leads down this path, a Cerean tries to keep these The amphibious Chagrians are comfortable both on land and
traditions intact, avoiding aggression when possible. The in water. The coastal cities of their homeworld are
binary brain allows a Cerean to constantly weigh both sides constructed to allow the rising tides to flood the buildings.
in any disagreement and give two points of view equal When this takes place, Chagrians swim from place to place,
consideration. This ability extends even to issues or use speeders, which are adapted for aquatic use. The
surrounding The Force, and a Cerean Jedi or Force Prodigy pleasant tropical climate of Champala, coupled with the
often contemplates the Light Side and the Dark Side exotic architecture of it's cities makes the Chagrian
simultaneously. homeworld a popular destination for galactic tourists. Unlike
cities, spaceports on Champala are built high above sea level,
RACIAL TRAITS on the direst parcels of land.
Ability Adjustments: +2 Int, +2 Wis, -2 Dex Although juvenile Chagrians possess a weak sense of taste,
Hit Points: 2 this sense fades as they mature into adults. The end result is
Size and Type: Cerean are Medium humanoids with that Chagrians rarely, if ever, enjoy consuming food and
the Cerean subtype. drink, and do so solely to fuel their bodies. Dining activities
Intuitive Initiative Once per day, A Cerean may are traditionally viewed as a nuisance, and a waste of time, so
choose to reroll an Initiative check but the result of most Chagrians choose to consume nutrient capsules in
the reroll must be accepted even if it is worse. order to maintain bodily heath and energy levels. When
Despite their general lack of coordination, Cereans' traveling, most Chagrians carry portable scanners that allow
reaction speed is superior to that of most other them to determine the relative nutrient value of the food they
species. eat. Although they are unable to taste the food they eat,
Historian: Due to their in-depth historical training Chagrians view dining as an opportunity to socialize with
and the wideranging academic background members of other Species that do not share their sensory
knowledge they possess, Cerean receive a +2 racial deficiencies.
bonus to Culture checks.
Student: Cerean's love to learn, and they may Society on Champala is peaceful and highly structured,
choose any with which a Knowledge check can be although Chagrian legal systems are complex and often
made and receive a +2 racial bonus to that skill. daunting to outsiders. As a rule, Chagrians are law-abiding
and obedient toward figures of authority. Chagrian
government ensures that every citizen is cared for, and the
standard of living for even the poorest Chagrian is quite high
when compared to the impoverished members of other
Species.
Chagrians have inherited an innate resistance to Radiation
due to instability in Champala's primary star. Their blue skin
is a direct result of this evolutionary step, and modern
Chagrians continue to enjoy protection from myriad forms of
Radiation as a side effect.
Species Characteristics
Personality: Chagrians are, by and large, even-tempered and
accepting of others. They appreciate law, order, and well-
defined social structures. On their homeworld, they want for
little, and so Chagrians are rarely selfish or greedy
individuals. Due to their accepting natures, Chagrians enjoy
interacting with members of many different Species. Given
their loyalty, they make excellent companions and friends.
Physical Description: Chagrians possess thick skin that
ranges in color from light blue to dark indigo. Horns (Known
as Lethorns) stem from a pair of fleshy growths that protrude
from the sides of their heads. Male Chagrians also develop a
pair of sharp horns on the tops of their heads, and these are
known to get quite long.
Homeworld: Champala, a tropical water world in the Inner
Rim.
Languages: Chagri is the native language of the Champala.
Chagrians who leave their homeworld readily learn Basic in
order to communicate with the rest of the galactic
community.
Example Names: Mas Amedda, Belar Tasseva, Myn Seda,
Shiran Vallendri, Ketrias Gorran.
Adventurers: Given their predisposition in dealing well with The Chiss are technologically advanced, keenly interested
others, Chagrians make excellent Envoys and Jedi. Less in art and science, and skilled at mathematics. Though
scrupulous Chagrians gravitate toward the Operative class, logical in their mindset, they are also appreciative of
while Chagrian Soldiers are not unheard of. philosophy, and interested in other cultures. Given their
xenophobic tendencies, it comes as no surprise that the
RACIAL TRAITS Chiss use their understanding of non-Chiss cultures to gain a
tactical advantage over potential adversaries.
Ability Adjustments: +2 Str, +2 Con, -2 Dex
Hit Points: 6 Chiss society is highly ordered and structured. Rule of law
Size and Type: Chagrian are Medium humanoids is controlled and enforced by a small number of ruling
with the Chagrian subtype. "Families." These ruling families, also known as clans or
Amphibious: Aqualish may breathe underwater houses, are more akin to different branches of government
without penalty and never suffer movement than to actual familial units. As a rule, a Chiss will never
penalties for traveling through water. knowingly do anything to bring shame upon his or her family,
Low-Light Vision: Chagrians can see in dim light as for entire lines have been exiled for the actions of a single
if it were normal light. family member.
Radiation Resistance: Chagrians gain a +5 bonus to
their Fortitude saves against Radiation damage. The culture of the Chiss is based on a strict code of
conduct. As a rule, they do not attack an opponent unless
Chiss they are attacked first. Thrawn ignores this imperative when
he sizes control of the Imperial remnants, and consequently
Originating on the cold world of Csilla in The Unknown he is exiled from his people. Although most Chiss are
Regions, the Chiss are largely unknown to the greater peaceful, once embroiled in military conflict, they do not
galactic community until five years after the Battle of Yavin, relent until their opponents are either totally destroyed, or
when a Chiss known as Grand Admiral Thrawn rallies the completely subjugated.
Imperial remnants and goes to war against the New
Republic. Even then, the Chiss remain an enigmatic, Species Characteristics
secretive Species. Their origins are largely unknown, even to
the Chiss themselves, though some scientists believe they are Personality: Many of the galaxy's perceptions of the Chiss
descended from an isolated Human colony lost to time. and how they behave is initially based on the personality of
Grand Admiral Thrawn. As the years pass, it becomes
increasingly obvious that all Chiss are individuals, and that
Thrawn was an exceptional member of his Species in a
number of ways. As such, the impression of the Chiss held by
the galaxy at large is that they are arrogant, aloof, and
calculating individuals. While this may be true in some
instances, Chiss personalities are as varied as those of any
other Species. In general, they tend to be well-educated,
artistic, and cautious in their dealings with strangers.
Physical Description: Chiss have deep blue skin and red
glowing eyes. The shade of their skin and the crimson of their
eyes deepens with the amount of oxygen in the atmosphere
that they breathe. They tend to have black hair, though some
individuals, especially female Chiss, develop grey hair as they
age.
Homeworld: The frigid world of Csilla, in The Unknown
Regions.
Languages: Cheunh is the complex and nuance-laden
language of the Chiss. Most non-Chiss have difficulty learning
the intricacies of Cheunh. Chiss on the other hand, have little
difficulty mastering Basic, though most of them are
unfamiliar with it.
Example Names: Chiss traditionally have long, tripartite
names. When dealing with non-Chiss, these names are
abbreviated. Examples of abbreviated Chiss names include
Deel, Prakk, Karyce, Lev, Sorn, Szardra, Thrawn, Voss, and
Zilvad.
Adventurers: Their keen mental acuity allows the Chiss the
excel at nearly any occupation they choose to pursue.
However, there are no known Chiss Jedi, and it is currently
unknown whether Chiss society is home to any Force
Traditions.
RACIAL TRAITS Clawdite
Ability Adjustments: +2 Int, +2 Cha, -2 Str A specially bred offshoot of Zolanders, Clawdites were
Hit Points: 4 genetically engineered to withstand the unsafe levels of
Radiation generated by an unstable sun. However, Clawdites
Size and Type: Chiss are Medium humanoids with developed an unexpected mutation- the ability to
the Chiss subtype. shapechange. The Zolanders deemed the Clawdites a dire
Exceptional Vision: Chiss have low-light vision and threat- a devious subspecies filled with wickedness.
infravision. As a result, they can see in dim light as Therefore, to guard against Clawdite treachery, the
if it were normal light, and they can see with no Zolanders sequester them in wretched ghettos, where they
light source at all to a range of 60 feet using the live as second-class citizens under the watchful eyes of their
infrared spectrum. captors.
Keen Senses: Chiss receive a +2 racial bonus to
Perception skill checks. The Clawdites chafe under the tyrannical yoke placed upon
Historian: Due to their in-depth historical training them, and those who can, flee, but more languish on their
and the wideranging academic background homeworld, struggling to find some way to be free. Count
knowledge they possess, Chiss receive a +2 racial Dooku and the Separatist Movement offered the Clawdites
bonus to Culture checks. the freedom they craved from the Zolanders, so many
Student: Chiss love to learn, and they receive a +2 enlisted to support Count Dooku's war effort in exchange for
racial bonus to any two skills of their choice. his promise. The aid was short lived, for the Separatist
Movement unraveled with Count Dooku's death.
Only after the fall of the Empire did the Clawdites finally
rise up against the Zolanders, fighting a brutal civil war that
consumed the world in violence. The Clawdites eventually
gained control of the planet, and in victory, they assert
themselves as the dominant Species. Free, the Clawdites
courted the New Republic, and threw their support behind
Alliance Intelligence organizations, using their unique talents
to infiltrate the Yuuzhan Vong, and sabotaged equipment,
gathered intelligence, and assassinated critical targets. The
Clawdites took on this dangerous work because they are
driven to support the cause of liberty, and for them, the end
always justifies the means.
Species Characteristics
Personality: Clawdites are staunchly committed to freedom
and detest opposition in it's forms. Independent spirits, they
go their own way, following their hearts rather than abide by
a set of rules imposed on them. Above all, Clawdites hate
bigotry and prejudice, and do not tolerate bullies. The more
violent Clawdites are sure to make examples of those they
encounter.
Physical Description: In their natural forms, Clawdites
are distinctly reptilian, their thick hides having a green or
ochre cast. Their catlike eyes are yellow, set in a face that
could pass for Human. Clawdites can alter their appearance
in subtle ways when young, and as they age and practice their
skills, they can assume the appearance of similarly sized
Species, even masking their equipment when it is held close
to their bodies.
Homeworld: Clawdites originate from Zolan, a planet
awash with intense Radiation from it's sun.
Languages: Clawdites speak Basic and Clawdite (A
modified version of the world's native tongue of Zolanese).
Example Names: Durbat, Renneyn, Rolsat Noviee,
Torsayn, Zam Wesell.
Adventurers: Clawdites who leave Zolan find work as
county hunters, assassins, or spies. Their unique nature
makes them especially adept Operatives.
RACIAL TRAITS The basic Republic Clone is bred for obedience and
military discipline. This can stifle players who want more free
Ability Adjustments: +2 Dex, +2 Cha, -2 Str will. Instead, the player could choose to play an ARC Trooper
Hit Points: 2 or a Republic Clone Commando, both unit types are Clones
based on the original Jango Fett template, but they have more
Size and Type: Clawdites are Medium humanoids of Fett's personality and fewer behavioral restrictions than
with the Clawdite subtype. standard Clone Troopers. They receive special training better
Shapeshift: Clawdites can alter its appearance at suited to heroic careers, and many have Destinies that
will. They can assume the appearance of a stretch out beyond the Clone Wars. For Republic Clone
humanoid form of the same age and sex. A heroes, characters receive a variant of the basic Human
Clawdite in humanoid form gains a +10 racial template (See below).
bonus on Disguise checks. Changing shape is a
standard action that consumes 1 Resolve Point. Species Characteristics
Cold-Blooded: Clawdites receive a +2 racial bonus
on saving throws against mind-affecting effects Personality: Though often viewed as the "Flesh and blood"
and poisons. equivalent of Battle Droids, Clones possessed a limited
Low-Light Vision: A Clawdite can see in dim light as capacity for individuality. They were bred for no other
if it were normal light. purpose than combat, but nevertheless they developed as
individuals under the guidance of their Jedi officers. The
Jedi's unique abilities and leadership prowess earned them
the admiration and respect of the Clones who served under
them.
Physical Description: Republic Clones are genetic
replicas of the Human Species. Specifically, they are based
off of the bounty hunter Jango Fett, which results in they
being almost indistinguishable from one another. All Republic
Clones reach a height of 1.83 Meters, and unless put through
particularly unusual training, they weigh 80 Kilograms.
Homeworld: The vast majority of Republic Clones are
created on Kamino by the Kaminoans.
Languages: Republic Clones all learn Basic, and several
also the the ancient language of The Mandalorians, Mando'a.
Example Names: When a Republic Clone is created, they
are assigned a two letter and four digit identification tag,
although those that survive multiple deployments tend to take
up a moniker to better identify themselves.
Adventurers: All Republic Clones received basic training
in core military skills, such as weapons handling,
marksmanship, drill, and other essentials. As such, the vast
majority of Republic Clones become Soldiers, with a rare few
becoming Operatives and Mechanics.
Clone RACIAL TRAITS
Given the prominence of Clones in the story of the Clone Starting Stats: Str 14, Dex 14, Con 14, Int 11, Wis
Wars, Gamemasters should not be surprised if players wish 10, Cha 10 Ability Adjustments: +2 to any 1 ability
to play Clone characters. Clone Trooper heroes can be Hit Points: 4
interesting and present exciting story opportunities,
especially for a Gamemaster who plans to use Order 66 in Size and Type: Clones are Medium humanoids with
the campaign finale. Gamemasters should allow players to the Human subtype based on the Jango Fett
play Clone Trooper heroes who stand out from the rank-and- template.
file Clone Troopers. Weapon Familiarity: Clones are trained to be
proficient with small and longarm weapons and
gain weapon specialization with those at 3rd level.
Bonus Feat: Human Clones gain a bonus feat at 1st
level.
Bonus Trained Skill: Clones are trained to be
versatile and accomplished at many tasks. They
may choose 1 additional trained skill at 1st level.
Homeworld: Devaron, a world of low mountains and deep
valleys linked by thousands of rivers.
Languages: Devaronians speak, read, and write both
Devaronese and Basic. Their speech is low, guttural, and full
of snarling consonants.
Example Names: Dmaynel Kiph, Elassar Targon, Jubal,
Kapp Dendo, Tyrn Jiton, Lak Jit, Oxbel, Saricia, Sires Vant,
Trynic, Ulicx Vinaq, Vilmarh Grahrk.
Adventurers: Male Devaronian are found in occupations
that allow them freedom to travel whenever and wherever
they wish. Due to the oppressive nature of the Empire, many
Devaronian males joined the Rebellion- not because of
politics, but because they were annoyed that their freedom to
travel was being curtailed. Any female Devaronian hero found
elsewhere is already an exceptional individual who has
decided to challenge the traditions of her culture. Such
Devaronians may be of any class or role.
RACIAL TRAITS
Ability Adjustments: +2 Dex, +2 Int, -2 Cha
Hit Points: 4
Size and Type: Devaronians are Medium humanoids
with the Devaronian subtype.
Resilient: Devaronians receive a +1 racial bonus to
Fortitude saving throws. This bonus increases to
+3 against poisons and disease.
Self-Sufficient: Devaronians receive a +2 racial
bonus to Survival skill checks.
Adaptability: Devaronians receive Skill Focus as a
bonus feat at 1st level.
Devaronian
Devaronians are among the first Species in the galaxy to
develop interstellar travel, and the males of the species have
been common sights in spaceports throughout the galaxy for
thousands of years. After reaching middle age, Devaronian
males are driven by an urge to wander. As such, they are
often found traveling the galaxy as tramp freighter captains
and scouts. Female Devaronians, on the other hand, are
content to remain in a single location, and as such, raise the
young and run the government of Devaron. The males send
as much money as they can back to their families on
Devaron, but they seldom return to the homeworld. The
females are content with this arrangement, as they tend to
view the restless males as disruptive to home life.
Species Characteristics
Personality: Devaronian males are bold, daring, bull-headed,
rash, terse, unscrupulous, and stingy with their credits. They
love being the masters of their own destinies. Female
Devaronians are generally bright, wise, scrupulous, and
sharp-tongued.
Physical Description: Devaronian males are hairless with
red-tinted skin, sharp incisors, and a pair of large horns
growing from their foreheads. Their appearance is not unlike
the devils of a thousand myths. Female Devaronians are
covered in thick fur that ranges in color from brown to white.
Females are hornless and have prominent canine teeth.
Devaronians stand 1.6 to 1.8 meters tall.
Duros Ewok
Tall, hairless humanoids from the Duro System, Duros were Intelligent omnivores native to one of the moons orbiting
one of the first Species to become a major influence in the Endor, Ewoks are almost unknown prior to the battle of
Galactic Republic, and many respected scholars credited the Endor. Ewoks live in tree-dwelling tribes with gender-based
Duros with creating the first hyperdrive. The Duros have a division of labor; males hunt, forage, and make weapons,
natural affinity for space travel, possessing an innate grasp of while females raise young and handle other domestic tasks.
the mathematical underpinnings of astrogational Ewok culture revolves around complex animistic beliefs
computations. Many tales are swapped in cantinas about involving the giant trees of the forest moon.
Duros astrogators calculating the coordinates for supposedly
impossible jumps in their heads. Although not as numerous Although technologically primitive, Ewoks are clever,
as Humans, the Duros are almost as omnipresent; all but the inquisitive, and inventive. Skittish and wary when first
smallest settlements in known space feature Duros introduced to machines, their curiosity soon overcomes fear.
populations.
Species Characteristics
The Duros Species has existed on other worlds in isolation
from the rest of their kind, evolving in slight different Personality: Ewoks tend to be curious, superstitious, and
directions from the baseline Species. The most populous and courageous, though they can be fearful around things that are
well-known near-Duros Species are the Neimoidians, a strange or new.
people rarely encountered during the Rebellion era.
Physical Description: Ewoks average about 1 meter tall.
Species Characteristics Their fur color and pattern varies widely.
Personality: A Duros tends to be intense and adventurous, Homeworld: The forest moon of Endor.
always seeking to learn what's at the end of the next Languages: Ewoks speak Ewokese. They have no written
hyperspace jump. They are a proud, self-sufficient, fun-loving form of their language. They can learn to speak Basic.
people who also have a tendency toward gregariousness. Example Names: Asha, Chirpa, Deej, Kneesaa, Latara,
Logray, Malani, Nippet, Paploo, Shodu, Teebo, Wicket, Wiley.
Physical Description: Duros average about 1.8 meters tall. Adventurers: An Ewok adventurer may be motivated by a
They are hairless, with large eyes and wide, lipless mouths. love of excitement, a natural inquisitiveness, or a warrior's
Skin color ranges from blue-gray to deep azure. quest. Collecting powerful "Magic" items from fallen
opponents is a sure way to earn the respect of the tribe.
Homeworld: The orbiting cities of the Duro System.
Languages: Duros speak, read, and write both Durese and
Basic.
Example Names: Baniss Keeg, Elior, Kadlo, Kir Vantai,
Lai Nootka, Monnda Tebbo.
Adventurers: Duros adventurers include hyperspace
explorers, star charters, and spacers of all descriptions. They
also tend to gravitate toward the sciences, including
engineering and astrogation as Mechanics. Some Duros shun
exploration in favor of smuggling and trading as Operatives,
and a small number go into diplomatic professions as
Envoys.
RACIAL TRAITS
Ability Adjustments: +2 Dex, +2 Int, -2 Con
Hit Points: 2
Size and Type: Duros are Medium humanoids with
the Duros subtype.
Expert Pilot: Duros receive a +2 racial bonus to
Piloting. In addition to this, Duros treat a ship's
maneuverability as one category better when
piloting.
Intuitive Navigation: Duros reduce the DC of any
Computer or Piloting skill checks made to Navigate
by 5.
Skilled: Duros gain an additional skill rank at 1st
level and each level thereafter.
RACIAL TRAITS Gran
Ability Adjustments: +2 Dex, +2 Cha, -2 Str Gran originally came from the world and system of Kinyen in
Hit Points: 2 the Expansion Region. They are longtime members of
galactic society, with numerous colonies. Although most of
Size and Type: Ewoks are Small humanoids with the these colonies are peaceful, their colony on Malastare quickly
Ewok subtype. became embroiled in a bitter conflict with the native Dugs,
Sneaky: Ewoks receive a +2 racial bonus to Stealth forcing the Gran to act aggressively to protect themselves.
checks. In addition, Ewoks reduce the penalty for
using Stealth while moving by 5, and reduce the Gran place society over self, and they receive training that
Stealth check penalty for sniping by 10. complements both their personal talents and society's needs.
Sure-Footed: Ewoks receive a +2 racial bonus to The desire to maintain balance within society caused the
Acrobatics and Athletics skill checks. Gran to establish alien-only areas of Kinyen. This was
Keen Smell: Ewoks receive a +2 racial bonus to intended to restrict alien influence and avoid trouble between
Perception skill checks made to smell. Species, such as what happened on Malastare. During the
Ewok Resilience: Ewoks receive a +1 racial bonus to Dark Times, the Empire has pushed the Gran leadership to
all saving throws. This bonus increases to +3 grant access to all areas. When the Gran refused, Kinyen was
against fear effects. subjected to orbital bombardment. The Kinyen Gran relented,
Primitive: Ewoks do not gain Weapon Proficiency but the incident inspired many Gran to resist the new
with small arms, long arms, grenades, or advanced Empire.
melee weapons as starting feats at 1st level even if
their class normal grants them. Species Characteristics
Personality: Gran are highly social and unable to stand
solitude, or isolation from other Gran, for any length of time.
Most are talkative, friendly, and hospitable. They are slow to
anger. Gran friendships are for life. Gran from Malastare and
other colonies follow looser social codes than those from the
homeworld .
Physical Description: The beige-skinned Gran have three
distinctive eye stalks with pitch-black eyes, ahead of small
horns and large, triangular ears. Males and females have
similar builds.
Homeworlds: Kinyen, with colonies on many other worlds,
including Hok and Malastare.
Languages: Gran speak, read, and write their own
language of Gran, as well as Basic.
Example Names: Ainlee Teem, Aks Moe, Ask Aak, Baskol
Yeesrim, Cera Vixe, Cruegar, Kea R- Lan, Mawhonic, Nadin
Paal, Ree-Yees, Vee Naaq.
Adventurers: Heroic Gran are often Envoys, Operatives,
Soldiers, and bounty hunters. Prior to the Dark Times, Gran
Jedi consulars were common, and it is possible that some
survived the initial Jedi purge. After the bombardment of
Kinyen, individualistic Gran find themselves open to other
methods of serving society, looking for new ways to resist the
Empire.
RACIAL TRAITS
Ability Adjustments: +2 Wis, +2 Cha, -2 Int
Hit Points: 4
Size and Type: Gran are Medium humanoids with
the Gran subtype.
Enhanced Vision: Gran decrease the DC of
perception checks to Notice based on sight by 5.
Low Light Vision: Gran can see in dim light as if it
were normal light.
Adept Negotiator: Gran receive a +2 racial bonus to
Diplomacy and Sense Motive checks.
Adventurers: Kel Dor commonly become diplomats
(Envoys), bounty hunters, and Jedi. Given their altruism and
sense of justice, many enter law enforcement.
RACIAL TRAITS
Ability Adjustments: +2 Dex, +2 Wis, -2 Con
Hit Points: 4
Size and Type: Kel Dor are Medium humanoids with
the Kel Dor subtype.
Heightened Spiritually: Kel Dors receive a +2 racial
bonus to Mysticism. In addition, they receive a +2
racial bonus to caster level checks to overcome
Spell resistance.
Darkvision: Kel Dors can see up to 60 feet in the
dark.
Vigilant: Kel Dors receive a +1 racial bonus to
Reflex saving throws.
Atmospheric Requirement: Kel Dors 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. However, Kel Dors
may survive in a vacuum for up to 5 minutes
before suffering its effects.
Kel Dor Ithorian
The Kel Dor evolved on Dorin, a world with an atmosphere Ithorians are tall humanoids whose appearance leads many
consisting mostly of helium and a gas that is unique to that to refer to them colloquially as "Hammerheads." Peaceful
world. As such, Kel Dor cannot breathe on planets with and gentile, Ithorians are widely recognized as talented
common nitrogen/oxygen atmospheres. Conversely, Dorin's artists, brilliant agricultural engineers, and skilled diplomats.
atmosphere is toxic to most nonnative life.
On other planets, Kel Dor dwellings provide their native
atmosphere (Stored in large tanks). When outside, Kel Dor
must wear breath masks and goggles. They can neither see
nor breathe without these devices. Most Kel Dor breath
masks include vocoders that amplify the wearer's speech;
while their vocal cords function normally in their native
atmosphere, Kel Dor must shout to provide sound in other
environments. Their eyesight however, is enhanced when
they are away from Dorin.
Species Characteristics
Personality: Calm and kind, the Kel Dor never turn away a
being in need. Still, most believe in quick, simple justice
(Even engaging in vigilantism).
Physical Description: The average Kel Dor stands
between 1.6 and 2 meters tall. Their skin ranges from peach
to deep red, and most have black eyes.
Homeworld: The technological planet of Dorin.
Languages: The Kel Dor can speak, read, and write both
Basic and Kel Dor.
Example Names: Dorn Tlo, Plo Koon, Torin Dol.
Ithorians are perhaps the greatest ecologists in the galaxy, Mandalorian
devoting their technology to preserving the natural beauty of
their homeworld's jungles. They live in "Herds," dwelling in Mandalorians were a predominantly human ethnolinguistic
cities that hover above the surface of their planet and striving cultural group who originated on the planet Mandalore.
to maintain the ecological balance in the "Mother Jungle." Mandalorians had a particularly unique role in galactic
history as legendary warriors, and could be commonly found
Ithorians also travel the galaxy in massive "Herd Ships," not only on the Mandalorian homeworld and its moon,
masterpieces of environmental engineering that carry a Concordia, but across Mandalorian Space and the galaxy at
perfect replica of their native jungle. Many look forward to large on worlds such as Kalevala, Krownest, and Concord
trading for the exotic wares the Ithorians bring from distant Dawn. Mandalore had a largely martial history, but by the
planets. time of the Clone Wars the pacifist and reformist New
Mandalorian political faction controlled Mandalore's
Species Characteristics government, led by Duchess Satine Kryze. This led to
internal conflict with other Mandalorian groups like Death
Personality: Ithorians tend to be calm, peaceful, tranquil, and Watch, who wanted to maintain the warrior ways of their
gentile. Mandalorian heritage.
Physical Description: Ithorians are humanoid, ranging in Species Characteristics
height from 1.8 to 2.3 meters tall, with long necks that curl
forward and end in dome-shaped heads. They have two Personality: Mandalorian clan structure was like a pyramid,
mouths, one on each side of their neck, producing a stereo with the ruler, or Mand'alor, at the top and the Protectors
effect when they talk. enforcing their rule. Below them were the political factions
known as Houses, made up of family clans.One example was
Homeworld: The jungle world of Ithor, or a specific Herd House Vizsla, which was comprised of Clan Vizsla and Clan
Ship. Wren. Under the rule of Duchess Satine Kryze and the New
Mandalorian government during the Clone Wars, the
Language: Ithorians can read and write both Basic and Mandalorians had mostly rejected their martial ancestral
Ithor. When they speak the languages, they speak in a ways, but maintained a police force and secret service, who
stereophonic voice. wielded electropoles and shields.
Example Names: Fandomar, Momaw, Oraltor, Tomia, Homeworld: Mandalorians had a particularly unique role
Trangle, Umwaw. in galactic history as legendary warriors, and could be
commonly found not only on the Mandalorian homeworld of
Adventurers: Ithorians tend to concentrate on peaceful Mandalore and its moon, Concordia, but across Mandalorian
professions. They love to meet new beings and see new Space and the galaxy at large on worlds such as Kalevala,
places. Often, wanderlust leads them to explore the greater Krownest, and Concord Dawn.
galaxy, before they eventually return home.
Languages: As well as Galactic Basic, Mandalorians spoke
RACIAL TRAITS Mando'a, whose written form was also known as
Mandalorian.
Ability Adjustments: +2 Wis, +2 Cha, -2 Dex
Hit Points: 4 Example Names: Satine Kryze, Gar Saxon, Pre Vizsla,
Size and Type: Ithorians are Medium humanoids Sabine Wren
with the Ithorian subtype.
Bellow: As a Standard Action, an Ithorian can open
all four of it's throats and emit a terrible subsonic
bellow. The Ithorian makes a special attack, all
creatures and unattended objects within a 30 ft.
cone must succeed on a Fortitude saving throw to
resist its effects, the DC is equal to 10 + your
character level + your key ability modifier. A
successful hit deals 3d6 points of sonic damage;
on a failed save the target takes half damage
instead. Ithorians gain a unique weapon
specialization with their natural weapons at 3rd
level, allowing them to add 1–1/2 × their character
level to their damage rolls for their bellow. Each
use of this ability requires spending a Resolve
Point.
Survival Instinct: Ithorian receive a +2 racial bonus
to Survival.
Nature Affinity: Ithorians love of nature gives them
a +2 racial bonus to Life Science and decreases the
DC to identify creatures with Life Science by 5.
Adventurers: Mandalorians were some of the most feared Mirialan
warriors in the galaxy. As prideful warriors, single combat
was integral to the culture and spirit of the Mandalorians, Mirialans are a Species of Near-Humans native to the planet
and they had a strong code of honor. Mandalorians adventure Mirial. They are devoted and skillful people who have long
for the same reasons as most humanoid races, though they practiced a religion centering on an understanding of The
do so with a tenacity. Mandolorians are often Operatives or Force through individual actions shaping destinies. They are
Soldiers, though some do become Envoys. easily spotted by their traditional geometric pattern tattoos
which indicate when a Mirialan has completed a specific task
RACIAL TRAITS or achieved a goal.
Ability Adjustments: +2 to any 1 Ability Species Characteristics
Hit Points: 4
Size and Type: Mandalorians are Medium humans Personality: Mirialans are a focused race, spending their
with the Mandalorian subtype. time perfecting whatever path they choose to pursue.
Armor Savant: Mandalorians use armor in a way that Mirialans also tend to be determined individuals, rarely
complements their physique. When wearing armor, backing down from their decisions once they have made
they gain a +1 racial bonus to AC. When they’re them.
wearing heavy armor, their armor check penalty is
1 less severe than normal. Physical Description: Mirialans appear very similar to
Weapon Familiarity: Mandalorians are proficient stock Humans save that their skin color ranges from yellow-
with small and longarm weapons and gain weapon green to more human coloration and can at times show as a
specialization with those at 3rd level. pale blue-green. Their eyes are usually blue or green, with
Bonus Feat: Mandalorians gain a bonus feat at 1st orange more rarely; and their hair is typically black or brown.
level. They average the same heights as Humans, though they tend
to be slightly lighter and they have lifespans comparable to
Humans.
Homeworld: The planet of Mirial, a frigid desert world in
the Outer Rim. Mirial has repeatedly left The Republic
throughout history, notably jointing the Sith Empire during
the Jedi Civil War and the Confederacy of Independent
Systems during the Clone Wars.
Languages: Mirialans practice their own intricate
language of Mirialan.
Example Names: Bariss Offee, Luminara, Unduli, Arwen
Cohl, Hylo Visz, Fortris Gall, Teela Kaarz
Adventurers: Mirialans adventure for the same reasons as
most humanoid races, though they do so with a tenacity not
found in most Species. Mirialans are often Operatives,
though some do become Soldiers. Mirialans have long
practiced a primitive Force-based religion, and some have
taken the mantle of Jedi. Mirialan Jedi are often renowned for
their skill and their dangerous agility in combat.
RACIAL TRAITS
Ability Adjustments: +2 Dex, +2 Wis, -2 Int
Hit Points: 4
Size and Type: Mirialans are Medium humanoids
with the Mirialan subtype.
Disciplined: Mirialans receive a +1 racial bonus to
Will saving throws. This bonus increases to +3
against fear effects.
Heightened Spiritually: Mirialans receive a +2 racial
bonus to Mysticism. In addition, they receive a +2
racial bonus to caster level checks to overcome
Spell resistance.
Mirialan swiftness: Mirialan move faster than other
humanoids, they have a base speed of 35 feet.
RACIAL TRAITS
Ability Adjustments: +2 Int, +2 Wis, -2 Con
Hit Points: 2
Size and Type: Mon Calamari are Medium
humanoids with the Mon Calamari subtype.
Amphibious: Mon Calamari may breathe underwater
without penalty and never suffer movement
penalties for traveling through water.
Expert Swimmer: An Mon Calamari gains a swim
speed of 50 feet and Athletics DCs are decreased
by 5 when swimming. In addition, a Mon Calamari
can take 10 on an athletics check when swimming
even while distracted or threatened.
Weathered: Mon Calamari have cold resistance 5,
which stacks with one other source of cold
resistance.
Mon Calamari Nautolan
Amphibious land-dwellers, the Mon Calamari share their Nautolans are one of the sentient Species native to the planet
Outer Rim homeworld with the aquatic Quarren. They tend Glee Anselm. Their language, Nautila, evolved underwater
to be soft-spoken but vigorously defend causes that inspire and is heavily tied to pheromones. Out of water, Nautila loses
them. Mon Calamari suffered under great oppression under much of it's meaning. As a result, Nautolans learn another
the Galactic Empire; thus, it was one of the first worlds to language, typically either Basic or Anselmian, the language of
declare support for the Rebel Alliance. the Anselmi people, who are native to Glee Anselm's land
masses.
Mon Calamari are widely recognized for their keen
analytical and organizational abilities, and they have
developed a reputation as being among the foremost ship
designers in the galaxy. They see everything they create as a
work of art, not just a tool or weapon.
Species Characteristics
Personality: Creative, quiet, and inquisitive, the Mon
Calamari are dreamers who cherish peace, but aren't afraid
to fight for the causes they believe in.
Physical Description: The average Mon Calamari stands
1.8 meters tall. They have high-domed heads, large eyes, and
smooth, mottled skin.
Homeworld: The watery world of Mon Calamari.
Languages: The Mon Calamari can speak, read, and write
both Mon Calamarian and Basic. Most tend to also learn
Quarrenese as well.
Example Names: Ackbar, Bant, Cilhal, Ibtisam, Jesmin,
Oro, Perit, Rekara.
Adventurers: Mon Calamari seek their dreams among the
stars. They are idealistic and daring, often attaching
themselves to causes that seem hopeless or lost right from
the start. They strive to prove that even thinkers and
dreamers can be brave and daring when the need arises.
Even though they are aquatic, Nautolans have little difficulty Quarren
living in climates that would be uncomfortable for other
amphibians. They are a hardy Species, due in part to the The Quarren hail from the distant Outer Rim planet of Mon
extra cartilage that supports their skeletal structures. Given Calamari, sharing the world with the sentient humanoid
their aquatic origins, they are excellent swimmers. Species of the same name. The Mon Calamari live on the
surface of the world, while the more isolationist Quarren
Species Characteristics dwell in oxygen-filled cities in the deep recesses of the
oceans.
Personality: Nautolans are loyal and steadfast companions.
They wear their moods on their proverbial sleeves, Offworld, Quarren generally stay clear of galactic politics.
expressing both joy and despair with equal zeal. Though Instead, they often become involved with shadowy
polite and civilized under most circumstances, Nautolans occupations such as pirates, smugglers, and spy networks.
tend to reflect the moods of others around them. The tendrils Many Quarren blame both the Empire and the Rebels (Even
on their heads sense the pheromones released by others. more than the Mon Calamari) for their homeworld's
This can inadvertently affect a Nautolan's disposition- for devastation during the Galactic Civil War.
better or for worse. Despite their peaceful nature, Nautolans
are not above defending themselves. Species Characteristics
Physical Description: Nautolans have thick green skin Personality: Practical and conservative, Quarren tend to
that is covered in dark, mottled spots. Their large, black eyes hate change and distrust anyone who displays overt optimism
allow them to see well in dim light. Each Nautolan's head is and idealism.
crowned by long, tentaclelike tendrils, which the Nautolan
decorates with leather bands, metal rings, or beaded ties. Physical Description: The average Quarren stands 1.8
meters tall. They have leathery skin and heads that resemble
Homeworld: The oceanic world of Glee Anselm, located in four-tentacled squids, hence the name "Squid Head"
the Mid Rim. sometimes used by others.
Languages: Nautolans speak their native language of Homeworld: The watery planet Mon Calamari.
Nautila, an underwater language reliant on pheromones as Languages: Quarren speak, read, and write Quarrenese
much as sound. Out of water, most Nautolans speak Basic or and Basic. They tend to also learn Mon Calamarian as well.
Anselmian. Example Names: Kelmut, Seggor, Tessek, Tsillin, Vekker,
Vuhlg.
Example Names: Hiskar Dorset, Kit Fisto, Ploss Niklos, Adventurers: Quarren leave their homeworld to escape
Renko Losa, Pin Mako, Setel Yast. their dependency on the Mon Calamari. They tend to seek
out the fringes of society, operating as Operatives or Envoys
Adventurers: Nautolans crave adventure and are as likely in criminal organizations.
to be Envoys, Operatives, or Mechanics as they are to be
Soldiers. There have also been several notable Nautolan Jedi
and Force Prodigies.
RACIAL TRAITS
Ability Adjustments: +2 Str, +2 Con, -2 Wis
Hit Points: 6
Size and Type: Nautolans are Medium humanoids
with the Nautolan subtype.
Amphibious: Nautolans may breathe underwater
without penalty and never suffer movement
penalties for traveling through water.
Nautolan Movement: A Nautolan has a base speed
of 40 feet and a swim speed of 30 feet.
Natural Athlete: Nautolans receive a +2 racial bonus
to athletics.
Weathered: Nautolans have cold resistance 5,
which stacks with one other source of cold
resistance.
RACIAL TRAITS Rodian
Ability Adjustments: +2 Str, +2 Con, -2 Charisma Rodians hail from the Tyrius star system in the Mid Rim,
Hit Points: 6 their homeworld humid and choked with heavy rain forests
teeming with dangerous life forms. In this hostile
Size and Type: Quarren are Medium humanoids environment, the Rodians evolved into brutal hunters and
with the Quarren subtype. killers to survive. As a result, Rodian culture centers around
Amphibious: Quarren may breathe underwater the concept of "The Hunt." Their art glorifies violence and the
without penalty and never suffer movement art of stalking prey. The more intelligent and dangerous a
penalties for traveling through water. hunter's prey, the more honorable the hunt. Rodians have
Expert Swimmer: An Quarren gains a swim speed of numerous annual festivals that exists solely to honor such
50 feet and Athletics DCs are decreased by 5 when activities.
swimming. In addition, a Quarren can take 10 on
an athletics check when swimming even while Since joining the rest of the galaxy's spacefaring Species,
distracted or threatened. Conditional Bonus Feat: the Rodians have come to view bounty hunting as the most
Adept traders and negotiators, Quarren with honorable profession in existence, and many have found
Diplomacy as a Trained Skill gains Skill Focus great success in this field.
(Diplomacy) as a bonus Feat.
Species Characteristics
Personality: Rodians tend to be violent, tenacious, and
dedicated.
Physical Description: Rodians are humanoid, with
multifaceted eyes, a tapered snout, and deep green skin, the
average Rodian stands 1.6 meters tall.
Homeworld: The industrial world of Rodia.
Languages: Rodians speak, read, and write both Rodese
and Basic, and many learn to speak Huttese as well.
Example Names: Andoorni, Beedo, Chido, Doda, Greedo,
Greeata, Kelko, Navik, Neela, Neesh, Wald.
Adventurers: Rodian adventurers leave their homeworld to
improve their skills, hoping to one day return and claim the
title of Hunt Master. To this end, they take on roles that allow
them to flex their hunting skills and increase their battle
prowess, most commonly working as bounty hunters or
mercenaries as Soldiers.
RACIAL TRAITS
Ability Adjustments: +2 Dex, +2 Wis, -2 Cha
Hit Points: 4
Size and Type: Rodian are Medium humanoids with
the Rodian subtype.
Survivalist: Rodians receive a +2 racial bonus to
Survival and Perception.
Expert Tracker: Rodians decrease the DC of any
Survival skill check made to track by 5.
Low Light Vision: Rodians can see in dim light as if
it were normal light.
Skilled: Rodians gain an additional skill rank at 1st
level and each level thereafter.
Adventurers: Sullustan adventurers enjoy exploring the
galaxy, conducting business as Envoys, and pulling pranks as
Operatives to see how others react. They are inquisitive and
love to discover things through personal experience,
sometimes being a bit reckless.
RACIAL TRAITS
Ability Adjustments: +2 Dex, +2 Wis, -2 Con
Hit Points: 2
Size and Type: Sullustans are Medium humanoids
with the Sullustan subtype.
Darkvision Sullustans can see up to 60 feet in the
dark.
Natural Climber: Sullustans gain a +2 racial bonus to
athletics. They have a climb speed of 15 feet. In
addition to this, they may choose to take 10 on
athletics checks when climbing even when
distracted or threatened.
Heightened Awareness: Sullustans receive a +2
racial bonus to Perception skill checks.
Sullustan Togruta
To survive the natural perils of their harsh, volcanic Togruta are natives of the planet Shili, a world of dense
homeworld, the Sullustans evolved in the planet's numerous forests, wild scublands, and ever-growing urban areas. The
caves. They prefer to dwell underground, constructing highly most striking features of Togruta are their brightly colored
advanced cities of such great beauty that wealthy sightseers horns, head, head-tails, and skin. These patterns serve as a
come from all over the galaxy to visit them. Living sort of camouflage that helps them stalk prey through the red
underground helped the Sullustans to develop acute senses, and white, meter-tall turu-grass of the scrublands.
and they are renowned for their navigational and piloting
skills.
This friendly, gregarious species enjoys interacting with
unique, unusual, and interesting beings. When Old Republic
scouts first visited their homeworld, the Sullustans quickly
embraced galactic civilization. The Sullustan manufacturing
company SoroSuub is one of the largest non-Human-owned
interstellar corporations in the galaxy. In fact, the company
was so powerful that it has become the official government of
Sullust, and more than half the plant's population is on it's
payroll.
Species Characteristics
Personality: Sullustans tend to be pragmatic, pleasant, and
fond of practical jokes.
Physical Description: Sullustans are humanoid with large
eyes, big ears, and jowls. The average Sullustan stands 1.5
meters tall.
Homeworld: The volcanic, technological world of Sullust.
Languages: Sullustans speak, read, and write Sullustese
and Basic.
Example Names: Aril Nunb, Dllr Nep, Nien Nunb, Sian
Tevv, Syub Snunb.
Togruta are natural pack hunters and work effectively in large Trandoshan
groups. Individualism is generally discouraged, but despite
this fact, most Togruta leaders gain power and prestige The reptilian Trandoshans are known for their great strength,
through expressions of individuality. and warlike natures. Many of these beings dedicate
themselves to martial training, and some follow the path of
Outsiders often believe that Togruta are venomous. the hunter on their native world. A few have even become
Although no one knows how the rumor was started, Togruta renowned (Or infamous) bounty hunters in galactic society.
do use their sharp incisors to kill one of their favorite meals, Trandoshans have a long-standing enmity with Wookiees, and
the small, rodentlike Thimiars. the two Species have fought often over the centuries.
Species Characteristics Trandoshans (Who refer to themselves as "T'doshok") have
supersensitive eyes that can see into the infrared range. They
Personality: Togruta are social, outspoken, perceptive, and shed their skin several times in the span of their lives and can
attentive. They prefer to work in groups and are adept at even regenerate lost limbs, but their clawed hands have
complex social interaction within a known group. difficulty with fine manipulation of objects.
Physical Description: A Togruta has an oval face flanked Species Characteristics
by striped, curved horns and a long head tail. Elaborate red
and white patterns adorn the face, while a Togruta's body and Personality: Violent, brutal, and driven, Trandoshans love to
limbs display red and white strips. compete but can show compassion and mercy as the
situation warrants.
Homeworld: Shili in the Expansion Region, a planet
featuring small communities within dense forests and hidden Physical Description: Trandoshans range from 1.8 to 2.1
valleys. meters tall. Their scaly hides offer additional defense against
attacks.
Languages: Togruta are taught their species language of
Togruti, and most later learn Basic. Homeworld: The jungle world of Trandosha.
Languages: Trandoshans speak, read, and write both Dosh
Example Names: Ashla, Raana Tey, Codi Ty, Creev Zrgaat, and Basic.
Dyani Zaan, Jir Taalan, Qusak Laal, Shaak Ti, Vika Saaris, Example Names: Bossk, Fusset, Krussk, Ssuurg, Tusserk.
Ahsoka Tano. Adventurers: A Trandoshan adventurer craves the thrill of
battle. Some leave Trandosha to become bodyguards or
Adventurers: Strong-willed, highly independent Togruta mercenaries. Others set out to find new places to hunt and
leave their homeworld to "Hunt among the stars." Togruta are explore. A few use their warrior traditions to become
often Envoys, Operatives, or Soldiers, or may become Force Soldiers, some even developing into Bounty Hunters as time
Prodigies, but can belong to any Class. goes by.
RACIAL TRAITS
Ability Adjustments: +2 Dex, +2 Cha, -2 Con
Hit Points: 4
Size and Type: Togrutas are Medium humanoids
with the Togruta subtype.
Communalism: Togrutas are used to working with
others as part of a team. Once per day, as long as
an ally is within 10 feet, a shirren can roll a single
attack roll or skill check twice and take the higher
result.
Pack Instinct: When performing an aid another,
covering fire, or harrying fire action, Togrutas grant
that creature a +4 bonus instead of a +2.
Cooperative: Togrutas spend much of their lives in
close contact with one another, learning to predict
their neighbors’ reactions and coordinate their
actions. A Togruta gains a +2 bonus to skill checks
for the aid another action and to attack rolls to
provide harrying fire.
Keen Senses: Togrutas receive a +2 racial bonus to
Perception skill checks.
RACIAL TRAITS Twi’lek
Ability Adjustments: +2 Str, +2 Con, -2 Dex From the dry, rocky world of Ryloth, Twi'leks have made a
Hit Points: 6 place for themselves along the Galaxy. These tall, thin
humanoids include a variety of distinct subraces, but all are
Size and Type: Trandoshans are Medium humanoids instantly recognizable by the tentacular "Head-Tails" (Called
with the Trandoshan subtype. Lekku) that protrude from the backs of their heads.
Regeneration: Trandoshans regain hit points
naturally at twice the normal rate (2 hit points per Sly, calculating beings, Twi'leks prefer to avoid trouble and
character level with 8 hours rest or 4 hit points per stick to the shadows until an opportunity to act without
character level with 24 hours rest). They can undue danger to themselves presents itself. Their
regrow limbs, but takes a month. entrepreneurial spirit frequently leads them to positions of
Natural Weapons: Trandoshans are always influence, and Twi'lek corporate executives and ambassadors
considered armed. They can deal 1d3 lethal are no less common than unscrupulous Twi'lek freighter
damage with unarmed strikes and the attack captains and crime lords.
doesn’t count as archaic. Trandoshans gain a
unique weapon specialization with their natural Species Characteristics
weapons at 3rd level, allowing them to add 1–1/2
× their character level to their damage rolls for Personality: Twi'leks are calculating, pragmatic, and
their natural weapons (instead of just adding their charismatic people. Generally, they try to avoid being swept
character level, as usual). up in open conflict, preferring instead to duck into the
Natural Armor: Trandoshans have thick scales that shadows where they can observe, plan, and prepare to profit
provide a +1 racial bonus to AC. from the outcome.
Low-Light Vision: A Trandoshans can see in dim
light as if it were normal light. Physical Description: Twi'leks are humanoids with long
head-tails. The average Twi'lek stands between 1.6 and 2
meters tall, with skin tones ranging between white, green,
blue, red, and orange, as well as a variety of others.
Homeworld: The rocky world of Ryloth.
Languages: Twi'leks speak, read, and write Ryl and Basic.
They can also communicate with one another using their
Lekku (A form of sign language). Many others also learn
Huttese.
Example Names: Bib Fortuna, Deel Surool, Firith Olan,
Koyi Komad, Lyn Me, Oola, Tott Doneeta.
Adventurers: Twi'lek adventures generally prefer to work
behind the scenes as Operatives, letting others stand in the
full light of day. Many wind up in businesses (Whether legal
or illegal), performing as entertainers, or even serving as
diplomats as Envoys.
RACIAL TRAITS
Ability Adjustments: +2 Dex, +2 Cha, -2 Wis
Hit Points: 4
Size and Type: Twi’leks are Medium humanoids
with the Twi’lek subtype.
Desert Stride: Twi’leks can move through
nonmagical difficult terrain in deserts, hills, and
mountains at their normal speed.
Survivor: A Twi'lek can go without water for 3 days
plus a number of hours equal to her Constitution
score before needing to attempt Constitution
checks to avoid nonlethal damage. They also gain a
+3 racial bonus to resist disease and poisons.
Low-Light Vision: Twi’leks can see in dim light as if
it were normal light.
Persuasive: Twi’leks receive a +2 racial bonus to
Diplomacy and Bluff checks.
Species Characteristics
Personality: Weequay are bullying, brooding, and
superstitious by nature, Their culture does not assign names
to individuals, as all Weequay are considered to be part of the
same whole. They maintain a sinister silence, refusing to
speak in the presence of non-Weequay, preferring instead to
use trusted intermediaries to do their talking for them. Those
raised apart from traditional values find their own voices and
seldom integrate well back into Weequay society.
Physical Description: Weequay are humanoids with thick,
leathery skin that ranges in color from tan to dark brown.
Their faces are lipless, with flat noses and a well-defined frill
along each of their jowls. Males grow their black hair into
long braids, while females are bald.
Homeworld: The arid planet of Sriluur in the Outer Rim.
Languages: A Weequay relies on pheromones to
communicate with other members of his or her tribe.
Communication between tribes involves the spoken language
of Sriluurian, which consists of whispers, hisses, and throaty
mumbles. Written Sriluurian involves a multitude of complex
hieroglyphics and pictograms.
Example Names: Weequay do not take names within their
own society, though members of other Species often give
individual Weequay nicknames. Examples of such monikers
include: Adazian Liebke, Ak-buz, Ak-rev, Diergu-Rea
Duhnes'rd, Fyg, Grimorg, Labansat, Nort Toom, Plaan, Que-
Mars Redath-Gom, Solum'ke, Sora Bulq, and Tas Kee.
Adventurers: Weequay are so attached to their tribes that
it is rare for an individual to venture into the galaxy alone. It
is far more common for bands of like-minded Weequay to ply
their martial skills and propensity for violence as a group.
Their quiet nature and ability to work as a team make them
particularly attractive to the Hutts and various criminal
syndicates as guards and enforcers. Thus, Weequay
Operatives and Soldiers are quite common.
Weequay RACIAL TRAITS
The Weequay are well-known throughout the galaxy for their Ability Adjustments: +2 Dex, +2 Con, -2 Int, -2 Cha
violent tendencies and lack of individuality. Deeply spiritual, Hit Points: 4
they worship a broad pantheon of deities, the most senior of
which is known as Quay. Zealous Weequay perform ritual Size and Type: Weequay are Medium humanoids
sacrifices in Quay's honor, at times resorting to murder. Such with the Weequay subtype.
incidents have done little to dispel their violent reputation. Survival Instinct: Weequay have learned to survive
the harsh conditions on Sriluur. A Weequay
Each Weequay carries a spherical totem through which receives a +2 racial bonus to Survival. Natural
Quay allegedly speaks. The totem is used in times of great Armor: Weequay posses a thick, leathery hide that
need to guide the Weequay, providing spiritual answers to provides a +1 racial bonus to AC. A Natural Armor
individual questions. In practice, the Weequay asks a bonus stacks with an Armor bonus to KAC and
question, shakes the device, and waits for the answer to EAC. Pheromones: Weequay communicate silently
appear. A Weequay treats the totem's advice seriously and with other members of their tribe by emitting
becomes angry and violent is such advice is questioned or complex pheromones. This form of
ridiculed. communication has a maximum range of 100 ft.
Species with the Scent ability can detect Weequay
Male Weequay ply the galaxy as thugs, mercenaries, and pheromones by smell, but this does not allow them
hired assassins, while female Weequay rarely, if ever, leave to understand what the Weequay are
Sriluur. A Male Weequay who leaves Sriluur grows and communicating.
cultivates a long braid, which is then shorn off upon his
return to the homeworld in celebration. Weequay who are
born off-world or adopted into other societies at an early age
often develop more individualistic personalities than their
deep-rooted cousins.
RACIAL TRAITS
Ability Adjustments: +4 Str, +2 Con, -2 Dex, -2 Wis
Hit Points: 6
Size and Type: Wookiees are Medium humanoids
with the Wookiee subtype.
Extraordinary Recuperation: Wookiees regain hit
points naturally at twice the normal rate (2 hit
points per character level with 8 hours rest or 4 hit
points per character level with 24 hours rest).
Wookie Rage: Once per day, a Wookie can fly into a
rage that gains +2 racial bonus on attacks and
damage for melee attacks, -2 to AC, and 2
temporary hit points per character level. The Rage
lasts until the end of the encounter. A Wookie can
end the rage as a free action, and after the rage
ends is fatigued until they take a rest to recover
stamina points.
Natural Climber: Wookiees gain a +2 racial bonus to
athletics. They have a climb speed of 15 feet. In
addition to this, they may choose to take 10 on
athletics checks when climbing even when
distracted or threatened.
Wookiee
Wookiees are widely recognized as one of the strongest and
fiercest intelligent Species in the galaxy. Wookiees have many
customs and traditions that revolve around honor and loyalty,
including the special bond called the honor family and the
sacred pledge called the Life Dept. A Wookiee never uses his
or her climbing claws in combat; doing this is considered
dishonorable and a sign of madness.
Species Characteristics
Personality: Wookiees tend to be honorable, rash, loyal, and
short-tempered.
Physical Description: Wookiees are large furry bipeds,
ranging in height from 2 to 2.3 meters.
Homeworld: The forest world of Kashyyyk.
Languages: Wookiees speak Shyriiwook, consisting of
complex grunts and growls. They understand Basic but lack
the ability to speak it.
Example Names: Chewbacca, Gorwooken, Groznik, Low-
bacca, Ralrra, Rorworr, Salporin.
Adventurers: Wookiee adventurers usually start out as
wanderers or explorers, but some find this path by forming
an honor family with (Or owning a Life Dept to) other
adventurers.
Zabrak
The Zabrak are an early spacefaring race distinguished by
patterns of vestigial horns on their heads. Zabrak hail from
many worlds and have been spacefarers for so long that they
define themselves and each other according to their colony of
origin.
The harshness of Iridonia, their homeworld, forged in the
Zabrak an iron will to survive. Driven to escape their world,
they sought to obtain the knowledge of space flight. When
Duros scouts began exploring the Mid Rim Territories, they
encountered Zabrak in eight sovereign colonies in five
different systems. Though subjugated under the harsh rule of
the Empire, the Zabrak colonies eventually regained their
independence.
Zabrak posses a great amount of confidence, and they
believe that there is nothing they can't accomplish. While this
innate attribute could lead to feelings of superiority, most
Zabrak don't look down on others. They believe in themselves
and are proud and strong, but they rarely project any
negativity toward those of other Species.
Species Characteristics
Personality: Zabrak tend to be dedicated, intense, and
focused, sometimes appearing obsessive and single-minded
to other Species.
Physical Description: Zabraks are humanoid,
distinguished by patterns of vestigial horns atop their heads.
The average Zabrak stands 1.8 meters tall.
Homeworld: The barren world of Iridonia, or one of the
eight colonies in the Mid Rim region of space.
Languages: Zabraks speak, read, and write both Zabrak
and Basic.
Example Names: Aagh Odok, Eeth Koth, Kooth Aan.
Adventurers: Zabrak adventurers love to explore the
galaxy. No challenge is too big to deter a Zabrak. They range
from Operatives on distant colony worlds, to Envoy diplomats
and merchants, to Soldiers, and even Jedi.
RACIAL TRAITS
Ability Adjustments: +2 to any 1 Ability
Hit Points: 6
Size and Type: Zabraks are Medium humanoids with
the Zabrak subtype.
Bonus Feat: Zabraks gain a bonus feat at 1st level.
Heightened Awareness: Zabraks receive a +2 racial
bonus to Perception skill checks.
Fearsome Countenance: Zabraks receive a +2 racial
bonus to Intimidate skill checks.
Archetypes Force Adept
Bounty Hunter The Force Adept is strong in the Force, but follows a different
path from that of the Jedi. To the Force Adept, the Force is
The nature of their work requires Bounty Hunters to more mysterious and more supernatural, and the aid it
associate with the scum of the universe. You are among the provides has a magical quality. A Force Adept comes from a
finest Bounty Hunters in the galaxy, relying on the element of different tradition, with different beliefs and codes of conduct
surprise and your hunter's instincts to catch your prey. from those of the Jedi. This Archtype benefits from using the
materials in the Jedi Class document.
Hunter’s Mark [2nd]
Choose a specific sentient creature that you can identify by Force Intuition [2nd]
name, alias, or specific identity to be your mark. Once you You learn 2 Force Powers and gain a Force Rating of 1. All
defeat your mark, as an action that takes 1 minute, you can Force powers you learn draw from the same pool of uses
study dossiers and database information about another which starts at three times per day. They Force powers are
individual to be your new mark. You can instead abandon considered a Spell-Like ability, using your character level as
your mark for a new one without defeating it, but if you do so, your caster level and the key ability score is Charisma.
you take a –2 penalty to all skill checks for 1 week. If you have
the Bounty Hunter Theme the penalty lasts for 1d4 days Force Power Adept [4th]
instead. While hunting that target, you gain a +2 The DC of Force Powers you cast increases by 1. At 11th
circumstance bonus to Perception checks against your target level, the DC of your Force Powers instead increases by 2,
and a +2 circumstance bonus to Survival checks when you and at 17th level, the DC of Force Powers you cast instead
Track your target. You also ignore the penalty for making increases by 3. Your pool of uses increases by 2.
ranged attacks against the target within your second range
increment. The Force is my Ally [6th]
You can use a Force Power as a move action. You can spend
Ruthless Negotiator [4th] 2 Resolve Points to cast a quickened Force Rating 0 power or
Once per day, when haggling over the price of a bounty, you 4 Resolve Points to use a quickened Force Rating 1 power.
can reroll your Diplomacy check, keeping the better result. You can quicken only Force Powers with a casting time of 1
full action or shorter. At 16th level, you can spend 6 Resolve
Debilitate Target [6th] Points to use a quickened Force Rating 2 power. Your pool of
When you hit an opponent you've designated as your Hunter's uses increases by 2.
Mark (See Hunter's Mark, above) with a ranged or melee
attack, you can spend 1 Resolve Point to inflict a debilitating Deepened Sensitivity [12th]
effect on that enemy until the beginning of your next turn. Your connection to the Force has deepened so significantly
You can choose to make the target deafened, flat-footed, or off- that you are sensitive to even more subtle currents. You gain
target, or to reduce its speeds by half (to a minimum of 10 +1 to you force rating, showing your further sensitivity to the
feet). The target can negate this effect with a successful Force. Your pool of uses increases by 2.
Fortitude save (DC = 10 + half your character level + your
Dexterity modifier). If you have the Debilitating Trick or
Debilitating Attack class abilities the DC of those attacks are
reduced by 2 instead.
Nowhere to Hide [9th]
You may spend a Resolve Point to reroll any Diplomacy
checks made to Gather Information on your Hunter's Mark,
but you must accept the result of the reroll, even if it is worse.
Indomitable [12th]
This ability applies only to an opponent you've designated as
your Hunter's Mark (See Hunter's Mark, above). You receive a
+2 bonus on saves against any attack originating from that
target.
Imperial Inquisitor Mandalorian Warrior
The Imperial Inquisitors are a special group of Dark Jedi who The Mandalorians are talented and ferocious warriors. Their
work for the Empire. Trained to hunt down and destroy the skillful training, warrior culture, and advanced combat
remaining Jedi whenever they are found, Imperial Inquisitors abilities make them formidable foes in any era. The following
are steeped in the lore of the Dark Side. A character must be Talents are particularly suited to the Knights of the Old
a member of the Imperial Inquisitors and have a Dark Side Republic era.
Score of 1+ to take this Archetype. This Archtype benefits
from using the materials in the Jedi Class document. Armored Mandalorian 2nd
Mandalorians wear armor constantly and are routinely
Force Interrogation 2nd making improvements to upgrade their armor. You reduce the
When you deal damage to one or more creatures by using a Dexterity penalty by 1 and gain an extra Armor Upgrade slot
Force Power, you can immediately make a Intimidate check for any armor you wear. In addition to this, in typical
as a Swift Action to Demoralize a single target you damaged. settlements, you can find and purchase armor upgrades with
an item level up to your character level +2.
Inquisition 4th
You are particularly adept at dealing with Force-sensitive Mandalorian Advance 4th
foes. You gain a +1 bonus on attack rolls and deal +4 damage Mandalorians know how to move on the battlefield whether it
against targets that have a Force Rating of 1 or higher. is in heavy armor or with a jetpack. You choose one feat:
Opening Volley or Jetpack Training. You gain this as a bonus
Cower Enemies 6th feat.
When you use the Intimidate Skill to Demoralize, you can
Intimidate all targets in a 30 foot cone instead of Intimidating Mandalorian Glory 6th
a single target. All other limitations to the Intimidation Skill Above everything else, Mandalorians fight for glory in battle.
still apply. Once per encounter, when you reduce an opponent's hit
points to 0, you gain a +5 morale bonus on your next attack
Unsettling Presence 9th during the same encounter.
You can spend a Resolve Point as part of an attack or as a
move action to create an aura of unsettling discomfort Mandalorian Ferocity 9th
around you. Anyone entering within a 30 radius of you must Mandalorians can be ferocious fighters. Select one Weapon
make a Will Save DC equal to 10 + half your level + your Group or Special Weapon you are proficient with; once per
Charisma modifier. On a failed save, that target is Shaken encounter, when making more than one attack in a round, you
while within the aura up. This aura lasts for the remainder of can add +2 damage to each successful hit with the selected
the encounter and essentially works like frightful presence. weapon group or Exotic Weapon.
Military Officer Field Tactics 9th
You know how to use existing terrain to your best advantage.
Officers study old battles, looking for historical examples of Using a Move Action, you can make a Culture check to recall
good military tactics. You are an expert at leading troops into knowledge of tactics with a DC equal to the 10 + the
battle, and using the battlefield to your advantage. encounter CR. If the check succeeds, you and all allies within
60 feet of you can use whatever cover is available to gain a +2
Thorough Assessment 2nd bonus to cover AC and reflex saves (this bonus stacks with
You understand culture as a way to study of military tactics, their current cover). Allies must be able to hear and
warfare, and opponent cultural weaknesses. You gain Culture understand you to gain this benefit, and the bonus lasts until
as a class skills. If this skill is already a class skill for you (or the start of your next turn. This ability provides no benefit to
becomes a class skill) from a source other than this anyone who doesn't have cover. This is a Mind-Affecting
archetype, once per day you can choose to roll a check with effect. At level 14, this can be used as a swift action.
Culture twice and take the best result. Additionally, when you
succeed on a knowledge check with any skill in which you are Outmaneuver 12th
trained, you learn one more useful piece of information about An Officer learns to counter the tactics of their enemies. As a
a creature, terrain, vehicle, world, star system, etc. than Standard Action, you can make a Culture check to recall
normal. At level 11, you learn two more pieces of useful knowledge of tactics with a DC equal to the 15 + the
information than normal. encounter CR. If the check succeeds, opponents in your line
of sight lose all competence, insight, and morale bonuses on
Coordinate 4th attack rolls, as well as any bonuses to AC, until the start of
An officer with this ability has a knack for getting people to your next turn. If one or more enemy Officers are within your
work together. When you use Coordinate as a Standard line of sight, the highest level Officer among them can
Action, all allies within your line of sight grant an additional attempt to Oppose your Culture check as a Reaction. If their
+1 bonus when they use the Aid Another Action until the start Skill Check result is higher than yours, your attempt to
of your next turn. The bonus granted by the coordinate ability Outmaneuver your opponents fails.
increases by 1 every four levels.
Tactical Savvy 6th
When an ally whom you can see spends a Resolve Point to
activate an ability, as a Reaction you can make a Culture
check to recall knowledge of tactics with a DC 15. If the
check succeeds, you can spend an additional Resolve Point to
reduce the cost of the allies by 1 Resolve Point (minimum 0).
This ability refreshes whenever you take a 10-minute rest to
recover Stamina Points and after an 8-hour rest to recover
Resolve Points.
Rebel Recruiter Squadron Leader
You have learned that many enemies can be considered You are an expert at leading a squadron of smaller Vehicles
potential allies instead. You can recognize the telltale signs of into combat as a unit.
a potential ally, and, rather than killing your enemy, you can
bring him or her over to your side. Field Commander 2nd
You can form a squadron that includes any Airspeeder,
Inspiring Rhetoric 2nd Starfighter, or Space Transport you pilot, plus a maximum
You gain Diplomacy as a class skills. If this skill is already a number of Vehicles equal to your half your level plus your
class skill for you (or becomes a class skill) from a source Charisma modifier (Minimum one other Vehicle). Vehicles
other than this archetype, once per day you can choose to roll must be able to communicate with you to gain the benefits of
a check with Diplomacy twice and take the best result. your Squadron Leader abilities, and you must designate
Additionally, when you use diplomacy to sway crowds or which Vehicles are in your squadron at the beginning of your
individuals to your cause decrease the check by 5. first turn as a Free Action. All vehicles in your squadron must
be a tier equal to or less than your vehicle. During a battle, as
Recruit Enemy 4th long as the action only involves speech, you may take a
Once per encounter, when you deal damage to a living Captain action during any phase that you also take a Pilot or
creature that is equal to or greater than the target's current a Gunnery action. If your role is solely that of Captain, the DC
Hit Points (That is, when you deal enough damage to kill the of any Captain actions you take are reduced by 2.
target), you can use this ability. Make a Diplomacy check with
a DC equal to either 10 + your opponent’s total Diplomacy Form on Me 4th
skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is Attempt a Piloting check (DC = 15 + 1–1/2 × your starship’s
higher. On a successful result, instead of dealing full damage, tier) on a successful check, until the end of your next turn, the
you deal half damage to the target. In addition, the target target does not gain the benefits of any evasive stunts, and the
becomes your ally, and it's Attitude toward you immediately squadron does not suffer any penalties.
shifts to Helpful. The target fights on your side until the end
of the encounter, at which point it departs (Or, if the GM Combined Fire 6th
wishes, the target might become your ally permanently and As a Swift Action, you designate a single creature, Vehicle or
join your party). Anyone Hostile to you becomes Hostile to the object within your line of sight as the target of Combined
target. This is a Mind-Affecting effect. If the target is a higher Fire. When using the Combined Fire Action against that
level than you, it gains a +5 bonus to it's Will Save. Enemies target, Vehicles in your squadron gain a +2 bonus on their
that cannot be bribed, blackmailed, or seduced (Such as attack rolls. You can grant this bonus by succeeding at a
Stormtroopers) are immune to this effect. Diplomacy check (DC 15). You may have only one target
designated at a time.
Bolstered Numbers 6th
Whenever you successfully use Recruit Enemy on a target, It's a Trap! 9th
you and all allies within line of sight gain a +2 morale bonus You are skilled at sensing the plans of enemy naval Officers,
to attack rolls until the end of the encounter. and counteracting them. Once per encounter as a Reaction,
you can spend 2 Resolve Points to grant the Pilot of any
Team Recruiting 12th single Vehicle within line of sight (Including a Vehicle you are
You can use Recruit Enemy whenever you or an ally would commanding) an immediate Move Action.
deal enough damage to kill a target, instead of only when you
do. Master Starhopper 12th
You adept at making astrogation calculations, you reduce the
time it takes to astrogate by one step. For example the usual
10 minutes it takes to make an astrogate check is reduced to
1 minute. In addition to this, you may spend 1 Resolve Point
to reduce the DC of the check to astrogate by 5.
Fleet Tactics 18th
As a Captain action, you may designate a single Vehicle as
the target of a large-scale assault. If you succeed on a
Diplomacy check (DC = 15 + 1–1/2 × your starship’s tier), all
allied Gunners within you squadron deal +4 additional
damage to the target with each successful ranged attack until
the start of your next turn. This is a Mind-Affecting effect.
New Feats Jetpack Combat Maneuvers (Combat)
Bad Feeling (Combat) Prerequisite: Jet pack training and Acrobatics Rank 5
Benefit: Gain a +2 circumstance bonus to a combat
Benefit: You can always take a move action during a surprise maneuver (this applies to bull rush, disarm, sunder, or trip
round, even if you are surprised. If you are not surprised, you combat maneuvers) when you spend one charge of your
can take this move action in addition to any other actions you jetpack. When you use this feat, you take a –2 penalty to your
are normally allowed to take in the surprise round. Armor Class until your next turn.
Burst Fire (Combat) Jetpack Training
Prerequisite: Weapon Proficiency (Longarms or Heavy Prerequisite: Acrobatics Rank 2
Weapons) Benefit: You always use the proper trajectories to maximize
Benefit: When using a ranged weapon with the Automatic the efficiency of your rocket-pack burn rates. You gain a +2
special property, and that you are Proficient with, you may bonus to acrobatics when hovering and changing from
fire a short burst as a standard action against a single target. normal flight to cruising flight or vice versa is a move action
You take a cumulative -5 penalty on your attack roll, but deal for you.
extra damage equal to the item’s level. Normal: Changing from normal flight to cruising flight or
Special: Firing a Burst expends 5 charges, and can only be vice versa is a standard action.
done if the weapon has at least 5 charges remaining.
Priming Shot (Combat)
Charged Bolts (Combat)
Benefit: When you take the attack or full attack action with a
Benefit: When using a weapon with the boost ability you ranged weapon, you can take a –2 penalty to your attack roll.
know how to get the most out of that weapon. Boosting in If you hit, the next missile, rocket, or grenade you use gets a
this way expends charges from the weapon equal to double +2 circumstance bonus to attack.
its usage value. This adds an extra amount of damage equal
to half the item’s level. Rapid Reload (Combat)
Droid Hunter (Combat) Benefit: You can retrieve a stored Energy Cell or ammo for a
weapon that weighs 1 bulk or less and reload that weapon as
Benefit: While wielding a weapon with which you are a single Swift Action.
proficient, you gain a +2 bonus on damage rolls against Normal: You can only reload as a move action unless
enemies with the technological subtype, or +4 if you are otherwise specified.
using a weapon that has the lockdown special property.
Rapid Shot (Combat)
Echani Martial Arts (Combat)
Prerequisite: Base Attack Bonus +4, Proficient with ranged
Prerequisite: Base Attack Bonus +3, Improved Unarmed weapon
Strike Benefit: You can make two quick shots with a ranged weapon
Benefit: You have trained the Echani style of martial arts. as a single attack. When using a ranged weapon with which
Your unarmed strikes deal lethal damage, don’t count as you are proficient, you may fire two shots as a standard
archaic, and gain a unique weapon specialization that adds 1- action against a single target. You take a -5 penalty on your
1/2 × character level to damage. attack rolls for both shots. You roll the damage once, but with
two successful attacks all variable, numeric effects are
Flash and Clear (Combat) increased by one-half.
Special: Using this Feat fires two shots and can only be done
Benefit: When you damage a target using a weapon with the on if the weapon has sufficient ammunition remaining. If you
explode special property, you gain total concealment against do not have a Strength score of 13 or higher, increase the
that target until the beginning of your next turn. penalty to attacks to -6 when using this Feat.
Friends in Low Places
Prerequisite: Trained in Diplomacy
Benefit: Whenever you would acquire a license for a
restricted or military object, you can make a Diplomacy check
with a DC equal to 20 + the item level to gather information
about the item. Reduce the black-market cost of the item by
10%.
Jedi Familiarity
Benefit: Once per encounter, when you are targeted or
affected by a Force power or Force talent originating from an
ally, you gain one temporary Resolve Point, which must be
spent before the end of the encounter or it goes away. The
Force power must benefit you; if the Force power or Force
talent damages you, you do not gain the benefit of this feat.
Force User Feats Force Expertise
Battle Strike (Combat) Prerequisite: Force Affinity, Character Level 16
Benefit: Your Force Rating increases by +1 and the number
Prerequisite: Force Rating 1 of times per day you can use a Force Power increases by 2.
Benefit: You use the Force to enhance your battle prowess. This does not put you above Force Rating 5.
As a standard action, you can make a deadly attack (melee or
ranged), using the Force to guide you. Just before making Force Sensitivity
your attack, attempt a Mysticism check with a DC equal to 20
+ your target’s CR. If you succeed at the check, add your Prerequisite: Character Level 5
Force Rating as a divine bonus to the attack and deal an Benefit: You learn 1 Force Power and gain a +1 to your Force
additional 1d6 damage per Force Rating. Rating (this does not put you above Force Rating 2). If you do
Special: You can spend a Resolve Point to double your Force not have a Force Rating yet, your Force Rating is 1. All Force
Rating to attack and add an extra 1d6 to the damage. powers draw from the same pool and are usable once per day
for every 3 character levels you have starting at level 1. Your
Channel Force caster level equals your character level and the key ability
score for these spells is Charisma.
Benefit: You understand that the Force manifests in many
forms, some magical and some divine. You can draw on this Force Training
magical or divine energy to cast Force Powers with spell slots
you have from any spell casting classes. When casting a Prerequisite: Force Sensitivity
Force Power, you may sacrifice a spell slot and to use a Force Benefit: You learn 2 additional Force Powers. This feat can
Power of the same level without tapping into your Force be taken multiple times, each time you learn 2 new Force
Power pool. Powers.
Force Affinity Minor Force Sensitivity
Prerequisite: Force Sensitivity, Character Level 8 Benefit: You learn two level-0 Force Powers as a spell-like
Benefit: Your Force Rating increases by +1 and the number ability. All Force powers draw from the same pool and are
of times per day you can use a Force Power increases by 2. usable once per day for every 3 character levels you have
This does not put you above Force Rating 3. starting at level 1.
Force Endurance Mystic Duelist (Combat)
Prerequisite: Character Level 5 Prerequisite: 1 rank Mysticism, Force Rating 1
Benefit: You add 3 additional uses to the number of uses in Benefit: You tap into the force during battle by harnessing
your Force Power pool. your emotions or being at peace. For attacks made with a
melee weapon, you can spend a Resolve Point to add your
Force Rating as a divine bonus to the attack for 1 minute.
This does not stack with any sources that provide bonuses to
attack based on your Force Rating.
New Skill Uses
Computers Mysticism
Improve Access (Trained Only) Force Trance (Trained Only)
As a Full-Round Action, you can make a Computer check to As a Full-Round Action, you can enter a Force Trance with a
adjust the attitude of a computer in order to gain access to it's DC 10 Mysticism check. In this state, you remain fully aware
programs and information. You must be able to communicate of your surroundings. You can emerge from the trance as a
with the computer either through a direct interface or by Swift Action. If you remain in a Force trance for 4
connecting to it through an appropriate network. Apply a consecutive hours, you emerge from the trance fully rested
modifier on the standard Computers check based on the (as though you'd rested for 8 hours). While you're in a Force
computer's current attitude toward you: Hostile +10, trance, you can go ten times as long as normal without air,
Unfriendly +5, Indifferent +0, Friendly -5. On a successful food, or water (see the Endurance skill).
check, the computer's attitude shifts one step in your favor. If
you fail, the computer's attitude does not change. If you fail by Move Light Object (Trained Only)
5 or more, the computer's attitude becomes one step worse As a move action, you can use The Force to telekinetically lift
and the computer notifies the computer's administrator of the and move a relatively light object within your line of sight. A
access attempt. A Hostile computer can be dangerous. If the successful DC 10 Mysticism check allows you to move an
computer becomes Hostile or you fail any Computer check object weighing up to 1 Bulk a distance of 30 feet in any
made to improve access to a Hostile computer, it traces your direction. As a Standard Action, you can use the object as a
exact location, notifies the nearest security personnel, and projectile weapon, but the DC equal to 20 + your target’s CR.
activates any additional countermeasures. If your Mysticism check succeeds, the object hits and deals
1d4 points of bludgeoning damage. Using an object as a
Astrogate (Trained Only) projectile weapon is otherwise treated as a ranged attack for
You can plot a safe course through hyperspace. Doing so the purposes of talents and feats that interact with ranged
usually requires 1 to 10 minutes, at the end of which you attacks.
must succeed on a Computer check. Various factors
influence the DC of the check. Moving from a given location Sense Surroundings
to a desired destination through Hyperspace requires a As a Swift Action, you can make a DC 15 Mysticism check to
successful Computer check. Because every object in the ignore the effects of cover and concealment when making
galaxy is constantly in motion, the precise path between two Perception checks to detect or observe targets until the start
locations changes from day to day. of your next turn. Increase the DC by 5 if this ability is used
against targets with Total Cover.
If the Astrogator uses current data (One day old at most),
they can plot a safe course. Doing so takes ten minutes and Telepathy
requires a successful DC 10 Computer check. If an As a Standard Action, you can establish a telepathic link with
Astrogator has no data with which to plot a jump through a distant creature. Through the link, you can exchange
Hyperspace, the base DC for the Computer check is 30, and emotions or a single thought, such as "Go!", "Help!", or
the Astrogator must spend 1 hour calculating coordinates "Danger!" The target must have an Intelligence of 2 or higher,
and vectors before attempting the check. As a general rule, and the distance between you and the target determines the
data for a particular route through Hyperspace is available to DC (see below). Against an unwilling target, you must make a
anyone with access to the HoloNet- although that data might Mysticism with a DC equal to 15 + your target’s CR; if the
be outdated if the route in question is not frequently traveled check fails, you cannot establish a telepathic link or attempt
by other ships. to telepathically contact the target for 24 hours unless the
target becomes a willing one.
Certain situations or circumstances can also modify the
check, as shown in the table below. The lack of a Nav Telepathy
Computer (Or, failing that, an Astromech Droid with stored
coordinates) makes the task much more difficult. If time is of Distance DC
the essence, the Astrogator can perform the check as a 1
minute Action by taking a -10 or a Full-Round Action by Same planet 15
taking a -20 penalty on their Computer check.
Astrogation DC Modifiers Same system 20
Situtation Check Modifier Same region/quadrant of the galaxy 25
+5
Using Nav Computer Different region/quadrant of the galaxy 30
No Nav Computer Used -10
No HoloNet Access -5
Attempt to make the check in 1 minute -10
Attempt to make the check in 1 round -20