Species List

This is the list of species easily usable as player characters. Species may be added periodically. Some sentient species are mentioned in the Star Wars universe that may not be easily adapted to function in a party, if you want to play one of these speak to your GM. Each species has a more complete description in the link, but most of that is ripped directly from Wookieepedia. Check it out for all your Star Wars trivia.

Human
Humans have been around for a long time, and the current galactic seat of power rests on one of their home planets. Their ability to adapt and innovate has led to them being one of the most populous species in the galaxy.


 * +2 Ability score of their choice
 * Medium size
 * 30 ft movement speed
 * 1 extra skill point per level
 * Extra	feat at 1st	level
 * Languages: Basic
 * Racial traits/feats: Heritage(Corellian, Mandolorian, etc.)

Bothan
A race of furry humanoids, their culture prizes personal gain and social power. Known for having a very robust and mercenary espionage system.


 * +2 Dex, +2 Int, -2 Con
 * Medium size
 * 30 ft movement
 * +2 Sense Motive and Perception checks
 * Contacts: You cultivate relationships like some people grow crops, and when the harvest time comes you make sure to collect. Gain a +4 on any Charisma checks or Charisma based skill checks when dealing with contacts.
 * Languages: Basic, Bothese
 * Racial traits/feats: Spynet

Cerean
With two separate brains to pursue a wide variety of thoughts, cereans are known for being especially contemplative.


 * +2 Int, +2 Wis, -2 Dex
 * Medium size
 * 30 ft movement
 * +2 bonus on Initiative
 * +2 to Diplomacy and all checks to recall information with Knowledge	skills.
 * Split mind: Multi-tasking master. Extended skill checks using mental	skills(Int, Wis, Cha) take half as much time. Bonus on concentration	checks.
 * Languages: Basic, Cerean
 * Racial traits/feats: Meditative

Duros
One of the first species with hyperdrive capabilities, duros are wanderers equally as comfortable in the cold void of space as planet-side.


 * +2 Dex, +2 Int, -2 Str
 * Medium size
 * 30 ft movement
 * Spacer: Duros are born to love the endless void of space. You take	no penalties from being in a zero-gravity environment. You may also	attempt Pilot checks for starships as if you were trained.
 * Wanderer: Not all who wander are lost, but if you wander	enough you tend to develop a good sense of direction. Gain a +4 on Survival checks to avoid getting lost, and Astrogate checks to avoid	hazards.
 * Languages: Basic, Durese
 * Racial traits/feats: Nemoidian?

Gamorrean[Needs help]
Pig-like creatures from a culture recently introduced to space travel, they are having a hard time adjusting to the complexities of galactic society.


 * +2 Str, +2 Con, -2 Dex, -2 Int
 * Medium size
 * 30 ft movement
 * Primitive: Replaces class proficiency with Simple/Primitive weapons.
 * +2 Fort
 * Power Attack feat
 * Languages: Gamorrean

Gungan[Needs help]
Native to the swamps and oceans of Naboo, gungans are both curious and canny.


 * +2 Con, +2 Wis, -2 Int
 * Medium size
 * 30 ft movement
 * Low-Light Vision
 * +2 Perception(Listen)
 * +2 Reflex
 * Hold Breath: 25xCon before drowning, +4 Swim
 * Languages: Basic, Gungan

Insectile Hive Mother

 * +2 Con, +2 Wis, -2 Str
 * Medium size
 * Base Speed 30 ft
 * Exoskeleton: The hardened shell provides 1 DR.
 * Telepathic Communication: Hive mothers can attempt telepathic communication with any creature within 100 ft. However, when not communicating with other insectiles(species name?), translation can be a little rough. The hive mother makes a DC 10 Diplomacy or Sense Motive check to be able to communicate clearly, otherwise the message comes across garbled, oddly phrased, or just misleading. GM's choice.
 * Horn: Natural gore attack, 1d4 damage
 * Languages: Basic?, Insectile
 * Species traits: Adept(Healing, Nature)? Caring? Educated?

Ithorian
Ithorian culture focuses on peacefulness and communion with natural systems.


 * +2 Wis, +2 Cha, -2 Dex
 * Medium size
 * Base speed 30 ft
 * +2 Knowledge(Nature) and Survival
 * Loud Voice: With two mouths and four throats, an ithorian can easily	create enough volume in a shout or scream to disorient nearby	people. Once per day, an ithorian may scream or shout, and all	organic creatures within 10 feet of the ithorian must make a Fort	save or be Sickened for 1d4 rounds.
 * Languages: Basic, Ithorese
 * Racial traits/feats: Better screaming?

Jawa

 * -4 Str, +2 Dex, +2 Int
 * Small size: +1 attack and defense, +2 stealth. -1 CMB, CMD, and all weapons require an extra hand to use(so blaster pistols require 2 hands) or impose a -4 penalty.
 * 20 ft movement
 * Droid taker: A jawas technical knowledge is practically hereditary,	and they have a knack for disabling the things that might hurt them.	Jawas deal +2 damage with all ion weapons.
 * Salvage: Reduce the time for disassembling something by 25%.
 * Darkvision 30 ft
 * Languages: Jawa, and Jawa trade speak
 * Racial traits/feats: Horde tactics(feat)

Kel Dor[Needs help]
Coming from a planet with a very different atmosphere, kel dor do not do well in many oxygen-rich environments. Kind, but strong cultural sense of justice.


 * +2 Dex, +2 Wis, -2 Con
 * Medium size
 * Base speed 30 ft
 * Gas Breather: Suffocate without breath mask.
 * Low-light vision
 * +2 Reflex saves
 * Languages: Basic, Kel Dor
 * Racial traits/feats: Silver eyes(force sensitive), Baran Do tradition

Mon Calamari[Needs help]
A piscine species from an aquatic world, the mon calamari have impressed the galaxy with their creativity and willingness to marry art and engineering.


 * +2 Dex, +2 Int, -2 Con
 * Medium size
 * Base speed 30 ft
 * Breathe Underwater: Can't drown, +4 Swim
 * Low-light vision
 * Artisan: Gain a +4 Craft of choice, and you can always take 10 or 20 when using that skill.
 * Aquatic Resilience: +2 Will, the mon calamari loses this bonus if they are in an arid environment for without protection for more than 1 hour.
 * Languages: Basic, Mon Calamarian
 * Racial traits/feats:

Quarren[Needs help]
Tentacled faces and a rather thuggish reputation have lead may a quarren to jobs on the less-than-legal side of the street.


 * +2 Con, +2 Int, -2 Cha
 * Medium size
 * Base speed 30 ft
 * Breathe Underwater: Can't drown, +4 Swim
 * Creature from the Deep: Your visage and posture is instinctively scary to many species, and you gain a +4 on Intimidate and Stealth checks in low-light or dark conditions, even if the creature can see in those conditions.
 * Darkvision 60 ft
 * Languages: Basic, Quarrenese
 * Racial traits/feats:

Rodian
Quick and determined, rodians live for the hunt. Whether pursuing a life goal or just another bounty, rodians tend to achieve things through passion and violence.


 * +2 Dex, +2 Cha, -2 Wis
 * Medium size
 * Base speed 30 ft
 * Low-light vision
 * +2 Perception and Athletics checks to climb
 * Sharp senses: Rodians have a variety of lesser senses for heat,	scent and vibration. While none of those are completely reliable on	their own, they all add together to keep a rodian very aware of	their surroundings. Creatures within 20 ft of the rodian do not add	cover or concealment bonuses to their stealth checks.
 * Languages: Basic, Rodese
 * Racial traits/feats:

Sullustans
Short and personable, sullustans adapted from the darkness of underground to the darkness of space quite easily.


 * +2 Dex, +2 Int, -2 Con
 * Medium size
 * Base speed 30 ft
 * Darkvision 60 ft
 * +2 Perception checks
 * Warren dweller: You take half the normal penalties when squeezing, and you can run or charge through spaces occupied by friendly creatures.
 * Languages: Basic, Sullustese
 * Racial traits/feats:

Trandoshan
Large and heavily built, trandoshans are known to be able to both give and take a beating. Don't put in the same room with wookiees.


 * +2 Con,+2 Wis, -2 Dex
 * Medium size
 * Base speed 30 ft
 * Darkvision 60ft
 * Toughened Hide: DR 1 Natural armor
 * Regeneration: The ability for trandoshans to shrug off wounds is	legendary, even to the point of replacing entire limbs. Trandoshans	recover hit points at 2x the normal rate.
 * Claws: Trandoshan claws are heavy and blunt, but make effective weapons all the same. You gain a natural claw attack that deals 1d4+Str damage.
 * Languages: Basic, Dosh
 * Racial traits/feats: Infared senses(trait), heavier scales(feat)

Twi'lek[Needs help]
Getting along with your neighbors is important when your world is just barely habitable. Twi'leks take that social fortitude with them into the stars.


 * +2 Dex, +2 Cha, -2 Wisdom
 * Medium Size
 * Base speed 30 ft
 * Low-Light vision
 * Social Acumen: +2 bonus on Diplomacy and Sense Motive.
 * Saved it: Once per day before the result is determined, a Twi'lek may reroll a Charisma based skill check.
 * Naturally lucky: Gain a +1 bonus on all saves.
 * Languages: Basic, Ryl, bonus: Lekku
 * Racial traits/feats:

Wookiee
If you need someone's arms ripped off, you ask one of these towering simians. Politely.


 * +4 Str, -2 Wis Immensely strong, but tend to have impulse control	issues.
 * Medium size
 * Base speed 30 ft
 * +2 on Athletics checks, and gain a +10 to catch themselves when falling.
 * +4 Intimidate
 * Brute Strength: Wookies are big and powerful, with a lot of practice	at throwing their weight around. Gain a +2 on CMB checks to	bull-rush, overrun, and grapple.
 * Limited Vocabulary: Wookiees have a very hard time enunciating languages other then their own, so while they may understand many languages, they cannot speak them.
 * Languages: Basic(can't speak), Shyriiwook
 * Racial traits/feats: Rage, Big guy(count as large size)

Zabrak
A race that's made a living off of living where no one else wants to live.


 * +2 Abiliy score of choice
 * Medium size
 * Base speed 30 ft
 * Natural Explorer: +4 Survival
 * Healthy: +4 vs. Poison or disease
 * Will to Live: Gain the Endurance and Diehard feats
 * Languages: Basic, Zabrak
 * Racial traits/feats: