Player Races

This is a list of allowed races for PCs. Some races may be limited by class. Each races will have it’s rules listed and what book and page they can be found in.

Humans (Any Class) Core p23
Medium Size
Speed 6
Bonus Skill: One additional
Bonus Feat: One additional
Automatic Language: Basic

Duros (Scoundrel, Scout) Core p25
Ability Modifiers: +2 Dex, +2 Int, -2 Con
Medium Size
Speed 6
Expert Pilot: May reroll their Pilot checks, must take second roll.
Automatic Languages: Basic and Durese

Twi’leks (Any Class) Core p31
Ability Modifiers: +2 Cha, -2 Wis
Medium Size
Speed 6
Deceptive: May reroll their Deception checks, must take second roll.
Great Fortitude: +2 bonus to Fortitude Defense.
Low-Light Vision: Ignore concealment from darkness, but not total concealment.
Automatic Languages: Basic and Ryl

Zabrak (Jedi, Scout, Soldier) Core p32
Medium Size
Speed 6
Heightened Awarness: May reroll Perception checks, must take second roll.
Superior Defense: +1 to all defenses
Automatic Languages: Basic and Zabark

Cathar (Jedi, Noble, Scout, Soldier) KotOR p12
Ability Modifiers: +2 Dex, -2 Int
Medium Size
Speed 8
Natural Weapons: 1d6 claws when unarmed attacking
Reactive Claw: Swift Action. Once per encounter. Single Claw attack with a free hand.
Cathar Insticts: Climb and Stealth are class skills
Automatic Languages: Catharese and Basic

Miraluka (Jedi) KotOR p16
Ability Modifiers: -2 Dex, +2 Int
Medium Size
Speed 6
Force Sight: Blind, but use the force to see. Read and write and make perception checks normally. Act as if they have darkvision. Cannot ‘see’ things invisible or immune to the force. Ignore penalties to perception checks from concealment or cover. Do not increase DC of Sense Surroundings aspect of Use the Force agaisnt targets with total cover.
Conditional Bonus Feat: A Miraluka with Use the Force trained gains Force Training as a bonus feat.
Automatic Languages: Basic and Miralukese

Gotal (Noble, Scoundrel, Soldier) GoI p14
Medium Size
Speed 6
Energy Reading: Standar Action. Perception vs Will Defense. Success reveals target’s emotional state.
Low-Light Vision: Ignore concealment form darkness, but not total concealment.
Sensor Cones: Can use Sense Force and Sense Surrounding applications of Use the Force untrained.
Automatic Languages: Basic and Gotal

Falleen (Noble, Scoundrel) SaV p8
Ability Modifiers: -2 Wis, +2 Cha
Medium Size
Speed 6
Hold Breath: Can hold breath 25 x Con before making endurance checks.
Pheromones: Standard Action: Lvl + Cha vs Fort Defense of adjacent creature. If successful move target -1 on condition track. If moved down -5 steps target becomes ‘friendly’ instead of falling unconscious. Failed attempts cannot be retryed on same target for 24 hours. Target holding breath negates attack. Hostile characters cannot be targeted.
Pheromone Acclimation: +5 to Fort Defense vs Pheromones of other Falleen.
Automatic Languages: Basic and Falleen.

Squib (Scoundrel, Scout) TUR p15
Ability Modifiers: -2 Str, +2 Dex
Small Size: +1 Ref Defense, +5 Stealth, 3/4 lifting
Speed 6
Natural Diplomat: +5 Persuasion to Haggle and Persuasion is a class skill.
Tech Savvy: May reroll and Knowledge (Technology) check but must keep the second result. Is not limited to common knowledge when making Knowledge (Technology) checks untrained.
Weapon Familiarity: If have Weapon Proficiency (Rifles) also be proficient in Squib tensor rifle.
Automatic Languages: Basic and Squibbian

Chagrian (Jedi, Noble, Soldier) LE p10
Ability Modifiers: +2 Str, -2 Dex
Medium Size
Speed 6
Breath Underwater
Low Light Vision: Ignore concealment from darkness, but not total concealment
Readiation Resistance: +5 bonus to Fortitude Defense vs radiation.
Automatic Languages: Basic and Chagri

Zeltron (Noble, Scoundrel) LE p17
Ability Modifiers: +2 Cha, -2 Wis
Medium size
Speed 6
Empathy: Add Charisma bonus to Perception checks to sense deception or influnce.
Pheromones: +5 bonus to Persuasion checks to change attitudes of other creatures (beside Zeltrons).
Automatic Languages: Basic

Lurmen (Jedi, Scout) GaW p12
Ability Modifiers: +2 Wis, -2 Str
Small Size: +1 Ref Defense, +5 Stealth, 3/4 lifting
Speed 4
Mender: Reduce DC of any Treat Injury check by Wisdom modifier.
Primitive: Do not gain Weapon Proficiency (pistols, rifles or heavy weapons) as starting feats, even if their class grants them.
Roller: Swift action: Curl into ball or emerge from ball. While in ball form increase speed by +4. May only move, withdraw, second wind, drop an item and run while in ball form.
Skills: Can take 10 on Climb checks even when distracted or threatened.
Automatic Languages: Basic and Lurmese

Togruta (Any Class) TFU p18
Ability Modifiers: +2 Dex, -2 Con
Medium Size
Speed 6
Pack Hunter: +2 damage when flanking with melee
Sneaky: May reroll Stealth check, must keep second result.
Spatial Awareness: Ingore cover and concealment with Perception Checks within 10 squares.
Automatic Languages: Basic and Togruti.

Nautolans (Jedi, Scout, Soldier)
Ability Modifiers: +2 Con, -2 Int, -2 Wis
Medium Size
Speed 6, Swim 4
Breath Underwater
Expert Swimmers: May reroll Swim checks, must keep second result. Can take 10 on Swim checks even when threatened or distracted.
Low-Light Vison: Ignore concealment from darkness but not total concealment.
Natural Damage Reduction: DR 2
Pheromonal Sensor: May reroll Perception check to sense deception or influence, but must keep the second result. If underwater, may keep the better result.
Automatic Languages: Basic and Nautila.

Player Races

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