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=== Other Species of the Old Republic and Beyond=== '''ARDENNIAN SPECIES TRAITS'''[https://www.pinterest.com/pin/822540319417884728/]</br> '''Ability Score Modifier''': +2 to Dexterity, +1 to Wisdom</br> '''Small Sized and Speed''': base 25 feet. As a small sized creature, Ardennian gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.</br> '''Darkvision''': Ardennian has darkvision out to 60 feet.</br> '''Expert Climbers''': Due to using all four of their flexible arms and their manipulative feet, the Ardennian have advantage on Strength (Athletic) checks when climbing. Furthermore, if any of these skill checks is a 9 or less, the Ardennian treats these rolls at if they rolled if was a 10. Climbing does not count as double movement for their Speed nor does it provide others with advantage against them. </br> '''Four Armed and Hand-like Feet''': Ardennian have an additional set of arms and they can use their feet can act as additional hands when not moving. They may interact with an additional object or feature of the environment for free during your turn. They can carry an additional one-handed weapon using each of these extra arms, but cannot use the Versatile property of weapons carried in these extra arms. They gain +2 with grapple tests due to their extra arms. Their hands can be used for other tasks, such as opening doors, carrying lamps or comlinks, using tools, etc. without difficulty when they are not holding weapons. If not moving (Speed 0) and when not carrying any additional items the Ardennian gains +2 bonus to any skill that the GM deems would benefit from multi-limbs. Example could include Computer Use, Drive, Mechanic, Pilot, etc.</br> ''Languages'': you can speak, read and write in Basic and Ardennesse</br> '''ARKANIAN SPECIES TRAITS'''[https://swrpggm.com/arkanian/]</br> '''Ability Score Modifiers''': +2 to Intelligence, -2 to Charima and +1 to Two other Attributes of the player's choice, due to extensive genetic manipulations. Seeing themselves and the pinical of evolution and treating all other species as lesser beings makes them rather unpersonable. Alternatively those that reject this manipulation they gain +2 to Intelligence only.</br> '''Medium Sized and Speed''': base 30 feet</br> '''Cold Resistance''': hailing from the frozen planet of Arkania the Arkanians have natural resistance from extreme colds. They have Resistance (PHB pg. 194) verses any cold damage and attack rolls with the cold descriptor are at disadvantage. Their skin counts as Winter Clothing for cold environmental conditions.</br> '''Darkvision''': Arkanian can see in total darkness out to 60 feet</br> '''Upgraded Enhancements''': as it is not unusual for an Arkanian to enhance themselves with internal and/or external cybernetics, they can start with up to 2 points of Strain in Cybernetics at no cost in credits. Those that reject this aspect of their species instead gain a bonus Feat of their choice so long as they qualify for it.</br> ''Languages'': you can speak, read and write in Basic and Arkanesse</br> '''ARKANIAN OFFSHOOT SPECIES TRAITS'''[https://www.pinterest.com/pin/844002786409078385/]</br> '''Ability Score Modifers''': +2 to any one Attribute of choice and +1 to one additional Attribute of player's choice.</br> '''Medium Sized and Speed''': base 30 feet</br> '''Cold Resistance''': also from the frozen planet of Arkania the Offshoots have natural resistance from extreme colds. As Arkanian, their offshoots have Resistance (PHB pg. 194) verses any cold damage and attack rolls with the cold descriptor are at disadvantage. Their skin counts as Winter Clothing for cold environmental conditions.</br> '''Darkvision and Low-Light Vision''': Arkanian Offshoots can see in total darkness out to 60 feet and ignore Dim light penalties.</br> '''Genetic Manipulation''': As the Arkanian Offshoots have been specifically created to serve various roles within Arkanian society (as slaves of course) they gain a bonus Feat of their choice for free to somewhat reflect this roll. </br> ''Languages'': you can speak, read and write in Basic and Arkanesse</br> '''FEEORIN SPECIES TRAITS'''[https://www.pinterest.co.uk/pin/564849978238621370/]</br> '''Ability Score Modifiers''': +4 to Strength, -1 to Dexterity, -1 to Wisdom</br> '''Medium Sized and Speed''': base 30 feet</br> '''Continue to Grow all their Lives''': The Feeorin have the unusal biology of growing stronger even while their bodies age up until their deaths. They suffer no ill effects from age to their strength. They also have advantage with Strength saving throws ''and'' Strength (Athletic) skill checks. </br> '''Great Fortitude''': Feeorin gain +2 with Constitution saves.</br> '''Survivorist''': Feeorin have learned how to survive almost anywhere after being forced off their homeworld thousands of years ago when it was destroyed. They gain proficiency with the Wisdom (Survival) skill and also have Advantage with it when making skill checks of it. </br> ''Languages'': you can speak, read and write in Basic and Feeorinesse</br> '''KHIL SPECIES TRAITS'''[https://www.pinterest.com/pin/396527942177735686/]</br> '''Ability Score Modifiers''': +1 to Intelligence, +2 to Charisma</br> '''Medium Size and Speed''': base move of 30 feet</br> '''Bonus Skill''': start with proficiency in any Skill of choice for free. The Khil are a dedicated and ambitious people, with little tolerance for laziness or time-wasting. </br> '''Hullepi Feeders''': the Khil can draw part of their nutrional needs through the air and thus only require a fourth of the food and water required to survive and maintain health.</br> '''Natural Musicians''': As the Khil breath through their hullepi tentacles that hang from their mouths they can produces increadible sounds and music from them. They have advantage with Charisma (Performce) skill checks.</br> '''Strong Willed''': Khil gain +2 to their Wisdom saving throws. </br> ''Languages'': you can speak, read and write in Basic and Khilese.</br> '''SELKATH SPECIES TRAITS'''[https://www.pinterest.com/pin/725572189935905827/]</br> '''Ability Score Modifiers''': +2 to Wisdom</br> '''Medium Sized and Speed''': base 30 feet. They also have a Swim speed of 30 feet.</br> '''Breathe Underwater''': as amphibious creatures, Selkath cannot drown in water.</br> '''Diplomates''': due to the presence of the kolto on their homeworld of Manaan (in the Old Republic this is the only source), traders and diplomats flocked to their world. As such all Selkath learn how to deal with others from a very young age. They have proficiency in Charisma (Persuasion) for free.</br> '''Expert Swimmers''': a Selkathi has advantage when using Strength (Athletics) checks when swimming. Furthermore, if this skill check is a 9 or less, the Selkath treats these rolls at if they rolled a 10.</br> '''Low-Light Vision''': Selkath can see perfectly fine in Dim light conditions.</br> '''Natural Healers''': Selkath gain advantage whenever they are making a Wisdom (Medicine) skill check. </br> ''Languages'': you can speak, read and write in Basic and Selkath</br>
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