Post by rich on Nov 27, 2005 12:30:18 GMT -5
The following is a list of the races that have been documented to either exist within or against the Galactic Republic. This is not a complete list of the races in the galaxy, only those who have shown intelligence and have made their presence known. Please consult with the GM if you want to play a character of one of these races that isn't Human.
Aleerin
Republic Status: Member
Homeworld: Aleerus
Progress Level: 8
Type: Humanoid (aleerin)
Size: Medium
Abilities: +2 Con, -2 Wis, - 2 Cha
Speed: 30'
Skills: +2 Computer Use
Level Adj: +0
Other Abilities: Computer Link (Ex) - A a move action an aleerin can link with any computer they can reach. Tasks requiring minutes only take a full round. Tasks requiring hours only take a minute. The DC for these tasks increases by 5. An aleerin retains his Dex bonus while connected to a computer and can break the link as a free action. Cybernetic Adaptability (Ex) - An aleerin can have a number of cybernetic attachments equal to his level.
The Aleerin are a race of technologically advanced cybernetic beings. They are as mechanical as they are flesh and bone. Their society is a very structured and rigid one and they adhere to the principles of logic. The drawback is that they do not have a prolific sense of wisdom nor are they very charismatic. They are very calm and rational beings.
On Earth: Aleerin do not visit Earth. They see no need to do so since the technologies there are far less advanced than their own. There is an Aleerin ambassador to Earth who resides in Trinity (the 3rd City).
Bodak
Republic Status: Enemy
Homeworld: None
Progress Level: 7
Type: Undead
Size: Medium
Abilities: +2 Str, -2 Cha
Speed: 30'
Level Adj: +2
Other Abilities: Acid and Fire Resistance 20 (Ex); Damage Reduction 15/+1 (Ex); Death Gaze (Su) - Any creature within 30' of a Bodak must succeed at a Fortitude save vs. death; Electricity Immunity (Ex); Flashbacks (Ex) - At the start of each encounter there is a 5% chance a Bodak has flashbacks of its life as a Fraal; Languages - Bodaks cannot communicate orally; Sunlight Vulnerability (Ex) - Bodaks take 1 point of damage every round they are exposed to sunlight; Undead;
At first the Bodaks were found few and far between the reaches of the galaxy. They are the mangled undead manifestations of Fraal who died in the most horrific of manner. Sometime, ages ago, a group of them laid waste to an entire Fraal outpost thus creating the first true cadre of Bodaks. They have now grown to be an ever impending threat to Fraal society, but their numbers are still too small to wage war.
On Earth: There have been a number of unconfirmed sightings of Bodaks on the planet. Orders are to terminate on sight. The Fraal ambassador to Earth has a personal guard trained to handle Bodaks. They are not permitted to immigrate to the planet nor are they authorized for visiting.
Celestial
Republic Status: Member
Homeworld: Heaven
Progress Level: 10
Type: Outsider
Size: Varies
Abilities: Varies
Speed: Varies
Skills: Varies
Level Adj: Varies
Other Abilities: Natural Armor - 3 + Hit Die; Immunities (Ex) - Varies by celestial type; Energy Resistance (Ex) - Varies by celestial type; Damage Reduction (Ex) - Varies by celestial type; Tongues (Su) - Celestials can converse wih any creature that has a language; Keen Vision (Ex) - Celestials have low-light vision and darkvision up to 60';
Celestials are one of the oldest races in the galaxy. Their history pre-dates even that of the Fraal. It is rumoured that the archives of Heaven contain the details of the destruction of the Fraal homeworld (amongst all the other secrets of the galaxy) but it is strictly forbidden to enter the building. Celestials are very involved with the affairs of other races and have intervened throughout history to guide it along the path they desire. Throughout this time their eternal nemesis, the Fiends, have thwarted against them. This war still rages on today.
On Earth: It is unknown why the celestials have a strongly vested interest in Earth. They come and go as they please and answer to no one, not even the governing forces of the planet.
Dragon
PICTURE UNAVAILABLE
Republic Status: Member
Homeworld: Bahamut/Tiamat
Progress Level: 7
Type: Dragon
Size: Varies
Abilities: Varies
Speed: Varies
Skills: Varies
Level Adj: Varies
Other Abilities: Breath Weapon (Su); Fear Aura (Ex); Crush (Ex); Grappling; Tail Sweep (Ex); Spells; Spell-Like Abilities; Spell Resistance (Ex); Immunities (Ex) - Sleep, paralysis, others which vary; Blindsight (Ex); Keen Senses (Ex) - Low-light visiion and dark vision of 100 x age category feet.
Dragons are amongst the most feared and most revered race of the galaxy. They exist in a state of civil war which rages on countless planets throughout the stars. Where one side runs away the other follows, where the enemy flocks they will attack. It is their way and they let very little interfere in this, least of all other races.
On Earth: Dragons are supposed to have brought their war to Earth during its middle ages, nearly a thousand years ago. When the Orcs attempted their invasion of Earth the Dragons left, not wanting to have to slaughter all the Orcs.
Dralasite
Republic Status: Member
Homeworld: Dralus Prime
Progress Level: 7
Type: Aberration
Size: Medium
Abilities: -2 Dex, +2 Con
Speed: 20'
Skills: +2 Bluff, +2 Sense Motive
Level Adj: +0
Other Abilities: Armor Restriction - Cannot wear armor designed for other species. Increase purchase DC of dralasite armor by +1. Darkvision (Ex) - 60' range. Elasticity (Ex) - A dralasite's body cannot be thinner than 1 foot and cannot be wider than 5 feet. They can 'grow' arms and legst to use for handling objects and walking. A dralasite may have a number of limbs equalling 5 + it's Dexterity modifier (maximum 8). Limbs can be up to 3 feet long and no thinner than 3 inches. 'Fingers' can be up to 3 inches long and no thinner than 1/2 inch. Scent (Ex) - Dralasites gain the scent ability. Vulnerability to Gas - Due to heightened sense of smell they have a -4 penalty on Fortitude saves against gas attacks.
Dralasites are renowned throughout the galaxy as explorers and entertainers. They can be found in universitites and concert halls from planet to planet. They enjoy the finer things in life such as friendship and a good joke. It is very difficult to get on a Dralasite's bad side, but those who do have not been known to live to tell about the tale.
On Earth: Dralasites have submitted a request to send an envoy to study and explore Earth and its solar system.
Elohim
Republic Status: Member
Homeworld: Firos
Progress Level: 9
Type: Elemental
Size: Medium
Abilities: Cha +2, Wis -2
Speed: 30'
Skills: Bluff +2, Intimidate +2
Level Adj: +1
Other Abilities: Fear Aura (Su) - When in Fire Form only; Fire Form (Ex) - At will any Elohim can take the form of a pillar of living flame. Any objects it touches immediately catch fire; Fire Subtype (Ex); Flame Shield (Su); Flame Sword (Su); Telepathy (Su);
Elohim are a rare and mysterious race who are rumored to be the eldest race in the universe. It is unknown how they came to our galaxy and while Firos is their current homeworld that is only because their governing body makes its home there. There are less than a thousand Elohim living in the galaxy today.
On Earth: Elohim have come and gone on Earth as they please for ages. They can assume human forms and interact in human society. Currently, there are a dozen Elohim who have work permits to live on Earth. Elohim may also apply for visiting permits.
Fiend
Republic Status: Member
Homeworld: Hell
Progress Level: 8
Type: Outsider
Size: Medium
Abilities: Varies
Speed: Varies
Skills: Varies
Level Adj: Varies
Other Abilities: Darkvision (Ex); Cannot be Resurrected; Other varying abilities;
The Fiends are the most malicious race in the galaxy. It is unknown who began the conflict, but they have been at war with the celestials for as long as anyone can remember. The Fiends wage their war by manipulating other civilizations into destroying themselves while the Celestials attempt to help those civilizations thrive.
On Earth: Every civilization has a fiend influencing it. It is beleived that some celestials may serve similar purpose but it is unknown. On Earth, the Archfiend is James Ball, a well known entrepreneur. The fiends call him Baal the Annihilator.
Fraal
Republic Status: Member
Homeworld: n/a
Progress Level: 7
Type: Humanoid (fraal)
Size: Small (+1 Def, +1 Attack, +4 Hide, -4 Grapple)
Abilities: -4 Str, -4 Con, +4 Int, +4 Wis, +4 Cha
Speed: 30'
Level Adj: +0
Other Abilities: Psionics (Sp) - At will - lesser mindlink; 3/day - suggestion; Manifester level 10th, save DC 10 + the fraal's key ability modifier+ power level.
Gardhyi
more information coming...
Human
PICTURE UNAVAILABLE
more information coming...
Luciferian
more information coming...
Mindflayer
PICTURE UNAVAILABLE
more information coming...
Mithra
more information coming...
Mothfolk
more information coming...
Orc
PICTURE UNAVAILABLE
more information coming...
Sesheyan
Republic Status: Non-Represented Member
Homeworld: Sesh
Progress Level: 5(7)
Type: Monstrous humanoid
Size: Medium
Abilities: +2 Dex, -2 Cha
Speed: 30', fly 40' good
Level Adj: +0
Other Abilities: Armor Restriction - Seshayan's cannot wear armor designed for other sepcies. A seshayan in heavy or powered armor can not use their natural flight. Control Descent (Ex) - As long as it can use its wings, a seshayan never takes falling damage. Darkvision (Ex) - 120' range. Light Sensitivity (Ex) - Abrupt exposure to bright light blinds a seshayan for 1 round. They take a -1 on attack rolls, saves, and checks while operating in bright light. Tinted goggles can negate this effect. Technophobic - -4 Compuer Use, Craft (electronic) Craft (mechanical), Demolitions, Disable Device, Drive, Knowledge (technology), Pilot, and Repair checks. Stealthy - Seshayans gain the bonus feat Stealthy.
T'sa
Republic Status: Member
Homeworld: Satorus
Progress Level: 9
Type: Humanoid (reptillian, t'sa)
Size: Small (+1 Defense, +1 attack, +4 Hide, -4 Grapple)
Abilities: -2 Str, +2 Dex, -2 Wis, +2 Cha
Speed: 30'
Skills: +2 Disable Device, Repair
Level Adj: +0
Other Abilities: Natural Armor - +1 bonus to Defense.
Vrusk
Republic Status: Member
Homeworld: Vrusk
Progress Level: 7
Type: Monstrous Humanoid
Size: Medium
Abilities: -2 Str, +2 Int, +2 Wis
Speed: 30'
Level Adj: +0
Other Abilities: Armor and Weapon Restrictions - A vrusk cannot wear armor designed for another species. Their armor has a purchase DC increase of +1. They take a -4 penalty to wield non-vrusk weaponry. Darkvision (Ex) - Range 60'. Stability (Ex) - +4 against bull rush and trip attempts. Swim Penalty - -4 Swim check. Educated - Vrusk gain the Educated bonus feat but they must choose Knowledge (bonus).
Weren
Republic Status: Membership Pending
Homeworld: Werus
Progress Level: 6 (3)
Type: Giant
Size: Large (-1 Defense, -1 attack rolls, -4 hide, +4 grapple)
Abilities: +4 Str, -2 Dex, +2 Con
Speed: 30'
Level Adj: +1
Other Abilities: Armor and Weapon Restrictions - Weren armor purchase DC is increased by +2. Weren can not wield Small or smaller weapons. Claws - A weren may substitute any of its attacks for a claw attack which deals 1d6 points of lethal slashing + the weren's Str modifier. This attack does not provoke an attack of opportunity. Low-Light Vision (Ex). Natural Camouflage (Ex) - +4 Hide when standing still (no more than 5' movements).
Yazirian
Republic Status: Yazir Empire (Enemy of the Republic)
Homeworld: Yazir
Progress Level: 7
Type: Humanoid (yazirian)
Size: Medium
Abilities: +2 Dex, -2 Int, -2 Cha
Speed: 30'
Level Adj: +0
Other Abilities: Excellent Grip (Ex) - +2 to disarm or resist disarm. Glide (Ex) - +20 to Jump check on long jumping. When in an area larger than 30' in diameter a yazirian does not take falling damage. Yazirians wearing heavy or powered armor lose this ability. Life-Enemy (Ex) - Yazirian clans each have sworn enemies. They gain a +2 bonus on Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks against this enemy. They also get a +2 on weapon damage against these creatures. Light Sensitivity (Ex) - See description for this ability under the Seshayan entry. Rage (Ex) - Once per day for a number of rounds equal to 3 + the yazirians new Con modifier.
Aleerin
Republic Status: Member
Homeworld: Aleerus
Progress Level: 8
Type: Humanoid (aleerin)
Size: Medium
Abilities: +2 Con, -2 Wis, - 2 Cha
Speed: 30'
Skills: +2 Computer Use
Level Adj: +0
Other Abilities: Computer Link (Ex) - A a move action an aleerin can link with any computer they can reach. Tasks requiring minutes only take a full round. Tasks requiring hours only take a minute. The DC for these tasks increases by 5. An aleerin retains his Dex bonus while connected to a computer and can break the link as a free action. Cybernetic Adaptability (Ex) - An aleerin can have a number of cybernetic attachments equal to his level.
The Aleerin are a race of technologically advanced cybernetic beings. They are as mechanical as they are flesh and bone. Their society is a very structured and rigid one and they adhere to the principles of logic. The drawback is that they do not have a prolific sense of wisdom nor are they very charismatic. They are very calm and rational beings.
On Earth: Aleerin do not visit Earth. They see no need to do so since the technologies there are far less advanced than their own. There is an Aleerin ambassador to Earth who resides in Trinity (the 3rd City).
Bodak
Republic Status: Enemy
Homeworld: None
Progress Level: 7
Type: Undead
Size: Medium
Abilities: +2 Str, -2 Cha
Speed: 30'
Level Adj: +2
Other Abilities: Acid and Fire Resistance 20 (Ex); Damage Reduction 15/+1 (Ex); Death Gaze (Su) - Any creature within 30' of a Bodak must succeed at a Fortitude save vs. death; Electricity Immunity (Ex); Flashbacks (Ex) - At the start of each encounter there is a 5% chance a Bodak has flashbacks of its life as a Fraal; Languages - Bodaks cannot communicate orally; Sunlight Vulnerability (Ex) - Bodaks take 1 point of damage every round they are exposed to sunlight; Undead;
At first the Bodaks were found few and far between the reaches of the galaxy. They are the mangled undead manifestations of Fraal who died in the most horrific of manner. Sometime, ages ago, a group of them laid waste to an entire Fraal outpost thus creating the first true cadre of Bodaks. They have now grown to be an ever impending threat to Fraal society, but their numbers are still too small to wage war.
On Earth: There have been a number of unconfirmed sightings of Bodaks on the planet. Orders are to terminate on sight. The Fraal ambassador to Earth has a personal guard trained to handle Bodaks. They are not permitted to immigrate to the planet nor are they authorized for visiting.
Celestial
Republic Status: Member
Homeworld: Heaven
Progress Level: 10
Type: Outsider
Size: Varies
Abilities: Varies
Speed: Varies
Skills: Varies
Level Adj: Varies
Other Abilities: Natural Armor - 3 + Hit Die; Immunities (Ex) - Varies by celestial type; Energy Resistance (Ex) - Varies by celestial type; Damage Reduction (Ex) - Varies by celestial type; Tongues (Su) - Celestials can converse wih any creature that has a language; Keen Vision (Ex) - Celestials have low-light vision and darkvision up to 60';
Celestials are one of the oldest races in the galaxy. Their history pre-dates even that of the Fraal. It is rumoured that the archives of Heaven contain the details of the destruction of the Fraal homeworld (amongst all the other secrets of the galaxy) but it is strictly forbidden to enter the building. Celestials are very involved with the affairs of other races and have intervened throughout history to guide it along the path they desire. Throughout this time their eternal nemesis, the Fiends, have thwarted against them. This war still rages on today.
On Earth: It is unknown why the celestials have a strongly vested interest in Earth. They come and go as they please and answer to no one, not even the governing forces of the planet.
Dragon
PICTURE UNAVAILABLE
Republic Status: Member
Homeworld: Bahamut/Tiamat
Progress Level: 7
Type: Dragon
Size: Varies
Abilities: Varies
Speed: Varies
Skills: Varies
Level Adj: Varies
Other Abilities: Breath Weapon (Su); Fear Aura (Ex); Crush (Ex); Grappling; Tail Sweep (Ex); Spells; Spell-Like Abilities; Spell Resistance (Ex); Immunities (Ex) - Sleep, paralysis, others which vary; Blindsight (Ex); Keen Senses (Ex) - Low-light visiion and dark vision of 100 x age category feet.
Dragons are amongst the most feared and most revered race of the galaxy. They exist in a state of civil war which rages on countless planets throughout the stars. Where one side runs away the other follows, where the enemy flocks they will attack. It is their way and they let very little interfere in this, least of all other races.
On Earth: Dragons are supposed to have brought their war to Earth during its middle ages, nearly a thousand years ago. When the Orcs attempted their invasion of Earth the Dragons left, not wanting to have to slaughter all the Orcs.
Dralasite
Republic Status: Member
Homeworld: Dralus Prime
Progress Level: 7
Type: Aberration
Size: Medium
Abilities: -2 Dex, +2 Con
Speed: 20'
Skills: +2 Bluff, +2 Sense Motive
Level Adj: +0
Other Abilities: Armor Restriction - Cannot wear armor designed for other species. Increase purchase DC of dralasite armor by +1. Darkvision (Ex) - 60' range. Elasticity (Ex) - A dralasite's body cannot be thinner than 1 foot and cannot be wider than 5 feet. They can 'grow' arms and legst to use for handling objects and walking. A dralasite may have a number of limbs equalling 5 + it's Dexterity modifier (maximum 8). Limbs can be up to 3 feet long and no thinner than 3 inches. 'Fingers' can be up to 3 inches long and no thinner than 1/2 inch. Scent (Ex) - Dralasites gain the scent ability. Vulnerability to Gas - Due to heightened sense of smell they have a -4 penalty on Fortitude saves against gas attacks.
Dralasites are renowned throughout the galaxy as explorers and entertainers. They can be found in universitites and concert halls from planet to planet. They enjoy the finer things in life such as friendship and a good joke. It is very difficult to get on a Dralasite's bad side, but those who do have not been known to live to tell about the tale.
On Earth: Dralasites have submitted a request to send an envoy to study and explore Earth and its solar system.
Elohim
Republic Status: Member
Homeworld: Firos
Progress Level: 9
Type: Elemental
Size: Medium
Abilities: Cha +2, Wis -2
Speed: 30'
Skills: Bluff +2, Intimidate +2
Level Adj: +1
Other Abilities: Fear Aura (Su) - When in Fire Form only; Fire Form (Ex) - At will any Elohim can take the form of a pillar of living flame. Any objects it touches immediately catch fire; Fire Subtype (Ex); Flame Shield (Su); Flame Sword (Su); Telepathy (Su);
Elohim are a rare and mysterious race who are rumored to be the eldest race in the universe. It is unknown how they came to our galaxy and while Firos is their current homeworld that is only because their governing body makes its home there. There are less than a thousand Elohim living in the galaxy today.
On Earth: Elohim have come and gone on Earth as they please for ages. They can assume human forms and interact in human society. Currently, there are a dozen Elohim who have work permits to live on Earth. Elohim may also apply for visiting permits.
Fiend
Republic Status: Member
Homeworld: Hell
Progress Level: 8
Type: Outsider
Size: Medium
Abilities: Varies
Speed: Varies
Skills: Varies
Level Adj: Varies
Other Abilities: Darkvision (Ex); Cannot be Resurrected; Other varying abilities;
The Fiends are the most malicious race in the galaxy. It is unknown who began the conflict, but they have been at war with the celestials for as long as anyone can remember. The Fiends wage their war by manipulating other civilizations into destroying themselves while the Celestials attempt to help those civilizations thrive.
On Earth: Every civilization has a fiend influencing it. It is beleived that some celestials may serve similar purpose but it is unknown. On Earth, the Archfiend is James Ball, a well known entrepreneur. The fiends call him Baal the Annihilator.
Fraal
Republic Status: Member
Homeworld: n/a
Progress Level: 7
Type: Humanoid (fraal)
Size: Small (+1 Def, +1 Attack, +4 Hide, -4 Grapple)
Abilities: -4 Str, -4 Con, +4 Int, +4 Wis, +4 Cha
Speed: 30'
Level Adj: +0
Other Abilities: Psionics (Sp) - At will - lesser mindlink; 3/day - suggestion; Manifester level 10th, save DC 10 + the fraal's key ability modifier+ power level.
Gardhyi
more information coming...
Human
PICTURE UNAVAILABLE
more information coming...
Luciferian
more information coming...
Mindflayer
PICTURE UNAVAILABLE
more information coming...
Mithra
more information coming...
Mothfolk
more information coming...
Orc
PICTURE UNAVAILABLE
more information coming...
Sesheyan
Republic Status: Non-Represented Member
Homeworld: Sesh
Progress Level: 5(7)
Type: Monstrous humanoid
Size: Medium
Abilities: +2 Dex, -2 Cha
Speed: 30', fly 40' good
Level Adj: +0
Other Abilities: Armor Restriction - Seshayan's cannot wear armor designed for other sepcies. A seshayan in heavy or powered armor can not use their natural flight. Control Descent (Ex) - As long as it can use its wings, a seshayan never takes falling damage. Darkvision (Ex) - 120' range. Light Sensitivity (Ex) - Abrupt exposure to bright light blinds a seshayan for 1 round. They take a -1 on attack rolls, saves, and checks while operating in bright light. Tinted goggles can negate this effect. Technophobic - -4 Compuer Use, Craft (electronic) Craft (mechanical), Demolitions, Disable Device, Drive, Knowledge (technology), Pilot, and Repair checks. Stealthy - Seshayans gain the bonus feat Stealthy.
T'sa
Republic Status: Member
Homeworld: Satorus
Progress Level: 9
Type: Humanoid (reptillian, t'sa)
Size: Small (+1 Defense, +1 attack, +4 Hide, -4 Grapple)
Abilities: -2 Str, +2 Dex, -2 Wis, +2 Cha
Speed: 30'
Skills: +2 Disable Device, Repair
Level Adj: +0
Other Abilities: Natural Armor - +1 bonus to Defense.
Vrusk
Republic Status: Member
Homeworld: Vrusk
Progress Level: 7
Type: Monstrous Humanoid
Size: Medium
Abilities: -2 Str, +2 Int, +2 Wis
Speed: 30'
Level Adj: +0
Other Abilities: Armor and Weapon Restrictions - A vrusk cannot wear armor designed for another species. Their armor has a purchase DC increase of +1. They take a -4 penalty to wield non-vrusk weaponry. Darkvision (Ex) - Range 60'. Stability (Ex) - +4 against bull rush and trip attempts. Swim Penalty - -4 Swim check. Educated - Vrusk gain the Educated bonus feat but they must choose Knowledge (bonus).
Weren
Republic Status: Membership Pending
Homeworld: Werus
Progress Level: 6 (3)
Type: Giant
Size: Large (-1 Defense, -1 attack rolls, -4 hide, +4 grapple)
Abilities: +4 Str, -2 Dex, +2 Con
Speed: 30'
Level Adj: +1
Other Abilities: Armor and Weapon Restrictions - Weren armor purchase DC is increased by +2. Weren can not wield Small or smaller weapons. Claws - A weren may substitute any of its attacks for a claw attack which deals 1d6 points of lethal slashing + the weren's Str modifier. This attack does not provoke an attack of opportunity. Low-Light Vision (Ex). Natural Camouflage (Ex) - +4 Hide when standing still (no more than 5' movements).
Yazirian
Republic Status: Yazir Empire (Enemy of the Republic)
Homeworld: Yazir
Progress Level: 7
Type: Humanoid (yazirian)
Size: Medium
Abilities: +2 Dex, -2 Int, -2 Cha
Speed: 30'
Level Adj: +0
Other Abilities: Excellent Grip (Ex) - +2 to disarm or resist disarm. Glide (Ex) - +20 to Jump check on long jumping. When in an area larger than 30' in diameter a yazirian does not take falling damage. Yazirians wearing heavy or powered armor lose this ability. Life-Enemy (Ex) - Yazirian clans each have sworn enemies. They gain a +2 bonus on Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks against this enemy. They also get a +2 on weapon damage against these creatures. Light Sensitivity (Ex) - See description for this ability under the Seshayan entry. Rage (Ex) - Once per day for a number of rounds equal to 3 + the yazirians new Con modifier.