Post by Deleted on May 21, 2017 22:35:32 GMT -5
Yeah, I was that bored and got Marvel Unlimited (you guys totally should look into it because even the Star Wars stuff comes included) mostly gonna focus on Force User stuff at first, until I flesh it out to the point that I'm satisfied before moving onto the other coolio stuff
Beam Attacks (Blasters): Beam attacks which are fired from blasters deal Beam Damage. This type of damage specifically bypasses DR, like any other energy type, but can also be specifically resisted like any energy type.
Beam Attacks (Lightsabers): Lightsabers deal Lightsaber Damage, it is resisted by DR as-normal, unless the lightsaber is specifically modified, or the user has a feature that changes this.
Force Bonus: A new type of bonus specific to force users, Force Bonuses do stack, but only from different kinds of sources. (Ex. two instances of Battle Meditation, even from different casters, will not stack, but a Jedi Consular's Force Bonus as your teacher WOULD stack with Battle Meditation.)
New Weapon Type (Lightsabers): An advanced type of bladed weapon which utilizes magnetic fields to focus a beam into a compressed blade, with a far greater intensity than most blasters. Lightsabers inherently ignore an object's hardness when sundering, and if the blade locks with another non-lightsaber or non-vibroweapon, it immediately sunders the other's weapon. Additionally, unless a source of armor bonus is organic in nature (Such as Natural Armor), or have a specific quality that resists this function, Lightsaber attacks are always touch attacks.
New Weapon Type (Vibroweapon): Vibroweapons are generally balded weapons that vibrate at an intense frequency, producing a similar cutting effect to that of a lightsaber. Vibroswords, like lightsabers, are a touch attack weapon (Only not ignoring organic sources of armor, natural armor, and any specialized materials that resist Vibroweapons and lightsabers), and ignore hardness when sundering objects. Ligthsabers cannot ignore a vibrosword's hardness, unless the two weapons saberlock for more than one round, at which point the lightsaber immediately sunders the vibroweapon, ignoring its hardness.
The "Special" section dictating Jedi not being able to be proficient with blasters and beam weapons strictly pertains to a character who was already nonproficient in those weapons before (such as a first level character). Characters who already were proficient do not have to regard that part of the special section.
Enhanced Strikes (Ranged) taken once is considered the same feat as Simple Firearms Proficiency for function and prerequisites.
Delayed Training
Special Prerequisites: Any User feat
Effect: You don't gain your first Force Ability. Additionally, you cannot be taught any Force Abilities until you learn one by leveling.
Special: Characters with this flaw may continue to forgo instances of gaining a Force Ability, each time gaining a new bonus feat when they do. Additional instances of forgoing a Force Ability does not count against the number of flaws the character has taken. Once a character with this flaw has gained a Force Ability the cannot forgo additional abilities in the future.
BITH [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: A highly advanced race with great understanding of sophisticated technology, as well as art and music, Bith are considered a species of antiquity with their recorded history spanning back millions of years. Bith gain a +6 bonus to Intelligence and Charisma, as well as a +2 bonus to Wisdom. As well, Bith gain a +4 bonus to checks related to hearing and smell. However, Bith also suffer a penalty to Sonic damage, taking 1.5x damage, with sonic damage ignoring all of their Reductions and Mitigations.
CATHAR [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: A fierce warrior race of feline humanoids, the Cathar are considered some of the greatest hunters. Cathar get a +4 bonus to Strength and Constitution. As well, Cathar gain natural weapons, a pair of claws which deal 1d6 [BW] gaining +1 [BW] per 5 ranks in unarmed they possess beyond 1, and fangs with a 1d8 [BW] that calculates in the same way. Cathar have the scent quality, and gain track as a bonus feat. Their fur make Cathar susceptible to fire damage, however, and they suffer 1.5x damage from fire energy, blaster bolts, and lightsabers.
CHISS [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: An off-shoot of humanity that live on the icy world of Csilla. Chiss gain a +2 bonus to all statistics, and an additional +2 to Wisdom. From a world of cold and dark, Chiss gain a damage resistance to cold damage equal to their character level + their constitution score. Chiss also possess a 60' darkvision, and gain diehard as a bonus feat, regardless of prerequisites.
DROID [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: An automaton, you immediately gain construct qualities. You cannot gain a force score, and cannot take a force user feat. Your design is determined as per the Designing Droids section.
EWOK [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: You're cute, you're furry, and you have some serious furry. Ewoks inhabit the forest moon of Endor. Largely isolationist, their existence was known of for centuries prior to their introduction to the wider galaxy; they would only begin to venture of their own accord following the destruction of the second Death Star. Ewoks are a small race, who gain a +2 bonus to Strength, a +4 bonus to Constitution, and a +4 bonus to Charisma. Ewoks have claws which deal 1d6 [BW] + 1 [BW] per 5 ranks above 1. Ewoks are treated as always having a running start when they jump, and can climb at their landspeed.
FROGGI [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: A mysterious race that reside in the deepest and most discouraging part of Wild Space, this small reptile-like species of creatures are an oddity who occasionally appear in the main galaxy, rarely leaving their planet without a calling of some sort. A small race, they gain an additional +6 to their Wisdom and a +2 to their Charisma scores. Additionally, Froggi also benefit from their spellscore modifier as a dodge bonus.
HUMAN [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: The most far-reaching race in the galaxy, with many members populating a variety of planets in nearly every system. Known as a persistence predator, humans gain the blooded, endurance, and diehard, feats as bonus feats, as well as a +2 bonus to all of their statistics, and an additional +4 to Constitution.
HUTT [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: A race of slug people known across the galaxy for their stereotype of being crime lords. Hutts are a slow race, with a landspeed of 10', having to slither without any legs. Conversely, Hutts gain a +10 bonus to Constitution, and are large creatures. Hutts also gain their constitution score as a universal damage mitigation, and natural armor.
KEL DOR [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: An alien race known for their distinctive appearance and masks, Kel Dor are a race with frequent force sensitivity as well. Kel Dor gain a +6 bonus to Dexterity, and a +2 bonus to Wisdom. All Kel Dor possess a rudimentary style of telepathy that allows them to communicate with others despite their masks, with a range apparently similar to a human's ability to project their own voices. Kel Dor gain Lightning Reflexes as a bonus feat. Without their masks, Kel Dor begin to suffocate outside of any helium-rich environments, or essentially their home planet. Thanks to their masks, when worn, Kel Dor are able to survive in a vacuum for their constitution modifier in minutes.
MIRALUKA [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: A near-human race noted for their lack of eyes, instead relying on force vision to see. Miralukans gain a +2 bonus to all statistics, and a +4 bonus to their Wisdom score. Miralukans gain Force Sensitive as a bonus feat, and are able to take an additional User feat regardless of prerequisites. Miraluka have blindsense equal to their Wisdom Modifier * 10' that functions through their connection to the force.
MIRIALAN [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: A race of human-like people, the Mirialan are exceptionally flexible, notable for their green skin, and practice a rudimentary force religion in their common population. Mirialan gain a +6 bonus to Dexterity, and a +2 bonus to both Strength and Constitution. As well, Mirialan gain Dodge and Mobility as bonus feats, and can take feats that list these two as a prerequisite regardless of the other prerequisites.
Note: EPIC is not a prerequisite and cannot be bypassed.
MON CALAMARI [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: An amphibian fish-like people, known for their ability to be equally at home in the air, or underwater. Mon Calamari gain a +8 bonus to Wisdom, and a +4 bonus to spot and search checks. Mon Calamari have a base swim speed that's always equal to their land speed, and vice versa. Due to being amphibious, Mon Calamari can breathe and communicate normally while submerged in water.
RATTATAKI [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: A race of human-like beings with extremely pale skin and bald heads, who are isolated from the rest of the galaxy, developing a strongly gladiatorial culture. A Rattataki gains a +6 bonus to Strength, Dexterity, and Constitution, but a -4 penalty to Charisma. Thanks to their war-mongering nature, Rattataki also gain the Weapon Skill Focus, and either Supersonic Strike, Melee Mastery, or Ranged Mastery, feats as bonus feats regardless of prerequisites. Their options may be later retrained as normal.
SITH, IMPURE [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: A race of Sith who commingled with the human exiles to create a new subspecies, while these Sith are basically indicative of the entire species at large, the "impure" Sith don't have an especially dense concentration of Sith blood. Impure Sith gain a +2 bonus to their Strength, Dexterity, Constitution, and Intelligence scores, but a +4 bonus to their Wisdom and Charisma scores. All Impure Sith gain Force Sensitive as a bonus feat, and may take an additional User feat with their normal feat slots, regardless of level limitation, or non-exclusivity prerequisites.
Special: An Impure Sith may be unconnected to The Force. Doing so disallows them from the Force Sensitive feat, and any other User feats, but grants them two bonus feats, and +2 distribute-able stat points at each even level, rather than every level divisible by 4.
SITH, PUREBLOOD [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: The original Sith race, a species of powerful force users with very little outsider blood. These Sith have exceptionally powerful connections to the force, and gain a +6 bonus to whatever their Spellscore happens to be at the time. Additionally, they gain a +6 bonus to Wisdom and Charisma. Pureblood Sith gain the Force Sensitive feat as a bonus feat, and may also take Sith as an additional bonus feat, if they so choose.
TAUNG [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: The ancient natives of Coruscant, and eventual progenitors of the Mandalorian culture, the widely-believed to be extinct species suffered extreme losses during The Mandalorian Wars. Taung are strong warriors and hunters, gaining the Track feat as a bonus feat, and gaining a +10 bonus to all survival checks. Taung gain a +4 bonus to all of their physical stats, and a +2 bonus to Wisdom. However, they suffer a -2 penalty to Charisma with any outsiders from their race or the Mandalorian culture.
TOGRUTA [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: A race of humanoid creatures with distinctive head horns that allow them to better hunt prey and avoid predators, Togruta have had notable members of their race serve as jedi. Torguta have a type of echolocation granted by their horns which give them a +8 bonus to listening checks, and grant them blindsense of 40'. Torguta gain a +2 bonus to all statistics, but a +4 bonus to Intelligence and Wisdom. Togruta also gain Blooded as a bonus feat.
TWI'LEK [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: A particularly beautiful race of human-like people, Twi'lek have distinctive tentacles which protrude from the upper-back region of their skulls. Twi'lek are distinctly similar to humans, however, they are able to utilize their tentacles to speak a nonverbal language that all Twi'lek can understand. Twi'lek gain a +2 bonus to all statistics, except for Charisma, in which they gain a +6 bonus instead. Twi'lek also gain a +3 bonus to all deception and persuasion checks.
WOOKIE [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: Large hairy creatures with bear and ape-like attributes, Wookies are a mammal species who live in tree canopies on their homeworld. Generally gentle, wookies are known for a stereotype of being fierce and monstrous, though this is only the case when they get angry. Wookies are treated as large creatures for all positive purposes, gaining a +2 bonus to all of their physical stats, and also a +4 bonus to Wisdom. Wookies have a set of claws as a natural weapon that deal 1d8 [BW] +1 [BW] per 5 ranks above 1 in Unarmed Strike.
Special: Wookies also gain their Strength modifier as an expertise bonus to grappling checks, and a +6 situational modifier to checks to rip off a target's arms. (Optional)
ZABRAK [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: Zabrak are a human-like species with vestigial horns on their head that they grow during puberty. Due to the harsh environment of their homeworld, Zabrak gain a resistance to fire and cold energies equal to their constitution modifier. As well, Zabrak gain High Pain Tolerance as a bonus feat, and a +4 bonus to constitution.
CLARRIFICATION
Beam Attacks (Blasters): Beam attacks which are fired from blasters deal Beam Damage. This type of damage specifically bypasses DR, like any other energy type, but can also be specifically resisted like any energy type.
Beam Attacks (Lightsabers): Lightsabers deal Lightsaber Damage, it is resisted by DR as-normal, unless the lightsaber is specifically modified, or the user has a feature that changes this.
Force Bonus: A new type of bonus specific to force users, Force Bonuses do stack, but only from different kinds of sources. (Ex. two instances of Battle Meditation, even from different casters, will not stack, but a Jedi Consular's Force Bonus as your teacher WOULD stack with Battle Meditation.)
New Weapon Type (Lightsabers): An advanced type of bladed weapon which utilizes magnetic fields to focus a beam into a compressed blade, with a far greater intensity than most blasters. Lightsabers inherently ignore an object's hardness when sundering, and if the blade locks with another non-lightsaber or non-vibroweapon, it immediately sunders the other's weapon. Additionally, unless a source of armor bonus is organic in nature (Such as Natural Armor), or have a specific quality that resists this function, Lightsaber attacks are always touch attacks.
New Weapon Type (Vibroweapon): Vibroweapons are generally balded weapons that vibrate at an intense frequency, producing a similar cutting effect to that of a lightsaber. Vibroswords, like lightsabers, are a touch attack weapon (Only not ignoring organic sources of armor, natural armor, and any specialized materials that resist Vibroweapons and lightsabers), and ignore hardness when sundering objects. Ligthsabers cannot ignore a vibrosword's hardness, unless the two weapons saberlock for more than one round, at which point the lightsaber immediately sunders the vibroweapon, ignoring its hardness.
The "Special" section dictating Jedi not being able to be proficient with blasters and beam weapons strictly pertains to a character who was already nonproficient in those weapons before (such as a first level character). Characters who already were proficient do not have to regard that part of the special section.
Enhanced Strikes (Ranged) taken once is considered the same feat as Simple Firearms Proficiency for function and prerequisites.
FLAWS
Delayed Training
Special Prerequisites: Any User feat
Effect: You don't gain your first Force Ability. Additionally, you cannot be taught any Force Abilities until you learn one by leveling.
Special: Characters with this flaw may continue to forgo instances of gaining a Force Ability, each time gaining a new bonus feat when they do. Additional instances of forgoing a Force Ability does not count against the number of flaws the character has taken. Once a character with this flaw has gained a Force Ability the cannot forgo additional abilities in the future.
RACIAL FEATS
BITH [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: A highly advanced race with great understanding of sophisticated technology, as well as art and music, Bith are considered a species of antiquity with their recorded history spanning back millions of years. Bith gain a +6 bonus to Intelligence and Charisma, as well as a +2 bonus to Wisdom. As well, Bith gain a +4 bonus to checks related to hearing and smell. However, Bith also suffer a penalty to Sonic damage, taking 1.5x damage, with sonic damage ignoring all of their Reductions and Mitigations.
CATHAR [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: A fierce warrior race of feline humanoids, the Cathar are considered some of the greatest hunters. Cathar get a +4 bonus to Strength and Constitution. As well, Cathar gain natural weapons, a pair of claws which deal 1d6 [BW] gaining +1 [BW] per 5 ranks in unarmed they possess beyond 1, and fangs with a 1d8 [BW] that calculates in the same way. Cathar have the scent quality, and gain track as a bonus feat. Their fur make Cathar susceptible to fire damage, however, and they suffer 1.5x damage from fire energy, blaster bolts, and lightsabers.
CHISS [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: An off-shoot of humanity that live on the icy world of Csilla. Chiss gain a +2 bonus to all statistics, and an additional +2 to Wisdom. From a world of cold and dark, Chiss gain a damage resistance to cold damage equal to their character level + their constitution score. Chiss also possess a 60' darkvision, and gain diehard as a bonus feat, regardless of prerequisites.
DROID [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: An automaton, you immediately gain construct qualities. You cannot gain a force score, and cannot take a force user feat. Your design is determined as per the Designing Droids section.
EWOK [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: You're cute, you're furry, and you have some serious furry. Ewoks inhabit the forest moon of Endor. Largely isolationist, their existence was known of for centuries prior to their introduction to the wider galaxy; they would only begin to venture of their own accord following the destruction of the second Death Star. Ewoks are a small race, who gain a +2 bonus to Strength, a +4 bonus to Constitution, and a +4 bonus to Charisma. Ewoks have claws which deal 1d6 [BW] + 1 [BW] per 5 ranks above 1. Ewoks are treated as always having a running start when they jump, and can climb at their landspeed.
FROGGI [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: A mysterious race that reside in the deepest and most discouraging part of Wild Space, this small reptile-like species of creatures are an oddity who occasionally appear in the main galaxy, rarely leaving their planet without a calling of some sort. A small race, they gain an additional +6 to their Wisdom and a +2 to their Charisma scores. Additionally, Froggi also benefit from their spellscore modifier as a dodge bonus.
HUMAN [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: The most far-reaching race in the galaxy, with many members populating a variety of planets in nearly every system. Known as a persistence predator, humans gain the blooded, endurance, and diehard, feats as bonus feats, as well as a +2 bonus to all of their statistics, and an additional +4 to Constitution.
HUTT [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: A race of slug people known across the galaxy for their stereotype of being crime lords. Hutts are a slow race, with a landspeed of 10', having to slither without any legs. Conversely, Hutts gain a +10 bonus to Constitution, and are large creatures. Hutts also gain their constitution score as a universal damage mitigation, and natural armor.
KEL DOR [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: An alien race known for their distinctive appearance and masks, Kel Dor are a race with frequent force sensitivity as well. Kel Dor gain a +6 bonus to Dexterity, and a +2 bonus to Wisdom. All Kel Dor possess a rudimentary style of telepathy that allows them to communicate with others despite their masks, with a range apparently similar to a human's ability to project their own voices. Kel Dor gain Lightning Reflexes as a bonus feat. Without their masks, Kel Dor begin to suffocate outside of any helium-rich environments, or essentially their home planet. Thanks to their masks, when worn, Kel Dor are able to survive in a vacuum for their constitution modifier in minutes.
MIRALUKA [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: A near-human race noted for their lack of eyes, instead relying on force vision to see. Miralukans gain a +2 bonus to all statistics, and a +4 bonus to their Wisdom score. Miralukans gain Force Sensitive as a bonus feat, and are able to take an additional User feat regardless of prerequisites. Miraluka have blindsense equal to their Wisdom Modifier * 10' that functions through their connection to the force.
MIRIALAN [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: A race of human-like people, the Mirialan are exceptionally flexible, notable for their green skin, and practice a rudimentary force religion in their common population. Mirialan gain a +6 bonus to Dexterity, and a +2 bonus to both Strength and Constitution. As well, Mirialan gain Dodge and Mobility as bonus feats, and can take feats that list these two as a prerequisite regardless of the other prerequisites.
Note: EPIC is not a prerequisite and cannot be bypassed.
MON CALAMARI [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: An amphibian fish-like people, known for their ability to be equally at home in the air, or underwater. Mon Calamari gain a +8 bonus to Wisdom, and a +4 bonus to spot and search checks. Mon Calamari have a base swim speed that's always equal to their land speed, and vice versa. Due to being amphibious, Mon Calamari can breathe and communicate normally while submerged in water.
RATTATAKI [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: A race of human-like beings with extremely pale skin and bald heads, who are isolated from the rest of the galaxy, developing a strongly gladiatorial culture. A Rattataki gains a +6 bonus to Strength, Dexterity, and Constitution, but a -4 penalty to Charisma. Thanks to their war-mongering nature, Rattataki also gain the Weapon Skill Focus, and either Supersonic Strike, Melee Mastery, or Ranged Mastery, feats as bonus feats regardless of prerequisites. Their options may be later retrained as normal.
SITH, IMPURE [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: A race of Sith who commingled with the human exiles to create a new subspecies, while these Sith are basically indicative of the entire species at large, the "impure" Sith don't have an especially dense concentration of Sith blood. Impure Sith gain a +2 bonus to their Strength, Dexterity, Constitution, and Intelligence scores, but a +4 bonus to their Wisdom and Charisma scores. All Impure Sith gain Force Sensitive as a bonus feat, and may take an additional User feat with their normal feat slots, regardless of level limitation, or non-exclusivity prerequisites.
Special: An Impure Sith may be unconnected to The Force. Doing so disallows them from the Force Sensitive feat, and any other User feats, but grants them two bonus feats, and +2 distribute-able stat points at each even level, rather than every level divisible by 4.
SITH, PUREBLOOD [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: The original Sith race, a species of powerful force users with very little outsider blood. These Sith have exceptionally powerful connections to the force, and gain a +6 bonus to whatever their Spellscore happens to be at the time. Additionally, they gain a +6 bonus to Wisdom and Charisma. Pureblood Sith gain the Force Sensitive feat as a bonus feat, and may also take Sith as an additional bonus feat, if they so choose.
TAUNG [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: The ancient natives of Coruscant, and eventual progenitors of the Mandalorian culture, the widely-believed to be extinct species suffered extreme losses during The Mandalorian Wars. Taung are strong warriors and hunters, gaining the Track feat as a bonus feat, and gaining a +10 bonus to all survival checks. Taung gain a +4 bonus to all of their physical stats, and a +2 bonus to Wisdom. However, they suffer a -2 penalty to Charisma with any outsiders from their race or the Mandalorian culture.
TOGRUTA [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: A race of humanoid creatures with distinctive head horns that allow them to better hunt prey and avoid predators, Togruta have had notable members of their race serve as jedi. Torguta have a type of echolocation granted by their horns which give them a +8 bonus to listening checks, and grant them blindsense of 40'. Torguta gain a +2 bonus to all statistics, but a +4 bonus to Intelligence and Wisdom. Togruta also gain Blooded as a bonus feat.
TWI'LEK [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: A particularly beautiful race of human-like people, Twi'lek have distinctive tentacles which protrude from the upper-back region of their skulls. Twi'lek are distinctly similar to humans, however, they are able to utilize their tentacles to speak a nonverbal language that all Twi'lek can understand. Twi'lek gain a +2 bonus to all statistics, except for Charisma, in which they gain a +6 bonus instead. Twi'lek also gain a +3 bonus to all deception and persuasion checks.
WOOKIE [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: Large hairy creatures with bear and ape-like attributes, Wookies are a mammal species who live in tree canopies on their homeworld. Generally gentle, wookies are known for a stereotype of being fierce and monstrous, though this is only the case when they get angry. Wookies are treated as large creatures for all positive purposes, gaining a +2 bonus to all of their physical stats, and also a +4 bonus to Wisdom. Wookies have a set of claws as a natural weapon that deal 1d8 [BW] +1 [BW] per 5 ranks above 1 in Unarmed Strike.
Special: Wookies also gain their Strength modifier as an expertise bonus to grappling checks, and a +6 situational modifier to checks to rip off a target's arms. (Optional)
ZABRAK [RACIAL, SOUL]
Prerequisites: 1st level only, exclusive any other racial feat
Benefits: Zabrak are a human-like species with vestigial horns on their head that they grow during puberty. Due to the harsh environment of their homeworld, Zabrak gain a resistance to fire and cold energies equal to their constitution modifier. As well, Zabrak gain High Pain Tolerance as a bonus feat, and a +4 bonus to constitution.