This powerful bellow hits a six-square cone and deals 3d6 damage to anyone in range. Finally, as a standard action, Ithorians can emit a sonic attack at the cost of moving -1 on the condition track. The Survival Instinct ability is more helpful, letting you reroll (and have to accept) any survival check. While knowledge checks in life sciences aren't especially common, if you choose it as a trained skill, Ithorians automatically gain a skill focus, a nice bonus to offset its general scarcity. In addition, a +2 Will Defense helps resist enemy Force abilities. Plus, the Wisdom and Charisma bonuses are helpful for Force powers, making Ithorians ideal for consular-oriented builds. They don't suffer any Strength or Constitution detriments, and their Dexterity penalty doesn't hinder you too much when wielding a lightsaber. Ithorians makes some of the best Jedi (and Sith) in the game. Throw in a skill bonus for Perception (when possessed as a trained skill) and their native language, and you have a versatile character competent on many fronts. They don't have full Darkvision, but they do wield Low-Light, letting them ignore partial concealment from dark environments. Basically, these guys are your go-to units for underwater excursions. Mon Calamari can't drown, and they can reroll any swim check (accepting the result) plus take 10 on swim checks even if threatened. You likely remember this race thanks to Admiral Ackbar's famous "It's a trap!" line in Return of the Jedi, and they bear an impressive stat spread, gaining more than they lose. The aquatic Quarren and semi-aquatic Gungans just can't compete with the awesome bonuses of the Mon Calamari, who inhabit their planet of the same name. That said, you won't find anyone with better melee prowess and HP regeneration than a faithful Wookiee. They aren't subtle, charismatic, or agile, so use others for diplomacy and ranged attacks, and their inability to speak Basic can be troublesome if separated from the group. Overall, Wookiees are excellent units when balanced by others who can compensate for their failings. As long as they're proficient with rifles, they also gain automatic handling of the bowcaster (Chewbacca's weapon of choice). They also regain hit points at twice the normal rate, can take 10 on climb checks even when threatened, and may reroll persuasion checks used for intimidation, but have to accept the new result. Still, Wookiees can once per day fly into a rage (as a swift action), which grants +2 to melee attack and damage rolls, further increasing their physical dominance. That said, you have three -2 penalties, so your overall stat adjustments balance out. Combined with +2 Constitution, they make excellent melee warriors, so give them lightsabers or vibroblades. The most dynamic of all races, Wookiees are the only species to have a +4 in anything, accounting for their colossal strength. Move -1 on condition track when rage ends Thus, be careful when rolling those pesky natural ones (automatic misses), as not only will your action fail, your GM might elect to have your devices sustain damage be sure to carry spares.Īre knowledgeable of but cannot physically speak Basic However, Kel Dor must wear protective goggles and a special breath mask outside their home planet if they don't, they're considered blind and start suffocating. Additionally, Kel Dor have Low-Light Vision, letting them ignore partial concealment due to darkness, and they have a keen Force Sense, letting them reroll Use the Force checks made to sense the Force, keeping the better result! They suffer a -2 stat boost to Constitution, which lowers their overall health, but gain +2 in dexterity (for dodging and firing ranged weapons) and Wisdom (for Force powers and intuition). Every race knows the default Basic language, but like many aliens, Kel Dor (think Plo Koon from the prequels) also naturally learn their native tongue.
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