Anonymous
×
Create a new article
Write your page title here:
We currently have 906 articles on Saga Edition RPG Omnibus. Type your article name above or click on one of the titles below and start writing!



Saga Edition RPG Omnibus
(Redirected from Species trait)

A species trait is a trait that is specific to one or a few particular species due to that species’ evolutionary path. Some species have claws where others may have darkvision but these traits are not limited to strictly physical characteristics.

     This table contains all the species traits outlined throughout the entirety of the Star Wars Saga Edition role-playing game. Some traits, such as Force resistance may may affect species differently. Those differences are listed in the species trait listing.

Trait Name Short Description
Able Healer Targets healed by a Selkath regain additional hit points. Once per encounter, a Selkath can give bonus hit points.
Ambush A beast with this trait deals an extra 2d6 points of damage with its natural weapons against a flat-footed opponent.
Ancient Knowledge Rakata reduce penalties from lack of proficieny in weapons and armor and can make one untrained skill check on certain skills.
Animal Handler An Utai may reroll any Ride check, but must accept the result even if it is worse.
Arboreal Grip Ysalamiri have a bonus to checks made to resist being removed from their tree .
Armor Plating Your character has thick scales that provide damage reduction 2.
Banshee’s Wail As a standard action, a Corellian banshee bird can emit a loud wail that disorients opponents.
Bellow As a standard action, an Ithorian can open all four of its throats and emit a terrible subsonic bellow.
Bonus Equipment Your droid character comes with extra equipment options.
Bonus Feat You gain one bonus feat at 1st level.
Bonus Trained Skill Your character chooses one additional trained skill at 1st level.
Breathe Underwater As an amphibious creature, you can’t drown in water.
Brutal A Feeorin may treat its opponents damage threshold as though it were 5 points lower when determining the result of the attack.
Camouflage A beast with this trait ignores their size modifier when they make Stealth checks.
Cathar Instincts Climb and Stealth are class skills for Cathar.
Cold Resistance Snivvians add a +5 species bonus to Fortitude Defense to resist extreme cold.
Constrict A gundark that succeeds in grappling an opponent can use the Crush and Pin feats as normal.
Conditional Bonus Feat Your character gains a bonus feat provided they meet specific requirements.
Cooperative An Utai automatically succeeds when attempting to aid another on a skill check.
Cooperative Spirit A Khil can aid or be aided by adjacent allies on skill checks as a swift action.
Darkvision You ignore concealment (including total concealment) from darkness. However, you cannot perceive colors in total darkness.
Dependable Worker A Khil can treat one skill check with certain skills as though they had taken 10, even after the roll has been made.
Determination Arkanian Offshoots can reroll one failed skill check with a trained skill.
Devour If a krayt dragon hits with its bite attack, it can automatically make a grapple check with its bite attack at its full bonus.
Droid Traits Droids have a series of standard traits they share regardless of class.
Duty Bound Whenever a Massassi receives a morale bonus from any source, the Massassi gains bonus hit points.
Evolved Intellect Whenever you spend a Force point, you gain a temporary Force point for an Intelligence-based skill check.
Excellent Climber A varactyl can choose to reroll any Climb check keeping the second result.
Expert Climber Your character may choose to take 10 on Climb checks even when distracted or threatened.
Expert Pilot You may reroll any Pilot check, but must accept the result even if it is worse.
Expert Swimmer You may reroll any Swim check, but must accept result even if it is worse.
Extraordinary Recuperation Your character regains hit points at double the normal rate.
Fast Healing A beast automatically regains hit points every round at the end of its turn, up to its normal maximum, until it is killed.
Flash of Genius An Arkanian can add a +5 circumstance bonus to the result of one Knowledge, Mechanics, or Use Computer skill check.
Ferocious A Mantellian Savrip can choose to reroll any failed attack roll with one of its natural weapons.
Fly Through Space Mynocks can fly in the vacuum of space, and can maneuver without any hindrance or penalty in vacuum.
Force Blind Rakata cannot use the Force but can still be affected by it and can still lower their Dark Side Score.
Force Immunity Yuuzhan Vong are immune to the Force.
Force Perception A vornskr ability that works like the Sense talent of the same name.
Force Resistance Your character’s species has a resistance to the Force.
Force Sensitivity Vornskrs have Force Sensitivity as a bonus feat.
Force Sight You act normally without taking any penalties for blindness when in the presence of life of any kind.
Great Fortitude You gain a +2 species bonus to your Fortitude Defense.
Heightened Awareness You may reroll any Perception check but must accept the result even if it is worse.
Hold Breath Your character can hold their breath longer before they need to make Endurance checks.
Hullepi Khil do not suffer the effect of starvation, except in sterile environments.
Inborn Resilience A Feeorin can use Second Wind even when unconscious.
Inspired Whenever a Kissai receives a morale or insight bonus from any source, the bonus increases by 1.
Intellectual Reputation An Arkanian can use their Intelligence mod instead of Charisma on Persuasion checks.
Intuitive Initiative You may choose to reroll any Initiative check but must accept the result even if it is worse.
Iron Will Your character gains a +2 species bonus to their Will Defense.
Keen Force Sense You may reroll certain Use the Force checks and keep the better result.
Leap Attack A nashta’s leap attack allows it to make six separate claw attacks against a single opponent.
Lightning Reflexes Your character gains a +2 species bonus to their Reflex Defense.
Limb Regeneration Your character regrows a lost limb in 1d10 days.
Low-light Vision You ignore concealment (but not total concealment) from darkness.
Maternal Rage If her pups are threatened, a female katarn enters a maternal rage.
Meditative Trance You can enter into a trance for four hours to gain the benefits of having rested for eight consecutive hours.
Natural Armor Your character gains a natural armor bonus to their Reflex Defense.
Natural Telepath Draethos gains a +5 species bonus and can make untrained Use the Force checks for Telepathy.
Natural Weapons Your character has natural weapons such as claws or teeth.
Nullify Force Ysalamiri create a Force-nullifying bubble that prevents usage and applications of the Force.
Observant Once per encounter, a Snivvian can use the Perception skill modifier in place of the Deception or Persuasion skill modifier.
Overwhelm Womp rats gain a +2 bonus to melee attack rolls for each adjacent allied womp rat.
Pack Traits Packs and swarms have additional rules regarding area attacks.
Persistent You may reroll any Endurance check but must accept the result even if it is worse.
Poison Natural weapons also poison a target when they deal damage.
Poor Vision Species that have very poor vision and take a −5 penalty to Perception checks involving sight.
Primitive Your character does not gain Weapon Proficiency (heavy weapons, pistols, or rifles) as starting feats at 1st level.
Rage Once per day, you can fly into a rage as a swift action.
Reactive Claw When a Cathar damages an opponent, they can make an additional melee attack with their natural weapons.
Rend If a wampa hits with both of its claw attacks, it rends its opponent for an additional 2d6 points of damage.
Scent Your character ignores concealment and cover for purposes of Perception checks.
Skills Your character’s species has an affinity with a particular skill.
Sneaky You may reroll any Stealth check but must accept the result even if it is worse.
Special Equipment Your character needs special equipment to survive and function normally.
Stronger by Age As they age, a Feeorin adds a bonus to Strength and Constitution checks. Age modifiers to Feeorin attributes do not apply.
Superior Defenses Zabrak gain a +1 species bonus to all of their defenses.
Supreme Stability Your character can’t be tripped or knocked prone.
Survival Instinct Your character may reroll any Survival check, but must accept the result even if it is worse.
Survive in Vacuum Mynocks survive vacuum but sufficate in atmoshpere.
Survivor A Mantellian Savrip can choose to reroll any Perception, Stealth, or Survival check, keeping the second result.
Technophobic Yuuzhan Vong shun any sort of technology that is inorganic.
Tentacle Grab If a Sarlacc hits with one of its tentacles, it can automatically make a grapple check with its tentacle attack at its full bonus.
Tremorsense A beast with tremorsense automatically senses the location of anything that is in contact with the ground and within 100 squares.
Trip A varactyl that hits with a tail lash attack can attempt to trip an opponent (as if using the Trip feat).
Warrior’s Awareness A Kissai or Massassi can gain the benefit of the Uncanny Dodge I and Uncanny Dodge II talents.
Weapon Familiarity Your species can use certain exotic weapons as normal weapons.