Pathfinder Star Trek Ability Scores Each character has six ability scores that represent his character's most basic attributes. They are his raw talent and prowess. While a character rarely rolls a check using just an ability score, these scores, and the modifiers they create, affect nearly every aspect of a character's skills and abilities. Each ability score generally ranges from 3 to 18 when rolled 3d6, although racial bonuses and penalties can alter this; an average ability score is 10. This Game Master encourages using 2d6+10, when rolling up characters. This promises the player a range of 12 to 22, and takes into consideration any racial bonuses or penalties. Table: Ability Modifiers Ability Score Modifier 1 –5 2–3 –4 4–5 –3 6–7 –2 8–9 –1 10–11 0 12–13 1 14–15 2 16–17 3 18–19 4 20–21 5 22–23 6 24–25 7 26–27 8 28–29 9 30–31 10 32–33 11 34–35 12 36–37 13 38–39 14 40–41 15 42–43 16 44–45 17 The Abilities Each ability score partially describes your character and affects some of his actions. Strength (Str) Table: Carrying Capacity Strength Score Light Load Medium Load Heavy Load 1 3 lbs. or less 4–6 lbs. 7–10 lbs. 2 6 lbs. or less 7–13 lbs. 14–20 lbs. 3 10 lbs. or less 11–20 lbs. 21–30 lbs. 4 13 lbs. or less 14–26 lbs. 27–40 lbs. 5 16 lbs. or less 17–33 lbs. 34–50 lbs. 6 20 lbs. or less 21–40 lbs. 41–60 lbs. 7 23 lbs. or less 24–46 lbs. 47–70 lbs. 8 26 lbs. or less 27–53 lbs. 54–80 lbs. 9 30 lbs. or less 31–60 lbs. 61–90 lbs. 10 33 lbs. or less 34–66 lbs. 67–100 lbs. 11 38 lbs. or less 39–76 lbs. 77–115 lbs. 12 43 lbs. or less 44–86 lbs. 87–130 lbs. 13 50 lbs. or less 51–100 lbs. 101–150 lbs. 14 58 lbs. or less 59–116 lbs. 117–175 lbs. 15 66 lbs. or less 67–133 lbs. 134–200 lbs. 16 76 lbs. or less 77–153 lbs. 154–230 lbs. 17 86 lbs. or less 87–173 lbs. 174–260 lbs. 18 100 lbs. or less 101–200 lbs. 201–300 lbs. 19 116 lbs. or less 117–233 lbs. 234–350 lbs. 20 133 lbs. or less 134–266 lbs. 267–400 lbs. 21 153 lbs. or less 154–306 lbs. 307–460 lbs. 22 173 lbs. or less 174–346 lbs. 347–520 lbs. 23 200 lbs. or less 201–400 lbs. 401–600 lbs. 24 233 lbs. or less 234–466 lbs. 467–700 lbs. 25 266 lbs. or less 267–533 lbs. 534–800 lbs. 26 306 lbs. or less 307–613 lbs. 614–920 lbs. 27 346 lbs. or less 347–693 lbs. 694–1,040 lbs. 28 400 lbs. or less 401–800 lbs. 801–1,200 lbs. 29 466 lbs. or less 467–933 lbs. 934–1,400 lbs. +10 ×4 ×4 ×4 Strength measures muscle and physical power. This ability is important for those who engage in hand-to-hand (or “melee”) combat. Strength also sets the maximum amount of weight your character can carry. A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures do not possess a Strength score and have no modifier at all to Strength-based skills or checks. Dexterity (Dex) Dexterity measures agility, reflexes, and balance. This ability is the most important one for thieves, but it's also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons, such as the bow or sling. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious). Constitution (Con) Constitution represents your character's health and stamina. A Constitution bonus increases a character's hit points, so the ability is important for all classes. Their modifier is +0 for any Constitution-based checks. A character with a Constitution score of 0 is dead. Intelligence (Int) Intelligence determines how well your character learns and reasons. Creatures of animal-level instinct have Intelligence scores of 1 or 2. Any creature capable of understanding speech has a score of at least 3. A character with an Intelligence score of 0 is comatose. Some creatures do not possess an Intelligence score. Their modifier is +0 for any Intelligence-based skills or checks. Wisdom (Wis) Wisdom describes a character's willpower, common sense, awareness, and intuition. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score. A character with a Wisdom score of 0 is incapable of rational thought and is unconscious. Charisma (Cha) Charisma measures a character's personality, personal magnetism, ability to lead, and appearance. Every creature has a Charisma score. A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious. Federation Races Alpha Centaurian Medium: As Medium creatures, Alpha Centaurians have no special bonuses or penalties due to their size. Alpha Centaurian base land speed is 30 feet. Human-like Races: Alpha Centaurians go through character creation just like Humans. Automatic Languages: Centaurian. Bonus Languages: Galactic and those allowed by the characters class. Andorians +2 Strength; -2 Charisma. Andorians are stronger on average than Humans, but are less charismatic. Medium: As Medium creatures, Andorians have no special bonuses or penalties due to their size. Andorian base land speed is 30 feet. +4 species bonus to Fortitude saves when dealing with cold and cold-based attacks. +4 species bonus to Listen checks. Andorian antennae are extremely sensitive to sound. Bonus Feat: Alertness. Danger Sense (Ex): Because of their antennae, Andorians have an extraordinary ability that allows them to have a sixth sense about things. Andorians can roll a Wisdom check against a DC 25; if they succeed then they know the general size, location, speed, and direction of movement of an object. An Andorian’s sixth sense will not usually reveal any information about the object’s shape. Once an Andorian has sensed something, he may target it with a ranged or melee attack (taking the same penalties on the attack roll as there were on the sense roll, but never a bonus). This ability is modified by the Alertness feat. Automatic Languages: Andorian. Bonus Languages: Galacta. Arcadians +2 Dexterity, +2 Intelligence; -2 Strength. Arcadians are more agile than Humans and they are capable learners. Arcadians are not as strong as Humans. Medium: As Medium creatures, Arcadians have no special bonuses or penalties due to their size. Arcadian base land speed is 15 feet; base swim speed is 30 feet. Arcadians gain a +8 species bonus on any Swim check to perform some special action or avoid a hazard. They can move through water at their swim speed without making Swim checks. An Arcadian can always choose to take 10 on a Swim check, even if distracted or endangered. An Arcadian can use the run action while swimming, provided it swims in a straight line. Communal Consciousness, Arcadian (Psi-Like Ability): Arcadians gain a +1 species bonus on Intelligence-based skill checks and Intelligence-based ability checks when in the presence of one other Arcadian, up to a maximum of +4 for four other Arcadians (Range: 60 feet). Hold Breath (Ex): An Arcadian can hold its breath for a number of rounds equal to 4 x its Constitution score. Limited Photosynthesis (Ex): Arcadians can produce life-sustaining energy through photosynthesis. When carbon dioxide, water, and light are available, Arcadians can use photosynthesis to create carbohydrates for energy. Arcadians use this as a supplemental energy source, thereby reducing their daily energy requirement from ingested food by half. When photosynthesis cannot be used in this way, Arcadians have the same ingested food requirements as other humanoids. To benefit from the effects of limited photosynthesis, an Arcadian must be exposed to eight hours of artificial light or four hours of natural light per day. Low-Light Vision (Ex): Arcadians can see twice as far as a Human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. They retain the ability to distinguish color and detail under these conditions. Automatic Languages: Arcadian. Bonus Languages: Galacta. Arctuian +2 Strength, +2 Constitution; -2 Dexterity, -2 Wisdom, -2 Charisma. Arctuians are on average stronger and hardier than Humans. Their physiology, however, results in Arcturians being less agile and less charismatic. Due to their accelerated maturation, Arcturians have lower wisdom than average Humans. Medium: As Medium creatures, Arcturians have no special bonuses or penalties due to their size. Arcturian base land speed is 30 feet. +4 species bonus on Fortitude saves when dealing with poisons (ingested, topical or inhaled) and radiation. Arcturians are exceptionally hardy. +2 skill points at 1st level. Due to all Arcturians being genetically similar, standardized education has resulted in efficient teaching. Bonus Feat: Improved Natural Healing. Dull Senses: Arcturians lack the sensory range of Humans. Smell, taste, touch, hearing, and vision are all well below Human average. Arcturians receive a –2 species penalty on all Listen, Search, Sense Motive, and Spot skill checks. They also receive this penalty on all ranged attacks and Initiative checks. Regeneration: Arcturian (Ex): Arcturians can regenerate missing body parts over time (arms, legs, outer ear, etc.). The amount of time for complete regeneration depends on the body part being regenerated and should be determined by the GM, but generally would not exceed ten standard days for one limb. Tough Skin: Arcturian skin is tough, granting a damage reduction of 2/-. Automatic Languages: Arcturian. Bonus Languages: Galactic. Ariolo +2 Strength, +2 Constitution; - 4 Dexterity, -2 Charisma. Large: As large creatures, Ariolo have a –1 penalty to attack and defense due to their size. They have a –4 species penalty to Hide checks. Ariolo base land speed is 60 feet. Bonus Feat: Run. Being quadrupeds, running comes naturally to Ariolo. Scent (Ex): Ariolo can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Ariolo can identify familiar odors just as Humans do familiar sights. Ariolo can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents can be detected at triple normal range. When a scent is detected, the exact location of the source is not revealed—only its presence somewhere within range. An Ariolo can take a move action to note the direction of the scent. Whenever an Ariolo comes within 5 feet of the source, it pinpoints the source’s location. Low-Light Vision (Ex): Ariolo can see twice as far as a Human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. They retain the ability to distinguish color and detail under these conditions. Automatic Languages: Ariolon. Bonus Languages: Galactic. Arkenites +2 Dexterity; -2 Charisma. Arkenites are more agile than humans while in their native environment (see below). Certain engrained attitudes toward others make Arkenites less charismatic than Humans. Medium: As Medium creatures, Arkenites have no special bonuses or penalties due to their size. Arkenite base land speed is 30 feet. Anlac’ven: Arkenites suffer a –4 penalty to Dexterity when not on their homeworld of Arken II due to being so attuned to their own planet’s magnetic field. To counteract this negative effect, Arkenites have developed the Anlca’ven. When this U-shaped device is worn over the head, it creates a tiny magnetic field that provides an Arkenite with a false sense of balance. As long as this device is worn, the –4 penalty to Dexterity is negated. The device is so sensitive that while worn it also grants an Arkenite a +2 bonus on Reflex saves, +2 bonus to Balance skill checks, and a +2 bonus on Navigate skill checks and Survival skill checks used to keep from getting lost. Blindsense (Ex): Using non-visual senses based on specialized organs, an Arkenite notices things it cannot see. Arkenites usually do not need to make a Perception check to pinpoint the location of a creature within 60 feet, provided that it has line of effect to that creature. Any opponent an Arkenite cannot see still has total concealment (50% miss chance) against the Arkenite and the Arkenite still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of an Arkenite. An Arkenite is still denied its Dexterity bonus to Defense against attacks from creatures it cannot see. Nearsighted: Arkenite vision loses focus 25 feet away. Arkenites can read large text at long distance and while they can still determine colors and distinct shapes, details are blurred. Social Grouping: To Arkenites, physiological differences between sentient species are meaningless. However, Arkenites as a race tend to mentally group together individuals with like social traits such as career, allegiance, social standing, etc. This grouping affects Arkenite social interactions with other species. An Arkenite suffers a –2 species penalty to all Diplomacy skill checks when dealing with a being that is not a member of its own group. Arkenites can mentally form more than one group and automatically consider members of the Federation as part of a large, extended group. However, this causes Arkenites to be extremely suspicious of non-Federation races. Arkenites receive a –4 species penalty to all Diplomacy skill checks when dealing with a non-Federation race. Automatic Languages: Arkenite. Bonus Languages: Galactic. Betazoid +2 Charisma. As a whole, Betazoids are a friendly and open species. Medium: As Medium creatures, Betazoids have no special bonuses or penalties due to their size. Betazoid base land speed is 30 feet. Bonus Skills: Empathy and Telepathy. Betazoids receive these skills as class skills regardless of whether they meet the prerequisites for the skills. Automatic Languages: Betazoid. Bonus Languages: Galactic. Bolian +2 Constitution, -2 Intelligence. They are blue humanoids with a bifurcating ridge running across their read and halfway down their body. Bolians usually have a good disposition, though they are not known for their intelligence or their ambition. Medium Sized Beings: There in no special bonuses or penalties due to their size. Bolian base land speed is 30ft. Automatic Language: Bolian Bonus Languages: Galactic Bzzit Khaht +2 Strength, +2 Constitution; -2 Dexterity, -2 Charisma. Bzzit Khaht is on average stronger and hardier than Humans. Their physiology, however, results in Bzzit Khaht being less agile and less charismatic. Medium: As Medium creatures, Bzzit Khaht has no special bonuses or penalties due to their size. Bzzit Khaht base land speed is 30 feet; base swim speed is 15 feet. Bonus Feat: Alertness. Bzzit Khaht have exceptional hearing and olfactory senses. Amphibious: Bzzit Khaht can breathe air and water equally well. Bzzit Khaht gains a +8 species bonus on any Swim check to perform some special action or avoid a hazard. They can move through water at their swim speed without making Swim checks. Bzzit Khaht can always choose to take 10 on a Swim check, even if distracted or endangered. A Bzzit Khaht can use the run action while swimming, provided it swims in a straight line. Empathy, Bzzit Khaht (Psi-Like Ability): Bzzit Khaht gains a +2 species bonus on Diplomacy and Sense Motive checks when dealing with members of their own race. Low-Light Vision (Ex): Bzzit Khaht can see twice as far as a Human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. They retain the ability to distinguish color and detail under these conditions. Dehydration: If a Bzzit Khaht does not soak its skin at least once a day for one hour in water other than salt or seawater, it suffers one point of Constitution damage each day until its skin is soaked. In an especially dry environment, the Bzzit Khaht may suffer this damage more often. Automatic Languages: Bzzit Khaht. Bonus Languages: Galactic. Caitians +4 Dexterity, +2 Charisma. Caitians have remarkable agility and are more charismatic on average than Humans. Medium: As Medium creatures, Caitians have no special bonuses or penalties due to their size. Caitian base land speed is 40 feet. +2 species bonus on Listen and Move Silently skill checks. Bonus Feat: Alertness. Caitians have exceptional hearing and olfactory senses. Low-Light Vision (Ex): Caitians can see twice as far as a Human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. They retain the ability to distinguish color and detail under these conditions. Automatic Languages: Caitian. Bonus Languages: Galactic. Cygnian +4 Strength, +2 Charisma. Cygnians are the second strongest member race in the Federation behind Vulcans. Cygnians are also exotic and alluring to most humanoids. Their race is all female, and used to capture mates, before they joined the Federation. Medium: As Medium creatures, Cygnians have no special bonuses or penalties due to their size. Cygnian base land speed is 30 feet. Bonus Feat: Gearhead. The natural technical inclination of Cygnans is a trait shared by the whole species. Technical Aptitude: Cygnians receive a +4 species bonus on Repair checks dealing with technological devices. Automatic Languages: Cygnian. Bonus Languages: Galactic Deltans Medium: As Medium creatures, Deltans have no special bonuses or penalties due to their size. Deltan base land speed is 30 feet. Deltan Talents: Regardless of class, a Deltan can choose from the following species specific talents anytime it can choose a new talent as long as it meets the prerequisites: Control Pain: As a full-round action, Deltans can attempt to remove the dazed, stunned, or unconscious condition from a creature and heal 1 hit point of damage (Wisdom check vs. DC 12). A successful check removes the condition from the affected character. A Deltan cannot revive an unconscious character that is at –1 hit points or lower without first stabilizing the character. Prerequisite: Character level 1. Mind Link, Deltan: Deltans may establish a psionic link with any mate. This link remains in effect until ended by either party. As a full round action, either party may transfer the emotions that he or she is experiencing to the other. Deltans receiving the emanations can actually identify people and events by the exact emotional reaction felt by the sender. The person receiving has no control over what is received and breaking the link requires a DC 15 Will save. The range of this ability is approximately 5,000 miles. Prerequisite: Character level 1. Psionic Charm: Deltan charisma is the result of a latent psionic effect coupled with complex phenomenal cues. Deltans have the ability to channel this charisma to influence, and in some cases manipulate, others. By spending one action point during this full round action, a Deltan can attempt to make a humanoid creature regard it as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by the Deltan or its allies, it receives a +5 bonus to its Will save (Will save negates; see GM Notes below). The charm doesn't not enable the Deltan to control the creature as if it were an automaton, but it perceives the Delran’s words and actions in the most favorable way. A Deltan can try to give the subject orders, but it must win an opposed Charisma check to convince the creature to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys any suicidal or obviously harmful orders. Any act by the Deltan or its apparent allies that threatens the affected creature breaks the effect. The Deltan must speak one of a creature’s known languages to communicate commands, or else be good at pantomiming. This special ability is one that is forbidden by the Oath of Celibacy– required to be taken by Deltans serving in Starfleet. Prerequisite: Character level 2. GM Notes: If the targeted creature rolls a natural 1 on its Will save, it becomes obsessed with the Deltan. This obsession may manifest as stalking, kidnapping, murder-suicide, or similar pathological disorders. Terminus (Ex): Deltans can place themselves into a state that is impossible to distinguish from death, or they can appear to be in a coma or deep sleep. Although able to smell, hear, and know what is going on, the Deltan is blind and has no sense of touch or pain. The condition lasts for one hour per character level safely. However, for every 30 minutes that a Deltan exceeds the safe limit of the coma, sleep or deathlike state, it must make a DC 15 fortitude save. Each subsequent 30 minute extension increases the Difficulty Class by +4. Prerequisite: Character level 1. Automatic Languages: Deltan Bonus Language: Galactic Denobulan +2 Intelligence, -2 Strength. They have facial ridges on their forehead as well as going down their back along their spine similar yet significantly larger than Vulcans. Denobulans have tongues approximately 8 inches long as well as a unique ability to expand their facial muscles on command such as an earth blow-fish. This ability is most likely a vestigial technique used when intimidated. Medium: As Medium sized species, Denobulans have no special bonuses or penalties do to their sized. Denobulan base land speed is 30ft Denobulans gain a +5 to any craft check due to their resourcefulness. Hibernation; Once a year (minimum), or on demand, a Denobulan may slow their metabolism to a near-death-like state of hibernation. This effect takes an hour of concentration to prepare and lasts for 1d4+2 days. Natural revival from the hibernating state takes 1+1d4 hours. Only a hormonal chemical injection can prematurely disturb the hibernation process, however, this makes them extremely delirious for 1d4 hours. Automatic Languages: Denobulan, and one extra language Bonus Languages: Galactic Edosian +4 Dexterity, -2 Constitution. Edosians are very dexterous, but are less hardy than Humans. Edosians have three arms and three legs and that influences their speed and Dexterity. Medium: As Medium creatures, Edosians have no special bonuses or penalties due to their size. Edosian base land speed is 35 feet. +2 species bonus on Craft (mechanical), Craft (structural), and Craft (visual arts) checks. Edosians are renowned for their aptitude in these skills. Bonus Feat: Multidexterity. Automatic Languages: Edosian. Bonus Languages: Galactic Efrosians +2 Strength. Efrosians are stronger on average than Humans. Medium: As Medium creatures, Efrosians have no special bonuses or penalties due to their size. Efrosian base land speed is 30 feet. +4 species bonus to Fortitude saves when dealing with cold and cold based attacks. +4 species bonus to Navigate skill checks and Survival skill checks used to keep from getting lost. Efrosians have a highly developed sense of direction and can instinctively know correct courses. Bonus Skills: Navigate. Efrosians receive this as a class skill regardless of class. Intuitive Healing (Ex): Efrosians receive a +4 species bonus on all Treat Injury skill checks. In addition, Efrosians may attempt a Treat Injury skill check at a – 4 circumstance penalty, effectively nullifying the species bonus, when without a medical kit when one is usually necessary (thus the base target Difficulty Class would be the ones indicated in the Treat Injury skill description in the d20 Modern Core Rulebook). This ability extends to surgery attempts using Treat Injury without a surgery kit, as long as an Efrosian has at least a medical kit. Automatic Languages: Efrosian. Bonus Languages: Galactic Grazerite DEX -2, WIS+2, CHA +2. Their facial features include a pronounced, deeply furrowed brow and a bovine snout. A layer of fine, downy fur covers their hide-thick skin. Medium: As Medium creatures, Grazerites have no special bonuses or penalties due to their size. Grazerite base land speed is 30 feet. Grazerites receive a +2 bonus on all Listen and Spot checks. Grazerites gain a +2 bonus on all Bluff, Diplomacy, and Gather Information checks. After initiative is rolled but before they take their first action in combat, a Grazerite must make a Will saving throw (DC 15). If you fail the Will save, they are shaken for the rest of the encounter, taking a –2 penalty on attack rolls, saving throws, and skill checks. If the save succeeds, they overcome their moment of fear and negate the ill effects. Gore Attack: If forced a Grazerite may use their horns in a gore attack that deals 1d6 bludgeoning damage. If they get multiple attacks in a round, they can gore multiple times. Their horns are treated as natural weapons and do not provoke attacks of opportunity. Automatic Languages: Grazerite. Bonus Languages: Galactic. Haliian DEX +2, CON+2, WILL +2 CHA +2. Externally, they are distinguished by the fact that their foreheads have a slight bulge above each eyebrow. They also have a distinctive crevice between the brows, on the bridge of the nose. Medium: As Medium creatures, Haitians have no special bonuses or penalties due to their size. Haliian base land speed is 30 feet. Haliians gain a +2 bonus on all Handle Animal checks and Ride checks. Haliians can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents can be detected at three times these ranges. The Haliian detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the Haliian can pinpoint that source. Psionic Talent: Empathy Automatic Languages: Haliian. Bonus Languages: Galactic. Humans Medium: As Medium creatures, Humans have no special bonuses or penalties due to their size. Human base land speed is 30 feet. Human: Humans go through character creation without modification. Automatic Languages: Terran. Bonus Languages: Galactic. Joridian +2 Wisdom, -2 Charisma. Joridian psionic abilities make Joridians more insightful on average than Humans. However, Joridians are reclusive as a whole and are not as well attuned socially to non-Joridians. Medium: As Medium creatures, Joridians have no special bonuses or penalties due to their size. Joridian base land speed is 30 feet. Bonus Feat: Non-Verbal Telepathy. Joridians receive this feat regardless of whether they meet the prerequisite for the feat. Bonus Skills: Empathy and Telepathy. Joridians receive these skills as class skills regardless of whether they meet the prerequisites for the skills. Mute: Joridians lack vocal chords and thus cannot speak verbally. They can, however, learn Speak Language for any language normally accessible to humanoids, albeit the speaking is done telepathically. Automatic Languages: Joridian. Bonus Languages: Galactic Kaferian +4 Strength. Kaferians are stronger than Humans and more resistant, DR +2/-. Medium: As medium being, Kaferians have no special bonuses or penalties due to their size. Kaferian base land speed is 40 feet. +4 species bonus to Fortitude saves against poisons. Kaferian physiology is very resistant to poisons that affect humanoids. Blindsense (Ex): Using non-visual senses based on specialized organs, a Kaferian notices things it cannot see. Kaferians usually do not need to make Perception checks to pinpoint the location of a creature within 60 feet provided that it has line of effect to that creature. Any opponent a Kaferian cannot see still has total concealment (50% miss chance) against the Kaferian and the Kaferian still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a Kaferian. A Kaferian is still denied its Dexterity bonus to Defense against attacks from creatures it cannot see. Chemoreception (Ex): Via pheromones, Kaferians can automatically identify members of their own colony at up to 2,000 feet away and gain a +4 species bonus to Renown checks to identify other Kaferians not members of their colony. Even if the individual is not recognized, the individual’s colony will be recognized under normal circumstances as long as the Kaferian has had contact with a member of the other colony or otherwise been exposed to the other colony’s pheromones (90% base chance). Kaferians automatically succeed on any Survival skill check used to track another Kaferian due to phenomenal clues left behind on stationary objects such as walls, bushes, or even bare ground unless attempts have been made to cover up or remove those clues. Kaferians can also signal danger to other Kaferians by emitting warning pheromones. Signaling danger is a free action. The pheromones travel at 150 feet each round and project outward in a radius centered on the Kaferian for up to 2,000 feet. Strong winds and adverse weather have little effect on the potent pheromones and often a Kaferian will leave pheromone markers on stationary objects. Pheromones in calm air linger for 1d4+1 hours and can last up to 2d4 days on objects. Compound Eyes: This feature of Kaferian anatomy gives Kaferians a +2 species bonus on Spot checks. Scent (Ex): Kaferians can detect approaching enemies, sniff out hidden foes, and track by sense of smell via their antennae. Kaferians can identify familiar odors just as Humans do familiar sights. Kaferians can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents can be detected at triple normal range. When a scent is detected, the exact location of the source is not revealed-only its presence somewhere within range. A Kaferian can take a move action to note the direction of the scent. Whenever a Kaferian comes within 5 feet of the source, it pinpoints the source’s location. Automatic Languages: Kaferian. Bonus Languages: Galactic (-10 to speaking in any other language besides their own.) Rigellians +2 Strength, +2 Constitution. Rigellians are large humanoids, often reaching seven feet or more in height, and are renowned for their strength and stamina. Due to the unusually high UV output of their sun, Rigellians are darkly pigmented. Their skin features a kind of dermal tattooing which shows up as a network of blue lines covering the entire body in a random pattern, and their body hair is often a stark white in coloring. Rigellians base land speed is 30 feet. Bonus Feats: Rigellians gain the bonus feats of Combat Reflexes and Improved Natural Healing. Free Language Skills: Rigellian. Bonus Languages: Galactic, but any language the character can learn. Other Modifiers: Rigellians have a DR 12 vs. ultraviolet radiation. Rigellians are known for always telling the truth; it is against their culture to lie for any reason. It is possible for them to overcome this with a Will roll, but they have to beat a DC 22. Saurian +2 Strength, +2 Constitution. Saurians are stronger and hardier than Humans. Medium: As Medium creatures, Saurians have no special bonuses or penalties due to their size. Saurian base land speed is 30 feet. +2 species bonus to Fortitude saves. With a cardiovascular system containing four hearts, Saurians are extremely hardy. Immunities (Ex): Saurians can breathe several different types of gases that would be instantly fatal to most humanoids. This makes them extremely useful on exploratory missions and landing parties. Saurians can survive the atmospheric composition of Class C, E, F, G, H, K, L, M, N, and O worlds under most circumstances. Low-Light Vision (Ex): A Saurian can see twice as far as a Human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. They retain the ability to distinguish color and detail under these conditions. Automatic Languages: Saurian. Bonus Languages: Galacta. Tellarites +2 Strength; +2 Constitution; -2 Charisma. Medium: As Medium creatures, Tellarites have no special bonuses or penalties due to their size. Tellarite base land speed is 25 feet. Tellarites gain a +4 species bonus on Will saves when faced with situations that would normally frighten others. Tellarites receive a +2 species bonus to Repair, Trade and Commerce, and Value Estimation skill checks. Furred Hide: The tough, furred skin of Tellarites grant a damage reduction of 1/-. Automatic Languages: Tellarite. Bonus Languages: Galacta. Tiburonian +2 to Charisma. Tiburonians are naturally easy-going and relate well with others. Tiburonians are very similar in appearance to humans, but slightly taller on average. They have scalloped, elaborately shaped ears. Males are often bald. Tiburonians are known for two things: hedonistic tendencies and great expertise with technology, particularly in the areas of robotics. Tiburonians tend to make good explorers, science officers and negotiators. They have a sly sense of humor and prefer to solve problems with the most labor-efficient solution possible. They don't consider themselves to be great fighters, only resorting to violence as a last resort. Technologically Adept: +2 bonus on all skill rolls involving technology, particularly in the area of robotics. Weak Immune System: Tiburonians are not as hardy as other species. -2 to all rolls to resist diseases, poisons and fatigue. Automatic Languages: Tiburonian. Bonus Languages: Galacta. Vulcan +4 Strength, +2 Intelligence. Medium: As Medium creatures, Vulcans have no special bonuses or penalties due to their size. Vulcan base land speed is 30 feet. +4 species bonus to Fortitude saves when dealing with heat and heat-based attacks. +4 species bonus to Will save when faced with any fear checks or modifiers. +2 species bonus on Mind Meld, Listen, Knowledge (all), Technology and Computer Use skill checks. Bonus Feats: Improved Natural Healing, Nerve Pinch and Psionic Talent. In addition, at any time a Vulcan character is capable of learning a new feat, it may chose from Archaic Weapons Proficiency and Photographic Memory regardless of the prerequisites required. This feat replaces the feat it would normally be able to gain for the level. Logical (Ex): Vulcans cannot be fazed and are allowed to take 20 on skill checks while under fire. Truthful: Vulcans are known for always telling the truth; it is against their cultural imperative to lie for any reason. It is possible for a Vulcan to overcome this with a Will roll, but it must beat a DC 22. Automatic Languages: Vulcan. Bonus Languages: Galacta. Xelatian +0 Strength, +2 Dexterity, +0 Constitution, +2 Intelligence, +2 Wisdom*. These adjustments reflect a Xelatian in its natural water medium. (Ability modifiers reflect a Xelatian in a water medium. Xelatians in an anti-gravity harness have the following adjustments, subtract from the modifiers above: -2 Strength, -4 Dexterity, -2Constitution.) Medium: As Medium creatures, Xelatians have no special bonuses or penalties due to their size. Xelatian base land speed is 25 feet**; base swim speed is 60 feet. Xelatians gain a +8 species bonus on any Swim check to perform some special action or avoid a hazard. They can move through water at their swim speed without making Swim checks. A Xelatian can always choose to take 10 on a Swim check, even if distracted or endangered. An Arcadian can use the run action while swimming, provided it swims in a straight line. Communal Consciousness, Xelatian (Psi-Like Ability): Xelatians gain Empathy as a class skill. However, its use only applies to other Xelatians. The range of this special form of Empathy is not limited to line of sight; its range extends for approximately five miles. Improved Grab (Ex): To use this ability, a Xelatian must hit an opponent of any size with its tentacles. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the Xelatian establishes a hold and can conduct an attack, move, or full round action. This ability can only be used in a Xelatians natural water environment, free of its anti-gravity harness. Jet (Ex): A Xelatian can jet backward once per round in water as a full round action at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. Low-Light Vision (Ex): Arcadians can see twice as far as a Human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. They retain the ability to distinguish color and detail under these conditions. Water Breather: Xelatians are aquatic and must have water to process oxygen. Xelatian antigravity harnesses provide recirculated, specially treated water for respiratory purposes. However, a Xelatian must immerse itself in sea water for one hour for every seven hours it is in the antigravity harness. A Xelatian suffers one point of Constitution damage for each hour after the seventh it goes without sea water emersion. In an especially dry environment, the Bzzit Khaht may suffer this damage more often. Xelatians exposed to air without water to process oxygen begin to suffocate immediately. Automatic Languages: Xelatian. Bonus Languages: Galacta. Xelatians must train (spend 1 skill point) to learn Speak, Galacta. Zaranite +2 Strength; -2 Charisma. Zaranites are stronger on average than Humans, but are an introverted species. Medium: As Medium creatures, Zaranites have no special bonuses or penalties due to their size. Zaranite base land speed is 30 feet. Bonus Feat: Any. Bonus Skill Points: Zaranties receive 4 bonus skill points at first level and gain 1 additional skill point at each level beyond first. Fluorine Breather: Zaranites require small amounts of fluorine as a supplemental gas to their respiratory processes. As a result, a Zaranite wears an environmental mask on its face which is connected to a small, discrete tank of fluorine worn on its back. A typical tank as described above will provide sufficient fluorine for three days of continuous use. If a Zaranite is deprived of its supplemental fluorine, it suffers one point of Constitution damage every 12 hours. Through Federation science, some Zaranites have elected to surgically alter their physiology to remove their requirement for fluorine. Zaranite that goes through this surgery no longer requires supplemental fluorine to live. However, this procedure is very controversial within Zaranite culture. A Zaranite that has had this procedure done receives a –4 circumstance penalty to Diplomacy skill checks when dealing with Zaranites who have not undergone this procedure. Automatic Languages: Zaranite. Bonus Languages: Galacta. Enemy Races Klingon, Imperial +2 to Strength, +2 to Dexterity, +2 to Constitution, -4 to Charisma (treat their Charisma as -0 when dealing with other Klingons). Klingons are generally regarded as a brutal warrior species, but this characterization is not always fair or accurate. Klingons are humanoids very similar to terrestrial Humans, with only a small portion of their planetary populations becoming as warriors and later leaders. There are two primary Klingon social classes: warriors and civilians. Medium: As Medium creatures, Klingons have no special bonuses or penalties due to their size. Klingon land base speed is 30 feet. Klingon Blood Rage: Klingons can fly into a rage once per encounter for 4 rounds. This rage causes -2 AC +4 to strength and -2 to wisdom, intelligence and charisma. +2 intimidate. Klingons regularly subject themselves to large amounts of pain. And are as such experts at torture. Klingons are a survivalist culture and train from birth in survival, gaining +2 to all Survival checks. Klingons gain a +4 to Fortitude checks when making checks versus their alcohol intake and to resist pain. Skill Bonuses: +2 species bonus on Intimidation skill checks. Intimidation is a Klingons preferred method of diplomacy. Klingons also gain a +4 to Diplomacy skill checks when trying to impress others by their ability to drink alcohol. Automatic Language: Klingon. Bonus Languages: Galactic Klingon/Human Fusion Hybrid +1 Strength, +1 Dexterity, +1 Constitution. Klingon/Human Fusion Hybrids are a genetic blending is the result of the Klingon augment virus was a modified form of Levodian flu that threatened to wipe out the Klingon race in the mid-22nd century. It was inadvertently created by Klingon researchers who were attempting to bio-engineer enhanced warriors using DNA from genetically-modified human embryos left over from Earth's Eugenics Wars. Because afflicted Klingons' DNA had been altered by the virus, the Human appearance and genetic traits were passed onto the descendants of the infected. It feared that Klingons without ridges would become outcasts and lose their positions; making would no longer have a place in the Empire. But in the 2260’s, affected Klingons served as the captains and crews of front-line starships in the Klingon Defense Force. Medium: As medium being, the Klingon/Human Fusions gain no special bonuses or penalties due to their size. Fusion Klingons base land speed is 30 feet. Skill Bonus: The Klingon/Human Fusions gain a +2 bonus to Disguise and Human Psychology. Automatic Languages: Klingon and Galactic Other Languages: Any they can learn. Klingon/Romulan Fusion Hybrid +2 Strength, +2 Dexterity, +1 Intelligence, +2 Constitution. The Klingon/Romulan Fusion Hybrid was genetically engineered by the Klingons to allow Intelligence forces to gather intelligence on the Romulans. Their Romulan physiology allows them to blend in with the Romulans and they have been highly trained in Romulan Psychology. The Klingon Operatives were all volunteers for this assignment. Medium: As a Medium being, the Klingon/Romulan Fusions gain no special bonuses or penalties due to their size. Fusion Romulans base land speed is 30 feet. Skill Bonus: The Klingon/Romulan Fusions gain a +2 bonus to Disguise and Romulan Psychology. Automatic Languages: Klingon and Romulan. Other Languages: Any they can learn. Romulan +2 Strength, +2 Dexterity, +2 Intelligence, +2 Constitution. Romulans have an extreme loyalty and sense of honor to the Romulan Star Empire. It is possible to turn a Romulan, but for someone to do so would require a Diplomacy Skill check at a DC of 35. Romulans are also distant relations to Vulcans that left the planet Vulcan before the Vulcan race learned how to control their emotions. Medium: As Medium creatures, Romulans gain no special penalties or bonuses due to their size. Romulan base land speed is 30 feet. Skill Bonuses: Romulans gain a +2 bonus on all Listen skill checks. Free Language Skills: Romulan. Other Languages: Galactic Gorn +4 to Strength, + 2 to Constitution, -2 to Dexterity. Gorns gain an additional 2d8 hit points at first level; these hit points are in addition to those given by class and Constitution modifiers. Gorns are covered in a thick scale hide that gives them a Natural Defense Bonus of +3 and DR 3/-. Medium: As Medium species, Gorns have no special bonuses or penalties due to their size. Gorns have a base land speed of 20feet. However, Gorns are slow and steady, with their speed never modified by armor or encumbrance. Natural Weapons: A Gorn does 1d10 points of damage when using his sharp teeth as a weapon. Bonus Feats: Gorns gain the bonus feat of Endurance. Free Language Skills: Gorn. Bonus Languages: Any language, but they have a -20 to speaking any language they learn. Tholian Ability Modifiers: +4 to Intelligence. Tholians are covered in a thick crystalline structure that gives them a Natural Defense Bonus of +2 and DR 4/-. Tholians require a 400°F living environment; their native atmosphere is reported to be nitrogen. Oxygen is considered a toxin to the Tholians. If Tholians are somehow exposed to an oxygen environment, they lose all bonuses to their Defense and DR. In addition, they will lose 2 points of Constitution per minute until they are returned to their natural environment; at that time their Constitution points will return at the their normal rate of healing. Tholians also have a native immunity to all diseases that are of an organic nature. Medium: As Medium creatures, Tholians have no special bonuses or penalties due to their size. Tholians have a base land speed of 30 feet. Skill Bonuses: Tholians gain a +4 species bonus on Navigate and Technology skill checks. Free Language: Tholian. Bonus Languages: Any language the character can learn. Neutral Races Orion +2 to Dexterity, +1 Intelligence. Orions (While not completely members of the Federation, some of their colonies in Federation space have independently joined the Federation.) actually had a larger and better organized economy. The Federation grew rapidly and engulfed the Orion territory, which remained independent. There are three sub-races in the Orion Species, the Ruddies (mainly the business owners and officials), the Greens (the workers and slaves) and the Greys (the outcast). Medium: As Medium creatures, Orions have no special bonuses or penalties due to their size. Orion base land speed is 30 feet. Bonus Skills: +2 to Trade and Commerce, Sense Motive and Value Estimation. Free Language: Orion and Galactic. Bonus Languages: Any language the character can learn. Skill Summary Ability Acrobatics Administration (Intelligence) Appraise (Intelligence) Artistic Expression (Charisma) Acting Art Dance Drafting Keyboards Oratory Percussion Instruments Photography Poetry Singing Stand-Up Comedy Stringed Instruments Weapons Kata Wind Instruments Writing Assassination (Intelligence) Bluff (Charisma) Bribery (Charisma) Carousing (Charisma) Climb (Strength) Concentration (Constitution) Craft (Intelligence) Armor Blacksmith Carpentry Clothing Gardening/Farming Leatherwork Metal Working Poison Weaponsmith (Simple, Martial, and Archaic) Cryptography (Intelligence) Demolitions (Intelligence) Disable Device (Intelligence) Disguise (Charisma) Engineering (Intelligence) Aeronautics Civil Engineering Combat Engineering Electrical Engineering Mechanical Engineering Structural Engineering Small Vessel Engineering Escape Artist (Dexterity) Forgery (Intelligence) Gaming (Intelligence) 3-D Chess Dice Games Poker Dabo Role Playing Games Gather Information (Intelligence) Handle Animal (Charisma) Instruction (Intelligence) Interrogation (Charisma) Intimidate (Charisma) Investigate (Intelligence) Criminal Forensic Research Leadership (Charisma) Life Sciences (Intelligence) Biology Bionics Botany Ecology Exobiology Genetics Zoology Linguistics (Intelligence) Marksmanship (Dexterity or Strength) Archaic Ballistic Heavy Modern Mediation (Wisdom) Medicine Science (Intelligence) First Aid General Medicine Herbal Medicine Pathology Pediatrics/Geriatrics Pharmacology Psychology Surgery Toxicology Trauma Care Xenomedicine Negotiation/Diplomacy (Wisdom) Operations (Intelligence) Alien Device Operation Clandestine Operation Communication Systems Operation Computer Operation Deflector Shield Operation Environmental Suit Operation Psionic Device Operation Small Equipment Systems Operation Starship Helm Operations Starship Impulse Drive Operations Starship Sensor Operations Starship Warp Drive Operations Starship Weapons Operation Zero-G Operations Perception (Wisdom) Personal Combat (Dexterity) Armed Unarmed Physical Science (Intelligence) Chemistry Computer Science Cybernetics Mathematics Metallurgy Nuclear Physics Physics Robotics Piloting (Dexterity) Shuttlecraft Pilot Small Vessel Pilot Starship Pilot Vehicle Pilot Planetary Science (Intelligence) Geochemistry Geophysics Geology Geophysics Hydrology Meteorology Planetary Survival (Wisdom) Arctic Aquatic Cool Temperate Desert Mountain Tropical Vacuum Warm Temperate Procedures (Intelligence) Cloaking Device Procedures Damage Control Procedures Intelligence Procedures Security Procedures Transporter Operation Procedures Profession (Intelligence) Psionic Studies (Wisdom) Psionic Talent (Wisdom) Ride (Dexterity) Sense Motive (Wisdom) Sleight of Hand (Dexterity) Sports (Varies with Sport) Boxing (Strength) Cross-country (Constitution) Gymnastics (Dexterity) Martial Arts (Strength or Dexterity) Skiing (Dexterity or Constitution) Swimming (Strength) Track (Dexterity) Tennis (Dexterity) Weight-Lifting (Strength) Wrestling (Strength) Social Sciences (Intelligence) Anthropology Archeology Culture/History Economics Law Philosophy/Religion Political Science Space Science (intelligence) Astrobiology Astrochemistry Astrogation Astrogeology Astronautics Astronomy Astrophysics Stealth (Dexterity) Survival (Wisdom) Tactics (Wisdom) Atmospheric Combat Tactics Aquatic Combat Tactics Ground-Based Combat Tactics Small Unit Tactics Starship Boarding Tactics Starship Combat Strategy/Tactics Zero-G Combat Tactics Technical (Intelligence) Cloaking Device Technology Communication Systems Technology Computer Technology Deflector Shield Technology Electronics Technology Holodeck Technology Life Support Systems Technology Personal Weapons Technology Shuttlecraft Systems Technology Small Equipment Systems Technology Starship Sub-light Drive Technology Starship Weapons Technology Transporter Systems Technology Vehicle Technology Starship Warp Drive Technology Trade/Commerce (Intelligence) Value Estimation (Wisdom) Zen Mastery (Wisdom)