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This game is about more than just meeting aliens—it’s also about playing alien characters. The word “race” usually refers to an intelligent, self-aware species whose members can be considered characters rather than simple monsters. While not all races are appropriate for player characters, many of them are; any creature with a racial traits entry is a member of a potentially playable race, provided that your GM approves it.

The following section introduces the core races—seven species so common as to be ubiquitous (or at least recognized) throughout the solar system. Remember that these are only the races most common—the system also contains many civilized but less prominent races.

Picking your race is one of the biggest choices in character creation, as once it’s made, it can’t be changed. In addition to its cultural flavor, each race comes with a set number of Hit Points that you get at 1st level, plus several other racial traits that modify your statistics or grant you additional abilities. The ability score modifiers are the most significant of these. These bonuses and penalties apply during the generation of your ability scores, and reflect your race’s natural aptitudes and disadvantages, such as vesk being stronger on average than the other races and ysoki being weaker. If you already know what class you want to play, it’s often a good idea to compare its key ability score to the ability score modifiers granted by the respective races when selecting your race, so you don’t accidentally end up with your racial adjustments to your ability scores making it difficult to play the type of character you want. Some races’ ability bonuses make them a perfect fit for certain classes, such as the vesk’s bonuses to Strength and Constitution, which make them natural soldiers. However, don’t be afraid to play against type if the idea excites you—every race presented here has members of every class within its society.


The myriad peoples of the universe speak a wide variety of languages, from the system-wide trade tongue called Common to obscure alien dialects and ancient languages from other planes of reality. Many worlds have a shared planetary language, most races speak a racial tongue, and all of the prevalent languages have both signed versions and written versions (including both visual and tactile writing).

A character begins play speaking and reading Common, her racial tongue (if any), and the language of her home planet (if any). She can also choose a number of bonus languages equal to her Intelligence bonus from the lists below. A character can learn the signed or tactile version of a language she knows, either as a bonus language or by putting a rank in the Culture skill. A character who begins play blind automatically knows the tactile versions of any languages she knows; a character who begins play deaf automatically knows the signed versions. An astonishing number of languages are spoken and not all are understandable or reproducible by other races without complex technology; some of the most commonly spoken tongues are presented below.

Prevalent Languages

  • Common, the most prevalent trade tongue, is believed to be based on one or more of the old human languages. The other most widespread languages (and their typical speakers) include the following.
  • Aklo
  • Lashunta (lashuntas)
  • Eoxian
  • Kasatha (kasathas)
  • Shirren (shirrens)
  • Triaxian
  • Vercite
  • Vesk (vesk)
  • Ysoki (ysoki)

Other Languages

The following languages are somewhat less common, but they are often encountered by scholars, spellcasters, and those doing business on their speakers’ respective home worlds.

  • Abyssal (demons, chaotic evil outsiders, inhabitants of the Abyss)
  • Aquan (inhabitants of the Plane of Water)
  • Arkanen
  • Auran (inhabitants of the Plane of Air)
  • Celestial (angels, good outsiders, inhabitants of the good-aligned planes)
  • Draconic (dragons, reptilian humanoids, Triaxian dragonkin)
  • Drow (drow)
  • Dwarven (dwarves)
  • Elven (drow, elves, half-elves)
  • Gnome (gnomes)
  • Goblin (bugbears, goblins, hobgoblins)
  • Halfling (halflings)
  • Ignan (inhabitants of the Plane of Fire)
  • Infernal (devils, lawful evil outsiders, inhabitants of Hell)
  • Kalo (kalo)
  • Nchaki
  • Orc (orcs, half-orcs)
  • Sarcesian (sarcesians)
  • Shobhad (shobhads)
  • Terran (inhabitants of the Plane of Earth)

Vital Statistics

Table 3–1 suggests some basic ranges to help you determine your character’s height, weight, and age. While most characters fall somewhere in the middle of the range for their race, some exceptional individuals may be larger or smaller. Gender plays a significant role in the size and shape of some races, yet even for those races, you should feel free to build the character that feels right to you. Environmental factors can also play a role in determining your character’s size and shape—a character from a low-gravity environment is likely taller and thinner than average, while one raised on a high-gravity world might be shorter and more muscular due to the stresses placed on his body.

The age of maturity listed on the chart represents the age at which a member of a race is likely to be considered an adult. It is a generalization based on physical and cultural factors—individual cultures may vary. The maximum age listed includes an element of randomness to reflect the capriciousness of death, and it is the assumption for the race’s longevity without magical or technological intervention—with the right life-extension technology, individuals of all races can become nearly immortal.

In addition, most of the races presented here are Medium; they have a space and reach of 5 feet and a land speed of 30 feet per round. While the ysoki are Small, their space, reach, and land speed are those of Medium creatures.


Androids are Artificial creatures with both biological and mechanical elements, originally created by humanity as servants and now free to chart their own destiny among the stars.


Lashuntas are naturally gifted psychics, divided into two subraces: one tall and lean, the other short and powerful. Both are compelling to other races and dedicated to scholarship and self-perfection.


Found nearly anywhere, humans have spread far since the disappearance of their home world. They are known for their curiosity, tenacity, and adaptability.


Once part of a terrifying hive-mind that devoured all in its path, the insectile shirrens mutated and broke away to become independent but community-minded individuals addicted to the freedom of choice.


An ancient four-armed race from a distant star system, kasathas are staunch traditionalists with customs that make them seem wise and mysterious to other races.


Despite their sense of honor and their utility in combat, many races distrust the reptilian vesk due to their long-standing devotion to conquest and dominance.


Passionate and scrappy, the ratlike ysoki are experts at getting both into and out of trouble. They let their love of technology, exploration, and adventure carry them throughout the galaxy.

Reading the Race Entries

Each race entry contains the following information sections.

Ability Adjustments: These are race-based adjustments to ability scores implemented during character creation. For instance, the ability adjustment for androids is +2 to Dexterity and Intelligence respectively, but –2 to Charisma.

Alternate Ability Score Adjustments No race is monolithic in its tendencies, and this is just as true for ability scores as for any other element that is subject to influence from culture, environment, training, or even intentional alterations, whether magical or technological. The majority of members of a race are likely to have the standard ability score adjustments (which are listed again in each corresponding section for ease of reference), but there are generally at least a few subpopulations of each race that have different adjustments, which are briefly described and defined. A character need not come from one of these subpopulations to have these ability adjustments; they are simply examples of groups within that race that commonly have those variant ability scores. You decide what ability score adjustments to use when you make a character; once chosen, they can’t be changed without significant magic (and GM approval), though characters can make significant modifications using the ability score increases gained every 5 character levels and through personal upgrades.

Hit Points: These are the additional Hit Points you get from your race at 1st level.

Racial Traits: Each race lists the special abilities you get when playing a character of this race. You automatically get all of these—you don’t have to pick and choose.

Alternate Racial Traits Specific individuals sometimes have alternate racial traits. While each entry presents various examples of why a character might have different traits, these are only suggestions. If your character concept calls for your ghoran operative to have magical talent rather than past-life knowledge as a result of a sliver of a spell gem getting embedded in the seed they sprouted from, great! You decide at 1st level whether your character gains any alternate racial traits, and once you make this choice, you cannot change it. You can select as many alternate racial traits as you want, but you cannot take two alternate racial traits that replace the same standard racial trait. Taking alternate racial traits doesn’t change anything else about your character—a skittermander with the curious alternate racial trait is still a skittermander for all purposes and prerequisites. However, that character no longer has the hyper trait and thus does not qualify for any ability that requires it (such as the Hyper Speed feat).

Racial Class Features and Feats

Feats and class features generally represent specific talents or knacks that can be trained or learned. It naturally follows that in some societies, different knacks or talents are more commonly taught and considered important. Each race entry presents a number of such choices that are more common within the population of that race than they are elsewhere. These feats and class features are not exclusive to the races they are listed with—there’s nothing preventing someone from a star system on the other side of the galaxy from hearing about and learning such abilities. However, many of these do have prerequisites that tie into one or more racial traits, and a character must meet an option’s prerequisites to take that option.

Playing the Race: These notes offer a starting place for how you, as a character of this race, might interact with the world. Note that, as with other cultural details presented in the race entry, these are just suggestions based on a typical member of your race. Personalities vary, and your character might diverge wildly from the suggestions, especially if she was raised in a different culture or under unusual circumstances.

Table: Vital Statistics By Race
Race Avg. Height or Length Avg. Weight Age of Maturity Maximum Age Source
Aasimar 5–7 ft. 100–300 lbs. 18 years 80+2d20 years  
Android 5–7 ft. 100–200 lbs. 0 years See text  
Barathu, early stage 4–6 ft. 150–250 lbs. 30 years 500+3d% years  
Bear, uplifted 9–11 ft. 1,000–1,500 lbs. 7 years 60+1d20 years  
Bolida 6-1/2 to 7-1/2 ft. 300–400 lbs. 5 years 110+4d20 years  
Brenneri 4-1/2 to 5-1/2 ft. 100 to 200 lbs. 10 years 60+3d10 years SAA3
Cephalume 5-1/2 to 6-1/2 ft. 200 to 400 lbs. 12 years 70+2d10 years SAA3
Contemplative 3–4 ft. 75–125 lbs. 50 years 300+3d% years  
Damai 5–7 ft. 100–250 lbs. 14 years 80+2d20 years  
Dessamar imago 4-1/2 to 5-1/2 ft. 45 to 80 lbs. 5 years 50+2d20 years SAA3
Dessamar instar 3 to 3-1/2 ft. 30 to 50 lbs. 5 years 50+2d20 years SAA3
Dirindi 4-1/2 to 5 ft. 100 to 180 lbs. 25 years 100+1d% years SAA3
Draelik 6–8 ft. 130–270 lbs. 15 years 70+2d20 years  
Dragonkin 8–20 ft. 500–2,500 lbs. 25 years 100+d% years  
Dromada 4-1/2 to 5-1/2 ft. 150 to 250 lbs. 3 years 30+2d20 years SAA3
Drow 5-1/2 to 6-1/2 100–150 lbs. 100 years 350+4d% years  
Dwarf 4 to 4-1/2 ft. 150–200 lbs. 40 years 250+2d% years  
Elf 5-1/2 to 6-1/2 100–150 lbs. 100 years 350+4d% years  
Embri 3-1/2 to 4-1/2 150–250 lbs. 8 years 60+1d20 years  
Espraksa 7 to 8 ft. 125 to 200 lbs. 20 years 90+2d20 years SAA3
Formian 6–8 ft. 150–250 lbs. 1 year 15+1d10 years  
Ghoran 5–6 ft. 120–180 lbs. 2 years 200+1d% years  
Gnome 3 to 3-1/2 ft. 30–50 lbs. 40 years 200+3d% years  
Goblin, Space 3–4 ft. 30–40 lbs. 7 years 40+1d20 years  
Gray 2–4 ft. 30–60 lbs. 25 years 400+4d% years  
Haan 8–10 ft. 120–250 lbs. 10 years 70+1d20 years  
Half-elf 5-1/2 to 6-1/2 ft. 100–200 lbs. 20 years 125+3d20 years  
Halfling 2-1/2 to 3-1/2 ft. 25–40 lbs. 20 years 100+5d20 years  
Half-orc 5–7 ft. 130–200 lbs. 14 years 60+2d10 years  
Hanakan 2 to 3 ft. 10 to 40 lbs. 5 years 30+1d20 years SAA3
Hobgoblin 4–6 ft. 150–250 lbs. 14 years 60+2d10 years  
Hortus 4 to 5 ft. 150 to 250 lbs. 10 years 40+1d20 years SAA3
Human 5–7 ft. 100–300 lbs. 18 years 80+2d20 years  
Ikeshti 2-1/2 to 3-1/2 ft. 30–90 lbs. 25 years 60+1d20 years  
Ijtikri 5 to 6 ft. 80 to 160 lbs. 2 years 40+2d20 years SAA3
Izalguun 6 to 8 ft. 800 to 1,000 lbs. 15 years 90+2d20 years SAA3
Kalo 5–6 ft. 75–125 lbs. 18 years 100+3d10 years  
Kanabo 5–7 ft. 200–300 lbs. 14 years 60+3d10 years  
Kasatha 6–7 ft. 120–200 lbs. 25 years 100+2d20 years  
Lashunta 5–7 ft. 140–180 lbs. 20 years 80+2d20 years  
Maraquoi 5-1/2 to 7 ft. 100–250 lbs. 12 years 40+3d10 years  
Morlamaw 10 to 12 ft. 1,800 to 3,000 lbs. 16 years 85+2d20 years SAA3
Nuar 7–8 ft. 260–350 lbs. 13 years 90+2d20 years  
Orc 5–7 ft. 145–320 lbs. 12 years 40+2d10 years  
Osharu 3-1/2 to 4-1/2 ft. 125–155 lbs. 18 years 90+2d10 years  
Pahtra 6–7 ft. 140–190 lbs. 14 years 80+3d10 years  
Phentomite 6–8 ft. 130–220 lbs. 16 years 70+2d20 years  
Quorlu 4–5 ft. 300–400 lbs. 22 years 150+3d20 years  
Raxilite 1 to 1–1/2 ft. 1 to 6 lbs. 1 year 70+3d10 years SAA3
Reptoid 5–6 ft. 100–180 lbs. 30 years 200+5d20 years  
Ryphorian 5–7 ft. 100–200 lbs. 18 years 80+2d20 years  
Sarcesian 10–15 ft. 400–500 lbs. 20 years 140+3d20 years  
Sazaron 12 to 18 ft. 700 to 1,100 lbs. 13 years 100+1d% years SAA3
Shakalta 5-1/2 to 7-1/2 ft. 75 to 125 lbs. 3 years 500+5d% years SAA3
Shatori 6 to 7 ft. 125 to 250 lbs. SAA3
Shimreen 6-1/2 to 7-1/2 ft. 550 to 800 lbs. 25 years 200+2d% years SAA3
Shirren 5–6 ft. 100–150 lbs. 5 years 50+1d20 years  
Shobhad 11–13 ft. 400–600 lbs. 20 years 90+3d10 years  
Skittermander 2–4 ft. 25–45 lbs. 6 years 60+2d20 years  
Spathinae 5 to 6 ft. 50 to 80 lbs. 2 years 50+1d% years SAA3
Telia 4 to 5 ft. 100 to 300 lbs. 50 years 950+4d% years SAA3
Tiefling 5–7 ft. 100–300 lbs. 18 years 80+2d20 years  
Trox 10–12 ft. 1,700–2,000 lbs. 6 years 40+3d20 years  
Urog 10–15 ft. 500–1,000 lbs. 50 years 300+2d% years  
Varculak 2-1/2 to 8 ft. 25 to 400 lbs. 0 years 350+3d% years SAA3
Verthani 7–9 ft. 200–350 lbs. 16 years 80+3d20 years  
Vesk 6–8 ft. 200–300 lbs. 16 years 70+1d20 years  
Vlaka 5-1/2 to 6-1/2 ft. 175–200 lbs. 3 years 30+4d10 years  
Witchwyrd 6–8 ft. 200–400 lbs. 100 years 600+10d% years  
Wrikreechee 5–7 ft. 250–350 lbs. 13 years 60+1d20 years  
Ysoki 3–4 ft. 60–100 lbs. 10 years 60+1d20 years