Races

Books Used:
Books to Go: Galaxy at War, Galaxy of Intrigure, Jedi Academy, KOTOR Campaign, Legacy Era, Rebellian Era, Scavenger's Droids, Scum and Villainy, Clone Wars, Force Unleashed, Unknown Regions

Race Size Abilities Special Bonuses Languages Book
Human Med Nil 1 bonus trained skill at first level (must be chosen from the character's list of class skills for Level 1), Bonus Feat Basic Core Rulebook
Barabel Med +2 Str, -2 Dex, -2 Wis Natural Armor: +NA to Reflex Defense, Natural Weapons: 1d6 claw, bite or tail, Stun Resistance: +5 to Damage threshold to resist stun weapons, Radiation Resistance: +5 to Fort Defense Vs. Radiation, Darkvision: Ignore concealment from darkness, Primitive: Don't gain weapon proficiencies as starting feats. Skills: Can reroll persuasion checks to intimidate others. Barabel Galaxy at War
Bothan Med +2 Dex, -2 Con Iron Will +2 species bonus to Will Defense, Conditional Bonus Feat: gain Skill Focus (Gather Information) as bonus feat IF you select Gather Information as a trained skill (Note: Trained Skill = +5, Skill Focus = +5 more) Basic and Bothese Core Rulebook
Cerean Med +2 Int, +2 Wis, -2 Dex Intuitive Initiative: May reroll any Initiative check, but result must be kept even if worse, Conditional Bonus Feat: Gain Skill Focus (Initiative) as a bonus feat if you train the Initiative skill (Note: Trained Skill = +5, Skill Focus = +5 more) Basic and Cerean Core Rulebook
Dashade Med +2 Dex, -2 Wis, -2 Cha Environmental Adaptation: +5 to fort vs extreme heat, extreme cold, and radiation. Fearsome Reputation: Can reroll persuasion checks to intimidate others. Force Resistance: Gain a +5 Species bonus to fort and will defense against any Use the Force checks. Dashadi Galaxy at War
Duro Med +2 Dex, +2 Int, -2 Con Expert Pilot: May reroll any Pilot check, but must keep second result even if worse. Basic and Durese Core Rulebook
Ewok Small +2 Dex, -2 Str Small Size: +1 size bonus to Ref Def and +5 size bonus on Stealth checks, lifting and carrying limits are 3/4 of Med creatures, Primitive: Do not gain Weapon Prof (pistols, rifles, or heavy weapons) as starting feats at Level 1 even if class normally grants them, Scent: close range (w/in 10 squares) ignore concealment and cover for purposes of Perception checks and take no penalty from poor visibility when tracking (part of Survival skill), Sneaky: may reroll any Stealth check but must keep second result even if worse, Conditional Bonus Feat: If trained in Survival, get Skill Focus (Survival) as bonus feat. Ewokese (speak only). Core Rulebook
Gamorrean Med +2 Str, -2 Dex, -2 Int Primitive: Gamorreans don't gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at 1st level, even if their class normally grants them, Great Fortitude: +2 species bonus to Fort Defense, Bonus Feat: Improved Damage Threshhold Basic (can't speak) and Gamorrean (speak only). Core Rulebook
Gungan Med +2 Dex, -2 Int, -2 Cha 6 squares move or 4 swimming, Expert Swimmer: may reroll any swim check, must use result, also can take 10 on swim checks even when distracted or threatened, Hold Breath: at home in air or water, can hold breath for a number of rounds equal to 25 times Con score before making Endurance checks to hold breath, Lightning Reflexes: +2 species bonus to Reflex Defense, Low-Light Vision: Gungans ignore concealment (but not total concealment) from darkness, Weapon Familiarity: Gungans with Weap Prof (simple weaps) feat are proficient with atlatl and cesta, Basic and Gunganese. Core Rulebook
Ithorian Med +2 Wis, +2 Cha, -2 Dex Iron Will: +2 species bonus to Will Defense, Bellow: standard action, open all four throats and emit terrible subsonic bellow — special attack roll (1d20 + character level) and compares the result to Fort Defense of all creatures and unattended objects in 6-square cone, deals 3d6 sonic dmg on it or 1/2 dmg on miss, use of the ability moves Ithorian -1 on Condition Track, Ithorian can add more d6s to dmg it deals with its bellow, but each addition 1d6 moves the Ithorian another -1 along the Condition Track, Survival Instinct: Reroll any survival check, but must keep second roll even if worse, Conditional Bonus Feat: If take Knowledge (Life Sciences) as trained skill, then get bonus feat Skill Focus (Life Sciences) (Note: Trained Skill = +5, Skill Focus = +5 more) Basic and Ithorese Core Rulebook
Kel Dor Med +2 Dex, +2 Wis, -2 Con Keen Force Sense: may reroll any Use the Force check made to search their feelings or sense the Force, keeping the better of the two results, Low-Light Vision: Ignore concealment (but not total concealment) from darkness, Special Equipment: Must wear protective goggles outside their homeworld, if not then blind. Must wear antiox breath mask outside homeworld or begin to suffocate. Starts play with one mask and one pair of goggles. Additional masks cost 2,000 credits (500 on Dorin) and a year's supply of filters costs 200 credits (50 on Dorin), the mask is poisonous to other species. Basic and Kel Dor Core Rulebook
Lurmen Small +2 Wis, -2 Str Mender: Reduce Treat Injury DC by his or her wisdom modifier. Primitive: Don't gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at 1st level, even if their class normally grants them. Roller: Can roll into a ball as a swift action and increase base speed by 4 squares. Skills: Can take 10 on climb checks, even when distracted or threatened. Basic, Lurmese Galaxy at War
Mon Calamari Med +2 Int, +2 Wis, -2 Con 6 squares move or 4 swimming, Breathe Underwater: Can't drown in water, Expert Swimmer: Can reroll swim check, but must keep second result even if worse, can take 10 on swim checks even when distracted or threatened, Low-Light Vision: ignore concealment (but not total concealment) from darkness, Conditional Bonus Feat: If train skill in Perception, get bonus feat Skill Focus (Perception) (Note: Trained Skill = +5, Skill Focus = +5 more) Basic and Mon Calamarian Core Rulebook
Pau'an Med +2 Wisdom, +2 Charisma, –2 Strength Authority: Add +1 to any insight or morale bonuses they grant to themselves or other characters. Low-Light Vision: Pau’ans ignore concealment (but not total concealment) from darkness. Conditional Bonus Feat: A Pau’an with Persuasion as a trained skill gains Skill Focus (Persuasion) as a bonus feat. Basic and Utapese. Web Enhancement
Quarren Med +2 Con, -2 Wis, -2 Cha 6 squares move or 4 swimming, Breathe Underwater: Can't drown in water, Expert Swimmer: May reroll swim check but must keep 2nd result even if worse, may take 10 on swim checks even when distracted or threatened, Low-Light Vision: ignore concealment (but not total concealment) from darkness, Conditional Bonus Feat: If train skill Persuasion, get Skill Focus (Persuasion) as bonus feat (Note: Trained Skill = +5, Skill Focus = +5 more) Basic and Quarrenese Core Rulebook
Rodian Med +2 Dex, -2 Wis, -2 Cha Heightened Awareness May reroll Perception checks, but must keep 2nd roll even if worse, Low-Light Vision: ignore concealment (but not total concealment) in darkness, Conditional Bonus Feat: If trained in Survival skill, get bonus feat Skill Focus (Survival) (Note: Trained Skill = +5, Skill Focus = +5 more) Basic and Rodese Core Rulebook
Sullustan Med +2 Dex, -2 Con Darkvision: ignore concealment (including total concealment) from darkness, however can't perceive colors in total darkness, Expert Climber: can take 10 on Climb checks even when distracted or threatened, Heightened Awareness: May reroll and Perception check but must keep 2nd roll even if worse Basic and Sullustese Core Rulebook
Taung Med +2 Con, -2 Cha Armor Training: Max Dex from armor is +1 Superior Defenses: +1 species bonus to all defenses Warrior Culture: Can reroll any knowledge (Tactics) check. Basic, Mando'a Galaxy at War
Thakwaash Med +4 Str, -2 Dex, -2 Cha Multiple Personalities: Once per encounter, as a free action, can negate or remove any mind-affecting effects. Natural Armor: +1 natural armor bonus to reflex defense Thakwaashi Galaxy at War
Trandoshan Med +2 Str, -2 Dex Darkvision: ignore concealment (including total concealment) from darkness, can't perceive colors in total darkness, Limb Regeneration: regrows lost limbs in 1d10 days and all penalties regarding that are removed when regrown, Natural Armor: +1 natural armor to Ref Def and stacks with armor bonus, Bonus Feat: Toughness Basic and Dosh Core Rulebook
Trianii Med +2 Wis Acrobatic Prowess: Can reroll any acrobatics check Natural Weapons: 1d6 points of slashing with unarmed attacks Prehensile Tail: Can hold a small or smaller item with tail, or medium or larger item but considered encumbered. Trianii Galaxy at War
Twi'lek Med +2 Cha, -2 Wis Deceptive: may reroll any Deception check but must keep 2nd result even if worse, Great Fort: +2 species bonus to Fort Def, Low-Light Vision: ignore concealment (but not total concealment) from darkness Basic and Ryl Core Rulebook
Wookiee Med +4 Str, +2 Con, -2 Dex, -2 Wis, -2 Cha Extraordinary Recuperation: regain HP double normal rate, Rage: Once per day, Wookiee can fly into rage as swift action. While raging, Wookiee temp gains +2 rage bonus on melee atk rolls and melee dmg rolls but can't use skills require patience and concentration, such as Mechanics, Stealth, or Use the Force, rage lasts for number rounds equal to 5 + Wookiee's Con mod. At end of rage, Wookiee moves -1 persistent step along Condition Track, penalties imposed by condition persist until Wookiee takes at least 10 minutes to recupe, during which Wookiee can't engage in any strenuous activity, Weapon Familiarity: If have Weapon Prof (rifles) feat, are prof w/bowcaster, Skills: Wookiees may take 10 on climb checks even when distracted or threatened, may choose to reroll any Persuasion check made to intimidate others but must keep second roll even if worse Basic (can't speak) and Shryiiwook Core Rulebook
Zabrak Med Nil Heightened Awareness: may reroll Perception check, but must keep second result even if worse, Superior Defenses: +1 species bonus to all defenses Basic and Zabrak Core Rulebook