Guidelines for Near-Human Species
Tuesday, July 28th, 2009Designed by jadenkorr
Wizards of the Coast have stated that species capable of breeding with humans are considered to be human in game terms, but I’ve decided to create a list of near-human species guidelines, to help keep the feel of them more real and unique. Each entry contains tips for ability, feat, skill, and talent selection that is fitting to the species. Some, with the GM’s approval, have more unique traits as well. Other species that fall into this category that Wizards of the Coast have already given stats for are Arkanians, Chiss, Falleen, Nagai, Pau’ans, Wroonians, Vahla, and Zeltrons. Other near-human species found on this site are Bpfasshi, Echani, Firrerreo, and Kiffar.
Many other near-human species that aren’t unique enough to make this list can be found on this Wookieepedia site.
It is important to note that these are only guidelines for building Near Human characters. There are always those who deviate from the norm, and these statistics should not be required. They are completely optional, and should not be treated as rigidly as other species statistics.
Aquar/Blubreen

Abilities: No changes
Skill: All Aquar and Blubreen have training in Swim, if not Skill Focus (Swim).
Breathe Underwater: With your GM’s approval, an Aquar or Blubreen might trade his/her bonus feat for the Breath Underwater trait (see Mon Calamari, SECR pg 29)
Languages: None
Calian
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Abilities: High Constitution
Semi-Primitive: Calians know how to use technology such as blasters and repulsor-lifts, but have little understanding of them. It is rare for them to be trained in Mechanics or Use Computer.
Ryastraad: With your GM’s approval, Calians might trade his/her bonus feat for the Rage trait (see Wookiees, SECR, pg 32) Otherwise, Indomitable or Tough As Nails might be fitting.
Languages: Calian
Echani
Note: Another write-up, also found on this site, is located here.
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Abilities: No changes
Feat: Most Echani know something of hand to hand combat, and thus take Martial Arts I.
Feat: Echani also have their own style of martial arts, and thus many take Echani Training.
Languages: Echani
Epicanthix
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Abilities: High Strength/Constitution
Class: Epicanthix are known as warriors, and generally start in the Soldier class.
Plot Point: Epicanthix live longer than most humans, and have an average lifespan of 130 standard years.
Languages: Epicant
Firrerreo
Note: Another write-up, also found on this site, is located here.
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Abilities: Low Strength, high Charisma
Feat: Firrerreo recover from physical injury rapidly, and often take Extra Second Wind or Toughness to reflect this trait.
Languages: Firrerreo
Fondorian
Abilities: High Intelligence
Talent: Most Fondorians take Educated as a talent at first level.
Skills: All Fondorians are trained in one, if not more Knowledge skills.
Languages: None
Hapan
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Abilities: High Charisma
Class: Hapes is controlled by women, so most females start in the Noble class.
Talent: Hapes is a privileged and wealthy portion of the galaxy, and as such, most Hapans take Wealth or Educated as a talent at first level.
Skills: Most Hapans are trained in Deception and/or Persuasion.
Feat: Most Hapans have Skill Focus (Deception) and/or (Persuasion).
Night Blindness: Hapes has nearly continuous daylight, reducing Hapans’ ability to see in the dark. Hapans rarely take the Acute Senses talent.
Languages: Hapan
Kiffar
Note: Another write-up, also found on this site, is located here.
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Abilities: No changes
Talent: Many (but not all) Kiffar will take the Psychometry talent if Force-Sensitive.
Feat: Kiffar seem to be unnaturally lucky, so Fool’s Luck or Strong In The Force are common among them.
Languages: Kiffu
Lorrdian
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Abilities: No changes
Feat: Lorrdians, known for their ability to mimic people, usually have Skill Focus (Deception).
Languages: Kinetic Communication, a complicated set of gestures used to speak silently.
Rattataki
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Abilities: No changes
Class: Rattataki are usually Scouts and Soldiers, and favor the Gladiator Prestige Class.
Feat: Durability is essential on the gladiatorial world of Rattatak, so most Rattataki take Improved Damage Threshold.
Languages: None
Ruusanian
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Abilities: High Constitution
Class: Ruusan is a rough world, and it’s people have adapted to it. Ruusanians are usually Scouts.
Talent: Most Ruusanians usually take at least one talent from the Fringer talent tree or Survivor talent tree.
Skills: Nearly all Ruusanians are trained in Survival, and almost as often, Endurance.
Feat: Many Ruusanians take the Toughness feat.
Languages: None
Sionian Skup

Abilities: No changes.
Class: Sionian Skup are most often Scoundrels, with few exceptions.
Talent: Sionian Skups favor the Misfortune talent tree.
Skill: Sionian Skups are known as master thieves and take the Stealth skill often.
Feat: Many Sionian Skups even take Sill Focus (Stealth) to augment their abilities.
Languages: None
Sorrusian/Teevan
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Abilities: High Dexterity
Skill: Being highly flexible, all Sorrusians and Teevans are trained in Acrobatics.
Feat: Sorrusians and Teevans also take Skill Focus (Acrobatics) to reflect their ability to bend in ways most humans find impossible.
Languages: None
Yashuvhi
Abilities: No changes
Feat: All Yashuvhi are born connected to the Force, and take the Force Sensitivity feat.
Languages: Yashuvhi (a heavily evolved derivative of Basic).
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