The Complete Spacefarer's Handbook presented nine new player character races for the Spelljammer setting. Presented here are five additional races to use as either PC's or NPC's. If these races are being used as Player Characters, it is strongly recommended their Monstrous Compendium entries be thoroughly read and understood by both the player and the DM. Also, keep in mind that individuals of these races that are PC's are outcasts from their respective race and have turned to the company of other species as a result. The outcast PC will be rejected by their own kind at best, hunted and killed on sight at worst. The psionicists class is offered here for DM's who wish to use psionics. If the DM does not use psionics in the campaign, ignore any references to the class. Other races such as the Arcane, Reigar and Vodoni were considered but their special abilities presented too much of a problem in the area of game balance.
Table 1: Racial Ability Requirements Race STR DEX CON INT WIS CHA** Base Movement Dohwar 3/15 8/18 11/18 8/18 8/18 3/18 3, Sw 9 Grav 11/18 3/17 11/19 3/17 8/18 3/18 9 Insectare 3/18 6/18 7/18 8/18 3/18 8/18 9 Pirate of Gith 3/18 7/18 3/18 8/18 3/18 3/18 12 Rock Hopper 7/18* 7/18 10/18 6/17 3/17 3/17 6 * Fighters of this race do not roll for exceptional Strength. ** Charisma scores apply only to characters of the same race.
Table 2: Racial Ability Adjustments Race Adjustment Dohwar -3 Strength, +1 Intelligence, +1 Wisdom, +2 Dexterity Grav +1 Strength, -2 Intelligence, +2 Constitution Insectare +1 Dexterity, -1 Constitution Pirate of Gith No adjustment Rock Hopper -2 Intelligence, +1 Dexterity, +1 Constitution
Table 3: Racial Class and Level Limits Race Cleric Fighter Mage Thief Psionicist Dohwar 6 9 6 12 9 Grav - 12 9 - - Insectare 11 11 14 11 - Pirate of Gith 11 11 11 - 11 Rock Hopper - 9 - 12 -
Table 4: Average Height and Weight
Height in Inches Weight in Pounds
Race Base Modifier Base Modifier
Dohwar 32/30 2d6 50/46 4d6
Grav 46/40 1d12 210/180 3d8
Insectare 54/50 1d8 90/74 2d12
Pirate of Gith 62/60 2d10 120/90 3d10
Rock Hopper 40/36 1d8 70/66 5d4
Table 5: Age
Max. Age Range
Race Base Age Variable (Base + Variable)
Dohwar 16 3d4 90 + 1d100
Grav 30 3d6 180 + 1d100
Insectare 80 4d6 200 + 3d100
Pirate of Gith 30 2d8 250 + 1d100
Rock Hopper 20 3d12 80 + 2d20
Table 6: Aging Effects Race Middle Age 1 Old Age 2 Venerable 3 Dohwar 45 60 90 Grav 90 120 180 Insectare 100 150 200 Pirate of Gith 125 164 250 Rock Hopper 40 60 80 1 -1 Str/Con; +1 Int/Wis 2 -2 Str/Dex; -1 Con; +1 Wis 3 -1 Str/Dex/Con; +1 Int/Wis
Table 7: Thieving Skill Racial Adjustments Race PP OL F/RT MS HS DN CW RL Dohwar +10% +10% +5% +5% -- +5% -20% -5% Insectare +5% -5% -- +5% +5% +10% -- -- Rock Hopper -- +5% +5% -- -- -- +10% -10%
(Monstrous Compendium 9)
The Dohwar are penguin-like telepaths who are voracious traders. Player character Dohwar are called Free Agents and have one of two backgrounds. They either have lost their life partner and have abandoned traditional life to wander among the "client" races. Or the other possibility is the Dohwar has made a very bad business deal and has been black-listed by the Dohwar cartels. Dohwar may be fighters (called Protectors), wizards, priests, psionicists. They cannot be mulit-classed or specialist mages. Dohwar Protectors use a special weapon called a "weega" that attaches to the beak (treat it as a short sword). Dohwar feathers provide them with a natural armor class of 5. Only Protectors can wear armor and then only plate armor with no shield. This grants them a base AC 0, but causes them to strike last in a round. Non-psionicist Dohwar automatically have the psionic wild talents of ESP (in a non-psionic campaign, they have the spell-like ability of ESP three times per day). All Dohwar have the bonus non-weapon proficiency: Survival, Arctic. Dohwar do not have Infravision.
(Monstrous Compendium 9)
Some Gravs have never accepted the strict worker class life that is expected of them by their communities. Most who feel this way are shipped off to the nearest home base for reconditioning. Some escape before hand and these are the Player Character Gravs. They still harbor a deep hatred for Silatics, Rust Monsters and all other metal eaters. They also retain their ability to Affect Gravity on one target up to a range of 60' reducing the targets weight by 25% per round. Once the target is at 0% gravity, a slight push will send the target tumbling unless they possess a means of flight. Gravs use this power on inanimate objects to lift objects that would normally be far to heavy to move. Player Character Gravs can only use this ability three times per day, there is no saving throw vs the ability. Gravs may be fighters, mages or fighter/mages (called an Elite). They may not be specialist mages. All Gravs have the bonus non-weapon proficiency of Mining. Gravs have Infravision but only to 30' due to poor eyesight.
(Monstrous Compendium 9)
Little is known of Insectare society other than its goal of subjugation of other races. It is assumed that their home world is under the sway of a tyrannical rule that oppress free- thinking citizens. Some Insectare who do not agree with the racial destiny to enslave all other races (ie, those not of evil alignment) find this environment intolerable and leave. They wonder among the other races looking for peace and avoiding their own kind. Due to the exploits of their race, they are feared and despised by other races, preventing them from settling in peace. Life is quite harsh for an Insectare outcast.
All Insectares (except priests) have slightly multifaceted eyes like those of an insect. The Insectares antennae to 1d2 points of damage each in a round (in addition to melee attacks, but not spell casting) and can be used to make an entangling attack against an opponents weapon limb (with an attack roll of 18 or better). An entangled limb cannot attack, but to disentangle the limb a character must make a Dexterity ability check (or a saving throw vs Paralyzation for monsters). Insectare have a chitinous exoskeleton (which they often hide under robes) that grants them a base AC 3. They may not enhance this with other normal armor, but fighters and priests may use a shield. Insectare may be fighters, thieves, wizards, priests, fighter/wizards, thief/wizards or fighter/thief/wizards. Insectare may not be specialist mages, psionicists or have psionic wild talents. Insectare priests who become outcasts must choose a deity other than Klikral and thus loose their ability to summon and control insects. Insectare have Infravision up to 60'. Insectare can only spelljam when using a special helm that operates only for their race (any class), other types of helm will not operate for them (with the exception of a lifejammer). All races familiar with Insectare will have an encounter reaction in the Hostile column.
(Monstrous Compendium 7)
Pirates of Gith are similar to the planer Githzerai and Githyanki. They were once slaves of the Illithids also and harbor a deep hatred for that race to this day. Any PC Pirate of Gith that encounters an Illithid must either fight or flee. Illithids will always have an encounter reaction toward the PC on the hostile column. Most other races will do little better considering the reputation the Pirates of Gith have as looters and cannibals. Elves hate them in particular due to past thefts of their living ships. Any PC Pirate of Gith that even hints of acquiring an elven made ship has just made himself an enemy of the IEN.
Pirates of Gith who have left their people have been marked as outcasts by their race and are hunted for sport. They retain their special abilities of astral spell, plane shift, and ESP each usable three times per day. In a psionic campaign replace these with ESP, Astral Projection, and Probability Travel. Non-pscionicists would have them as Wild Talents and Psionicists would be required to take them as soon as possible. Pirates of Gith may be Fighters, Mage, Necromancers (single classed only), Clerics, Psionicists, Fighter/Mages, Fighter/Clerics, Fighter/Psionicists. Pirates of Gith do not have Infravision.
(Monstrous Compendium 7)
Rock Hoppers are not well liked by other races to begin with. Most consider them vermin or at least a nuisance. Outcast Rock Hoppers who have either lost their clans or been exiled can expect little better. Rock Hoppers are not known for their bravery, adding to their poor reputation.
Rock Hoppers only use up air at half the normal rate. Since they are in the Small size category, they use up only one fourth as much air as a human. Creatures familiar with Rock Hoppers consider them cowards and ineffective in combat, attacking other more powerful enemies first. This often works to a PC Rock Hoppers advantage. Rock Hoppers may be Fighters, Thieves and Fighter/Thieves. All Rock Hoppers have the bonus non-weapon proficiency of Jumping. Rock Hoppers have Infravision up to 60'.
Reference/Source Material: The Complete Spacefarer's Handbook, Monstrous Manual, Monstrous Compendium 7, Monstrous Compendium 9, The Players Handbook, Players Options: Skills & Powers, The Planewalker's Handbook, The Complete Necromancers Handbook