from
Knights of the Old Republic
Selkath
The Selkath are the dominant sentient species of Manaan, a small aquatic planet in the Pyrshak system. Though Manaan is far from the Core and does not lie in the path of any major hyperspace lanes, its status as the sole exporter of Kolto healing fluid proved pivotal during conflicts between the Jedi and Sith during the height of the Old Republic.
Physical
Description:
The Selkaths’ marine
origin is obvious in their appearance, which suggests an
evolutionary heritage of amphibians or undersea mammals.
They possess thee-fingered hands and fin-like feet. Their
rubbery, mottled hides are most often blue or gray.
Personality:
While Selkath personalities range as widely as those of Humans, they have a tendency toward arrogance. They possess an awareness of their surroundings and a reputation as skilled healers. Most Selkath live their entire lives beneath the waves on
Manaan, but some residents of Ahto City find their way off-planet and on to more adventurous
lives
Language:
Basic, Selkath
Species
Traits
Ability
Modifiers: +2
Constitution, -2 Charisma
Medium
Sized: No modifier
Speed:
Base Speed 10.
Species
Abilities
-
+6 species bonus to Swim checks.
-
+4 species bonus on Telepathy checks
(Selkath are not active telepaths but are quite sensitive to telepathy in other species).
-
+2 species bonus on all saves made underwater.
-
-2 on all saves in a dry environment.
-
Breathe Underwater: Selkath cannot drown in water.
-
Poison: Selkath claws can inject venom into an enemy that deals 2d6 points of damage on a successful attack (DC 18 Fort save) and another 1d6 points after 5 rounds (DC 14 Fort save). Using poison in a fight is considered unseemly by many Selkath and was outlawed on ancient
Manaan.
History of
Manaan
Many centuries
ago the planet Manaan was renown across the galaxy for Kolto
production, Kolto being used for many medicinal
purposes. As the dark times grew near, the the Selkath
tried in vane to remain neutral in the war between the Old
Republic and the Sith. Their attempts were in vane as
the planet became embroiled in galactic politics that
brought the war to Manaan, destroying Kolto production. From
that point on Manaan went into technological decline.
The great City of Ahto, which was built to accommodate off-worlders
was all but abandoned, the Selkath returning to the oceans.
As the Selkath
government fell young rival warlords would fight for power
bringing many civil wars. By now the world of Manaan
was all but forgotten from the galactic stage.
During the time
of the Empire the Selkath became nothing more than a slave
race, already living as near primitives when the thousand
strong army of aquatic Stormtroopers arrived. The
Empire now maintains a garrison on their world with the
system patrolled by two Star Destroyers. The Selkath
are forbidden from the watery depths of Manaan, and must now
live in shanty towns on the surface, many not far from the
once great Ahto City.
As far as the Empire knows, Manaan's entire native population has been forced from the depths, humiliated, and utterly demoralized.
As far as the Empire knows.
Of course, the complimentary copy of the Guide to Beautiful Manaan every tourist receives has a slightly different take on the Selkath.
Selkath Commoner (Rebellion Era): Init +0; Defense 10; Spd 10 m; VP/WP 0/12; Atk +0 melee (1d3 + poison, claws) or +0 ranged; SQ Species traits; SV Fort +1, Ref +0, Will +0; SZ M; FP 0; DSP 0; Rep +0; Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 8. Challenge Code A.
Skills: Craft +2, Knowledge +2, Swim +6.
Feats: None.
Equipment: Simple clothing,
Ancient Selkath vibroblade (attack +2, damage +4
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