Xenarthan

Xenarthan [Curious Beings from Beyond]
The alien race of xenarthans are a very recent addition to races one is able to meet in and nearby Porphyra. Descended from armadillo-like myrmecophages on a far-off- and perhaps forgotten world, xenarthans travel the cosmos in a loose confederation of starships and mobile space stations, rarely coming down to settle on a planet. This is due to electro-cybernetic implants that give the race an ease with technology that is almost genetic- with the side effect of making them uncomfortable on a planetary surface unless they are completely expunged from the body, effectively removing them from xenarthan culture. Lonely in space and reluctant on land, xenarthans pass the time by exploring and collecting data for a vague “Great Brain of Memory” and fighting with whomever irritates them at the moment. They are also known for having a great hatred for the femanx race, another space-borne folk, of whom a large number have settled on Porphyra and are trying to start a new autonomous region. The xenarthan don’t like that…

Appearance and Physiology
The genetic ancestors of the xenarthan race were similar to terrestrial anteaters and armadillos, having orange skin, bulky, short-necked bodies, heavy, clawed paws with long claws, and narrow, toothless mouths. Xenarthans used to have heavy protective chitin or plates to protect them from predators and thorny brush on their homeworld, but have now replaced that with electronic interfaces to match with their ubiquitous space armor. Though powerfully muscled and bearing heavy claws, xenarthans fight with beam weapons and advanced technology, possibly imposed upon their low-tech ancestors by the femanx in a long-ago era. Now a mix of technology and biology, the xenarthans spend most of their lives in the space between planets on board their spacecraft, tending and eating crops of xenobugs and their hydroponic plants for air replenishment- which makes them hunger for new energy sources and tasty live bugs! Bigger than the high-gravity races of the Vaarian system, at around 5 feet tall and 200 lbs, out of their armor, xenarthans tend to “throw their weight around” the smaller races. The differences between males and females are hard to distinguish by any other than another xenarthan, though females have a higher-pitched voice and long eyelashes

Religion
Xenarthans are beings of science and technology, having left the notion of being beholden to unseen deities behind millennia ago. They know of deities and the power of magic, but their remote leaders have decided that obeisance to a fickle god is not worth the power gained, and that science and the occasional techno-magic would suffice. Xenarthan planetary settlers occasionally drift into religion, and a few space force recruits still have the habit. These space bumpkins will swear “By the Great Sloth of Space!” in reference to an ancient folk god of the xenarthan race.

Society
The xenarthan race is scattered throughout the cosmos in units of increasingly larger spacecraft. Ships are militaristic and rank-based, and apparently rigidly controlled from an ever-lengthening command structure as the supply lines stretch in pursuit of the femanx. This has meant that life on large vessels and deep-space stations may have deviated a bit, and xenarthans are stretching their wings socially. Where combat discipline, drill and study occupied a xenarthan troopers’ hours in the past, since the Space Force has come to the Porphyran system things have… relaxed a little bit. Xenarthans especially like eating live vermin that they can find or have been given, and reward those that give them some greatly.

Relations
Some few Porphyrans have encountered xenarthans on that world, typically seeking to wreak destruction on the transplanted race of femanx, those of the Advent Imperium. The Xenarthan Space Force has come a long way over a long period of time to find the Imperium, but will not speak of the deep enmity they have for the alien feminoids. Those who wonder surmise that it has to do with the technological integration that the xenarthans depend on, which may limit their ability to settle on worlds, condemning them to a life as outer space nomads. Xenarthans have a hard time dealing with organic humanoids, with deep suspicion of others’ motives. Proving oneself in battle or by trust, on an individual basis is the only way to overcome the insular reticence of the xenarthans.

Adventurers
Xenarthans are restricted by military discipline and debt to the Xenarthan Space Force, being assigned roles as Trooper (fighter), Bulwark (stalwart defender) Scout (rogue) and the rare leader-types of Gunners (slayer) and Techknights (eldritch knights). Exposure to other cultures may expand xenarthan professions in the future.

Names
In the militaristic and science-oriented society of the xenarthans, most xenarthans have alpha-numeric rank titles, but tend to colloquialize them into terms of endearment. To aid with familiarity, males have X in their titles, females, Y.

  • Male Titles: X-Ray Delta (Ray), T-X Alpha (Tex), Zero-X (Ox), X-1 (“Sarge”, 1 per platoon), X-99 (Untranslatable term of affection in Xenarch)
  • Female Titles: Y-Fe26 (Wifey), Y- Ne10 (Whiney), Y-Al-1 (Y’all), Y-Eu2 (YooToo), YQT-3.14 (Cutie-pie)

Xenarthan Racial Characteristics (12 RP)
Xenarthani are defined by their class levels—they do not possess racial Hit Dice. As a xenarthani, you have the following racial characteristics.

  • +2 Strength, +2 Wisdom, -2 Dexterity: You are strong and a sharp judge of character but lumbering an often inflexible.
  • Humanoid: You are a humanoid with the extraterrestrial and xenarthan subtypes.
  • Medium: You are Medium creatures and receive no bonuses or penalties due to their size.
  • Slow and Steady: You have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Darkvision: You can see in areas of low-light and darkness without penalty.
  • Ancient Foe (Ex): You are mortal enemy of the femanx and gain a +2 dodge bonus to AC against fey and a +2 racial bonus on combat maneuver checks made to grapple fey.
  • Claws (Ex): You have two claw attacks. These are primary natural attacks that deal 1d4 points of slashing damage.
  • Conscript (Ex): You act in the service of your race and may procure technological armor, tech devices, and weapons at 1/100th the normal cost. This material is on-loan to you from your government and must be returned upon death.
  • Futurist (Ex): You gain a +2 bonus on Knowledge (engineering) checks to determine the purpose and price of technological items.
  • Stubborn (Ex): You gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment schools. In addition, if you fail such a save, you receive another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). If you have a similar ability from another source, you can only use one of these abilities per round.
  • Technologist (Ex): Your race has developed futuristic technology, and you are proficient with technological weapons, armor, and devices.
  • Weapon Familiarity: You cannot wield non-technological weapons. They do not gain weapon proficiencies from their chosen class but use any weapon with the word “xenarthani” in it.
  • Languages: You begin play speaking Xenarch. Xenarthani with high Intelligence scores can choose from the following: Common, Darkchatter, Femanx, or Mewlan.

Alternative Racial Characteristics
The following alternate racial characteristics may be selected in place of one or more of the standard racial characteristics above. Consult your GM before selecting any of these new options.

Blaster-Happy (Ex): A young xenarthani with something to blast away at is a happy xenarthan, indeed. Less disciplined than your more taciturn fellows, you gain a +1 racial bonus to hit with technological weapons and add +1 racial bonus to critical hit damage. This replaces stubborn.

Nega-Trooper (Ex): As a fanatical commando, you gain resistance 5 against negative energy damage. You do not lose hit points when you gain a negative level, and you gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.

Shock Troops (Ex): Once per day, when you are reduced to fewer than 0 hit points but are not killed, you can fight on for 1 more round as if disabled before falling unconscious. This replaces claws.

Xeno-Sapper (Ex): The xenarthani Engineering Corps needs no digging machines, some of them enjoy digging as their ancient ancestors did. You gain a burrow speed of 20 feet. This replaces ancient foe.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.