Bantrid | Playable Races | SFRPG SRD | Glasstop Games

Bantrid Race

Rules

Bantrids (+2 Dex, +2 Con, -2 Int, 4 HP)

Size and Type

Bantrids are Small Aberrations.

Anosmatic

Bantrids have no sense of smell and are immune to sense-dependent effects that rely on smell.

Balanced

Bantrids receive a +2 racial bonus to AC against trip combat maneuvers and can stand up from prone as a swift action.

Daredevil

Bantrids receive a +2 racial bonus to Acrobatics checks.

Darkvision

Bantrids can see up to 60 feet in the dark.

Swift

Bantrids have a land speed of 40 feet.

Description

Bantrids have unusual anatomy. Their lower halves are nothing more than dense organic spheres. Bantrids move by spinning these foot-orbs using hundreds of thousands of cilia on the underside of partial sheaths that cover the orbs. Their upper torsos are stout columns that taper slightly at the top. Bantrids have no heads in the fashion most humanoids do. Instead, their visual and auditory sensors are located in the middle of their torsos, directly under small mouths containing a few teeth made only for chewing fruits and nuts. Bantrids have no noses and, in fact, no sense of smell at all. Near the apex of their torsos, bantrids have a pair of appendages that resemble large, flat hands with several thin fingers. Bantrids’ skin often bears striped coloration along the length of their torsos and across their upper limbs.

Most bantrids are curious about the galaxy they find themselves in and are eager to learn about all the other sentient species that inhabit it. This leads them to rush (sometimes literally) into situations before fully understanding them. Some of their neighbors find this trait endearing and happily bring bantrids into their businesses or starship crews, while a few others are put off by their appearance. Bantrids don’t hesitate to write off those who don’t accept them, and they easily move on to new opportunities.

Bantrid culture revolves around motion, from their ramped tower-dwellings to their treadmill-chairs. A bantrid who isn’t moving starts to feel an overwhelming dread akin to claustrophobia. If this lasts too long, the bantrid will simply leave wherever they are at the moment, despite the social consequences. A restrained bantrid will keen wildly and hyperventilate, usually passing out.

Bantrids have no gender and reproduce via a form of budding that creates tiny bantrids whose foot-orbs are not yet sufficiently developed to allow locomotion. These offspring must be carefully watched over until they can move on their own, which takes about 5 months.

This page contains Open Game Content used under the Open Game License (OGL).