Irken

**Irken (18 RP)**

Irkens are small alien conquerors adept at espionage, but they are incredibly annoying to most.

**Type (0 RP):** Humanoid (Irken)

**Ability Scores (0 RP):** +2 Dex, +2 Int, -2 Cha

**Size (0 RP):** Small, gaining a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth check

**Speed (0 RP):** 30 ft base speed

**Languages (-1 RP):** Irkens begin play speaking Irken. Irkens with high Int may choose Common, Intergalactic,

**Infiltration Disguise (3 RP):** Irkens can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as *alter self*, save that the creature does not adjust its ability scores.

**Unnatural (2 RP)**: Irkens unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. They take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals' starting attitude toward members of this race is one step worse than normal.

**Infiltrator (3 RP):** Irkens gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. They also gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.

**PAK (11 RP)**: Irkens possess a PAK that is integrated into their bodies, which essentially acts as an auxillary brain for the Irken as it stores all their knowledge and memories, and Irkens cannot live without it (An Irken without a PAK begins suffocating. Consider this to be a heart for the purposes of Called Shots. These provide access to the following, which can be used at will, but only one may be active at a time (Except Body Restoration):

* Darkvision (2 RP): As a swift action, the PAK can provide night vision goggles that provide Darkvision 120 ft.
* Spider Climb (4 RP): As a standard action, generate 4 spider-like legs that function as a non-magical Spider Climb effect. This increases the Irken's move speed by 10 feet and grants a +16 bonus to climb checks.
* Shield Generation (1 RP): Functions as a non-magical Shield Spell, taking a standard action
* Natural Blades (2 RP): As a standard action, you create a simple or martial melee weapon that lasts for 1 minute per HD.
* Body Restoration (2 RP): As a full-round action the Irken can prepare its PAK to restore it to life should it be killed. As long as the PAK is not destroyed, the Irken's body reforms in 2d6 days, albeit with 1 negative level. If the character is level 1, it instead takes a -4 penalty to Con which can be removed as if it were a negative level. This preparation lasts 1 hour per HD, and may not be used again until the negative level is removed.

### Half-Breed Rules:

Dominant: Lose Unnatural and Infiltrator (-5 RP)

Non-Dominant: Gain a modified PAK, it lacks the Body restoration and Spider Climb abilities (+5 RP)

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**The Tallest (28 RP):** The Tallest are the leaders of Irken Society. They are medium sized and instead of the above ability scores, they gain +4 Dex and +4 Int. Once per day they may roll twice for a bluff or diplomacy check and take the better result. They gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.