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Gray



Also known as Zeta Reticulans, the Grays are a mysterious humanoid aberration that travel in disk-shaped starships.

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CREATURE TRAITS (15 XP)



ATTRIBUTES (2 XP)



LANGUAGES (1 XP)



INNATE ABILITIES (15 XP)




VARIANTS


Little Green Martian: Some grays have yellow yes, green skin, pointy elf-like ears, and two antenna sticking out from their foreheads. Sometimes called "little green men" or "martians," these grays are far more aggressive, territorial, and outright hostile towards other races, including the non-green grays. They do not have the Psychic Aptitude powers as traditional grays but instead have Exotic Weapon Proficiency for "gray" and "martian" weapons. Most carry one or two ray guns with them and prefer to shoot first and ask questions never.



ADDITIONAL ABILITIES

Gray begin with their innate traits and can gain additional traits from the following list as feats.

SENSORY OVERLOAD (4 XP)
Prerequisites: Gray
Benefits: As a standard action, you can make a melee touch attack. If it hits, the target must succeed at a Will save (DC 10 + 1/2 your level + your Intelligence modifier) or be stunned for 1 round. You can use this ability a number of times per day equal to your Intelligence modifier (minimum 1).

SLEEP PARALYSIS (4 XP)
Prerequisites: Gray, character level 5th
Benefits: As a standard action, you target a sleeping creature within 30 feet. If it fails a Will save, it is paralyzed for 1d6 minutes. This is a mind-affecting effect.

MIND PROBE (3 XP)
Prerequisites: Gray, character level 5th
Benefits: As a standard action, you can probe the mind of a helpless creature as if using detect thoughts. After 1 minute of probing, you may select one Knowledge skill in which the creature has at least 1 rank; for the next 24 hours, you use the target’s modifier for that skill instead of your own.

PHASE WALKER (6 XP)
Prerequisites: Gray
Benefits: You can move through solid objects as if using passwall for a number of rounds per day equal to your level. You must begin and end your movement in an open space, and cannot pass through creatures.

ADVANCED TELEPATHY (2 XP)
Prerequisites: Gray
Benefits: The range of your telepathy increases to 100 feet.

PSYCHIC RESERVOIR (3 XP)
Prerequisites: Gray
Benefits: You gain Anticipate Thoughts and Mind Thrust I as spell-like abilities, each usable once per day. Use Intelligence as your casting modifier.

ABDUCTOR’S TOUCH (2 XP)
Prerequisites: Gray, Sensory Overload
Benefits: When you successfully stun a creature with Sensory Overload, that creature is also flat-footed for 1 round after the stun ends.