T’sa
Small Humanoid (Reptile)
Hit Dice: 1d8 (4 hp’s)
Initiative: +7 (+3 Dex, +4 Improved Initiative Feat)
Speed: 20 ft
Armor Class: 18 (+3 Dex, +4 Tough Hide, +1 Size)
Attacks: By weapon +1 to melee or Claws +1 
Damage: By weapon, Claws 1d3
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: None
Special Qualities: None
Saves: Fort +0, Ref +5, Will +1
Abilities: Str 10, Dex 16, Con 10, Int 15, Wis 12, Chr 13
Skills: Disable Device +5, Open Lock +5, Search +4, Knowledge (Tech) +5
Feats: Improved Initiative
Climate/Terrain: Tropical Swamps (Any)
Organization: Brood of 5 to 50 individuals
Challenge Rating: ½ to 1
Treasure: Gear
Alignment: Usually Chaotic Good
Advancement Range: By character class

See the Alternity PHB and the Alien Compendium 1 for more information.

Combat:
T’sa prefer to flee from combat instead of fighting or trying to parley.  When forced to fight, they use their quickness to their advantage.  They find the best places to maximize damage to their foes while minimizing damage to themselves.  T’sa usually use ranged weapons (bows and crossbows or guns if they are used in the setting), but they are known to use smaller close combat weapons (daggers, short swords, short spears, etc) as a back up when ranged combat ends.  
	Attacking a T’sa settlement is a dangerous affair.  Due to their ability to create machines, they are excellent makers of automated defense systems.  Pairing their technical know-how with their intelligence, makes their defenses nearly air tight.

Society:
See the Alternity PHB and the Alien Compendium 1 for more information.

Characters:
T’sa have a preferred multiclass of rogues.