Verrik
Verrik (singular and plural) are a red
skinned race with a unique view of the world. They look at individual events in
relation to past, present and future. This viewpoint commonly causes the verrik
to come into conflict with other races. Often seen as introspective,
standoffish, and rude the verrik are consistently bullied, belittled, or
spurned at every opportunity. This has caused the verrik to group together in
tight knit communities and live amongst themselves. The rare verrik who
interacts with the outside world work very hard to break these stereotypes and
fit into society.
Physical Description: The verrik are humanoid
and all have some form of red skin ranging from slightly pinkish to so dark as
to be almost ebony. Their hair and eyes are always black as pitch as are their
nails. They stand, on average, between five and five and a half feet tall are
unusually agile. Due to their singular mind they rarely show emotion on their
faces as they are consistently feeling a variety of them.
Society: While the verrik do
not often mingle with other races they are far from loners. The verrik are a
nomadic people living in large wandering clans. They have intricate familial
ties and tend to know who is related to who as far back as eight or nine
generations. They live in large ornate tents big enough to fit several families
as they tend to live together in familial groupings.
A verrik wedding is
the one of the only times they tend to hold a big celebration as several family
groups gather together to witness and celebrate the joining of the two
families. These celebrations are, as very few outsiders have discovered, far
from the normal verrik fare. Treating this joining as a celebration as holy and
high as any high holiday in another culture, here they break loose and have fun
living, if only briefly, in-the-moment.
Outside of their
weddings their society is highly structured and organized with a sort of caste
system based on age, rather than family name. The oldest rule, followed by the
teachers, merchants, warriors, and finally the servants. Children, until the
age of 25, are being instructed in the world and history at which point they
begin to serve and learn. As they age they will grow within the eyes of the
society and gain rank in the system.
Alignment and Religion: The verrik tend to
be neutral alignment, rather than good or evil, as they always keep in mind all future possibilities as well as how
the past has, is, and will affect any given event. They do, although, tend to vary wildly as to whether they are of chaotic or lawful alignment depending on their personality though most
are able to control their emotions, reactions and feelings enough to at least
appear of lawful alignment.
No particular gods hold
sway for the verrik. While they see that the gods are active and work within
the world they have a live and let live attitude towards the deities. Those
that do worship any deity tend to gravitate towards the more neutral gods.
Some verrik practice
a form of ancestor worship and veneration. This belief is seen largely in
specific verrik clans where most if not all the citizens will follow the
religion. As an ancestor passes on all the family will get together for a feast
and a somber celebration. This is not only to send the ancestor on in their
next life but to extoll their virtues and learn from their downfalls. These verrik
tend to pass on family names and often have large shrines with the ashes of
loved ones displayed in special glass urns with the greatest deed or most
famous quote of that ancestor inscribed upon it.
Adventurers: The rare verrik
adventurer will oftentimes be part of the warrior, or merchant caste.
Occasionally a child of less than 25 will venture out as well wanting to
experience the world. The verrik tend to gravitate towards the paths of the
Ranger, and some even to Cleric, venerating an aspect of life or nature rather
than a specific god.
These verrik are
commonly seen as unusual or eccentric by other verrik as the most races tend to
shy away from them. Most adventuring verrik will try very hard to “fit in”
oftentimes even going to extremes and consistently acting out or being seen as
too loud or showy.
Verrik Names: Verrik names are
passed down, males on the father's side and females on the mother's. When a
family is joined they take the family name and add a bit to it. As such verrik
surnames tend to be very long. Some examples of surnames include:
Go'than'to'ro'mana'fe'lor'ran'ta or Eela'na'fen'tor'go'than'fee. Conversely
their given names are much more simple and given to express a feeling. For
example: Penda, Shalon, Fearilen or Yosteth for females; and Karo, Malnor,
Edgan or Krisen for males.
Verrik Racial Traits (10 RP)
+2 Dexterity, +2 Wisdom, –2 Charisma: Verrik are fast
and deep thinkers, but not don’t always get along with other races.
Humanoid (verrik): Verrik are humanoids with the
verrik subtype.
Medium: Verrik are
Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Verrik
have a base speed of 30 feet.
Resistant
(2 RP): Verrik gain +2
racial bonus on saving throws against mind-affecting effects and poison.
Sensory
Control (5 RP): Verrik can
selectively shut off their senses. This means they can willingly blind
themselves (taking the appropriate penalties) to become immune to gaze attacks
and similar visual dangers. They can willingly go deaf and make themselves
impervious to language-based or similar effects. They can shut off their sense
of touch and become immune to pain effects but suffer a –2 circumstance penalty
to attack rolls, Disable Device or Sleight of Hand attempts, or any other
action the GM rules to be touch-dependent. Shutting off or reactivating a sense
is a standard action.
Verrik
Magic (1 RP): Verrik with Wisdom
scores of 10 or higher gain the following spell-like abilities: 1/day—detect magic, mage hand, message. The caster level for
these effects is equal to the verrik’s level. The DC for these spells is equal
to 10 + the spell's level + the verrik’s Wisdom modifier.
Weapon Familiarity (1 RP): Verrik are proficient with crossbows (including hand crossbows,
heavy crossbows, and light crossbows).
Languages (1 RP): Verrik
begin play speaking Common and Verrik, though Verrik is kept secret and not
spoken around outsiders.
Verrik with high Intelligence scores can choose any languages they want (except
secret languages, such as Druidic).
Alternate Verrik Racial Traits
The following racial traits may be selected
instead of existing verrik racial traits. Consult your GM before selecting any
of these new options.
Blindsense: Using nonvisual
senses such as acute smell and hearing, verrik notice things they cannot see.
Verrik usually do not need to make Perception checks to pinpoint the location
of a creature within 30 feet, provided they have line of effect to that
creature. Creatures that verrik cannot see still have total concealment against
verrik with blindsense, and verrik still have the normal miss chance when
attacking creatures that have concealment. Visibility still affects the
movement of verrik. Verrik are still denied their Dexterity bonus to AC against
attacks from creatures they cannot see. This trait replaces sensory control.
Shards of the Past: A verrik's past lives grant her bonuses on two
particular skills. A verrik chooses two skills, gains a +2 racial bonus on both
of these skills, and they are treated as class skills regardless of what class they
actually take. This trait replaces the resistant and verrik magic traits, and
the verrik’s weapon familiarity.
Third Eye: A small percentage of verrik are born with a third eye
in the center of their forehead. At 1st level, a verrik with this trait gains the
following spell-like ability: At will—detect magic. At 9th level,
the verrik gains the following spell-like ability: 1/day—arcane eye. At 13th level,
the verrik gains the following spell-like ability: 1/day—true seeing. The caster level
for these effects is equal to the verrik’s character level. This trait replaces
sensory control.
Verrik
Luck:
Once per day, when a verrik makes a Reflex saving throw, she can roll the
saving throw twice and take the better result. It must decide to use this
ability before attempting the saving throw. This trait replaces verrik magic.
Favored Class Options
The following options are available to all giants
who have the listed favored class, and unless otherwise stated, the bonus applies
each time you select the favored class reward.
Akashic: Increase total number of points in the akashic’s
akashic pool by 1.
Arcanist: Increase total number of points in the arcanist's
arcane reservoir by 1.
Investigator: Increase the total number of points in the
investigator's inspiration pool by 1/3.
Magus: Add +1/4 point to the magus’s arcane pool.
Monk: Add +1/4 point to the monk's ki pool.
Oracle: Add one spell known from the oracle spell list. This spell must be at
least one level below the highest spell level the oracle can cast.
Shaman: The shaman gains 1/6 of a new shaman hex.
Witch: The witch gains 1/6 of a new witch hex.
Racial Class Options
The following racial arcanist and monk archetypes
are available to verrik.
Hex Adept (Arcanist)
The hex adept has learned how to use his
arcane reservoir to fuel hexes and become a master of curses.
Hex Arcanist (Su): At 3rd level, the hex
adept gains access to a small number of witch's hexes. The hex adept picks one
hex from the witch's hex class feature. She gains the benefit of or uses that
hex as if she were a witch of a level equal to her arcanist level. This ability
replaces the arcanist exploit gained at 3rd level.
Hex Exploits: A hex adept gains
access to the following arcanist exploits, or may select any witch hex in
place of an arcanist exploit. At 11th level, the hex adept may select a
hex or major hex in place of an arcanist exploit. At 19th level, a hex
adept can select a hex, major hex, or grand hex in place of a
arcanist exploit. She cannot select any hex or exploit more than once.
Accursed Strike (Su): A hex adept who can
cast bestow curse, major curse, or any spell
with the curse descriptor can deliver these prepared spells using the
spellstrike ability, even if the spells are not touch attack spells.
Spellstrike (Su): The hex adept
can deliver touch spells with through any weapon she is wielding as part of a
melee attack. This works as the magus ability of the same name.
Spells: A hex adept adds all spells that have the
curse descriptor to her arcanist spell list. In addition, a hex adept casts all
spells that have the curse descriptor at the lowest spell level. For instance, bestow curse is a 3rd-level
cleric spell and a 4th-level sorcerer/wizard spell, making it a 3rd-level hex
adept spell.
Arcanist Exploits: The following
arcanist exploits complement the hex adept archetype: arcane weapon, consume
magic items, quick study, and swift consume.
Monastic Theurge
(Monk)
Through contemplation and the study of magic,
the monastic theurge learns how to blend the deadly skill of the open hand with
arcane might.
Ki Pool (Su): At 3rd level,
a monastic theurge gains a pool of ki points equal to her
Charisma modifier. At 4th level, the pool increases to 1/2 her monk level + her
Charisma modifier. This ability works in all other ways like the monk's ki pool class feature.
Spells: Beginning at 4th
level, the monastic theurge gains the ability to cast a small number of
arcane spells drawn from the bloodrager spell list. To learn
or cast a spell, a monastic theurge must have a Charisma score equal to at
least 10 + the spell level. She can cast spells she knows without preparing
them ahead of time. The saving throw DC against a monastic theurge's spell is
10 + the spell level + the monastic theurge's Charisma modifier.
Like other
spellcasters, a monastic theurge can cast only a certain number of spells
of each level per day. Her base daily spell allotment is given on the table below.
In addition, she receives bonus spells per day if she has a high Charisma
score. The monastic theurge does not need to prepare these spells in
advance; she can cast any spell she knows at any time, assuming she hasn't yet
used up her allotment of spells per day for the spell's level.
The monastic
theurge's selection of spells is limited. At 4th level, a monastic theurge
knows two 1st-level spells of her choice. A monastic theurge gains more spells
as she increases in level, as indicated on the table below. Unlike spells per
day, the number of spells a monastic theurge knows is not affected by her
Charisma score.
This ability replaces
stunning fist, slow fall, and the bonus feats gained at 6th and 14th level.
Monastic Theurge Spells per Day
|
||||
Level
|
1st
|
2nd
|
3rd
|
4th
|
1st
|
—
|
—
|
—
|
—
|
2nd
|
—
|
—
|
—
|
—
|
3rd
|
—
|
—
|
—
|
—
|
4th
|
1
|
—
|
—
|
—
|
5th
|
1
|
—
|
—
|
—
|
6th
|
1
|
—
|
—
|
—
|
7th
|
1
|
1
|
—
|
—
|
8th
|
1
|
1
|
—
|
—
|
9th
|
2
|
1
|
—
|
—
|
10th
|
2
|
1
|
1
|
—
|
11th
|
2
|
1
|
1
|
—
|
12th
|
2
|
2
|
1
|
—
|
13th
|
3
|
2
|
1
|
1
|
14th
|
3
|
2
|
1
|
1
|
15th
|
3
|
2
|
2
|
1
|
16th
|
3
|
3
|
2
|
1
|
17th
|
4
|
3
|
2
|
1
|
18th
|
4
|
3
|
2
|
2
|
19th
|
4
|
3
|
3
|
2
|
20th
|
4
|
4
|
3
|
2
|
Monastic Theurge Spells Known
|
||||
Level
|
1st
|
2nd
|
3rd
|
4th
|
1st
|
—
|
—
|
—
|
—
|
2nd
|
—
|
—
|
—
|
—
|
3rd
|
—
|
—
|
—
|
—
|
4th
|
2
|
—
|
—
|
—
|
5th
|
3
|
—
|
—
|
—
|
6th
|
4
|
—
|
—
|
—
|
7th
|
4
|
2
|
—
|
—
|
8th
|
4
|
3
|
—
|
—
|
9th
|
5
|
4
|
—
|
—
|
10th
|
5
|
4
|
2
|
—
|
11th
|
5
|
4
|
3
|
—
|
12th
|
6
|
5
|
4
|
—
|
13th
|
6
|
5
|
4
|
2
|
14th
|
6
|
5
|
4
|
3
|
15th
|
6
|
6
|
5
|
4
|
16th
|
6
|
6
|
5
|
4
|
17th
|
6
|
6
|
5
|
4
|
18th
|
6
|
6
|
6
|
5
|
19th
|
6
|
6
|
6
|
5
|
20th
|
6
|
6
|
6
|
5
|
Spellstrike (Su): At 5th
level, a monastic theurge can deliver touch spells with through an
unarmed strike or a weapon she is wielding as part of a melee attack. This
works as the magus ability of the same name.
This ability replaces high jump.
Pool Strike (Su): At 7th level, a
monastic theurge can expend 1 point from her ki pool as a standard action to charge her free hand with energy. She
can make a melee touch attack with that hand as a free action as part of
activating this ability. If the touch attack hits, it releases the charge and
deals 2d6 points of energy damage (acid, cold, electricity, or fire, chosen
when she spends the arcane pool point to activate this ability). She can use
this ability with the spellstrike class feature. If she misses with this
attack, she can hold the charge for up to 1 minute before it dissipates. At 10th
level, and every three levels thereafter, the amount of damage dealt by this
attack increases by 1d6. This ability replaces wholeness of body.
New Racial Rules
The following options are available to verrik.
At the GM's discretion, other appropriate races may also make use of some of these.
Verrik Feats
Verrik have access to the following feats.
Heightened Senses
Your superior senses allow you to notice
things with more than your eyes.
Prerequisites: Blind-Fight, Skill
Focus (Perception), character level 3rd.
Benefit: You gain blindsense out to a range of 15
feet. At 7th level, this range increases to 30 feet.
Third Eye
You are sensitive to the supernatural world
as well as the physical world.
Prerequisites: Able to use verrik
spell-like abilities, verrik.
Benefit: You may use detect magic as a spell-like
ability at will. At 9th level, you gain the following spell-like ability:
1/day—arcane eye. At 13th level,
you gain the following spell-like ability: 1/day—true seeing. Your caster
level is equal to your character level.
Verrik Spells
Verrik have access to the following spells.
DIVINATORY EXPUNGEMENT
|
School
abjuration;
Level alchemist 5, bard 5, inquisitor 6, ranger 4, shaman 5,
sorcerer/wizard 5, witch 5
Casting
Time
1 standard action
Components V, S, M (a miniature
veil)
Range medium (100 ft. + 10
ft./level)
Target up to one 10-foot
cube per level
Duration 1 day/level
Saving
Throw
none; Spell Resistance no
You designate a
specific area and a time in the immediate past (within one minute per level)
during which activities are resistant to detection by divination effects.
Anyone attempting to use a divination spell to determine events taking place in
the warded area during the time you designated must succeed on an caster level
check (DC = 11 + the spell's caster level), or the divination spell fails.
For example, if an inquisitor
were to break into a tower then cast this spell after leaving, he would hinder
the effectiveness of divination spells seeking to reveal the break-in, the
party responsible, or exactly what occurred. Unless their casters succeed on a caster
level check, spells such as location
loresight (see below) will not register his activities.
Since this spell only
affects the past, however, his actions might still have been detected via scrying while they were
ongoing. Actions concealed by this spell are very difficult to sense using the
akashic memory. Such attempts add +5 to the DC of an akashic’s attempt to delve into the collective memory.
LOCATION LORESIGHT
|
School
divination;
Level alchemist 2, bard 2, cleric/oracle 2, inquisitor 2, ranger 1, shaman
2, sorcerer/wizard 2, witch 2
Casting
Time
1 standard action
Components V, S, M (powdered
glass)
Range 30 ft.
Area 30-ft.-radius
spread, centered on you
Duration Instantaneous
Saving
Throw
none; Spell Resistance no
You learn something
significant about an area in which you stand. Although the area is a 30-foot
spread, if indoors, the spell basically affects one room (the room where you
stand). Go through this list, in order; the first bit of lore you do not know,
you learn through this spell:
1. When the
location was created (if man-made, otherwise skip).
2. Name of last
creature to pass through location, if any (other than you).
3. Race of last
creature to pass through location, if any (other than you).
4. Name of the
location’s creator (a natural location, like a glen, was created by nature).
5. Race of the
location’s creator, if any.
6. Name of the
location’s longest occupant, if any.
7. Race of the
location’s longest occupant, if any.
8. Name and race of
the current owner or master of the location, if any.
9. Brief
description of the most significant event to happen in the location.
10. Magical ability
or property of the location, if any (random if more than one).
Multiple castings
allow you to gain multiple bits of information. If you know all of the above
information, this spell teaches you nothing.
Age, Height, & Weight
Random Starting Age
Race
|
Adulthood
|
Intuitive1
|
Self-Taught2
|
Trained3
|
Verrik
|
20 years
|
+1d6
|
+2d6
|
+3d6
|
1 This category includes barbarians, oracles, rogues,
and sorcerers.
2 This category includes bards, cavaliers, fighters,
gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids,
inquisitors, magi, monks, and wizards.
Aging Effects
Race
|
Middle Age1
|
Old2
|
Venerable3
|
Maximum Age
|
Verrik
|
40 years
|
70 years
|
100 years
|
100 +2d20 years
|
1 At middle age, –1 to Str, Dex, and Con and +1
to Int, Wis, and Cha.
2 At old age, –2 to Str, Dex, and Con and +1 to
Int, Wis, and Cha.
3 At venerable age, –3 to Str, Dex, and Con and
+1 to Int, Wis, and Cha.
Random Height & Weight
Race
|
Base Height
|
Base Weight
|
Modifier
|
Weight Modifier
|
Verrik, male
|
4 ft. 10 in.
|
120 lbs.
|
2d10
|
×5 lbs.
|
Verrik, female
|
4 ft. 5 in.
|
85 lbs.
|
2d10
|
×5 lbs.
|
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