Verrik

Verrik (singular and plural) are incredibly wise and intelligent beings with special innate mental abilities.

At first blush, verrik appear human. The only physical difference is that verrik have wine-red skin and either white or blue- black hair. Verrik are not human, however. They neither think nor feel as humans do. In fact, members of the two races often have difficulty relating to one another.

Verrik pride themselves on “contextual thinking.” They believe they see the world from a larger perspective, which leads them to make decisions based on ramifications that others may not see. They value intelligence and wisdom and despise rash actions.

All verrik possess innate mental abilities that allow them rudimentary telepathy and telekinesis. Some verrik can learn more powerful psionic abilities. Verrik invented witchcraft and discovered the akashic memory.

Roleplaying Verrik

Verrik offer the perfect choice for players who like enigmatic characters. Each and every verrik possesses some level of psychic talent, as witnessed by the interesting powers innate to every member of the race.

Just because they look like humans, do not assume you should play verrik like humans. In fact, in many ways, verrik are the most unlike humans of all the races. A verrik considers not only how a given course of action will affect her, but also how it will affect others (and thus, how that effect will affect her later). She looks ahead not just to tomorrow, but to next year, to 10 years beyond that, and to her children’s time as well. Thus, verrik often see others as short-sighted and frivolous.

Verrik are inventive. They build, they innovate, and they explore. They think beyond the bounds of what others believe. In comparison to members of other races, they are never quick to dismiss and are very open-minded. Verrik do not make assumptions and do not rely solely on empirical evidence or the assurances of others. They try things for themselves, each time hoping to learn something new. But they are not reckless or foolhardy.

Verrik do not compose poetry or delight in song. Their ceremonies are the simplest of any race. They eschew showy displays and put little stock in appearance, because they know that appearances can be deceiving. Still, their unusual emphasis on function can lead to the creation of interesting forms. For example, a verrik castle might appear very strange, with free-standing, winding staircases up to spiraled towers and glass minarets. Others might see the structure as showy or even artistic, when in fact its builder had practical motives—perhaps the sun’s heat comes through the glass minarets and is channeled down the spiral tower to heat the rest of the castle.

The akashic and witch classes often appeal to verrik. Warriors are evenly split among oathsworn, unfettered and warmains— verrik almost never become totem warriors. Verrik magisters, mage blades, champions, ritual warriors, and runethanes are not uncommon. Despite their affinity for magic and wisdom, verrik find the nature of the greenbond class to be against their own basic character. They simply do not believe that the land, or life, or the Green, needs shepherds or protectors.

Personality: Verrik can seem arrogant and aloof. Some of them are. Those with great mental powers may feel quite superior to others. Most members of the race, however, are simply introspective or contemplative. That smug expression on the verrik’s face really stems from her thoughts about the implications years from now of an event that just happened. They have little need for such frivolous pursuits as music or humor, and partake in rituals and ceremonies only when it seems practical to do so.

Physical Description: Verrik have a similar height and build to humans, which means their size can vary considerably. All verrik have vinaceous skin and dark eyes. Their straight hair is either white or dark black (almost dark blue). They often wear their hair long, but they never have facial hair.

Relations: Something about verrik makes them difficult to like—humans, faen, and even giants have described a certain quality about them that is unnerving or “not quite right.” Verrik consider all other races more or less the same, although the loresong faen and mojh affinity with magic garners them a bit more respect. Deep down, most verrik enjoy their enigmatic reputation among other races.

Outlook: Pragmatic even in their approach to the esoteric, verrik see themselves as sensible and practical, even when those of other races cannot understand their motivations. They appreciate innovation and respect genius and talent. They have little patience for stupidity or foolishness.

Verrik Lands: The verrik dwell in hot, dry areas that were never entirely conquered by the dramojh so long ago. They build large cities, favoring long, flat buildings. Verrik spellcasters isolate themselves in monasterylike communes for study in the fields of witchery, akashic memory, and magic in general. Verrik warriors gain satisfaction from training and sparring, and they also build secluded compounds of their own.

Religion: Verrik do not worship gods, although they recognize that they exist. When introduced to the giantish concept of ancestor worship, the verrik could relate, for they saw their own immortal souls going on to continue achieving greater knowledge and power even after death. Recognizing these ancestor spirit-gods and the possibility that they may still influence events in the world of the living is the closest thing the verrik have to religion.

Language: Verrik speak Common. Verrik also have their own language, but they keep it secret from other races as best they can and almost never use it around nonverrik.

Names: Verrik names often sound strange to human ears. There are no linguistic rules for determining whether a name is male or female. Here are some sample names:

Verrik Male Names: Dajsan, Qiddedr, Xerzed.

Verrik Female Names: Ayanc, Nlaada, Sfiri.

Adventurers: Verrik adventurers seek power and treasure because it makes sense. They appreciate discovering new things and, thus, like to explore. They do not believe in “forbidden knowledge” and would not hesitate to explore even the dreaded ruins of a dramojh citadel.

Favored Drink: Dry wine; Favored Food: Strictly vegetarian fare; Favored Weapon: Crossbows.

Verrik Racial Traits
 * Verrik gain a +2 racial bonus to Wisdom and a –2 racial penalty to Charisma.
 * Medium: As Medium creatures, verrik have no special bonuses or penalties due to their size. Verrik base speed is 30 feet.
 * Sensory Control: 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, Open Lock or Disable Device attempts, or any other action the DM rules to be touch-dependent. Shutting off or reactivating a sense is a standard action.
 * Innate Spell-Like Abilities: 1/day—contact, lesser telekinesis, sense thoughts. Use the verrik’s character level as the caster level. The verrik cannot use the heightened versions of these spells.
 * Spell Access: Verrik spellcasters always have access to complex psionic spells, even when they normally would have access only to simple spells.
 * Automatic Languages: Common and Verrik.
 * Bonus Languages: Any.
 * Verrik always gain Knowledge (verrik) as a class skill.
 * Racial Levels: Verrik can take a few levels in “verrik” as a class to develop their racial qualities more fully.

Verrik Levels

Verrik can take up to three levels in “verrik” at any time. Not all verrik, by any means, take racial levels (or all three of them). These levels represent the verrik focusing on mental disciplines and introspection. Verrik levels stack with a spellcasting class level for purposes of determining caster level for spells. If the verrik has two spellcasting classes, he adds the racial levels to the higher of the two. Innate spell-like abilities gained through verrik levels use the character’s total level as the caster level. The verrik can use the diminished versions of these spell-like abilities, but not the heightened versions.

Hit Die: 1d8

Skill Points at 1st Character Level: (2 + Intelligence bonus) × 4.

Skill Points at Higher Levels: 2 + Intelligence bonus.

“Class” Skills: Concentration (Con), Craft (Int), Knowledge (magic) (Int), Knowledge (verrik) (Int), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Weapon and Armor Proficiency: Verrik with levels only in verrik (no actual class levels) are proficient in the use of all simple weapons and no armors or shields.

1st-Level Spell-Like Abilities: 1/day—detect magic, disorient; 3/day—object loresight. All are in addition to any other spell-like abilities the character already has. Use the verrik’s character level as her caster level and her Intelligence as the key ability.

2nd-Level Spell-Like Abilities: 1/day—levitate, mind stab, read mind. All are in addition to any other spell-like abilities the character already has. Use the verrik’s character level as her caster level and her Intelligence as the key ability.

Evolved Verrik

Evolved verrik become gaunt, and their eyes recede slightly into their heads, giving them a look of death. Their bony fingers elongate a bit, and their skin darkens to a deep maroon. They gain even more innate mental abilities.

4th-Level Evolved Verrik Spell-Like Abilities: 3/day—mind stab, read mind; 1/day—suggestion. All are in addition to any other spell-like abilities the character already has. Use the verrik’s character level as her caster level and her Intelligence as the key ability.

6th-Level Evolved Verrik Spell-Like Abilities: 3/day— suggestion; 1/day—enfeebled mind, scrying. Use the verrik’s character level as her caster level and her Intelligence as the key ability.