This wise and mentally tough race appears like red-skinned humans, but is quite different. They dislike making rash decisions, striving to understand the entire context and ramifications of any decision. They always try to consider what their decisions will bring about many years into the future. They are also very open-minded, inquisitive, inventive, practical, and pragmatic. While very spiritual, they never base their decisions solely on spiritualism. The race is well-known for their innate mental abilities and accomplishments.

It was the verrik who first discovered the akashic memory. The verrik first developed the principles of sutra magic, which utilizes principles of magic that involve understanding more about the universe and one’s place in it.

It is said that the verrik descend from a powerful demon-goddess and a sky-god. The dead orc race was the progeny of the demon goddess, making the qahngol distantly related in some fashion. The verrik remained in the homeland of their mother-goddess and they seem to bear some aspect of her presence. This disturbs other races, who can’t understand why an astute, introspective race seeking the path to enlightenment should make them feel as though they are under the hungry, watchful eyes of a demon.

During the time that the corrupted forces ruled, the verrik were largely undisturbed. They did not come out of their mountain homes to render assistance to the other races. But the corrupted forces eventually noticed the verrik on their plateau at the roof of the world. The corrupted forces found their mother-goddess, bound her power, and imprisoned her. Then, they invaded the verrik homeland. However, with their attention divided, the other races easily faced down the corrupted forces in those last days of the war.


While some verrik, particularly those with great mental or magical powers, may feel superior, most are simply contemplative, introspective, or even introverted. Sometimes a verrik’s expression of consternation may be the result of a bad decision made long ago that only now bears its tainted fruit.

Physical Description

Verrik have the same builds as humans, but that is where any resemblance between the races ends. The majority of verrik have skin tones ranging in color from cinnabar to that of red wine, and all have hair that is either white or black.

Their eyes are dark, often making it difficult to determine where the iris ends and the pupil begins. On rare occasions, certain verrik are born with blue-colored skin; a trait they hold in common with one race – the qahngol. Unlike the qahngol, the verrik do not hold such individuals in any special regard.


Other races find the verrik disturbing, though they have great appreciation for verrik ideas and inventions. The verrik enjoy their enigmatic reputation. Verrik view most races in much the same way with no preference. There are some races the verrik find unusual for one reason or another. Since the adoption of their particular brand of religion, the verrik found it easier to deal with their distant brethren, the qahngol. Now at least, they have the same religion in common. The mandragorans and verrik appreciate one another for their long views and tendency to avoid rash decisions. Verrik find that the less one has to do with the bakemono the better off one is.


The verrik have no tolerance for foolishness or stupidity. They appreciate innovation and creativity, but only in a pragmatic sense. Even their art fulfills a pragmatic purpose, having designs that stimulate the mind and enable meditation.

Verrik Lands

The verrik homeland is on a plateau widely believed to be the highest region in the world. The atmosphere is severely dry nine months of the year. Average snowfall is only 18 inches, due to the mountain ranges preventing moisture from the ocean from reaching the plateau.

Verrik architecture contains some foreign influences, and reflects a deeply religious approach. The design of the verrik stupa can vary, from roundish walls to squarish walls. Verrik build many houses and monasteries on elevated, sunny sites facing the south, out of a mixture of rocks, wood, cement and earth. Little fuel is available for heat or lighting, so flat roofs conserve heat, and multiple windows let in sunlight. Walls slope inwards at 10 degrees as a precaution against frequent earthquakes.


Religion is extremely important. A distinctive form that applies contextual thinking to the spiritual pursuit of enlightenment is practiced not only in their lands but also in the lands of the qahngol. Their land is also home to an original spiritual tradition. Their homeland contains a number of significant gompa (temples) and monasteries which are deeply engrained in their history. In gompa, verrik monks develop new forms of magic and explore the mysteries of their minds and inner selves. Their faith is intrinsically bound with their artistic interpretations, which depict deities or variations of the Enlightened One in various forms such as bronze statues and shrines, highly colorful thangka (religious scroll paintings), or mandalas. Verrik monks use mandalas to assist with focus in their meditations. Verrik music is first and foremost religious music, reflecting the profound influence of their faith on their culture. Tsixang music chants are often complex recitations of sacred texts.


Verrik speak the trade tongue of the area as well as their own language, though it is kept secret and not spoken around outsiders.


Verrik names are bestowed by the lamas (monk-teachers) of their people; however, parents may have their own names for their children aside from the child’s lama-bestowed name. If desired, a name can be changed with a special ceremony. Individual verrik names apply equally to male or female and are most often compound, having a personal name combined with a name for the day of the week the verrik was born. So, for example, a verrik from Tsixang might bear the name, Mu Ang Dawa; Mu being the surname, Ang is the personal aspect of the name, and Dawa is the weekday part of the individual’s name.


According to tradition the original ancestors of the Verrik people are: Dong, Dru, Mu, Se, Mu, Ra, and Tong. Consequently, these are the most common surnames amongst the verrik. Other common surnames are: Chiawa, Garza, Goparma, Khambadze, Lakshindu, Nawa, Pankarma, Salaka, Sharwa, and Thaktok. A wife traditionally takes her husband’s surname upon marriage.

Personal Names

Ang, Bhuti, Chamba, Chembal, Chiki, Chiamu, Chindu, Chosa, Chokpa, Daku, Danu, Doka, Dolma, Domai, Kaji, Kalden, Kami, Karsang, Kelsang, Kilu, Kiu, Lhamo, Maya, Namkha, Nang, Nuri, Omu, Ondi, Pelu, Pema, Pendo, Phuti, Rita, Samden, Sangmu, Sani, Sherap, Sonam, Sunjo, Tashi, Tak, Tarchin, Tendzen, Tenzing, Tsangdzum, Tsultrim, Tuchi, Tuli, Urken, Yakba, Yangchen, Yangdzim, Yangdzum, and Zopa.

Weekday Names

Dawa, Lhakpa, Mingma, Nyima, Pasang, Pemba, and Phurba.


Verrik adventurers seek power and treasure because of their practical applications. They enjoy exploration and discovery for its own sake. Any adventure can lead one further down the path of self-discovery and eventually to enlightenment.

Favored Drink: Butter tea; Favored Food: Noodle dishes made from barley lour, steamed dumplings (momos) with the only spice they enjoy – mustard seed; they almost never eat meat; Favored Weapon: Crossbows.

Verrik Racial Traits

Verrik possess the following racial traits.

  • +2 Strength, +2 Wisdom -2 Charisma: Verrik are wise and deceptively strong, but their features and otherworldly nature often unnerve others.
  • Humanoid: Verrik have the humanoid (verrik) type and subtype.
  • Medium: Verrik are medium creatures and have not bonuses or penalties due to their size.
  • Normal Speed: Verrik have a base speed of 30 feet.
  • Blindsense: Verrik have blindsenseB1 out to 15 feet. This is an extraordinary ability tied to their ability to hear, and does not function if they are deaf (or disable their hearing with the sensory control racial trait, see below).
  • 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.
  • Verrik Magic: Verrik with a Charisma of 10 or higher gain the following spell-like abilities: 1/day—guidance, mage hand, message. Use the verrik’s character level as the caster level.
  • Languages: Verrik begin play speaking Common and Verrik. Verrik with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
  • Racial Levels: A verrik can take levels in verrik paragon to further develop her racial qualities.

Alternate Racial Trait

The following racial trait might be selected instead of existing verrik racial traits.

  • Third Eye: A small percentage of verrik are born with a third eye in the center of their forehead. At 1st level, the verrik gains the following spell-like ability: At will—detect magic. At 5th level, the verrik gains the following spell-like ability: 1/day—see invisibility. 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. Use the verrik’s character level for her caster level. The verrik can gain the benefit of these spell-like abilities even when using sensory control to shut off her sight. This racial trait replaces the blindsense and verrik magic racial traits.

The Verrik Paragon

Verrik can take up to six levels in verrik paragon at any time. Not all verrik take racial levels; and of those who do, not all take all six of them.

Hit Die: d8

Class Skills: The verrik paragon’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Intimidate(Cha), Knowledge (nature) (Int), Perception (Wis), Stealth (Dex), and Survival (Wis).

Skill Points: 2 + Intelligence modifier.

Class Features

Table: Verrik Paragon Class
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1 +0 +0 +0 +2 Spell-Like Abilities -
2 +1 +0 +0 +3 Spell-Like Abilities +1 level of existing class
3 +2 +1 +1 +3 +1 Intelligence, +1 Wisdom, Improved Blindsense +1 level of existing class
4 +3 +1 +1 +4 Spell-Like Abilities +1 level of existing class
5 +3 +1 +1 +4 +1 Intelligence, +1 Wisdom +1 level of existing class
6 +4 +2 +2 +5 +1 Intelligence, +1 Wisdom, Blindsight +1 level of existing class

Weapon and Armor Proficiency

Verrik with levels only in verrik paragon are proficient with all simple weapons but not any type of armor or shield.

Spell-Like Abilities (Sp)

At 1st level, a verrik paragon with a Charisma of 11 or higher gains the following spell-like abilities: 1/ day—detect secret doors, charm person, hypnotism.

At 2nd level, a verrik paragon with a Charisma of 12 or higher gains the following spell-like abilities: 1/day—augury, ind traps, locate object.

At 4th level, a verrik paragon with a Charisma of 13 or higher gains the following spell-like abilities: 1/day—charm monster, discern lies, hold person.

Spells per Day

At the indicated levels, a verrik paragon gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before taking levels in the verrik paragon class. She does not, however, gain other beneits a character of that class would have gained, except for additional spells per day, spells known (if it is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before taking levels in verrik paragon, she must decide to which class it adds the new levels for purposes of determining spells per day.

Improved Blindsense (Ex)

At 3rd level, a verrik paragon’s blindsense improves. Her blindsense now extends out to 30 feet. This is still an extraordinary ability tied to the verrik paragon’s ability to hear.

If she took the third eye racial trait, she instead gains blindsense out to 15 feet.

Blindsight (Ex)

At 6th level, a verrik paragon gains blindsightB1 that extends out to 15 feet. This is an extraordinary ability tied to her ability to hear, and does not function if she is deaf (or disables her hearing with the sensory control racial trait, see above).

If she took the third eye racial trait, her blindsense instead improves to extend out to 30 feet.

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.