Veryx
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The City of 7 Seraphs
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An arachnid species of arcane symbiotes, the exact origins of the veryx are unclear. They have too many similarities to the Chelicerae of the Prime Worlds to disregard the possibility of a divergent development. However, the species’ tendency toward symbiosis with spellcasters and psychics rather than parasitism suggests that they may be a Shadow Plane inverse evolution or analog that developed as a parallel species.

Despite legal protections, semoxa bonded veryx and their partners often face difficulty rising in leadership structures unless both bond partners belong to the same organization.

Physical Description

All veryx have a morphology similar to an arachnid creature of the Prime Worlds. They possess eight primary limbs and a manipulative set of pedipalps near their primary jaws. The veryx tend toward sexual dimorphism in a larger state (called “amoxa” or “web guardian”) and a smaller form (called “semxi” or “spell weaver”). Amoxa are generally female and semxi spell weavers are more often male. A rarer subtype called amxi are responsible for building web-warrens and tend to be both genders equally. Some variance in this pattern has occurred, perhaps in response to Radia, or a lesser known dimorphism only apparent in the greater numbers now present in the city. Bristles of hair serve to amplify their hearing and sense of touch.

Amoxa exoskeletons are generally darker colors, most often being a deep glossy black with crenelated surfaces which allow them to identify individuals quickly by touch. The only exception are its spellmarks (see below). These are generally reds, yellows or blues. Semxi tend toward vivid morphologies with brighter colorations. Carapaces tend have a broader distribution of spell marks and edged with strange flairs and spines. Semxi carapaces are notably smoother and some speculate that this signifies their reduced importance in the amoxas fighting defenses of their tunnel warren communities. Other scholars speculate these variances are from ancient mating adaptations while more claim they are a living stain of service to the Runeweb.

Amoxa fangs are deadly and inject a toxic poison into prey. Semxi fangs are less suited for combat but rather facilitate symbiotic bonding with an appropriate species partner or paralysis of prey or to escape. Semxi venom is also an immunosuppressant and antibiotic that keeps the host’s body healthy while preventing site rejection forming and preventing infection in the primary bond site.

Society

At their core, the veryx are symbiotic. They thrive in tangency to another society or group of humanoids that are capable of spellcasting or manifesting psionic powers. Many other creatures assume this only applies to semxi veryx desiring to become semoxa. However, all morphologies have abilities to benefit from the mystical energies of humanoid species. As such members of the species tend to engage in acts of service to endear them to spellcasting and other supernaturally gifted humanoids.

Veryx also tend to romanticize and adapt traditions of a familiar humanoid society. Many amoxa are fond of gathering weapons to form armories despite only being able to use a small selection of their collections. This emulation may be from the unconscious telepathy the species demonstrates.

When running their own community they tend to stratify physically, as well as morphologically. The webwarrens of the veryx are long tunnel structures with specific functional design. Lower levels of the warren are organized with tactical chokepoints and confusing dead ends to place invaders at every disadvantage. The overall layout is a ring around the egg chamber where the young are hatched.

The upper structures of a warren are generally left to the community’s semxi. These tend to be windowed “casting balconies” for defensibility surrounding chambers reserved for meditation, study, and experiments. The innermost vault is most often the ceiling of the egg chamber allowing for centralized defensive efforts and accessibility to powerful magical resources when defending the eggs and young veryx. Some also believe the proximity of powerful magic helps the eggs mature more into more healthy young.

Relations

Humanoids of all kinds fascinate the veryx. They are also culturally aware than many humanoids experience visceral dislike of them based on anatomy alone. Veryx tend not to take such reactions personally. Some even find the response amusing, likening it to a child that cannot control itself completely but is sometimes endearing in its failings. Generally, veryx tend to compensate for these reactions. Gifts, favors and preferential treatment are not unusual, though sometimes a veryx takes a while to discover what its favorite humanoids enjoy most.

Many of the semxi treat semoxa bonding in a manner much like courtship to the humanoid and can take years to select and win over the “right” match. Others consider it a simple advantageous anatomical decision. Regardless of this, the species tends toward to very amicable relations with potential hosts. Humans, dwarves and some planetouched are given preferred semoxa bond partners though individual semxi may develop their own preferences. Similarly, amoxa tend to form friendships with humanoids capable of charging their spellmarks with useful powers or hostile magics. These bonds are taken very seriously. Humanoid bond partners have described it in terms similar to military comradery, a hunters rivalry kill-counting, or is some cases the polishing of a prized weapon or trophy.

Veryx without humanoid friends or bonding often experience periods of long depression and lonely wandering as they try to find allies amicable to their support. The Runeweb is believed to have culled many humanoid societies to give the aranea an edge in controlling the veryx populace for so many years.

Alignment & Religion

Veryx tend to skew most matters of religion, focusing on who they are in the moment. It has been suggested that as each major marker in their developmental stage results in a molting, that the concept of death has never held the same degree of mystery them. Rather it is simply another type of molting where the form is entirely shed away.

This in turn grants them a slight lack of concern with their spiritual essence. It just goes where it goes. In the veryx early days many seemed to exhibit a near religious reverence for their archweaver but the mysterious creature seemed vanish into the city shortly after its arrival.

The major exception to this tendency is the semoxa bonding of a religious humanoid. Partners have described the bond as a heightening of nearly all aspects of being and faith is no exception. The contributing semxi partner often experiences a rapid and complete conversion to the faith of its host-partner. This is only heightened by the in enhancing attribute of the semoxa bond on the host. Minor mystics have found their connections heightened in profound ways by this linkage. Some small splinter religions have begun to encourage semoxa bonds for their acolytes as part of their dogma, a prospect that while useful in providing hosts is concerning to the semxi elders of many web-warrens.

Adventurers

Veryx take to adventuring for a variety of reasons. Most often it involves a humanoid companion, either part of a semoxa bond or a staunch friendship made in efforts to repay the Debt. Despite the aberrant nature of the veryx most companions who have traveled with one for any length of time come to swear by their loyalty. The various advantageous connections each type of veryx can afford a humanoid ally often lead to humanoids recruiting them to aid their adventuring efforts.

Another component of the Debt also speaks of repaying the Runeweb for their corruption of the veryx people during their ancestral encounters. This seething revenge can be a single minded pursuit for some veryx who seek adventure as a constant means to better themselves and gain the power they need to accomplish this end. These veryx often seek to join the Wardens or to undertake mercenary missions for the Parities likely to bring them into conflict with the Runeweb. Most semxi elders discourage these lives of vengeance but many younger veryx can’t be deterred from the course.

Names

Amoxa favor short, one or two syllable names like: Zox, Yxgyr, and Shesh.

Semxi tend to more complex names of two or three syllables: Xygruz, Thygzys, or Zystok.

Many will adopt the name a humanoid refers to them by such as Blacklegs, Spellshift, or Crawler.

Semoxa names vary wildly dependent on the humanoid bond partner. Some combine names from prior lives.


Veryx Species Traits

Darkvision: Veryx can see in the dark up to 60 feet.

Normal Speed: Veryx have a base speed of 30 feet.

Magical Beast (aberrant, verminoid): Veryx are magical beasts with the aberrant and verminoid subtype. They use their class hit dice. They count as aberrations and vermin for effects that target either. They may qualify for monster feats with GM permission.

Ancestral Memory (Ex): Veryx carry the memories of the previous members of the species. They gain flashes of insight and often display skills they have never been formally trained with. These memories grant them the ability to pick one skill. The veryx gains a +2 species bonus on this skill, and the skill is treated as a class skill regardless of what class the member of this species actually takes.

Curiously Aware: Veryx gain a +2 species bonus to Perception checks.

Chitin Exoskeleton: Veryx gain a +1 natural armor bonus.

Verminoid: Veryx count as vermin for all negative game mechanical reasons. Bane weapons and spells that target vermin affect them as they were the vermin type. They are still vulnerable to mind-affecting effects.

Wall-Crawling (Ex): Veryx have natural climb speeds of 20 feet, and gain the +8 species bonus on Climb checks that a climb speed normally grants.

Veryx & Standard Equipment

Veryx’s unusual anatomy presents some difficulties when using standard non-magical gear or wielding even magical items. Generally speaking a veryx’s pedipalps are strong enough to wield a single melee weapon standard design with only a -2 penalty to attack and damage.

The creatures have designed weighting kits and claw sheathes that can be used to offset this penalty. A claw sheath that embeds a weapon at the end segment of a veryx’s claw leg costs 50gp and replaces the natural attack available with that limb. A weighting kit that offsets the penalties for use in the pedlpalps is 150 gp. Most veryx tend to rely on natural weapons and magics than enhance them but some amoxa collectors prefer to use humanoid style weapons with these modifications.

Amoxa Traits

+2 Strength, -2 Charisma, +2 Wisdom: Amoxa veryx are powerfully built and exhibit exceptional willpower and perception, their single-minded focus is offputting to some other creatures.

Medium Size: Amoxa veryx are Medium creatures and thus have no bonuses or penalties due to their size.

Multi-legged (Ex): Veryx have a +4 species bonus to CMD against trip attempts.

Venomous Bite (Ex): Veryx are venomous creatures with a natural bite attack. This attack deals 1d3 for amoxa. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons (see sidebar). A number of times per day equal to its Constitution modifier (minimum 1/day), a veryx can envenom its bite with its toxic saliva. Applying venom in this way is a swift action.

  • Injury; save Fort DC 10 + 1/2 the character’s HD + Constitution modifier, frequency 1/round for 6 rounds, effect 1 Con, cure 1 save.

Spellmark Reservoir (Su): Amoxa veryx possess a single set claws and a series of faint markings on their bodies that absorb magical energy. The claws inflict 1d4+Strength modifier damage as per a primary attack if used alone or secondary attacks with half-Strength modifier if used with other attacks (including the bite attack of the species). The marks can store a spell or psionic power of up to 2nd level from an allied spellcaster or psionic creature. The power or spell may be held indefinitely and released through one of the claw attacks as per the spell storing weapon ability, but the spellmarks need to recover after unleashing the energies making them usable only 1/day.

Teleprojective Language (Su): Veryx do not actually possess the anatomy to speak most languages normally instead relying on a low-level telepathic projection to rely complex thoughts and communicate in languages other than their own. This ability is unidirectional and extremely short range only reaching 5 ft.per modifier of the veryx’s highest mental ability score. Veryx must know a language to project it. Spellcasting veryx must project and spellcasters may roll Spellcraft checks to notice casting instead of Perception. By using a standard action, the veryx may amplify their telepathy and “yell” by making a Will save against a DC of 10 and add the amount they beat the save to the total feet in distance of their telepathic projection. This ability provides no ability to read thoughts and veryx rely on their legs to hear. Spellcasting veryx use both this ability and an audible hissing to complete verbal spells.

Semoxa Traits

+2 Constitution, +2 Charisma, -2 Wisdom: Veryx are magically shaped to bare the damage, defend the host, and augment their health. The pleasure of bonding exudes both semxi and humanoid body and can’t help but radiate in attitude with a low level psychic echo.

Medium size: Semoxa veryx are medium creatures and thus have no bonuses or penalties due to their size.

Humanoid (aberrant, verminoid, magical beast): Veryx are humanoids with the aberrant, verminoid, and magical beast subtypes.

Dual-Minded (Ex): Semoxa gain the strength of both their veryx and humanoid minds and gain a +2 bonus on all Will saving throws.

Multitask (Ex): Veryx of the semoxa phenotype can take advantage of having two synchronized minds. All semoxa veryx can use a surge of mental processing to achieve more actions than usual. A number of times per day equal to its Charisma modifier, the semoxa may take a second swift action in a round as long as one of those actions is purely mental. A semoxa who uses multitask for more than a single round becomes dazzled after the second use for 2 rounds per multitask action used.

Never Alone (Ex): Semoxa pairings have a sense of heightened morale and support one another on a fundamental level at all times. They gain a +2 species bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this species may reroll and use the second result.

Altered Item Attunement: Veryx have non-standard magic item slots for player characters. Semoxa veryx also have a second set of ring slots due to their particular magical energies and combined anatomies.

Languages: Semoxa begin play speaking Common and veryx. Semoxa with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Celestial, Dwarven, Fade, Elven, Giant, or Terran.

Semoxa & Death
When a semoxa bonded creature pairing dies it is possible that one of the constituent pair survives the experience. If the player chooses the semoxa may make a Fortitude save against a DC of 15 + character level. If successful the player may decide which of the two halfs of the semoxa survived. Treat this as a reincarnation effect that turns the character into the same creature type as the surviving half. The other then becomes shaken for a minimum of 1 day per character level regardless of fear immunity and is immediately able to retrain levels to reflect the trauma of deep psychic bonding being violently broken. Should the other half of the bond later be returned to life the player can opt to rebond the pair or surrender one of the characters as an NPC.

Semxi Traits

-2 Strength, +2 Intelligence, +2 Charisma: Semxi veryx are small of frame and lightweight, the exhibit curious and friendly personas and radiant pleasant psychic energies.

Small Size: Semxi veryx are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small creatures have a space of 5 feet by 5 feet and a reach of 5 feet.

Multi-legged (Ex): Semxi veryx have a +4 species bonus to CMD against trip attempts.

Symbiotic Spellmark Weaving (Su): Veryx of the semxi phenotype can use their ambient magic to enhance another mystical abilities. All semxi veryx can make a special form of aid another action to enhance the energies of a humanoid spellcaster or psionic manifester. Other abilities may benefit from this boost with GM approval. This standard action grants a +2 circumstance bonus to the caster or manifester level of the humanoid in question and increases the DC of such spells or powers by a +1 circumstance bonus. The target may take an immediate or swift action to synchronize their energies and return the benefits of these abilities to the semxi within one round. The semxi may use symbiotic spellmark weaving on a humanoid in this way once per day per modifier of the higher of their Intelligence or Charisma.

Teleprojective Language (Su): Veryx do not actually possess the anatomy to speak most languages normally instead relying on a low-level telepathic projection to rely complex thoughts and communicate in languages other than their own. This ability is unidirectional and extremely short range only reaching 5 ft.per modifier of the veryx’s highest mental ability score. Veryx must know a language to project it. Spellcasting veryx must project and spellcasters may roll Spellcraft checks to notice casting instead of Perception. By using a standard action, the veryx may amplify their telepathy and “yell” by making a Will save against a DC of 10 and add the amount they beat the save to the total feet in distance of their telepathic projection. This ability provides no ability to read thoughts and veryx rely on their legs to hear. Spellcasting veryx use both this ability and an audible hissing to complete verbal spells.

Venomous Bite (Ex): Veryx are venomous creatures with a natural bite attack. This attack deals 1d2 for semxi veryx. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons (see sidebar on page 365). A number of times per day equal to its Constitution modifier (minimum 1/day), a veryx can envenom its bite with its toxic saliva. Applying venom in this way is a swift action.

  • Injury; save Fort DC 10 + 1/2 the character’s HD + Constitution modifier, frequency 1/round for 6 rounds, effect 1d2 Dex, cure 1 save.

Altered Item Attunement: Veryx have non-standard magic item slots for player characters. They only have armor, belt, chest, eyes, headband, neck, ring, shoulders, and wrist slots. Semxi veryx also have a second set of ring slots due to their particular magical energies.

Alternate Species Traits

Aversive Spellmark (Su)

A mutation in the amoxas spellmarks instead make it resistant to a specific form of power. Select one origin of power (such as arcane, divine, entropic, mental, primal, or umbral). The veryx gains spell resistance equal to 6 + their character level against powers, spells, and spell-like abilities with the source origin. This trait replaces either the spellmark reservoir (amoxa) or symbiotic spellmark weaving (semxi) traits.

Facechanger (Su)

Some veryx have lingering aranea heritage and their spellmark gathers the ambient power need to transform. These veryx can assume the appearance of a single form of a single humanoid species of its size. The form is static and cannot be changed each time it takes this form. The creature gains a +10 species bonus on Disguise checks made to appear as the member of the species whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, usable at will save that the creature does not adjust its ability scores. This trait replaces either the spellmark reservoir (amoxa) or symbiotic spellmark weaving (semxi) traits.

Mindclimber (Su)

Some veryx possess telekinetic passive abilities in addition to their telepathic speech. These powers manifest in the ability to “climb” magical energy essentially hovering or flying in mid-air adhering to momentary visible strand of spells, ambient mystical forces, and micro-ley lines. They gain a fly speed of 40 ft. at average maneuverability. Oddly, veryx who are mindclimbers lose the ability to wear shoulder items or bind veils to their shoulder chakra and develop softer exoskeletons than their kin. This ability replaces both the trait replaces chitin exoskeleton and either the spellmark reservoir (amoxa) or symbiotic spellmark weaving (semxi) traits.

Weaver Caste (Ex)

Some veryx are the amxi phenotype instead more common varieties and may use webbing to catch prey and build structures. The amxi veryx can use web 3/day and can use fabricate 1/week. Objects and structures created with fabricate are made of woven strands of webbing and take 1 hour per 10 ft.to create. The structures solidify to a hardness similar to worked stone. Veryx that are suffering from the effects of starvation cannot use this ability. This ability replaces both the trait replaces the venomous bite (amoxa or semxi) and either the spellmark reservoir (amoxa) or symbiotic spellmark weaving (semxi) traits.

Psychology

Veryx are not just community minded hive creatures, they are co-evolved with humanoid communities to the point of biological interdependency. While this isn’t a requirement for all veryx colonies, it does pervade their behaviors. Veryx tend to be very concerned with the conditions and relative state of others. They tend to be facilitators, mediators, or partners always finding new ways to operate together. This can lead to boundary issues and a sense of entitlement to the personal affairs of friends and associates.

Veryx are particularly interested in trust and loyalty. Some go to the extreme of devising tests for these attributes but more often than not, they try to cultivate them by offering them first. This can be biased by ancestral memories that include treachery by similar creatures or strong affiliations of trust. Many semxi will go so far as to cultivate a generational relationship with a particular humanoid family to seek preferential bonds to pair with as semoxa.

Hive caste also biases mental state strongly. Amoxa have more pragmatic views on average and valuable objects and people that are practical and prove their usefulness. They tend to fall in with other warriors and empathize with soldiers and other “expendables.” The Semxi on the other hand tend to prefer flamboyance in thought and form often enhancing their already bright exoskeletons with delicate filigree overlays and paints.

They frequently enjoy complex thoughtful dialogue, logical puzzles, and philosophical discourse. Semoxa tend to come from semxi that felt lonely, misunderstood, or “incomplete.” These individuals often experience a radical shift in ideology after bonding. Many undergo psychic or spiritual awakenings and adopt new beliefs or taking on supporting roles in the community once their own inner demons are quieted.

Physiology

The general conformation of the veryx body is similar to the simpler form of common spiders. However similarities may also be extended to the parasitic Chelicerae, shapechanging aranea, and even the nightmarish arachnids of the sleeping lands of Leng. Eight principle legs serve as primary means of locomotion, brute force, and sensory input. Primary and lateral eyes provide similar vision to humans but tend not to outperform humanoid senses.

The pedipalps of all veryx are capable of manipulation of objects with a similar skill to hands though often the veryx must pass an object from leg to mouth region to utilize it. These micromanipulations are performed at incredible speed and do not slow the veryx substantially.

All veryx also possess spinnerets and can produce minimal amounts of webbing. In most cases this webbing is fragile and resembles a very weak glue or tack that be used to aid the veryx in climbing efforts. Certain amoxa undergo a metamorphic molting when it is time expand the hive and become amxi cast with enhanced webweaving abilities.

Veryx all possess fangs and venom producing glands but each caste seemed to have its own variant toxins that serve them uniquely. Amoxa’s venom tends to induce slow necrosis and substantially poisoned individuals are useless as food stuffs, where the semxi’s poison tends be more paralytic spreading numbness and eventually paralysis in a victim. This system changes significantly when the semxi begins to digest the hemolymph of a host humanoid. The venom takes on a weaker, antibiotic secretion that reduces the strain on the host body and allows for the join area to become bonded.

Combat

Unlike true arachnids, veryx are a communal species and display some attributes more common to hive-dwelling species. First among these is a militaristic defensive regimen that is practically wired into their biology. Groups of veryx will fight in rings, an outer perimeter of amoxa shielding there smaller semxi warren-kin. These in turn will support their amoxa with ranged attacks and augmentation magic when possible. If the hive community includes Semoxa casters, they are often at the center of this ring. The bond takes time to form and risks both lives if serious injury occurs to either partner causing them to be a last line of defense.

Veryx will attempt to secure a reciprocal defense agreement with nearby humanoids whenever it is possible. They prefer communities large enough or with strong enough lineages to consistently possess spellcasters. In cases where this is not an option, semxi attempt to bond with potential mystics as the bond has a very high likelihood of catalyzing latent supernatural potentials. Amoxa and semxi spell mark abilities only work with humanoids or a semoxa bond-pair and they suffer severe tactical disadvantages without them.

Amoxa on their own are capable physical combatants possessing two bladelike forelegs that are capable of inflicting grievous harm on most mundane foes. These defenders have been known to pursue alchemical treatments and lacquers to help them fight supernatural foes with their claws. Semxi are often quite physically unimpressive without magical augmentation possessing neither the strong forelegs or lethal venom of the amoxa morphology. They tend to rely on misdirection, traps, and tricks to protect themselves and harm their foes. Many are capable spellcasters in their own right.

Death

As stated above, veryx do not generally fear death. Nor are they reckless, rather seeing the approach of death as an inevitable step in their maturation. The spirit goes wherever it supposed to whenever it does so. This should not be mistaken for a belief in predestination, rather a faith in the progress of the natural order that is expansive enough to include death. Primitive veryx cultures may have embraced a view of spiritual reincarnation but modern veryx usually subscribe to a more nebulous fate involved a sort of spiritual evolution. In Hyraeatan this draws many of them to the Chrysalis Covenant (which also has little issue with semoxa having dual-Parity allegiance).

Again, semoxa bonded veryx are often an extreme exception to the acceptance of death. Long bonding times with a humanoid can lead toward fear of bondpartner death or failing a partner by dying before they do. In cases where a humanoid host does actually die first and the semxi veryx survives, long periods of mourning and deep mental trauma are not uncommon. Semoxa bonded divine spellcasters have been known to convert entire web-warrens to their faiths and even to train nonbonded semxi as priests and other divine servants of their respective deities.


Favored Class Options

  • AlchemistAPG (any veryx): Add +1/4 to the DCs of any poison crafted by the veryx.
  • ArcanistACG (semxi/semoxa): Add +1 the level of a spell when using the consume spells class feature for the first time each day to regain arcane reservoir, for each time this taken it impacts another spell each day.
  • Barbarian (amoxa): Add +1/4 points of damage to natural weapon attacks during a rage.
  • BloodragerACG (any veryx): Increase the DCs of Intimidate and fear effects you generate by +1/4.
  • DaevicAM (amoxa): Choose one veil, you may increase the bonus granted to damage rolls by that veil +1/4.
  • DreadUP (amoxa): Increase the DCs of Intimidate and fear effects you generate by +1/4.
  • Druid (amoxa/semxi): Add +1/2 damage to natural attacks when in wildshape.
  • Echo (any veryx): Add 1/6 a deeper reflection that grants access to a mental source origin or grants a memory of power of a spell or psionic power with the mindaffecting or fear descriptor.
  • HunterACG: Increase the natural armor bonus of the hunter’s animal companion by +1/4. If the hunter replaces her animal companion, the new companion gains this natural armor increase.
  • Kineticist (semxi)OA: Add +1/4 force damage to aether element blasts that do force damage.
  • Monk: Add +1 to both land and climb speeds, this benefit has no effect until it has been selected 5 times.
  • Nexus (any veryx): Choose one veil with the a [mindaffecting] descriptor add +1/4 to the save DC of that veil.
  • OccultistOA: Gain 1/3 a point of mental focus power you may only invest in a divination or enchantment school implement.
  • OracleAPG: 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.
  • ParamourCoLSP: +1/3 a point when committing tides of passion points during a round that the veryx was the target of a spell or power by a humanoid type creature.
  • PsychicOA: +5 foot of distance to your teleprojective voice or telepathy racial features.
  • Radiant: Choose one vivification. When using this vivification on a humanoid, treat its effects as though you had used +1/5 additional points of essence.
  • Ranger (amoxa): Add +1/4 point of bonuses to species enemies for: aberrations, magical beasts, shapeshifters, and vermin.
  • Rogue: Add +1/4 to the DC of your species poison from your bite natural attack.
  • Shadow Weaver: +1/5 use of weave reality.
  • Shaman (amoxa/semoxa)ACG: The shaman gains 1/6 of a new shaman hex.
  • Theurge: Choose one spell from each of your two sources, you may treat this spell as though you have the Spell Mastery feat for it and may prepare it without access to your books.
  • VizierAM: Increase your effective veilweaving level by +1/4, up to a maximum effective veilweaving level equal to your total character level.
  • WarpriestACG (amoxa/semoxa): Add +1/4 to the number of times per day the warpriest can use blessings.
  • WitchAPG (semoxa/semxi): Add +1/4 to Hex saving throw DCs vs. targets with the entangled condition.
  • ZodiacCoLSZ: Increase the essence pool +1/5.Essence from this ability may only be used to summon equipment (amoxa) or companions (other veryx) from constellations.

Veryx Species Traits

Fiddle-Speak

You may use your legs to compliment the hisses and clicks of your mouth and pedipalps to create sounds approximating spoken language. Linguistics becomes a class skill for you and you get a +1 trait bonus to skill checks with it.

Semoxa Mindvoice

You gain the teleprojective language ability of a semxi or amoxa. You gain a +1 trait bonus to Sense Motive or Diplomacy if a creature is within 5 ft. per the higher of your Charisma or Wisdom modifier.


Veryx Species Feats

Amoxa Mindhowl

Your mindshriek can burrow terror into your foes.

Prerequisites: Amoxa Mindshriek, 5th level.

Benefit: The shaken effect of your mindshriek now becomes frightened instead. Creatures that save successfully are still shaken for 1 round. You gain 1 extra use of your mindshriek ability.

Amoxa Mindshriek

Your telepathy can unsettle your enemies.

Prerequisites: Amoxa veryx.

Benefit: As a move action, a number of times per day equal to your Wisdom modifier you can shriek telepathically at a creature. The creature is forced to make a Will saving throw DC (10 + 1/2 character level + Wisdom modifier) or be become shaken for 1 round per character level. Multiple amoxa can use this ability to Aid Another a standard action. If they do so they can increase the Will save DC by +2 per additonal amoxa to resist the shaken effect. This is a supernatural ability that counts as a mind-affecting fear effect.

Amoxa Terrorweb

Your mindshriek can spread fear to many.

Prerequisites: Amoxa Mindhowl, 7th level.

Benefit: By expending two uses of your mindshriek as a standard action you can generate a cone of fear to close range. You gain 1 extra use of your mindshriek ability.

Deepen Spellmark Capacity

Your spellmark can hold more powerful spellcharges.

Prerequisites: spellmark reservoir species feature.

Benefit: Your spellmark reservoir can hold a spellcharge of one level higher.

Special: You may take this feat more than once, but no more than once per four hit dice.

Greater Multitask

Your multitask ability can be used to simultaneously move your mind in two activities at the same time.

Prerequisites: Improved Multitask, character level 9th.

Benefit: Your semoxa bond strengthens and grows granting you the option of taking a standard action by using 3 of your daily uses of multitask. You also gain 2 additional daily uses of multitask.

Greater Teleprojection

Your telepathic abilities are more powerful and refined than those of other veryx.

Prerequisites: Charisma 15+ or Wisdom 15+, Improved Teleprojection

Benefit: You gain the telepathy universal monster ability to 100 ft. You may use a standard action to read the surface thoughts of a creature as per a detect thoughts spell a number of times equal Charisma or Wisdom modifier per day. Your DC for this effect is equal to 10 + 1/2 your hit dice + your chosen attribute.

Improved Multitask

Your multitask ability can be used to move your body while it is otherwise engaged.

Prerequisites: Multitask species feature.

Benefit: Your semoxa bond is strong and facile enough to utilize more options when taking advantage of your dual-minded nature granting you the option of taking a move action by using 2 of your daily uses of multitask. You also gain 2 additional daily uses of multitask.

Improved Spellmark Capacity

Your spellmark can hold more than a single spellcharge.

Prerequisites: Spellmark reservoir species feature.

Benefit: Your spellmark reservoir can hold an additional spellcharge.

Special: You may take this feat more than once, but no more than once per four hit dice.

Improved Teleprojection

Your telepathic abilities are more powerful and refined than those of other veryx.

Prerequisites: Charisma 13+ or Wisdom 13+, teleprojective language species feature.

Benefit: Your telepathic projections become more powerful and skilled. Your range on your telepathic projection doubles. Your telepathic “yell” is heard to close range (25 ft. + 5 ft./level). You may use a standard action to selectively communicate to a number of creatures equal or less that your choice of Charisma or Wisdom modifier. You may hear surface thoughts back from these creatures for 1 round if they are willing.

Markcaster

You have learned to evoke stored spells from your spellmarks as though you were the caster.

Prerequisites: Spellmark reservoir species feature, 5th level.

Benefit: Your spellmark can function in a manner similar to ring of spell storing in addition to its weapon-like usage. This allows personal spells to be contained and used as though the amoxa was the original caster of the spell (though the original caster’s caster level remains).

Spellmark Defense

You have mastered the ability of your spellmarks to absorb magic in a way to prevent hostile spell effects.

Prerequisites: Spellmark reservoir species feature, 5th level.

Benefit: Your spellmark may be readied as a full round action to absorb a spell or effect as though it was a dispel magic provided the spell or power is a level that could normally be contained in the your spellmarks. Roll a dispel check using your hit dice as your caster level, if successful one spell targeting you or including you in its area of effect is instead absorbed into your spellmark and may be later unleashed as normal.

Weave Spellmark

You have learned to weave a spellmark charge into a construct of web.

Prerequisites: Spellmark Reservoir Species Feature.

Benefit: Your spellmark charges may be used to create web constructs that function similarly to scrolls. You must ingest special dietary materials to do so that cost 75% of the crafting price of a scroll for the current stored spell charge you wish to weave. Woven spellmarks require a +10 to the DC to learn for non-veryx casters as that the three dimensional pattern must be transcribed into a flat format.


Veryx Options

-Amoxa Hateweaver (Bloodrager Archetype/Bloodline]

-Symbiomantic Spellweaver (Arcanist Archetype)

-Unifier (Oracle Archetype)


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
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