Verrik

Verrik have keen senses and strong wills, but their minds follow strange pathways that cause them some difficulty when trying to relate to others, even others of their own kind! Verrik gain a +2 racial bonus to their Wisdom score, but must endure 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 that 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 attempts or any other action the DM determines to be touch-dependent. Shutting off or reactivating a sense is a standard action.

Innate Spell-like Abilities: 3/day each, a Verrik with no levels in a spellcasting class can use mage hand or message as spell-like abilities at their character level. A Verrik who does have levels in a spellcasting class treats mage hand and message as bonus cantrips known or prepared, in addition to any others known or prepared by virtue of their class, and can use either of them at will.

Magic of the Mind: Verrik have long focused on more subtle magics and gain +1 to their caster level when casting spells from the Divination or Enchantment schools.

Automatic Languages: Common and Verrik.

Bonus Languages: Any.

Racial Feat:

Mind-Witchery – 3/day detect magic, 1/day lesser confusion, daze, levitate and detect thoughts at caster level (minimum 1st level, for a character with no levels in a spellcasting class).