Vesk
Ability Modifiers +2 Str, +2 Con, -2 Int
Hit Points 6
Size and Type
Vesk are Medium humanoids with the vesk subtype.Armor Savant
Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal.Fearless
Vesk receive a +2 racial bonus to saving throws against fear effects.Low-Light Vision
Vesk can see in dim light as if it were normal light. For more details, see page 264.Natural Weapons
Vesk can attack with a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares. Vesk gain a special version of the Weapon Specialization feat with this unarmed strike at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for this unarmed strike (instead of just adding their character level, as usual).Alternate Ability Adjustments
Some vesk have unique bloodlines, which could be the result of eldritch manipulation or adaptations to newly conquered environments. These vesk have unique ability score adjustments instead of the standard adjustments of +2 Strength, +2 Constitution, and –2 Intelligence found in the Starfinder Core Rulebook.Cave
Some vesk settled deep underground, adapting to the darkness and treacherous terrain. They are typically pale in color and usually have the cave senses alternate racial trait. A cave vesk’s ability adjustments are +2 Dexterity, +2 Wisdom, –2 Charisma.Lambent
Vesk rule over many conquered planets, but every planet has different needs. In some places, power is determined not only by doshkos and lasers, but also by words and influence. Lambent vesk are skilled at influencing and controlling others. A lambent vesk’s ability adjustments are +2 Strength, +2 Charisma, –2 Intelligence.Low Gravity
Several groups of vesk have adapted to life in low-gravity environments over many generations. Precision movements and quick thinking come naturally to these vesk, though they lack typical vesk might. A low gravity vesk’s ability adjustments are +2 Dexterity, +2 Intelligence, and –2 Strength.Venomthought
On rare occasions, vesk will produce psychic offspring. Legend claims cave-dwelling snake people of Vesk Prime modified ancient vesk in eldritch rituals, allowing those who inherit the change to attack with their “venomous thoughts.” Frailer than typical vesk, venomthought vesk have powerful personalities and forces of will. A venomthought vesk’s ability adjustments are +2 Wisdom, +2 Charisma, and –2 Constitution.Warblood
Some vesk bloodlines are renowned for their brutal warriors, and several of these have a variant genetic build including thicker muscles, longer bone spikes, and a ridge of spikes that runs along the spine. They are also more aggressive, and their tendency to see everything as a conflict makes it difficult for them to inspire confidence and trust in others. A warblood vesk’s ability score adjustments are +2 Strength, +2 Dexterity, and –2 Charisma.Alternate Racial Traits
Vesk adaptations vary from individual to individual, with many vesk training their bodies from a very young age to excel in particular ways. Other vesk are born with unusual physical traits that suggest some genetic exception. The following alternate racial traits represent some of these changes.Brawny
Many vesk take pride in being as physically fit as possible. They gain a +2 racial bonus to Athletics and Acrobatics checks. This replaces fearless.Cave Senses
Vesk who grew up underground in twisted caverns have more sensitive hearing. They have low-light vision and gain blindsight (sound) 60 feet, but they take a –4 penalty to sight-based Perception checks beyond 60 feet and take a –2 penalty on ranged attack rolls against targets beyond 60 feet in bright light. This replaces low-light vision.Expanded Lung Capacity
Some vesk have extraordinary lung capacity. These individuals might take up careers working in facilities or vessels located underwater or in space. Vesk with this racial trait can hold their breath for 10 times the normal duration, and they can begin to hold their breath as a purely defensive reaction whenever they are submerged underwater, enter a vacuum, or would otherwise begin suffocating or inhaling a substance they suspect to be harmful. This replaces armor savant.Forceful Mind
Some vesk fight via means other than weapons. Once per day, when an opponent succeeds at a saving throw against a spell cast by a vesk with this trait, that vesk can force the opponent to reroll the saving throw with a –2 penalty. This replaces natural weapons.Frilled
Some vesk have particularly elaborate bone spikes on their heads, giving them an especially fearsome appearance. These vesk gain a +2 racial bonus to Intimidate checks. This replaces armor savant.Observant
Some vesk learn to watch their environment and other creatures around them for signs of danger. Vesk with this racial trait select either Perception or Sense Motive. They gain a +3 racial bonus to checks with the chosen skill. Once this choice is made, it cannot be changed. This replaces fearless.Prehensile Tail
Occasionally vesk are born with a tail that is thinner and significantly more flexible than the norm for their species. Though less common, there are also ancient vesk stretching and range of motion techniques an individual can use to alter the build of their tail over years of dedicated work. Vesk with this racial trait have a tail that is as effective as a hand at manipulating objects, allowing them to wield and hold up to three hands’ worth of weapons and equipment. This does not increase the number of attacks they can make during combat. This replaces natural weapons.Vesk Venom
Though most vesk are not venomous, a few have venom sacs and elongated teeth held over from a vesk subspecies that has since gone extinct, perhaps related to the snake-people of Vesk Prime. Other theories suggest these traits are from a time when an ancient vesk nation modified its warriors with magic or technology to gain venomous natural attacks. Vesk with this racial trait can deal piercing or bludgeoning damage with their unarmed strikes. When the vesk makes a successful unarmed strike that deals piercing damage, and the target takes damage from the attack, as a reaction the vesk can expose the target to venom. Once a vesk has used their venom, they can do so again only after taking a 10-minute rest to regain Stamina Points. A vesk is immune to the effects of their own venom. This replaces armor savant and fearless, and it modifies natural weapons.Vesk Venoms
Type poison (injury Save Fortitude (DC = 10 + half the vesk’s level + the vesk’s Constitution modifier) Track Dexterity (special Onset 1 round; Frequency 1/round for 6 rounds Effect Progression track is Healthy—Sluggish—Stiffened—Staggered; staggered is the end state. Cure 1 save. All effects end 1 hour after cure.
Heavily muscled and covered with thick scales and short, sharp horns, the reptilian vesk are exactly as predatory and warlike as they appear. Originally hailing from a star system near the Pact Worlds, they sought to conquer and subdue their stellar neighbors, as they had all the other intelligent races in their own system, until an overwhelming threat forced them into a grudging alliance with the Pact Worlds—for now.
Playing this Race
You Likely...- See most other races as weak or dishonorable and believe the vesk way is best.
- Relish the chance to prove your worth in combat, though only against worthy opponents.
- Have an ironclad sense of honor and propriety, and strive to always keep your word.
- Bond closely with proven comrades and surprise non-vesk friends with sudden outpourings of emotion in private.
- Find your size and bloodthirsty reputation intimidating.
- Assume you’re ignorant of anything beyond combat.
- Depend on you in battle yet fear and resent you for your empire’s past conflicts and conquests.
- Mistake vesk etiquette and propriety for a lack of feeling.
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