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Velkk

Racial TraitsRace Point Cost
TypeHumanoid (velkk)0
SizeMedium0
Base SpeedNormal0
Ability Score ModifiersStandard0
LanguagesStandard0
DefensesFearless1
DefensesStability1
DefensesElemental Resistance1
Feat and SkillSkill Bonus2
MagicalAffinity for Magic3
SensesLow-light vision1
SensesDarkvision2
SensesScent4
Total15
The Velkk are one of Vana’diel’s more formidable and distinct beastman tribes, readily identifiable by their lupine, bipedal forms, often clad in crude furs and leather armor. Hailing predominantly from the treacherous region of Velkkhasa, they embody a fierce, predatory nature. Unlike the more structured militaries of the Yagudo or the industrial ingenuity of the Goblins, the Velkk operate with a more feral, pack-based mentality. They are largely driven by instinct, territoriality, and a primal aggression towards outsiders, especially the enlightened races. While their prowess in combat – employing axes, clubs, and sometimes black magic – is well-documented by countless adventurers, their skills extend beyond mere skirmishes.

These notoriously ruthless savages have set up their base of operations in the west of Eastern Ulbuka. According to records of old, they once lived throughout the various islands that constitute the Adoulinian archipelago, but were fvelkked further and further west as the First King’s influence grew. Velkk fighters can be classified into two broad types: bellicose warriors who desire only to massacre their foes in the bloodiest way imaginable, and devoted practitioners of the black arts who delight in using their spells to gain the upper hand in battle. Yet despite all this, they’re also adorably idiotic, so it’s difficult to harbor much ill will against them.

Velkk Racial Traits

  • Ability Score Racial Traits: They are idiotic but a strong and spiritual race. They gain +2 Strength, +2 Charisma and -2 to Intelligence.
  • Size: Velkks are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Velkks are humanoids with the velkk subtype.
  • Base Speed: Velkks have a base speed of 30 feet.
  • Languages: Common and Velkk. Velkks with high Intelligence scores can choose from Antican, Elvaan, Goblin, Kobold, Mithran, Vieran, and Yagudo.

Defense Racial Traits

  • Fearless: Velkks gain a +2 racial bonus on all saving throws against fear effects.
  • Stability: Velkks receive a +4 bonus to their combat maneuver defense when resisting a bull rush or trip attempt while standing on the ground.
  • Water Resistant: Velkks gain Water Resistance 5.

Feat and Skill Racial Traits

  • Survivalist: Velkks gain a +2 racial bonus on all Survival skill checks.

Magical Racial Traits

  • Affinity for Magic: Velkks have a natural affinity for magic, with many individuals displaying an innate talent for spellcasting. Velkks gain a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks.

Senses Racial Traits

  • Darkvision: Velkks can see perfectly in the dark up to 60 feet.
  • Low-Light Vision: Velkks can see twice as far as a hume in starlight, moonlight, tvelkkhlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Scent: Velkks gain the scent

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Can’t Let Them Live and Tell: Velkks are very adamant on keeping their strongholds hidden from the rest of the world and gain a +10 foot racial bonus to their movement speed when using the charge, run, or withdraw actions. The racial trait replaces stability.
  • Feral: Velkks have the ability to fend for themselves long before they master the rudiments of their language and culture. Having needed to hunt bugs and tiny animals for food to survive while still infants, feral velkks fight all the harder to survive when at the brink of death. Velkks with this racial trait gain Survival as a class skill and gain a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points. The racial trait replaces water resistant.
  • Nature Inhabitant: Velkks often commune with nature and are naturally perceptive. Velkks with this trait gain a +2 racial bonus to Knowledge (Nature) and Perception checks. This racial trait replaces survivalist and stability.
  • Squalid: Velkks exist in surroundings so filthy and pestilent that even other velkks would have difficulty living in them. Velkks with this racial trait gain a +2 racial bonus on saving throws made to resist nausea, the sickened condition, and disease. This racial trait replaces survivalist.

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

  • Black Mage:Add +1/2 point of fire damage to spells that deal fire damage cast by the black mage.
  • Dark Knight:Add +1/4 to the number of harm touches the dark knight can inflict.
  • Red Mage: Add +1/3 on critical hit confirmation rolls when using spell combat (maximum bonus of +5). This bonus does not stack with Critical Focus.
  • Warrior: Add a +1/2 circumstance bonus to confirm critical hits when attacking with weapons from the close or light blade weapon groups (maximum bonus +4). This bonus does not stack with Critical Focus.