Vermane

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The Vermane are a race of small, mouse-like humanoids who prefer to settle in warm grasslands due to the abundance of food and the availability of hiding places but are known for being able to survive in any environment they find themselves in and can adapt to most situations well. Vermane top out at around three feet tall and weight between twenty five and forty pounds depending on their gender, physical activity, and diet. The Mousefolk are a communal people with massive family units that are composed of dozens of siblings living in tunnels burrowed beneath the ground and dug out huts. Although capable of living off of plants and raw meat, many Vermane families love cooking and tend to have a specialty meal whose recipe is a closely guarded family secret.

## Vermane in Parcël

The Vermane that can be found on the island nation of Parcël make their home in the Salesport Mines. The hostile, rocky land type is far from the Mousefolk's preferred home and a common belief is that they once lived in the Double Plains. The Vermane chose to live on the islands because they have taken up the role of merchants and hold the thrill of mercantilism in the highest regards in their society. They do mine regular ores and minerals but the real treasure that drew them to the area are the remains of ancient and colossal beasts called Tarrasque, which formed into valuable and rare minerals upon their death. Although all parts of the Tarrasque are extremely valuable, their crystalized blood is at the center of the Vermane's trade network and is used as a currency by every faction on Parcël that trades with the Vermane. The merchants travel up and down the river systems surrounding the Salesport Mines using barges they constructed and materials to upkeep and build more of these barges is the largest commodity desired by the Vermane, as they don't have have access to those materials on their islands and need them to continue their trading.

## **Vermane Racial Traits**

* Ability Score Racial Traits: Vermane are small and very weak but agile, surprisingly hardy for their size, and have a strong sense of their surroundings. They gain -4 Strength, +2 Dexterity, +2 Constitution, and +2 Wisdom.
* Type: Vermane are humanoids with the vermane subtype.
* Size: Vermane are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
* Speed: Vermane have a base speed of 20 feet and a burrow speed of 5 feet.
* Quadrupedal: While holding nothing in their hands, Vermane can drop to all fours as a free action to increase their base speed to 40 ft. Vermane can stand on two legs again as a free action during normal movement. Vermane with at least a +1 Base Attack Bonus can still draw a weapon for free as a part of their movement as they stand back on two legs without provoking an attack of opportunity.
* Languages: Vermane's native language is Vermane.
* Tunnel Dweller: Vermane that spend most of their time in tunnels and mines can navigate those environments better than other creatures of their size. Vermane count as one size category smaller for the purpose of squeezing.
* Keen Senses: Vermane receive a +2 racial bonus on Perception checks.
* Low-Light Vision: Vermane can see twice as far as a human in dim light.
* Age:
	+ Adulthood: 12 years
	+ Middle Age: 20 years
	+ Old: 30 years
	+ Venerable: 40 years

### **Vermane Alternate Racial Traits**

* Cornered Fury: Vermane can fight viciously when cut off from friends and allies. Whenever a Vermane with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces keen senses.

### **Vermane Favored Class Bonuses**

* Alchemist: The alchemist gains +1/6 of a new discovery.
* Bard: Increase the bonus provided by the bard’s inspire competence performance by 1/6, and add 1/6 to the number of allies the bard can affect with his inspire greatness performance.
* Druid: Add a +1 bonus on wild empathy checks made to influence animals and magical beasts that live underground.
* Gunslinger: Add a +1/2 bonus on initiative checks when the gunslinger has at least 1 grit point.
* Hunter: Add 1 skill rank to the hunter’s badger, dire rat, or riding rat animal companion.
* Investigator: Add 1 to the bonus provided to a single skill (maximum +2) by inspiration. This skill must be one to which the investigator can already apply inspiration. The investigator can select a different skill at each level.
* Ranger: Add +1 to an animal companion’s CMD when adjacent to the ranger. If the ranger ever replaces his animal companion, the new animal companion gains this bonus.
* Rogue: Add a +1/2 bonus on Escape Artist checks.