Batesians are a humanoid race in the Vistelo system. Extremely humanoid. Though at first glance they are almost identical to humans, batesians are actually quite distantly related, and are thought to have evolved a human-like shape to deter predators.
Biology and Anatomy
Batesians are, despite appearances, an insectoid race; what appears to be the goggles commonly worn among humans are, in fact, their eyes, and their segmented shells are mostly concealed beneath clothing. Their shells come in all ranges of human skin tones, and, similar to humans, have full heads of hair, though their hair is sensory.
Though a batesian's primary line of defense against aggression is their humanoid appearance, they do have a secondary line of defense in the form of a scalding chemical spray, ejected through the mouth.
Sociology and Culture
i dont know a fucking thing my guy
Batesians are Medium race, incurring no benefits or penalties thereof. A batesian may opt for +2 Cha -2 Wis or +2 Dex -2 Str.
Chemical Breath: Once per combat, a batesian character may spray a noxious chemical mixture from their mouths in a 15 ft. cone. All creatures within the cone must make a Fort save against a DC equal to 10+user level or take 1d4 acid damage. At level 10, a failed Fort save also blinds the affected creature for 1d4 rounds.
Mimicry: A batesian character may take 10 on Disguise checks to pass as a human, and does not take the usual penalty for disguising as another race while doing so. When successfully disguised, they gain a +2 bonus on Diplomacy checks against human characters and a +2 bonus on Intimidate checks against non-human characters.
Wasteland Survivor: Batesian characters gain +2 Survival and +1 Heal.
Ability Score Increase. Your Charisma increases by 2 and your Dexterity or Intelligence increases by 1 (your choice.)
Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Mimicry. You can disguise yourself to look like a human of similar features. Disguising yourself in this way takes one minute. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check. The DC for this check is 10 + your Charisma modifier.
Chemical Breath. You can use your action to exhale a cloud of heated acid. Every creature in a 15 ft. cone in front of you must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your chemical breath, you can’t use it again until you complete a short or long rest.