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Core Race · House Rules

Abdarian [ab-dar-ean]

Basic first import from the rulebook — text and tables are in place; formatting is still being refined and design/RP notes may still be visible. Corrections welcome.

History

To understand the Abdarian, one must first understand their history. The Abdarian is an offshoot of the Human evolutionary tree caused by magically accelerated growth and the need for survival pushed to its utter limit.

The Abdarian is an artificially created race created by the Warlord Abdar. He wished to create a race of fast-breeding, physically superior warriors. With the help of his Psionic cohort, Abbis, he began horrific experiments with humans. Thanks to almost limitless resources from his many kingdoms, Abdar commissioned several powerful wizards to create the demi-plane of Asperia.

Asperia was designed to be the harshest of lands. There were five major regions: Dreken, a scorching desert; Kalis, a dense tropical forest; Welcor, a volcanic wasteland; Averen, a frozen tundra; and Bolrean, a cavernous underworld. A single entrance to Asperia was created — the key was Abdar's gem longsword. The wielder of the sword was given the power to affect the flow of time in Asperia, in which a single day in the prime material plane could become up to a decade in Asperia. With the cruelest of intents, he sent his armies forth to capture several thousand slaves with whom he began experiments.

Though the base was once human, they were crossbred with dwarfs and infused with troll blood. Magical and Psionic manipulation was needed to keep the offspring from dying at birth. After two decades of manipulating the slave population genetics, Abdar was able to create 15 powerful males. Unfortunately, they were not without their flaws:

Abdar was at a loss for words upon being informed of the failures. He became furious with Abbis and tossed him into the demi-plane with his failed creations to die with the slave population. Without resupplies, he believed that nothing could survive the harshness of Asperia that he had created for very long. In his rage, he made one fatal mistake — imprisoning and abandoning Abbis. As Abdar departed the demi-plane, he sealed the entrance and left time to pass nearly one decade per day. Abdar would restart his experiments after his failures died out.

Abbis came to the discovery that the newborn Male Abdarian was maturing much faster than the human mother's biology could handle. The Abdarian infants were found to be self-aware at 5 months in the womb. Abbis was faced with two true challenges: modifying the women to survive the pregnancies, and modifying the species to survive the hellish demi-plane he helped create. He decided to take an entirely different approach with the female population. He found he was able to unlock their Psionic potential. This allowed two things:

The ruling females convinced Abbis to teach them the art of Flesh-crafting. Flesh-crafting allowed the Abdarians to alter their own biology and pass these alterations on to their offspring. A great divide began to occur between the males and females of the Abdarians, to such an extent that they were almost unidentifiable as the same species. The females concentrated on enhancing their mental capabilities and their own physical beauty. Society was making them highly matriarchal. Through flesh-crafting, the females molded the males into highly specialized warrior races, even stronger and more powerful than Abdar had intended. Due to the males' low intellectual capability, they do not realize that the females ruled the race and were manipulating them through breeding and flesh-crafting. The females were unable to prevent the inherited traits they desired in each gender from crossing between males and females. The males show a Psionic potential based not on self-control, but rather on sheer instinctual response to outside stimulus. The females gained the healing capabilities and the natural weaponry intended for the males.

When Abdar opened the gate several months later with plans of restarting his experiment, what he found was his own destruction. The new Abdarian Tribe rushed over his armies as if they were standing still. The Sword of Asperia was claimed by the females and time stabilized. With the gate now open, the male Abdarians were free to explore a world that only their ancestors knew of.

7.1.1 The Matriarch Council ("The Silent Circle")

The Abdarian people are governed by a council of six Matriarchs, one from each tribe. While they maintain the facade that the male Warlords are in charge, the Council directs the race from the shadows.

Organization: The Council utilizes the Abdarian Mind-Speak to deliberate in total secrecy. While the racial trait limits this to 10 feet, the Matriarchs themselves are powerful Telepaths (Psions or Psychics) capable of projecting their consciousness across the demi-plane. They rarely meet in person, preferring Astral Meetings to ensure the safety of the leadership.

The Council Seats

The Council consists of six permanent seats, one for each major tribe.

7.1.2 Jungle True Born — Base Racial Statistics

The Jungle Walker (True Born) represents the unmodified Abdarian baseline from which all tribal variants derive. No tribal heritages are applied; all base traits are retained in full. The statistics below serve as the reference point for understanding tribal modifications throughout sections 5.1.3–5.1.8.

Male Abdarian, Jungle (The Brute)

Personality

The male Abdarian has been referred to as a feral animal. They have few good points aside from courage that borders on insanity and determination comparable to that of a golem. An Abdarian cares little for treasure except for gems; they look at them like candy and have been known to devour more than their share. Male Abdarians live with simplicity, caring little for material things except for territory and mates. They show no mercy in combat and are never known to give quarter. However, they will always defend children, often coming to the aid of Halflings due to instinctual protective drives.

Physical Description

Abdarian males stand between 6 and 7 feet tall and weigh 450 to 550 lbs. They are lean and muscular with long arms and razor-sharp claws. They are 'knuckle walkers,' which often causes opponents to underestimate their reach and speed. Their skin is thick and hide-like, varying with their environment.

Racial Traits (20 RP — Advanced)

Defense Racial Traits

Offense Racial Traits

Skill Racial Traits

Female Abdarian, Jungle (The Matriarch)

Personality

The Female Abdarian is striking in beauty, wit, and charm. Their elegance and grace stun even high elves. Though they appear physically delicate compared to the males, they hold a ferocity of mind that the males cannot comprehend. They are the rulers, spies, and insurgents of their race.

Physical Description

Groomed by Abbis, females were created with fey characteristics. They stand between 5 and 6 feet tall and weigh 150 to 250 lbs. Through the art of 'Flesh-crafting,' they can alter their own biology to blend into any society.

Racial Traits (20 RP — Advanced)

Defensive Racial Traits

Magical & Shapechanging Traits

Special Racial Trait: The Secret Tongue

Weaknesses (Drawbacks)

Universal Favored Class Options

Male Abdarian (The Brute) — All Tribes

Female Abdarian (The Matriarch) — All Tribes

Male vs. Female — Base Trait Comparison

TraitMale — The BruteFemale — The Matriarch
Ability Scores+4 Str, +4 Con, −2 Int, −2 Wis, −4 Cha−2 Str, +4 Dex, +2 Int, +2 Wis, +2 Cha
TypeHumanoid (Abdarian)Humanoid (Abdarian)
Size / SpeedMedium / 30 ft.Medium / 30 ft.
SensesDarkvision 60 ft., ScentLow-Light Vision
LanguagesAbdarian only (Xenophobic)Common & Abdarian; any language
Natural Armor+2 (Thick Hide)
Spell ResistanceSR 11 + level (cannot lower)SR 6 + level
Regeneration1 hp/hour; limb regrowth 2d4 days1 hp/hour
ImmunitiesPoisonParalysis & Poison
Natural Weapons2 Claws — 1d6 + Str
FerocityYes (fight below 0 HP)
Shape-ChangingFlesh-Shifter (alter self)
Social TraitsSilver Tongued (+2 Dip/Bluff, 3-step shift)
Class SkillsStalker (Perception, Stealth), Natural ClimberSpy Training (Stealth, Bluff)
Secret LanguageAbdarian Mind-Speak (Telepathy 10 ft.)
DrawbacksVanity (−2 Perception), Fey Fragility (−2 Con checks)
RP Cost20 RP — Advanced20 RP — Advanced

7.1.3 The Northern Tribe: Ice Claws ("Averen")

Overview

The Ice Claws represent the apex of Abdar's original vision for physical dominance. Adapted to the lethal cold of Averen, they are larger, denser, and more savage than their southern cousins. They share a thicker blood bond with the Ice Trolls used in the original genetic splicing.

Philosophy: Survival of the Fittest

Male Ice Claw — The Arctic Juggernaut

Description

Massive, hulking figures with thick, frost-rimed skin. Their claws are serrated like icicles. They do not just survive the cold; they are fueled by it. They are prone to berserker rages that make standard Jungle males look calm by comparison.

Racial Traits (Modifies Base Male Statistics)

Offense & Mobility

Defense

Female Ice Claw — The Winter Witch

Description

Sharp, angular, and terrifyingly beautiful. They dress in heavy white furs and bone jewelry. Unlike the social manipulators of the west, the Ice Claw matriarchs rule through immediate and brutal discipline.

Racial Traits (Modifies Base Female Statistics)

Magic & Skills

Defense

Weaknesses

Council Dynamics

Matriarch Iysabet holds the Frozen Seat. She serves as the Minister of War. She considers the southern tribes 'soft' and constantly pushes for military expansion. She maintains her seat not through subtle intrigue, but by ensuring her personal guard — a cadre of the largest Ice Claw males — remains undeniably loyal and terrifyingly lethal.

Tribe-Specific Favored Class Options

Male vs. Female — Trait Modifications from Base

Base TraitMale ModificationFemale Modification
Uncontrollable Spell ResistanceReplaced by Cold Blood (Immunity to Cold, +50% fire damage)Lesser SR replaced by Frozen Heart (Immunity to Cold, +50% fire damage)
Natural Climber (Climb class skill)Replaced by Snow Runner (ignore ice/snow difficult terrain)Not applicable (base female does not have Natural Climber)
Silver TonguedNot applicableReplaced by Arctic Mystery (+2 Survival and Knowledge (Nature))
Cold SubtypeGains Cold subtype — Humanoid (Abdarian, Cold)Not gained — retains standard Humanoid (Abdarian)

7.1.4 The Western Tribe: Gray Wolf Clan ("The Hidden")

Overview

The Gray Wolf Clan represents the most insidious element of Abdar's design. While other tribes were built to conquer through force or magic, the Gray Wolf was built to conquer from within. They are the 'Wolves in Sheep's Clothing.'

Philosophy: The Enemy Within

Male Gray Wolf — The Hidden Soldier

Description

Unlike the hunched monstrosities of other tribes, the Gray Wolf male stands upright, resembling a very large, muscular human (5'9" to 6'10"). Their most distinctive feature is their larger-than-average feet and hands. Their claws are made of retractable bone, hidden beneath the skin until the moment of the kill.

Racial Traits (Modifies Base Male Statistics)

Offense & Deception

Defense

Female Gray Wolf — The Aristocrat

Description

The ultimate social chameleon. Gray Wolf matriarchs do not hide in jungles or caves; they hide in high society. They are bred to marry into noble houses, manipulate politics, and secure resources for the Council. They appear as flawless human aristocrats.

Racial Traits (Modifies Base Female Statistics)

Magic & Skills

Defense

Weaknesses

Council Dynamics

Matriarch Selene holds the Shadow Seat. She serves as the Spymaster. She is rarely seen in her true form, preferring to attend Council meetings via psychic projection while physically residing within a human royal court hundreds of miles away. She views the other Matriarchs as provincial and unsophisticated, believing that a quill and a whisper can destroy more kingdoms than a thousand Ice Claw warriors.

Tribe-Specific Favored Class Options

Male vs. Female — Trait Modifications from Base

Base TraitMale ModificationFemale Modification
Thick Hide (+2 Natural Armor)Replaced by Human Guise (+10 Disguise as Human; loses Natural Armor)Not applicable
Natural ClimberRetained (no change to mobility)Not applicable
Bone-Crushing ClawsRetractable Bone Claws (same damage, free action retract)Not applicable
Flesh-Shifter & Spy TrainingNot applicableBoth replaced by Social Chameleon (Disguise Self at will)
Silver TonguedNot applicableRetained (no change)
Additional LanguageGains Common (Broken)No change

7.1.5 The Eastern Tribe: Oni-Kin ("Night Devils")

Overview

The Oni-Kin (known in their tongue as Yoru no Akuma) are the result of splicing Abdarian genetics with the blood of Oni (Ogre Mages). While other tribes adapted to the land, the Oni-Kin adapted to the dark, embracing the sadistic nature of their fiendish ancestors.

Philosophy: Rule through Fear

Male Oni-Kin — The Night Enforcer

Racial Traits (Modifies Base Male Statistics)

Defense

Skills

Female Oni-Kin — The Deceiver

Description

Hauntingly beautiful in a terrifying way. They often wear porcelain masks or elaborate headdresses to accentuate their horns. They are the cruelest of the Matriarchs, delighting in pain and manipulation.

Racial Traits (Modifies Base Female Statistics)

Magic & Skills

Defense

Weaknesses

Council Dynamics

Matriarch Yumi holds the Iron Seat. She serves as the High Inquisitor. She is feared by every other member of the Council, including the High Matriarch. Yumi maintains the 'purity' of the race by hunting down genetic defects and traitors. Her methods are so severe that even the Ice Claws hesitate to cross her. She ensures that the secret of male intelligence — held by the Heretic tribe — never spreads to the general population.

Tribe-Specific Favored Class Options

Male vs. Female — Trait Modifications from Base

Base TraitMale ModificationFemale Modification
Poison ImmunityReplaced by Fiendish Resistances (Cold Resist 5, Electricity Resist 5)Retained (via Abdarian Immunities: Paralysis & Poison)
Stalker (Perception, Stealth)Replaced by Ogre Strength (Intimidate class skill +2)Not applicable
Lesser Spell ResistanceNot applicable (SR 11+level, retained unchanged)Replaced by Oni Magic (Invisibility 1/day)
Silver TonguedNot applicableReplaced by Mask of the Oni (+2 Disguise and Intimidate)

7.1.6 The Heretic Tribe: Scale Clan ("Draco")

Overview

The Scale Clan represents a divergence in the Abdarian evolution. While the other tribes embraced the Psionic modification of Abbis and the flesh-crafting of the Matriarchs, the Scale Clan embraced the ancient Draconic bloodline (Bahamut/Tiamat) used in the original experiments.

This decision caused a mutation that shattered the 'Great Divide' between genders.

Philosophy: The Divergence

Male Draco — The Bloodrager

Description

Tall, scaled, and upright. They do not possess the hunched gait of other males. They are articulate, arrogant, and wield magic as easily as they wield claws.

Racial Traits (Replaces Base Male Statistics Entirely)

Offense & Magic

Defense

Female Draco — The Sorceress

Description

They lack the 'fey' softness of other females, bearing visible patches of beautiful, gem-like scales. They are openly magical, preferring displays of power over subtle manipulation.

Racial Traits (Modifies Base Female Statistics)

Magic

Defense

Council Dynamics

Matriarch Draca sits on the Silent Circle and holds the Draconic Seat, but she acts as a gatekeeper. She actively hides the fact that her males are intelligent from the other Matriarchs, knowing that the other tribes would unite to exterminate the Draco line if they knew the truth.

Tribe-Specific Favored Class Options

Male vs. Female — Trait Modifications from Base

Base TraitMale ModificationFemale Modification
Base Male statistics (all)Replaced entirely — new AS (+2 Str, +2 Con, +2 Cha, −2 Wis), intelligence restored, upright postureAbility Score shift: +4 Cha replaces +2 Wis modifier in standard spread
Uncontrollable Spell Resistance / Lesser SRRemoved — replaced by Draconic powersRemoved — replaced by Dragon Scales
Lesser Regeneration / Rapid HealingNot present — no regenerationReplaced by Dragon Scales (+2 Natural Armor)
SensesGains Low-Light Vision in addition to DarkvisionStandard (no change)
LanguagesCommon, Draconic, Abdarian (full language access)No change from base female
Natural WeaponsDraconic Claws (1d6) + Breath Weapon (1d6/2 levels) + Arcane BloodNo natural weapons
Arcane TraitArcane Blood (+2 effective Cha for Sorcerer/Bloodrager)Draconic Sorcery (+1 CL, energy descriptor); Detect Magic at will
Psionic TraitsNone retainedMind-Speak only (retained)

7.1.7 The Southern Tribe: Island Crawlers ("The Deep")

Overview

The Island Crawlers adapted to the vast oceans surrounding the continent of Asperia. While other tribes fought for land, the Crawlers looked to the sea. They are the only tribe comfortable in water, having developed gills and webbed limbs.

Philosophy: Fluidity

Male Island Crawler — The Deep Diver

Description

Leaner and more streamlined than their land-bound cousins. Their skin is slick, rubbery, and often green or teal. They possess distinct webbing between their heavy claws and a dorsal ridge running down their spines.

Racial Traits (Modifies Base Male Statistics)

Offense & Mobility

Defense

Female Island Crawler — The Siren

Description

Exotic and mesmerizing. Their skin has a pearlescent sheen, and they often decorate themselves with pearls, coral, and shells. Unlike the spies of the West, the Sirens are bold, using their voices to command attention.

Racial Traits (Modifies Base Female Statistics)

Magic & Skills

Defense & Mobility

Weaknesses

Council Dynamics

Matriarch Nereida holds the Coral Seat. She serves as the Minister of Trade. She is the most pragmatic of the Matriarchs. While others obsess over war, purity, or magic, Nereida obsesses over logistics. She controls the flow of 'candy' (gems) to the males, effectively buying their loyalty. She often acts as the mediator between the volatile Matriarch Iysabet (Ice) and the sadistic Matriarch Yumi (Oni).

Tribe-Specific Favored Class Options

Male vs. Female — Trait Modifications from Base

Base TraitMale ModificationFemale Modification
Natural Climber (Climb class skill)Replaced by Amphibious Adaptation (Amphibious subtype, Swim 30 ft., +8 Swim, take 10)Not applicable
TypeGains Aquatic subtype — Humanoid (Abdarian, Aquatic)No subtype change — Humanoid (Abdarian)
Rapid HealingNot applicable (male never had Rapid Healing)Replaced by Aquatic Grace (Amphibious subtype, Swim 40 ft.)
Silver TonguedNot applicableReplaced by Siren's Voice (+1 CL on Sonic and Mind-Affecting spells)
Swim Speed ComparisonSwim 30 ft. (+8 bonus, take 10)Swim 40 ft. (faster; no flat bonus listed)

7.1.8 The Desert Tribe: Desert Ghosts ("Dreken")

Overview

The Desert Ghosts are the survivors of Asperia's harshest landscape — the Dreken Desert. Unlike the stationary empires of the Jungle or the subterranean fortresses of the Oni, the Desert Ghosts never stop moving. They are masters of ambush, appearing from the shimmering heat haze to strike and vanishing just as quickly.

Philosophy: Endurance

Male Desert Ghost — The Dune Runner

Description

Tall, gaunt, and wiry. Their skin is the color of sand or dried clay, blending perfectly with the dunes. They do not knuckle-walk as heavily as the Jungle variety; they move with a loping, predatory grace.

Racial Traits (Modifies Base Male Statistics)

Offense & Mobility

Defense

Female Desert Ghost — The Mirage

Description

Elusive and mysterious. They wear flowing silks that match the shifting colors of the desert. They are masters of illusion magic, using the natural heat haze of their home as a weapon.

Racial Traits (Modifies Base Female Statistics)

Magic & Skills

Defense & Mobility

Weaknesses

Council Dynamics

Matriarch Sahar holds the Golden Seat. She serves as the Minister of Communication. She is the eyes and ears of the Council. While the Spymaster (Gray Wolf) watches the enemy, Sahar watches the empire. Her swift runners ensure that orders from the Council reach the front lines in days, not weeks. She is often the tie-breaker vote, as she holds the most up-to-date information on the state of the realm.

Male vs. Female — Trait Modifications from Base

Base TraitMale ModificationFemale Modification
Ability Scores+2 Str, +4 Dex, +2 Con, −2 Int, −2 Wis, −4 Cha (reduced raw Str vs. standard male)Standard female spread unchanged (−2 Str, +4 Dex, +2 Int, +2 Wis, +2 Cha)
Natural ClimberReplaced by Desert Stride (Speed 40 ft., ignore sand difficult terrain)Not applicable
Poison ImmunityReplaced by Heat Adaptation (Fire Resist 5, hot climate mitigation)Not applicable (female Immunities replaced entirely)
Abdarian Immunities (Paralysis & Poison)Not applicableReplaced by Heat Adaptation (Fire Resist 5, immunity to non-magical heat)
Rapid HealingNot applicableReplaced by Desert Grace (Speed 40 ft., Run feat)
Flesh-Shifter (Change Shape)Not applicableReplaced by Mirage Weaver (Hallucinatory Terrain 1/day, +2 vs Illusions)
Fey FragilityNot applicableReplaced by Cold Intolerance (−2 Con vs cold)

7.1.9 Abdarian Racial Feats

These feats allow Abdarian characters to overcome their biological limitations or tap into recessive genetic traits.

Awakened Mind (Racial)

You have broken the mental conditioning that typically shackles males of your species, gaining lucidity and control over your own physiology.

Latent Heritage (Racial)

Your blood runs thick with the original experiment, expressing traits that your tribe adapted away.

Flesh-Crafting Adept (Racial)

You have refined your control over your biological structure, allowing for more rapid and convincing shifts.

Psionic Scream (Combat, Racial)

You can channel your telepathic energy into a violent cone of mental anguish.

Primal Pugilist (Combat, Racial)

Your fighting style returns to the ancient ways, turning your claws into weapons of mass destruction.

Wave-Breaker’s Claw (Combat, Racial)

One of your arms has been flesh-crafted into a massive crusher pincer. Among the Island Crawlers this is the mark of the boarding caste, though any tribe’s Matriarchs may commission the work.

Tribes & Offshoots

The Abdarian line branches into six regional tribes and two engineered offshoots. The tribes are described in the sections above; the two offshoots have their own pages:

Techno Abdarian Draft

Male-only symbiote of flesh and the mender swarm.

DevilKin

Female-only, demon-blooded offshoot.