Core Race · House Rules
Abdarian [ab-dar-ean]
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:
- Their extremely low intellect prevented them from using even the simplest of tools or weapons.
- His attempt to make them magically resistant was so successful that they could not receive even beneficial magic.
- While these warriors could reproduce, all of their offspring appeared to be sterile. They were the end of their line. Perfection in concept but a dead end in development.
- Lastly, the newborns had the nasty habit of killing their mothers by digging their way out of the womb.
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:
- Telepaths could tell when the children were ready for birth and, if required, subdue the child mentally until it could be born.
- Psychometabolism could adapt the Abdarians to the harsh environment and possibly repair the damage done to a majority of the slave population from the experiments.
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.
- The Emerald Seat (Jungle Walker / True Born)
- Role: Head of the Council. This Matriarch focuses on maintaining the purity of the Abdarian bloodline and acts as the primary diplomatic face of the race. She balances the conflicting desires of the other tribes.
- The Frozen Seat (Northern 'Ice Claws')
- Role: Minister of War. Given the Northern males' sheer size and rage, this Matriarch serves as the supreme commander of the Abdarian armies. She is a strict disciplinarian, enforcing the brutal conditioning of the male warriors.
- The Shadow Seat (Western 'Gray Wolf')
- Role: Spymaster. This Matriarch manages the infiltration agents embedded in human kingdoms. She oversees the collection of intelligence, magical secrets, and political blackmail material.
- The Iron Seat (Oni-Kin / Night Devils)
- Role: High Inquisitor. Responsible for internal security and loyalty. She uses fear and psychological warfare to ensure no Abdarian — male or female — betrays the species or reveals the secrets of Flesh-crafting to outsiders.
- The Draconic Seat (Scale Clan / Dragonkin)
- Role: Keeper of Lore. This Matriarch oversees the race's magical research and historical records. She is tasked with unlocking the secrets of immortality and further genetic augmentation.
- The Coral Seat (Island Crawler)
- Role: Minister of Trade. She controls the coastal resources and naval routes. She ensures the males are kept satisfied with gems and food, funding the empire's operations through commerce.
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)
- Ability Scores: +4 Strength, +4 Constitution, −2 Intelligence, −2 Wisdom, −4 Charisma.
- Design Note: Biological juggernauts with stunted social and mental capabilities.
- Type: Humanoid (Abdarian).
- Size: Medium.
- Speed: 30 ft.
- Senses: Darkvision 60 ft. and Scent.
- Languages: Begins play speaking Abdarian only.
- Xenophobic: Due to primitive vocal ranges (grunts/posturing), they can only learn one additional language per rank of Linguistics.
Defense Racial Traits
- Thick Hide: Males gain a +2 Natural Armor bonus to their Armor Class.
- Abdarian Immunities: Immune to Poison.
- Uncontrollable Spell Resistance (Drawback): Males possess Spell Resistance equal to 11 + their character level.
- Magic Warded: An Abdarian male cannot voluntarily lower this resistance. Allies casting beneficial spells (like Cure Light Wounds) on the Abdarian must succeed on a Caster Level check against the SR. If they fail, the spell is wasted.
- Lesser Regeneration (Ex): Regain 1 hit point per hour.
- Limb Regrowth: They may regrow severed body parts after 2d4 days (Fortitude DC 20), provided the limb was not lost to fire or acid.
- Ferocity (Ex): An Abdarian male remains conscious and can continue fighting even if his hit point total is below 0.
Offense Racial Traits
- Bone-Crushing Claws: Males possess 2 natural claw attacks that deal 1d6 damage plus Strength modifier.
Skill Racial Traits
- Stalker: Perception and Stealth are always class skills.
- Natural Climber: Climb is a class skill and they receive a +2 racial bonus on Climb checks.
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)
- Ability Scores: −2 Strength, +4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma.
- Design Note: Physically weaker than males, but socially and mentally dominant.
- Type: Humanoid (Abdarian).
- Size: Medium.
- Speed: 30 ft.
- Senses: Low-Light Vision.
- Languages: Common and Abdarian. Can learn any language (high Intelligence).
Defensive Racial Traits
- Lesser Spell Resistance: Spell Resistance equal to 6 + character level.
- Rapid Healing (Ex): Regain 1 hit point each hour.
- Abdarian Immunities: Immune to Paralysis and Poison.
Magical & Shapechanging Traits
- Flesh-Shifter (Change Shape): A Female Abdarian can assume the appearance of a Small or Medium humanoid as per the alter self spell.
- Mechanic: Gains a +10 bonus to Disguise checks to appear as that race. This is a physical biological change, not an illusion.
- Silver Tongued: +2 bonus on Diplomacy and Bluff checks. Diplomacy can shift a creature's attitude up to three steps.
- Spy Training: Stealth and Bluff are always class skills.
Special Racial Trait: The Secret Tongue
- Abdarian Mind-Speak: All female Abdarians automatically know this racial secret language at no cost (0 RP); it does not take up a language slot. It functions as Telepathy (10 ft. range), but works only with other Female Abdarians who know the language. It allows them to communicate secretly in the presence of males or outsiders.
Weaknesses (Drawbacks)
- Vanity: Obsessed with physical perfection, they suffer a −2 penalty on Perception checks.
- Fey Fragility: Due to their delicate physiology, they suffer a −2 penalty on Constitution checks to resist starvation, thirst, or suffocation.
Universal Favored Class Options
Male Abdarian (The Brute) — All Tribes
- Barbarian: Add +1/3 to the total number of rounds of rage per day.
- Bloodrager: Increase the bloodrager's total number of bloodrage rounds per day by 1.
- Brawler: Add +1/4 to the brawler's effective level to determine his unarmed strike (or claw) damage.
- Cavalier: Add +1/4 to the cavalier's banner bonus.
- Druid: Add +1/3 to the druid's natural armor bonus when using wild shape.
- Fighter: Add +1 to the Fighter's CMD when resisting a Bull Rush or Trip attempt.
- Hunter: Add +1 hit point to the hunter's animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus hit points.
- Kineticist: Gain +1/6 of a new Extra Wild Talent feat.
- Monk: Add +1/4 to the monk's AC bonus class ability.
- Ranger: Add +1/2 on Stealth checks and Survival checks in the Abdarian's native terrain (e.g., Jungle, Cold, Desert).
- Rogue: Add +1/2 to Intimidate checks.
- Shifter: Add +1/5 to the shifter's natural armor bonus when using wild shape.
- Slayer: Gain +1/6 of a new Slayer Talent.
Female Abdarian (The Matriarch) — All Tribes
- Alchemist: Add +1/2 to the alchemist's bomb damage.
- Bard: Add +1 to the bard's total number of bardic performance rounds per day.
- Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
- Investigator: Add +1/4 to the investigator's inspiration pool.
- Mesmerist: Increase the number of mesmerist tricks the mesmerist can use per day by +1/3.
- Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.
- Psychic: Add +1/4 point to the phrenic pool.
- Rogue: The rogue gains +1/6 of a new rogue talent.
- Sorcerer: Add +1/2 to the DC of the sorcerer's spells with the [mind-affecting] descriptor.
- Summoner: Add +1 hit point to the summoner's eidolon.
- Witch: Add +1/4 to the witch's caster level for the purpose of determining the duration of hexes.
- Wizard: Add +1/3 to the DC of spells from the Enchantment or Illusion schools.
Male vs. Female — Base Trait Comparison
| Trait | Male — The Brute | Female — The Matriarch |
|---|---|---|
| Ability Scores | +4 Str, +4 Con, −2 Int, −2 Wis, −4 Cha | −2 Str, +4 Dex, +2 Int, +2 Wis, +2 Cha |
| Type | Humanoid (Abdarian) | Humanoid (Abdarian) |
| Size / Speed | Medium / 30 ft. | Medium / 30 ft. |
| Senses | Darkvision 60 ft., Scent | Low-Light Vision |
| Languages | Abdarian only (Xenophobic) | Common & Abdarian; any language |
| Natural Armor | +2 (Thick Hide) | — |
| Spell Resistance | SR 11 + level (cannot lower) | SR 6 + level |
| Regeneration | 1 hp/hour; limb regrowth 2d4 days | 1 hp/hour |
| Immunities | Poison | Paralysis & Poison |
| Natural Weapons | 2 Claws — 1d6 + Str | — |
| Ferocity | Yes (fight below 0 HP) | — |
| Shape-Changing | — | Flesh-Shifter (alter self) |
| Social Traits | — | Silver Tongued (+2 Dip/Bluff, 3-step shift) |
| Class Skills | Stalker (Perception, Stealth), Natural Climber | Spy Training (Stealth, Bluff) |
| Secret Language | — | Abdarian Mind-Speak (Telepathy 10 ft.) |
| Drawbacks | — | Vanity (−2 Perception), Fey Fragility (−2 Con checks) |
| RP Cost | 20 RP — Advanced | 20 RP — Advanced |
7.1.3 The Northern Tribe: Ice Claws ("Averen")
Overview
- Location: The Frozen Tundra of Averen (Northern Asperia)
- Status: The Vanguard / The Unstoppable Force
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
- Physical Supremacy: They are the largest of the Abdarians, often towering over 7 feet. Their skin is bone-white or pale blue, and their hair is thick like polar fur.
- The Frozen Void: They have abandoned magical resistance in favor of absolute immunity to the cold that permeates their homeland.
- Council Role: They are the muscle of the Empire. While the Draco are feared for their magic, the Ice Claws are feared for their sheer unstoppable momentum.
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)
- Ability Scores: +4 Strength, +4 Constitution, −2 Intelligence, −2 Wisdom, −4 Charisma.
- Role: The ultimate frontline tank and damage dealer.
- Type: Humanoid (Abdarian, Cold).
- Senses: Darkvision 60 ft., Scent.
- Languages: Abdarian (Xenophobic).
Offense & Mobility
- Bone-Crushing Claws: 2 Claw attacks dealing 1d6 damage plus Strength modifier.
- Snow Runner: Replaces Natural Climber. Ice Claws ignore difficult terrain created by ice and snow. They move across the tundra without leaving a trail (as per Pass without Trace in snow only).
Defense
- Cold Blood: Replaces Uncontrollable Spell Resistance. The male gains Immunity to Cold. He takes 50% extra damage from Fire.
- Thick Hide: +2 Natural Armor bonus.
- Lesser Regeneration: Regain 1 hit point per hour.
- Ferocity: Can fight while below 0 HP.
- Abdarian Immunities: Immune to Poison.
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)
- Ability Scores: −2 Strength, +4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma. (Base Matriarch spread.)
Magic & Skills
- Arctic Mystery: Replaces Silver Tongued. Gains a +2 racial bonus on Survival and Knowledge (Nature). They know how to survive where others freeze.
- Flesh-Shifter: (Retained) Can assume the appearance of Small/Medium humanoids (+10 Disguise).
- Mind-Speak: (Retained) 10 ft. Secret Telepathy.
- Spell-Like Ability: Can use Blend at will. (Retained.)
Defense
- Frozen Heart: Replaces Lesser Spell Resistance. Gains Immunity to Cold. Takes 50% extra damage from Fire.
- Rapid Healing: Regain 1 hit point per hour.
- Abdarian Immunities: Immune to Paralysis and Poison.
Weaknesses
- Vanity: −2 Perception.
- Fey Fragility: −2 Constitution checks vs. starvation/thirst (though immune to cold weather hazards).
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 — Ice Claw (Barbarian): Add +1/4 to the barbarian's damage reduction /—.
- Female — Ice Claw (Witch/Shaman): Add +1/2 to the DC of spells with the [Cold] descriptor.
Male vs. Female — Trait Modifications from Base
| Base Trait | Male Modification | Female Modification |
|---|---|---|
| Uncontrollable Spell Resistance | Replaced 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 Tongued | Not applicable | Replaced by Arctic Mystery (+2 Survival and Knowledge (Nature)) |
| Cold Subtype | Gains Cold subtype — Humanoid (Abdarian, Cold) | Not gained — retains standard Humanoid (Abdarian) |
7.1.4 The Western Tribe: Gray Wolf Clan ("The Hidden")
Overview
- Location: The Temperate Forests and Hills of Western Asperia
- Status: The Spies / The Infiltrators
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
- Mimicry: They are the most human-looking of all Abdarians. To an untrained eye, they appear as bulky humans or elegant nobles.
- Infiltration: They live on the borders of human civilization — or within it — slowly replacing key figures with their own agents.
- Council Role: They serve as the intelligence network of the Empire. If the Ice Claws are the hammer, the Gray Wolves are the dagger in the dark.
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)
- Ability Scores: +4 Strength, +4 Constitution, −2 Intelligence, −2 Wisdom, −4 Charisma.
- Role: The sleeper agent and bodyguard.
- Type: Humanoid (Abdarian).
- Senses: Darkvision 60 ft., Scent.
- Languages: Abdarian (Xenophobic), Common (Broken).
Offense & Deception
- Retractable Bone Claws: 2 Claw attacks dealing 1d6 damage plus Strength modifier. These claws can be retracted as a free action, making them undetectable without a thorough physical inspection.
- Human Guise: Replaces Thick Hide. The male loses his +2 Natural Armor bonus. Instead, he gains a +10 racial bonus on Disguise checks to appear Human. He ignores the penalty for disguising as a different race when appearing human.
Defense
- Uncontrollable Spell Resistance: SR 11 + Level. (Retained.)
- Lesser Regeneration: Regain 1 hit point per hour.
- Ferocity: Can fight while below 0 HP.
- Abdarian Immunities: Immune to Poison.
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)
- Ability Scores: −2 Strength, +4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma. (Base Matriarch spread.)
Magic & Skills
- Social Chameleon: Replaces Flesh-Shifter and Spy Training. Gains Disguise Self as a spell-like ability usable at will. This allows the female to instantly change her clothing, jewelry, and physical features to match any role she is playing.
- Note: Unlike the biological Flesh-Shifter of other tribes, this relies on illusion to perfect the fine details of clothing and status symbols, which is more valuable in high society.
- Mind-Speak: (Retained) 10 ft. Secret Telepathy.
- Silver Tongued: (Retained) +2 Diplomacy/Bluff, shift attitude 3 steps.
Defense
- Lesser Spell Resistance: SR 6 + Level. (Retained.)
- Rapid Healing: Regain 1 hit point per hour.
- Abdarian Immunities: Immune to Paralysis and Poison.
Weaknesses
- Vanity: −2 Perception.
- Fey Fragility: −2 Constitution checks vs. starvation/thirst.
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 — Gray Wolf Clan (Rogue/Slayer): Add +1/2 on Disguise checks to appear as Human.
- Female — Gray Wolf Clan (Spy): Add +1/2 bonus on Bluff checks to lie and Diplomacy checks to gather information.
Male vs. Female — Trait Modifications from Base
| Base Trait | Male Modification | Female Modification |
|---|---|---|
| Thick Hide (+2 Natural Armor) | Replaced by Human Guise (+10 Disguise as Human; loses Natural Armor) | Not applicable |
| Natural Climber | Retained (no change to mobility) | Not applicable |
| Bone-Crushing Claws | Retractable Bone Claws (same damage, free action retract) | Not applicable |
| Flesh-Shifter & Spy Training | Not applicable | Both replaced by Social Chameleon (Disguise Self at will) |
| Silver Tongued | Not applicable | Retained (no change) |
| Additional Language | Gains Common (Broken) | No change |
7.1.5 The Eastern Tribe: Oni-Kin ("Night Devils")
Overview
- Location: The Caverns of Bolrean (The Underdark of Asperia)
- Status: The Enforcers / The Inquisitors
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
- Darkness Adapted: They thrive in the subterranean caverns of Bolrean, hunting in absolute darkness with supernatural senses.
- Fiendish Blood: Their Oni heritage grants them resistances and powers that blur the line between mortal and fiend.
- Council Role: The Oni-Kin serve as the Empire's internal security force and inquisitors. Where the Gray Wolf watches external enemies, the Oni-Kin watch everyone.
Male Oni-Kin — The Night Enforcer
Racial Traits (Modifies Base Male Statistics)
- Ability Scores: +4 Strength, +4 Constitution, −2 Intelligence, −2 Wisdom, −4 Charisma.
- Type: Humanoid (Abdarian).
- Senses: Darkvision 60 ft., Scent.
- Languages: Abdarian.
Defense
- Fiendish Resistances: Replaces Poison Immunity. Gains Cold Resistance 5 and Electricity Resistance 5.
- Uncontrollable Spell Resistance: SR 11 + Level. (Retained.)
- Thick Hide: +2 Natural Armor bonus.
- Lesser Regeneration: Regain 1 hit point per hour.
- Ferocity: Can fight while below 0 HP.
Skills
- Ogre Strength: Replaces Stalker. Gains Intimidate as a class skill and a +2 racial bonus on Intimidate checks.
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)
- Ability Scores: −2 Strength, +4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma. (Base Matriarch spread.)
Magic & Skills
- Oni Magic: Replaces Lesser Spell Resistance. The female loses her SR. Instead, she gains the ability to cast Invisibility as a spell-like ability 1/day (Caster Level equals character level). This reflects the Ogre Mage's signature power.
- Mask of the Oni: Replaces Silver Tongued. She loses the Diplomacy bonus. Instead, she gains a +2 racial bonus on Disguise and Intimidate checks.
- Mind-Speak: (Retained) 10 ft. Secret Telepathy.
- Flesh-Shifter: (Retained) Can assume the appearance of Small/Medium humanoids (+10 Disguise).
Defense
- Rapid Healing: Regain 1 hit point per hour.
- Abdarian Immunities: Immune to Paralysis and Poison.
Weaknesses
- Vanity: −2 Perception.
- Fey Fragility: −2 Constitution checks vs. starvation/thirst.
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
- Female — Oni-Kin (Mesmerist/Psychic): Add +1/2 on Intimidate checks to demoralize opponents.
Male vs. Female — Trait Modifications from Base
| Base Trait | Male Modification | Female Modification |
|---|---|---|
| Poison Immunity | Replaced 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 Resistance | Not applicable (SR 11+level, retained unchanged) | Replaced by Oni Magic (Invisibility 1/day) |
| Silver Tongued | Not applicable | Replaced by Mask of the Oni (+2 Disguise and Intimidate) |
7.1.6 The Heretic Tribe: Scale Clan ("Draco")
Overview
- Location: The Volcanic Peaks of Welcor (Central Asperia)
- Status: Heretics / Outcasts (Tolerated due to military power)
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 Intelligence: Draco males retain human-level intelligence, speech, and agency. They are not 'Knuckle Walkers'; they stand upright and proud.
- Arcane Focus: Both genders have abandoned Psionics (save for the female secret language) in favor of raw Arcane power (Sorcery and Bloodraging).
- Political Tension: The Matriarch Council views Draco as a biological threat. If the males of other tribes learned that intelligence was possible, the entire Abdarian social structure would collapse.
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)
- Ability Scores: +2 Strength, +2 Constitution, +2 Charisma, −2 Wisdom.
- Role: Powerful spontaneous casters and frontline combatants.
- Type: Humanoid (Abdarian).
- Senses: Darkvision 60 ft., Low-Light Vision.
- Languages: Common, Draconic, Abdarian.
Offense & Magic
- Draconic Claws: 2 Claw attacks dealing 1d6 damage.
- Breath Weapon: 1/day, 15 ft. cone or 20 ft. line. Deals 1d6 damage per 2 levels (Reflex half). Energy type matches heritage.
- Arcane Blood: Treat Charisma as +2 higher for Sorcerer/Bloodrager spells and class abilities.
Defense
- Scales: +2 Natural Armor bonus.
- Energy Resistance: Resist 5 (Fire, Cold, Acid, or Electricity — matches heritage).
- Ferocity: Can fight while below 0 HP.
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)
- Ability Scores: −2 Strength, +4 Charisma, +2 Dexterity, +2 Intelligence. (Standard Matriarch spread.)
Magic
- Draconic Sorcery: +1 Caster Level on spells with the energy descriptor matching their heritage.
- Detect Magic: At-will Spell-Like Ability.
- Mind-Speak: (Retained) They still possess the 10 ft. Secret Telepathy. This is the only Psionic trait they keep, used to secretly coordinate against their intelligent males.
Defense
- Dragon Scales: Replaces Rapid Healing. Gains +2 Natural Armor.
- Energy Resistance: Resist 5 (Fire, Cold, Acid, or Electricity — matches heritage).
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 — Scale Clan/Draco (Sorcerer): Add +1/2 point of fire (or chosen energy type) damage to spells that deal energy damage.
- Female — Scale Clan/Draco (Sorcerer): Add +1/2 to the number of times per day the sorcerer can use a bloodline power.
Male vs. Female — Trait Modifications from Base
| Base Trait | Male Modification | Female Modification |
|---|---|---|
| Base Male statistics (all) | Replaced entirely — new AS (+2 Str, +2 Con, +2 Cha, −2 Wis), intelligence restored, upright posture | Ability Score shift: +4 Cha replaces +2 Wis modifier in standard spread |
| Uncontrollable Spell Resistance / Lesser SR | Removed — replaced by Draconic powers | Removed — replaced by Dragon Scales |
| Lesser Regeneration / Rapid Healing | Not present — no regeneration | Replaced by Dragon Scales (+2 Natural Armor) |
| Senses | Gains Low-Light Vision in addition to Darkvision | Standard (no change) |
| Languages | Common, Draconic, Abdarian (full language access) | No change from base female |
| Natural Weapons | Draconic Claws (1d6) + Breath Weapon (1d6/2 levels) + Arcane Blood | No natural weapons |
| Arcane Trait | Arcane Blood (+2 effective Cha for Sorcerer/Bloodrager) | Draconic Sorcery (+1 CL, energy descriptor); Detect Magic at will |
| Psionic Traits | None retained | Mind-Speak only (retained) |
7.1.7 The Southern Tribe: Island Crawlers ("The Deep")
Overview
- Location: The Coastal Archipelagos and Reefs of Southern Asperia
- Status: The Merchants / The Navigators
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
- Aquatic Evolution: They can breathe both air and water, allowing them to harvest resources from the ocean floor that other tribes cannot reach.
- Mercantile Power: Because they control the shipping lanes and the safest food sources (fish/kelp), they are the wealthiest tribe.
- Council Role: They serve as the treasury of the Empire. They manage the distribution of resources, ensuring the hunger of the massive Abdarian armies is sated.
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)
- Ability Scores: +4 Strength, +4 Constitution, −2 Intelligence, −2 Wisdom, −4 Charisma.
- Role: The marine shock trooper and heavy laborer.
- Type: Humanoid (Abdarian, Aquatic).
- Senses: Darkvision 60 ft., Scent (works underwater).
- Languages: Abdarian.
Offense & Mobility
- Amphibious Adaptation: Replaces Natural Climber. The male gains the Amphibious subtype (breathes air and water) and a Swim Speed of 30 ft. He gains a +8 racial bonus on Swim checks and can always take 10 on Swim checks.
- Bone-Crushing Claws: 2 Claw attacks dealing 1d6 damage plus Strength modifier.
Defense
- Thick Hide: +2 Natural Armor bonus.
- Uncontrollable Spell Resistance: SR 11 + Level. (Retained.)
- Lesser Regeneration: Regain 1 hit point per hour.
- Ferocity: Can fight while below 0 HP.
- Abdarian Immunities: Immune to Poison.
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)
- Ability Scores: −2 Strength, +4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma. (Base Matriarch spread.)
Magic & Skills
- Siren's Voice: Replaces Silver Tongued. The female loses the Diplomacy bonus. Instead, she gains a +1 Caster Level bonus when casting spells with the [Sonic] or [Mind-Affecting] descriptors. Her voice carries a magical resonance.
- Mind-Speak: (Retained) 10 ft. Secret Telepathy.
- Flesh-Shifter: (Retained) Can assume the appearance of Small/Medium humanoids (+10 Disguise).
Defense & Mobility
- Aquatic Grace: Replaces Rapid Healing. She loses her regeneration. Instead, she gains the Amphibious subtype and a Swim Speed of 40 ft. She is faster in the water than the males.
- Lesser Spell Resistance: SR 6 + Level. (Retained.)
- Abdarian Immunities: Immune to Paralysis and Poison.
Weaknesses
- Vanity: −2 Perception.
- Fey Fragility: −2 Constitution checks vs. starvation/thirst.
- Note: Must submerge in salt water once every 24 hours or suffer drying skin (Flavor only, unless GM enforces strict dehydration rules).
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 — Island Crawler (Fighter): Add +1 to the fighter's CMD against Grapple checks and to the fighter's Swim checks.
- Female — Island Crawler (Bard): Add +1 to the bard's CMD against grapple attempts and to the DC of bardic performances with the [Sonic] descriptor.
Male vs. Female — Trait Modifications from Base
| Base Trait | Male Modification | Female Modification |
|---|---|---|
| Natural Climber (Climb class skill) | Replaced by Amphibious Adaptation (Amphibious subtype, Swim 30 ft., +8 Swim, take 10) | Not applicable |
| Type | Gains Aquatic subtype — Humanoid (Abdarian, Aquatic) | No subtype change — Humanoid (Abdarian) |
| Rapid Healing | Not applicable (male never had Rapid Healing) | Replaced by Aquatic Grace (Amphibious subtype, Swim 40 ft.) |
| Silver Tongued | Not applicable | Replaced by Siren's Voice (+1 CL on Sonic and Mind-Affecting spells) |
| Swim Speed Comparison | Swim 30 ft. (+8 bonus, take 10) | Swim 40 ft. (faster; no flat bonus listed) |
7.1.8 The Desert Tribe: Desert Ghosts ("Dreken")
Overview
- Location: The Scorching Sands of Dreken (Eastern Asperia)
- Status: The Nomads / The Skirmishers
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
- Speed & Agility: They are significantly leaner than other Abdarians. While an Ice Claw relies on mass, a Desert Ghost relies on velocity.
- Heat Adaptation: They can survive weeks without water and function perfectly in temperatures that would boil a human alive.
- Council Role: They serve as the messengers and scouts of the Empire. Their speed allows them to traverse the different biomes of Asperia faster than any other tribe.
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)
- Ability Scores: +2 Strength, +4 Dexterity, +2 Constitution, −2 Intelligence, −2 Wisdom, −4 Charisma.
- Role: The high-mobility skirmisher and flanker.
- Note: Swaps raw Strength for extreme agility while maintaining durability.
- Type: Humanoid (Abdarian).
- Senses: Darkvision 60 ft., Scent.
- Languages: Abdarian.
Offense & Mobility
- Desert Stride: Replaces Natural Climber. The male gains a Base Speed of 40 ft. He ignores difficult terrain created by sand or loose earth.
- Bone-Crushing Claws: 2 Claw attacks dealing 1d6 damage plus Strength modifier.
Defense
- Heat Adaptation: Replaces Poison Immunity. The male loses immunity to poison. Instead, he gains Fire Resistance 5 and treats hot climates as one step less severe.
- Thick Hide: +2 Natural Armor bonus.
- Uncontrollable Spell Resistance: SR 11 + Level. (Retained.)
- Lesser Regeneration: Regain 1 hit point per hour.
- Ferocity: Can fight while below 0 HP.
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)
- Ability Scores: −2 Strength, +4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma. (Base Matriarch spread.)
Magic & Skills
- Mirage Weaver: Replaces Flesh-Shifter. Unlike other females who physically change shape, the Desert Ghost uses powerful glamor magic. She gains Hallucinatory Terrain as a spell-like ability 1/day (or Major Image if preferred for lower levels). She gains a +2 racial bonus on saving throws against Illusion spells.
- Mind-Speak: (Retained) 10 ft. Secret Telepathy.
- Silver Tongued: (Retained) +2 Diplomacy/Bluff.
Defense & Mobility
- Desert Grace: Replaces Rapid Healing. She loses her regeneration. Instead, she gains a Base Speed of 40 ft. and the Run feat as a bonus feat.
- Heat Adaptation: Replaces Abdarian Immunities. She loses immunity to paralysis/poison. Instead, she gains Fire Resistance 5 and immunity to non-magical heat exhaustion/sunstroke.
- Lesser Spell Resistance: SR 6 + Level. (Retained.)
Weaknesses
- Vanity: −2 Perception.
- Cold Intolerance: −2 Constitution checks against cold weather or effects. (Replaces Fey Fragility.)
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 Trait | Male Modification | Female 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 Climber | Replaced by Desert Stride (Speed 40 ft., ignore sand difficult terrain) | Not applicable |
| Poison Immunity | Replaced by Heat Adaptation (Fire Resist 5, hot climate mitigation) | Not applicable (female Immunities replaced entirely) |
| Abdarian Immunities (Paralysis & Poison) | Not applicable | Replaced by Heat Adaptation (Fire Resist 5, immunity to non-magical heat) |
| Rapid Healing | Not applicable | Replaced by Desert Grace (Speed 40 ft., Run feat) |
| Flesh-Shifter (Change Shape) | Not applicable | Replaced by Mirage Weaver (Hallucinatory Terrain 1/day, +2 vs Illusions) |
| Fey Fragility | Not applicable | Replaced 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.
- Prerequisite: Male Abdarian.
- Benefit: You lose the Xenophobic language restriction. You immediately learn Common (or one other language of your choice if you already know Common). Additionally, you gain the mental discipline to voluntarily lower your Uncontrollable Spell Resistance as a standard action.
- Normal: Male Abdarians can only speak Abdarian and cannot voluntarily lower their Spell Resistance to receive beneficial magic.
- Special: This feat is often taken by adventurers or outcasts who have spent significant time away from the Matriarchy.
Latent Heritage (Racial)
Your blood runs thick with the original experiment, expressing traits that your tribe adapted away.
- Prerequisite: Abdarian, 1st Level Only.
- Benefit: Select one racial trait from the Base Male or Base Female racial list that was replaced by your Tribal Heritage. You gain the benefits of this racial trait in addition to your tribal traits.
- Example: An Ice Claw Male normally loses Uncontrollable Spell Resistance to gain Cold Blood. By taking this feat, he regains Uncontrollable Spell Resistance (11 + Level), possessing both the immunity to cold and the spell resistance.
- Special: You cannot select this feat if you belong to the Jungle Walker (True Born) tribe, as they retain all base traits naturally.
Flesh-Crafting Adept (Racial)
You have refined your control over your biological structure, allowing for more rapid and convincing shifts.
- Prerequisite: Female Abdarian, Flesh-Shifter racial trait.
- Benefit: You can use your Flesh-Shifter ability as a Move Action rather than a Standard Action. Additionally, you gain a +2 bonus on saving throws against Transmutation spells and effects that would involuntarily alter your form (such as Baleful Polymorph).
Psionic Scream (Combat, Racial)
You can channel your telepathic energy into a violent cone of mental anguish.
- Prerequisite: Female Abdarian, Abdarian Mind-Speak racial trait.
- Benefit: Once per day, you can unleash a 15-foot cone of psychic energy. Creatures in the area take 1d6 points of nonlethal damage per 2 character levels you possess (Reflex half). Creatures who fail the save are also Shaken for 1 round. The DC is Charisma-based.
Primal Pugilist (Combat, Racial)
Your fighting style returns to the ancient ways, turning your claws into weapons of mass destruction.
- Prerequisite: Male Abdarian, Base Attack Bonus +3.
- Benefit: Your natural claw attacks deal damage as if you were a Monk of your Character Level (Medium size).
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.
- Prerequisite: Male Abdarian, Bone-Crushing Claws racial trait. This feat may only be selected at 1st level, or gained later by undergoing flesh-crafting at the hands of a Matriarch (GM’s discretion).
- Benefit: Choose one of your claws permanently. It becomes a crusher pincer: its damage increases to 1d8 and its critical multiplier becomes ×3. You gain a +2 racial bonus on combat maneuver checks made to grapple and to your CMD against attempts to escape or break your grapple. When you confirm a critical hit with the pincer, you may attempt a grapple combat maneuver against that target as a free action that does not provoke attacks of opportunity.
- Drawback: The pincer hand cannot wield weapons or shields, hold small items, or perform fine manipulation. You cannot use that hand for Disable Device or Sleight of Hand checks, and you take a −4 penalty on skill checks that require two hands.
- Special: If you also have Primal Pugilist, your pincer deals damage as if you were one size category larger.
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: