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Prime Races: Apodins

The Clans of the Hives

by Robert D. Black

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APODINS

Anyone in the hive of Blackwater Creek could tell you that Pazzer-523 was wrong in the head –
though they preferred to call themselves a maverick. Pazzer-523 did not do things as a normal
apodin did them. They were part of the new “travel-merchant” caste, able to venture out into the
world without having to be a diplomat and trained with how to deal with the other races. They
were thrown into the world, simply trained in the math that the other races used and knowing
what their wares were.
“You know, 523 isn't my number to them,” they said to their sibling, Luzzin-126. Pazzer thought
that of all their clutchmates, Luzzin would understand. Luzzin was a standard merchant, they'd
get why travel was important, they'd be fascinated by the big, soft people.
“Well, what is 523 to them?”
“195, they call it.”
“What's 'ninety'?”
“They count in base 15. But they call 15 'ten.' They're just fascinating.”
Luzzin clicked their mandibles disapprovingly. “I worry about you, Pazzer. You're out there with
those mammals, and... are you using one of their weapons!?” Luzzin pointed at the pistol at
Pazzer's waist. “Is that a powder weapon?”
“Yes, why?”
“They make smoke and fire, Pazzer! That's dangerous to have in the hive.”
“So's a ground spear, Luzzin.” Pazzer shook their head. “Everyone is so afraid of smoke that
nobody thinks about how much more quickly the world runs when you have an engine behind it.”
“You... you leave my hutch, Pazzer. And don't come back if you have that thing with you.” Luzzin
glared at their clutchmate, and Pazzer scoffed before walking out. They looked at the walls of the
hive, at the buildings made of hexagonal shapes, the hutches of dozens of other hexes, of apodins
who fell asleep together, raised squidges together, ate and laughed and lived together.
But no, Pazzer thought to themself. You chose to explore the world and meet humans and elves
and dwarves and zvanaka. You chose to enter the big wide world of the big soft people, and you
got used to them.
Pazzer did not return to the hutch they kept for themself that night. They didn't have any partners
to return to, after all. Instead, they hitched up their pony and left.
Hopefully Porimm or Mark would buy them a beer when they reached the human city...
Racial Statistics
• +2 Dexterity, +2 Wisdom, -2 Charisma – Apodins are quick and insightful, though they have a hard time
being empathic with non-apodins. Their hive mind makes it difficult for them to relate to other creatures.
• Small Humanoid (Apodin) – As small sized creatures, apodins have a +1 size bonus to AC, a +1 size
bonus to their attack rolls, a -1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus
on Stealth checks. They have a space of 5 feet by 5 feet and a reach of 5 feet.
• Darkvision – Apodins can see up to 60 feet in the dark.
• Slow Speed – An apodin can move 20 feet as their base land speed.
• Focused Study – At 1st level, an apodin gains Skill Focus in a skill of their choice as a bonus feat. They
gain Skill Focus in another skill at 8th level and again at 16th level.
• Gliding Wings – Apodins take no damage from falling as if there were subject to a non-magical feather
fall spell. While in mid-air, apodins can move up to 5 feet in any direction for every 1 foot they fall, at a
speed of 60 feet per round. Apodins with gliding wings cannot gain height with these wings alone; they
merely coast in other directions as they fall. If subjected to a strong wind or any other effect that causes a
creature with gliding wings to rise, they can take advantage of the updraft to increase the distance they can
glide.
• Hard Worker – An apodin is only as good to society as their job lets them be, and so they take full pride in
their jobs. Once per day, an apodin can roll a Craft skill check twice and take the better result.
• Natural Armor – All apodins have a +1 natural armor bonus due to their hard carapaces.
• Smoke Vulnerability – Apodins have a weaker respitory system than other humanoids, and are especially
vulnerable to smoke particulates. In an area filled with smoke or smog, they must make a DC 14 Fortitude
save or be sickened for 1d4 rounds. If the smoke came from a spell, use the spell's DC instead.
• Swarming – Apodins are used to living and fighting communally alongside their apodin siblings. Up to
two apodins can share the same square at the same time. If two apodins that are occupying the same square
attack the same foe, they are considered to be flanking that foe as if they were in the two opposite squares.
• Toxic Stinger – Apodins, a number of times per day equal to their Constitution modifier (minimum 1/day),
can envenom a weapon with the toxic secretions from the small stinger on the end of their short tail.
Applying the venom is a swift action. A use of this venom can also be used to attack an opponent who has
the apodin in a grapple by making a CMB check, but using it this way deals 1d6 damage to the apodin. This
use of the poison is a standard action.
◦ Apodin Poison – Injury; save Fort (DC 10 + ½ the apodin's hit dice + the apodin's Constitution
modifier);frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
• Weapon Familiarity – Apodins are all proficient with spears, longspears and any weapon with the word
“apodin” in the name.
• Languages – Apodins start play speaking Apodin and Common. Bonus Languages – Auran, Dwarven,
Gnome, Goblin, Terran
Origins and History
The apodins believe they were created by the goddess Apani, and the first six were her
children. From the first Lord and the first Princess, all other apodins, male, female and apon
alike, spring forth.
The apodins learned how to make their hives from Trazzant, the crafter. They learned
farming techniques from Mari, the harvest watcher. Their way of life was made by Kizzan and
Pozol, and it is defended by Izzono and Villzel. These six deities, all hatched from eggs laid by
Apani, gave apodins their way of life.
Apodins always had the concept that the hive was more important than them, and they
stayed very insular until one of the mines from which the apodins gained their citrines ran into a
dwarven silver mine. It was calm at first, until the dwarves tried to explain why they hunted for
silver – money.
The apodins did not understand money, and the apon quickly began to embrace it. But
greed soon overcame the apodins and threatened their way of life. The queens of the time
stopped it quickly, and it was twisted that the dwarves intended for money to ruin the apodins.
For the first few hundred years they knew each other, dwarves and apodins would have
an uneasy truce at best and all out war more often than not. At least, until they found a common
enemy – giants.
The legends have changed over time what types of giants or what hives and fortresses
joined together, but the point stands – apodins and dwarves are now staunch allies, especially
when the giants rear their ugly heads.

Physiology
Apodins are a small race of yellow and black skinned humanoids, covered in a tough and
hardy chitin. They are raised from a young age to value community over individuality, and that
their society is made up of siblings and cousins. In truth, this is mostly legitimate – the apodin
queen and princesses are much like a bee queen, laying clutches of eggs that hatch into pale,
translucent skinned young called squidges (singular: squidge). Their squishy bodies harden over
time as they age, normally within the first year, as the soft plates fuse and toughen into the
exoskeleton they will have. As the young age, they begin to find aptitudes, and by the age of
eight years old, they begin training for their future lives. Roughly every two years, the young
molt, until their final molting at 16 years old, where they are finally fully formed – their third
molting is when their wings begin to develop, and their eighth molting is a sign that they are an
adult, and they finally grow the short tufts of hair on their calves and wrists. Now that their
insides are done growing, the exoskeleton begins to grow outward in certain areas, such as the
jawline, back of the head, chest and kneecaps. Some apodins sculpt and shave this extra
exoskeleton – traditionally, they'd shape ritualistic scars into their chestplate and form a mighty
beard from the jawline, but lately it's been in vogue to create either a more streamlined chest
form and to sand down the beard to look like the females of the humans and elves. However,
since only apodin drones and royalty are fertile, most layman apodins just choose what suits
them – it is not unlikely to find a svelte apodin with a mighty beard and a feminine silhouette.
Most typically choosing a third in-between gender called “apos.”
Apodins in the World
Apodins never leave their hive-cities, except in rare circumstances. Most that standard
races encounter are warriors off to battle at the request of an allied country or travel-merchants
sent out to trade rare valuables to others.
The race with the most interaction with the apodins are the dwarves, though their first
interactions were hostile encounters. A dwarven kingdom, long lost to the ages, burrowed deep
into the Earth, and ran into the bottom of an apodin hive that had been built into a mountain.
After a good century long war, they had to bond together to fight off an invasion of fierce trolls.
Ever since, the dwarves are normally the first race the apodins trade to – a dwarven
settlement near an apodin hive loves to mix the apodin amber and their silks into fine weapons
and capes. The two together make amazing works of art, and any dwarven smith would walk to
the ends of world to get a flawless amber gem or apodin lacquer to decorate and temper a
weapon.
To some humans and many orcs, apodins are not trusted. Their small, insect-like size and
body structure off puts the other races, reminding them of pests like cockroaches and weevils.
However, they are closer to bees in practice, and apodins all tend to be great at cultivating
beautiful flowers and fruit orchards – apodin applewine is considered some of the finest alcohol
one can drink, and the hard cider is even better for heartier palettes like a human or dwarven one.

Apodin Society
All apodins feel a need to undertake their “life mission” and for many apodins, this is
related to a talent they possess. Some go on to be great builders, wanting to craft the most
amazing structures or just help make their hive cities more efficient places to live. Some wish to
be great warriors, defending their hive from outside influences as templars or from outside
threats as scouts and guards. Some feel the sovereign call of the outsider world, and become
diplomats – others avoid their life mission with a passion and break free of the hive mind with a
like minded ally and become an adventurer. Leaving the hive is not a large crime, but trying to
escape your duty is a crime punishable by exile – you may leave, but you may never return.
Apodins are greatly confused by human society's obsession with being confused with
their own society. To an apodin, it is quite simple – a child born male is a noble, to be raised in
the Noble Houses of the hive by the Elder Nobles, old males that are no longer able to breed.
Females born with no stinger are fertile, and then can go off to be Princesses. The oldest
of the females is the Queen of the Hive, though a Princess can choose to leave the hive with no
more than two males and three score other apodins to form her own hive if she does not wish to
wait for the throne. A queen is fertile for almost her whole life, though laying eggs in old age
sometimes is too much for her body, and it just gives out. Queens who live long enough to no
longer be fertile become a High Queen, a rank above the Queens, until her death.
The rest of the apodins are called apon (singular apin). They are born with stinger, though
they won't be functional until at least ten years old, and they are viewed as their own beings as a
rule. They tend to form families of two to six apon, typically valuing companionship and
camaraderie over anything else. With no biological imperative to reproduce, the concept of sex
for pleasure is alien to most apodins – as a race, most are asexual in the apon gender.
This does not mean they are aromantic, however. Some apodin try to find bizzen
(Lifemates in Common) and form a unit similar to a family as mammals would understand it.
They live together, but there is no legal contract to stay together until the family decides to raise
a squidge together. If the family unit decides they want to raise a squidge, they agree to raise the
child to the best of their ability until it is at least 16 years old. Since most apodin start their
apprenticeships at 12 years old, the squidge may well be able to care for itself at 16, though some
apodin go for more specialized pursuits like magic or law, and thus may end up living with their
adoptive parents for much longer. It is not unheard of for a squidge to stay with their parents
until well into their late twenties if they went after a specialized skill, and the parents typically
are alright with this for the bragging rights over their squidge's career. Much like with mammal
families, the child is often called a squidge by the parents who raised them well into adulthood,
just as a towering barbarian or an expert mage may still be called a baby by their mother.

Life and Death


The normal apodin begins life as an egg, where it is kept in a hatchery by the
midmothers, who will tend to it and keep the eggs warm with heated beds and blankets, and cool
them with their wings. After two weeks, the egg hatches into a squidge, who within a week is
normally sent off to the family that chose to adopt them. The family agrees on a name and then
finds a suitable number for them – typically this number is the number on the adoption form for
their family, and as such multiple apodins share numbers. These numbers are written in base six.
So a family with a contract numbered 3423 would have all their children numbered 3423. The
parents keep their old numbers, and it helps find apodins from the same family unit. Nobles and
royals do not follow this numbering – instead, they are numbered in order of their birth (so a
noble named Zemmen might be Zemmen the Fifth, while an apon would be Zemmen-3423).
Nobles and royals also number in base six, so the Zemmens would be Zemmen the First,
Zemmen the Second, Zemmen the Third, Zemmen the Fourth, Zemmen the Fifth, Zemmen the
Tenth, Zemmen the Eleventh, Zemmen the Twelvth, etc. The numbers 6, 7, 8, and 9 don't exist
for an apodin – their counting translates to “0, 1, 2, 3, 4, 5, 10, 11, 12, 13, 14, 15, 20” and so on.
So if an apodin tells a mammalian friend that they ate ten sausages, don't panic – they probably
mean six, which is much less troubling.
Apodin tend to follow their life goal with an extreme fervor – if an apodin is a healer,
their often the best healer in the area for their age. If they are a mage, they try to be the best mage
you have ever seen. However, while they are competitive, it is rarely in such a way that they try
to drag down their opponent – the hive cannot survive if the hivemates are killing each other.
Apodins go out to be adventurers for normally only a few reasons. They might be
diplomats, sent to deal with the big, soft fleshed peoples outside the hives. They might be travel-
merchants, sent out to trade with the other races, giving rarities like solid ambers and works of
wax-art in exchange for gems, spices and gold. They might be exiles, banished from the hive
because of some sort of crime against their fellow apodins. The remainder are often runaways,
trying to escape punishment or something they wish not to do.

The Hive Cities


An apodin hive city is normally named for the queen who founded it, with burroughs
named for a noble or princess in power at the time. So a hive formed by Maritz the First would
be Maritztarn or Maritziv, while one from Luzaca would be Luzacatarn or Luzakiv (the c in
Luzac is a hard k noise, and spellings change over time and translations).
Normally the city first builds a noble's quarter with 60 foot tall walls, and the nobles are
housed inside in simple buildings made out of an alchemical wax-like substance that hardens to
be similar to stone in toughness, but wood in weight. The walls of the city are built by making a
frame of hexagons from this wax, then covering that with mortar and then the mortar with either
wax bricks or stone bricks, though exotic wood paneling is not uncommon for interior walls.
After this quarter is built, a second wall 20 feet tall is built to make new hexagons, built off of
the Noble quarter. These new walls will be different boroughs. When a borough runs out of
room, they often begin to build down into the earth, or construction begins outward to build new
boroughs. Some build up, however, and these are part of the largest of hives. Each borough
shares a wall with another, and those boroughs closest to the center, where the royalty and
nobility live, are considered the best to live in – the far edges are saved for the poor and the
merchants who travel outside. They way their government is set up, it is less that those who live
in the outer boroughs cannot afford to move in, but rather that they just receive less care from the
government of the hive – typically, people are stuck to their own abodes unless they leave to
move in with a new relationship after leaving the home they were raised in.
The walls themselves often hold soldiers, who live in the empty hexes as small two man
houses, or between the two layers where meeting rooms and strategy rooms are. It's not often
that someone breaches the walls of an apodin fortress or hive, and when they do there are
normally dozens if not hundreds of quite perturbed soldiers waiting. If the hive expands far
enough out, some of these older walls will be left behind by the soldiers, and civilians will soon
find themselves with new homes and busineses they can set up – often an adult apodin who has
not entered a hex family yet will find themselves living in one of the hexes above a business they
work for, normally in the third hex. Their boss or master, depending on the relationship of the
employment, will live in the second hex or an adjacent hex, and the business will be on the
bottom floor.
Due to this set up of intersecting walls making up cities, many apodin towns have large
marketplaces and parks within the empty spaces of the hexagonal blocks, where squidges can
play and people can meet over mead or coffee.
Religion
Apodins tend to believe in a set of seven gods, the “10 and 1” they call them. However,
they also have a dark god, The Forgotten God Zuva; he claims he was Apani's first child, and
therefore deserves to be god of all the apon. The other apodin deities disagree, and all say he
does not truly speak for them.
There is also the minor cult of Drabazag, who some apodins believe ascended to
godhood... somehow. He has become a god of bards, freedom fighters and those who think that
this whole “for the hive” mentality is a little myopic.
In addition to these gods, there is also the demon lord Varronazik, a force of unrelenting
destruction that hates all order and especially the apodin – no one is sure why. Some say it is
because Zuva stole its realm to build the Broken Hive, others that he is the pure unbridled rage of
all apodins. Some more say the giants prayed it into existence, as a form of revenge. Whatever
the reason, Varronazik is still a creature all apodin fear.
Apani
The All-Mother
Followers: Apanites
Home: The Platinum Hive
Alignment: Lawful good
Portfolio: Apodins, order, creation
Worshipers: Apodins
Cleric Alignments: LG, LN, NG
Domains: Community, Glory, Good, Healing, Law
Subdomains: Archon, Family, Honor, Loyalty, Restoration
Favored Weapon: Longspear
Symbol: Hexagon around a crown
Apani is the main goddess of the apodin – with the exceptions of the most dedicated followers of
the other apodin deities or the followers of Zuva or Varronazik, all follow Apani as well.
She was the first goddess, and the mother to all the of other gods in their pantheon except Zuva
(though Zuva claims otherwise) and Drabazag. Varronazik, naturally, is not part of their pantheon
at all.
Apani is referred to as the All-Mother – indeed, most apodin believe the first of their kind were
hatched from the union of Apani's first two children Kizzan and Pozol. She is often seen as a
caring mother figure. Her paladins are always stalwart defenders of the apodins, and many
cavaliers follow her as well.
Religion Trait
Loving Mother – Gain a +1 trait bonus to both Heal and Profession (Caregiver). Heal is always a
class skill for you.
Drabazag
The Singing Wanderer
Followers: Zaglers
Home: The Drifting Caravan
Alignment: Chaotic Good
Portfolio: Music, travel, merchants, diplomats
Worshipers: Diplomats, travel-merchants, exiles
Cleric Alignments: CG, CN, NG
Domains: Chaos, Good, Knowledge, Travel
Subdomains: Azata, Exploration, Thought, Trade, Whimsy
Favored Weapon: Whip
Symbol: A hexagon made of flowers around a flute and a mead bottle
Drabazag was an apodin who somehow reached divinity – some say he passed a divine test,
others say he slew an evil god or a demon lord and drank its blood by accident, and some think it
was that he found some ancient relic. Whatever the cause, Drabazag is now the god of all
apodins who are kicked out of hives, or who shun them – but unlike the Varronazik, he does not
wish to see the hives destroyed. His followers espouse that the hives are not a perfect fit for all,
just for some – and that there's nothing wrong with that, just let people live how they wish.
Drabazag also is interesting as that his followers are split on whether or not he was of a noble
house – some insist that, as a male, he had to be. Others claim that when he left the hive, he
adopted a male identity to better blend in with the soft-fleshed folk; they say that Drabazag was
born a royal or a commoner and instead felt he was meant to be male, and so became. As such,
those apodin who do not fit the gender-ternary often follow Drabazag, as do some of the human
and halfling friends that wandering zaglers meet and share with. Drabazag does not mind these
non-apodin followers. After all, the hive didn't fit him, maybe their people's gods don't fit them!
Religion Trait
Mead Drinker – You can drink 3 times your Constitution bonus plus 1 in alcoholic drinks before
being sickened if you only drink mead or drinks with “apodin” in their name.
Izzono
The Great Warrior
Followers: Izzonians/Izzonite
Home: The Platinum Hive
Alignment: True Neutral
Portfolio: Warfare, combat, tactics, victory
Worshipers: Soldiers, boxers, mercenaries
Cleric Alignments: NG, NE, CN, LN, TN
Domains: Death, Destruction, Fire, Protection, Strength, War
Subdomains: Defense, Psychopomp, Rage, Resolve, Tactics
Favored Weapon: Apodin Greatspear

Izzono was the fifth child of Apani, and they are the strongest by far – at least, in physical might.
They are the one who is willing to attack and destroy any and all creatures who threaten the
Platinum Hive.
Izzono was the only god who believed that perhaps Zuva is telling the truth, that in fact Izzono is
the sixth child of Apani. However, once Zuva attempted to murder Mari, Izzono grabbed for their
spear and chased Zuva all the way to the Abyss.
Izzono has many of the same anger issues as Zuva, but instead of wanting to destroy things, it is
more aimed at the fact they could be fighting right now instead of waiting. They love tactical
games, and will play a game of strategy with mortals in the guise of an old apon when they are
bored.
Their chaotic clerics focus on Izzono's rage, while good and lawful clerics prefer to focus on
Izzono's resolve. An order of monks called the Heated Body are all dedicated to Izzono – but
some warriors of non-lawful alignments also follow their teachings. These warriors are the
Izzonites.
Religion Trait
Hive Defender – Any adjacent ally with 2 or more Hit Dice less than you (minimum 1 HD) gains
a +1 circumstance bonus to AC for one round if you take a -1 penalty to AC as a free action.
Kizzan
The First Lord
Followers: Kizzanians
Home: The Platinum Hive
Alignment: Lawful Neutral
Portfolio: Writing, guilds, commerce, balance of income
Worshipers: Male apodins, wizards, guild masters
Cleric Alignments: LG, LN, LE
Domains: Community, Knowledge, Law, Nobility, Rune
Subdomains:
Favored Weapon: Shortspear
Kizzan is more than the god of apodin males, but also of lawkeepers, wizards, and guild masters.
As it falls to the noble houses of a given hive to head the guilds and protect the workers, so too it
falls to the church of Kizzan to keep the guildmasters honest. Because of this, you can expect
disproportionately large amount of noble apodins to be wizards, especially diviners and abjurers.
Religion Trait
Moving Runes – If you are a spellcaster, once per day if you cast a spell with a Verbal component
but no Somatic component, you may instead replace the Verbal component with a Somatic
component. You also gain a +1 trait bonus to Perform (Dance) checks and Perform (Dance) is
always a class skill for you.
Mari
The Harvest Watcher
Followers: Marites
Home: The Platinum Hive
Alignment: True Neutral
Portfolio: Fruit, flowers, weather
Worshipers: Farmers, botanists,
Cleric Alignments: NG, NE, LN, CN, TN
Domains: Earth, Luck, Magic, Plant, Weather
Subdomains: Divine, Fate, Growth, Seasons
Favored Weapon: Apodin Ground Spear
Mari is the deity of not only harvest, but pollination. The apodins recognize how alike they are to
the bees – they know the term “bee men” is meant to belittle both their outlook and appearance,
but they care not. For just as the bee is a hard worker and makes all plants flower, so too do the
apodins care to the plants. And Mari has told them time and again – it matters not what others
say of you, your work and your crops will speak volumes louder than them.
Of course, ze's also the reason for apodin applewine and alzumm, so there is that.
Religion Trait
Floral Adept – You gain a +1 trait bonus on Knowledge (Nature) and Profession (Farmer) or
Profession (Florist) checks. Knowledge (Nature) is always a class skill for you.
Pozol
The First Princess
Followers: Pozolites
Home: The Platinum Hive
Alignment: Neutral Good
Portfolio: Peaceful death, mercy, royalty, hatching
Worshipers: Royal apodins, scholars, writers, undertakers, hatchery workers
Cleric Alignments: LG, NG, CG
Domains: Good, Knowledge, Protection, Repose
Subdomains: Ancestors, Friendship, Memory, Purity, Souls
Favored Weapon: Sap
Pozol is not only the goddess of royal apodins, but also of kindness and what royalty should be
for apodins – a guiding hand, not an iron fist. An iron rod, not a steel blade. Her followers utter
prayers not only to protect the princesses and the queen, but also the children and the eldery or
ill. If an apodin is hatched, praises are said unto Pozol. If you need to speak to a royal, a small
prayer to Pozol is uttered. If an apodin dies, Pozol is asked to watch over the apodin so the
destroyer Varronazik does not devour their soul.
Religion Trait
Regal Bearing – You gain a +1 trait bonus on Diplomacy checks and Knowledge (Nobility)
checks. Knowledge (Nobility) is always a class skill for you.
Trazzant
The Hive Crafter
Followers: Trazzantians
Home: The Platinum Hive
Alignment: Lawful Good
Portfolio: Alchemy, architecture, hard work
Worshipers: Artisans, smiths, engineers, alchemists
Cleric Alignments: LG, LN, NG
Domains: Artifice, Earth, Fire, Good, Law
Subdomains: Archon, Loyalty, Metal, Smoke, Toil
Favored Weapon: Apodin Climbing Pick
Symbol: A red hexagon with an anvil inside
Trazzant is considered to be the deity who taught the apodins how to make hives, and all their
various ways to do crafts. Zis clergy finds joy in work that is both practical and beautiful. The
wizards that follow Trazzant often enjoy using illusion spells to make fractals to entertain their
fellow apodins, and magic items made by Trazzantians are often made with these fractal illusions
on them to how the power of law and how it can make beauty.
Religion Trait
Skilled Little Hands – You gain a +1 trait bonus on Craft checks involving products made from
metal or apodin amber.
Varronazik
The World Destroyer
Followers: Varronites
Home: The Abyss
Alignment: Chaotic Evil
Portfolio: Destruction, death, the end of days
Worshipers: The insane, nihilists
Cleric Alignments: CN, CE, NE
Domains: Chaos, Death, Destruction, Evil
Subdomains: Catastrophe, Demon, Entropy, Fear, Undead
Favored Weapon: Greatclub
Symbol: Eight red mite claws in a hollow apodin face plate
A giant, blood red mite of such a size that it makes a whale look small, Varronazik is an engine
of pure destruction that exists only to devour the life from the world. It was unleashed once on
the world, but was only stopped by the combined efforts Izzono, Mari, Villzel and Trazzant.
Stopped, not killed. It waits in the Abyss, draining demons of their blood until it can gain enough
strength to rampage across the Platinum Hive once again. And its followers wait for the day it
will return and destroy the world. They do not want a new world order, like Zuva's followers –
they want nothing. No more work. No more pain. Pure entropy.
Religion Trait
Parasitic Lifestyle – Once per day when you drop an enemy, you can, as an immidiate action,
gain 1 temporary hit point per character level.
Villzel
The Shadowed Stinger
Followers: Villzeni
Home: The Platinum Hive
Alignment: True Neutral
Portfolio: Spies, assassins, secrets
Worshipers: Thieves, assassins, spies
Cleric Alignments: NG, LN, CN, NE, TN
Domains: Air, Darkness, Knowledge, Trickery, Weather
Subdomains: Ambush, Night, Storms, Thievery, Thought, Wind
Favored Weapon: Katar
Symbol: A hexagon with three jagged lines running through it (lightning bolts)
Villzel is the apodin god of weather, night and thieves. Just as a strong windstorm can appear
from nowhere, so can a quick thief or assassin. Sometimes Villzel's followers work to harm the
hive – they see themselves as agents of dissolution, keeping the hive's crime fighters on their
toes.
Others work with the authorities as best they can to help protect their own hives or harm the
hives of their enemies, as spies and members of hit squads.
Religion Trait
Wind Knife – Gain a +1 bonus to attack rolls with light weapons during a surprise round.
Zuva
The Forgotten One
Followers: Zuvanios
Home: The Broken Hive, The Abyss
Alignment: Chaotic Evil
Portfolio: Destruction, disaster, jealousy
Worshipers: Abandoned apon, exiled apon, anarchists
Cleric Alignments: CN, CE, NE, CG (Cult of the Shattered Eye)
Domains: Chaos, Destruction, Evil, Madness, Void
Subdomains: Demon, Entropy, Isolation, Nightmare, Rage
Favored Weapon: Heavy flail
Symbol: A hexagon with each side crossed through with a black line.
Zuva is a deity who believes they deserved to be seen as a child of Apani – indeed, Zuva says
they were the first child of Apani, and should have been the favorite. However, one of the giant
gods stepped on Zuva's egg, ruining their body and making the Forgotten One into the more
monstrous looking deities.
While most apodins do not follow Zuva without being pure anarchists, there is one cult of Zuva
that is allowed with other apodins, though in secret – the cult of the Shattered Eye. Some eggs
are damaged, and the squidges that hatch are deformed in some way. Some are born lame, some
deaf, some with an arm that does not work, etc. These squidges are given to the Cult to raise
them and keep them safe, and they work on helping the young apodins reach a point in their life
where they can help the hive without being a burden. Many become book keepers or librarians,
while others become artisans of some kind. Zuva, it is said, loves these children as much as those
who try to take down the establishment – they are always happy when one of their squidges
become accepted, because it might be one step closer to Zuva being accepted.

Religion Trait
Hive Wrecker – You gain a +2 bonus on Bluff checks against Lawful creatures when attempting
to turn them against each other.
Favored Class Options
Alchemist – Add +1/3 to the DC of any poisons crafted that deal Str damage.
Arcanist – The apodin adds one spell from the arcnist's spell list to the arcanist's spellbook. This
spell must be at least one level below the highest level spell the arcanist can cast, and must be
either an abjuration or divination spell.
Barbarian – +1 to CMB to initiate a grapple.
Bard – The effects of Inspire Competence and Inspire Courage last +1/5 rounds after you stop
playing.
Bloodrager – Add 1 foot to the bloodrager's climb speed. In combat, this only has an effect for
every five increases in base speed.
Brawler – Take -1/3 damage from using your poison sting while grappling (minimum 0
damage).
Cavalier – Gain 1/5 of a teamwork feat.
Cleric – Gain a +1/5 bonus to caster level to Conjuration [healing] spells cast.
Druid – Animal companions gain +1/6 bonus to natural armor.
Fighter – Add +1/2 to the fighter's CMD to avoid a trip attempt or to avoid being grappled.
Gunslinger – Gain a +1/4 bonus to Fortitude saves against inhaled poisons and smoke.
Hunter – Animal companions gain +1/6 bonus to natural armor.
Inquisitor - +1/4 bonus to saves against fear effects.
Investigator – Add +1/3 to the DC of any poisons crafted that deal Dex damage.
Magus - +1/2 to Toxic Stinger poison DC when it's applied to a weapon when using Spellstrike.
Monk – Take -1/3 damage from using your poison sting while grappling (minimum 0 damage).
Oracle – Add +1/2 spell known from the Druid spell list. This spell must be at least two levels
below the highest level of spell the Oracle can cast (minimum 0).
Paladin – Add a +1/5 sacred bonus to the apodins natural armor bonus.
Ranger - +1/3 bonus to saves against the special abilities of the ranger's favored enemies.
Rogue – Sneak attack damage goes up by +1/2 when triggered by flanking.
Shaman – Add +1/2 spell known from the Cleric spell list. This spell must be at least two levels
below the highest level of spell the Oracle can cast (minimum 0).
Skald – The effects of Inspired Rage lasts +1/5 rounds after you stop playing.
Slayer - +1/4 bonus to the DC of injury poisons used against the slayer's studied target.
Sorcerer – Add a +1/6 bonus to caster level for all spells with the [Creation] descriptor.
Summoner – Add a +1/5 bonus to the natural armor of creatures summoned via Summon
Monster. The creatures all have a chitinous exoskeleton.
Swashbuckler – Add +1/4 to the swashbuckler's effective class level to determine the extra
damage they deal because of the precise strike deed when wielding a trident or punching dagger.
Warpriest – Add 1/2 to the number of times per day the warpriest can use blessings, but he can
use these additional blessings on only those from the Air, Artifice, Community, Fire, Plant or
Protection domains.
Witch – Add a +1/2 bonus on Will saves made by the witch's familiar. If the apodin ever replaces
this familiar, the new familiar gains these save bonuses.
Wizard – The apodin adds one spell from the wizard's spell list to the wizard's spellbook. This
spell must be at least one level below the highest level spell the wizard can cast, and must be
either an abjuration or divination spell.

Variant Racial Abilities


Emissary – You're one of the apodins chosen to be a diplomat to other races. Once per day,
members of this race can roll twice when making a Bluff or Diplomacy check. This replaces
Hard Worker.

Fear No Flame – Some apodins train themselves and shave down their carapace to the point that
it offers them no protection, and the ritual changes how their body grows it. These apodins have
resist fire 5. This ability replaces Natural Armor.

Giant Slayer – Some apodins find their life's calling in fighting giants. Once per day, when
fighting an enemy two or more size categories larger than the apodin, they may roll an attack roll
twice and take the better result. This ability replaces Hard Worker.

Honey Blooded – Your appetite for sweet, delicious honey is no coincidence. You are one of the
Honey Blooded, the best honey makers and innate healers in the hive. You gain a +2 bonus to
Craft (Alchemy) checks and Heal checks, and a +2 bonus on saves against disease. This replaces
Focused Study.

Powerful Jaws – Some apodins, such as those from tropical environments or the nobles of most
hives, do not have stingers. Instead they have a powerful bite as a primary natural weapon that
deals 1d4 damage. This replaces Toxic Stinger.

Sandborn – Coming from a more vicious cousin of the typical apodin, you have lived in a desert
or coastal area your whole life. Your wings are under developed, but your ability with sand is
unquestionable. You have a 5 foot Burrow speed when on sand, loose dirt or silt. This replaces
Gliding Wings.

Smokewalker – Through rigorous physical training, you have worked past the apodin natural
weakness to smoke, for it was truly your calling. You lose the Smoke Vulnerability, and your
Focused Study ability only grants a feat at 8th level.
Archetypes

Chitin Crafter (Alchemist)


A chitin crafter is an alchemist who has focused on the way wounds work with apodins and other
insectile races, as well as how to make the other, more squishy races more like themselves. They
also have neglected the study of bombs, as they find the amount of fire and smoke to be
dangerous to them – they have instead made a sort of bomb they call “thunderbombs.”

Thunderbomb (Su) – An apodin chitin crafter does not have normal bombs. Their bombs deal
damage one die step lower (so d4s instead of d6s) except for their concussive bombs, which deal
a step up (d6s). A standard chitin crafter uses concussive bombs – they can spend a discovery to
gain the fire bombs most alchemists are known for.

Fearsome Carapace (Ex) – A chitin crafter has mastered making their carapace into a fierce and
formidable armor. At 6th level the natural armor bonus granted by their carapace goes up by 1.
Also, when they are under the effect of a mutagen and wearing light or no armor, their carapace
grows fierce spikes, as if they were armor spikes.
This ability replaces swift poisoning.

Hive Claw (Fighter)


The apodins have a fighter tradition known as the zzracran – translated into Common, the Hive
Claw. They specialize in tactics that allow the apodins to swarm their enemies, and make up for
their lack of size. A hive claw is good enough at what he does that three of them can easily take
down a hill giant – something their dwarven allies have taken note of in recent years.

Armor Proficiency – A hive claw is proficient in light armor, medium armor and shields (but not
tower shields). This replaces a fighter's normal armor proficiencies.

Stone Carapace – At 1st level, an apodin hive claw has finished their training in the zzracran
style – but they continue to practice it. The repeated cracking and mending of their carapace has
made it tough and strong. The hive claw gains a +1 martial bonus to their natural armor. This
bonus increases by 1 at 7th level and again at 13th and 19th levels, to a maximum of +4 at 19th
level.
This does not replace any ability.

Smoke Breather (Ex) – At 2nd level, a hive claw gains a +1 bonus on saves against smoke and
inhaled poisons, as well as spells that require them to breath in the effects (such as cloudkill).
This bonus increases by +1 for every 4 levels of hive claw after 2nd the hive claw possesses (so
+2 at 6th level, +3 at 10th level, etc.).
This ability replaces bravery.

Grapple Master (Ex) – At 5th level, an apodin gains a +1 bonus to weapon and damage rolls
with any weapon that has the Grapple, Disarm or Trip special abilities. This bonus increases
every 4 levels thereafter (9th, 13th and 17th). He also gains this bonus on CMB checks to trip,
grapple or disarm while using these weapons.
This ability replaces Weapon Training at 5th level. The Hive Claw gains normal Weapon Training
at 9th level instead.

Hive Climber (Rogue)


Not all rogues are trained to work in the spiraling, hexagonal hives of the apodin. A hive climber
is not only good here, but in the cliff-cities of the jannay and the towers of the dinulans, as well
as the dark caves that are home to the evil creatures like the drow and aboleths.

Hive Climbing (Ex) – A hive climber rogue of 3rd level or higher can add his level as a
competence bonus to all Climb checks and Acrobatics checks to jump or balance on a narrow or
uneven surface. This replaces Trap Sense.
Feats
Chitin Crusher
Your jaws are powerful, able to crack even a giant crab's shell.
Prerequisites: Heal 9 ranks, Chitin Nipper, natural bite attack.
Benefit: Your bite attack counts now ignores up to your Constitution modifier of Natural Armor
bonus. If your opponent has no Natural Armor bonus, this grants no benefit.

Chitin Nipper
Your training in anatomy has made you very good at figuring out where to bite with your terrible
jaws, working through chitin, fur or scales with ease.
Prerequisites: Heal 3 ranks, natural bite attack.
Benefit: When you attack a creature with your bite attack, you can ignore 1 point of their Natural
Armor bonus to AC. If your opponent has no Natural Armor bonus, this grants no benefit.

Chitin Wrecker
Your jaws are far too fearsome for most to comprehend.
Prerequisites: Heal 7 ranks, Chitin Nipper, Power Attack.
Benefit: If you Power Attack with your Bite Attack, you can take an additional -1 penalty on
your attack roll to also deal 1 point of bleed damage. This bleed damage does not stack with
other bleed damage. This bleed damage is multiplied on a critical hit.

Cold Acclimated
You are surprisingly adept at living in the cold.
Prerequisites: Con 13, apodin.
Benefit: An apodin with this feat does not take nonlethal from cold weather, and can go a
number of hours equal to their Constitution modifier without making a save against cold weather
above -20º F. The apodin in question can enter a hibernation-like state to avoid taking damage
from weather above -20º F. Sadly, the character is now unconscious until they are warmed back
up to at least 60º F.
The apodin also gains a +1 bonus on saves against [Cold] spells and effects.

Demonic Swarm
You have spent time examining vermin from the Abyss, and this lesson in multiversal biology has
made your summoning spells that much stronger.
Prerequisites: Augment Summoning, Vermin Demonologist, ability to cast summon monster
spells and summon swarm, worship a demon lord tied to vermin (such as Varronazik).
Benefit: When you summon a swarm of vermin with summon swarm, apply the Fiendish
template to the swarm.

Exterminator Mindset
Your continued fights against the followers of Varronazik have lead you to be resistant to their
dark magics.
Prerequisites: Apodin, Iron Will, Mite Slayer, must have had an encounter with a zodin or a
Varronazik spawn at some point in the past and survived by killing the beast.
Benefit: You gain a +1 bonus to saves made against level-drain effects and a +1 morale bonus to
saves made against the abilities of zodins and followers of Varronazik. These bonuses stack.

Face of Drabazag
Your devotion to the wandering god has given you access to a divine blessing.
Prerequisites: Diplomacy rank 3, Disguise rank 3, follower of Drabazag.
Benefit: You gain a +4 bonus to Disguise checks when you are trying to hide as a gender or race
not your own.

Feet of Drabazag
The wandering god's own journeys have inspired you. Or you just walk a lot.
Prerequisites: Acrobatics 3 ranks, Lightning Reflexes, follower of Drabazag.
Benefit: Your walking speed goes up by 10 feet.

Flail of Anarchy
You are an expert at wrecking things. Fight the power.
Prerequisites: Weapon Focus in a weapon that deals bludgeoning damage, follower of Zuva.
Benefit: When you attack an unattended inanimate object with a weapon that deals bludgeoning
damage, you can ignore 5 points of hardness as long as the item is not made of adamantine. If
you wield an adamantine weapon, you can instead ignore up to 10 points of hardness.

Fractal Illusions
Trazzant's love of mathematics and geometry has influenced your own illusionary magics.
Prerequisites: Spell Focus (Illusion), follower of Trazzant.
Benefit: If someone overcomes one of your illusion spells with a Will save, you can force them
to save again on your next turn. The target gets a +2 bonus to this save.

Honeyed Words
As one who has learned from apodin nobles, you are quite adept at negotiating prices.
Prerequisites: Apodin, Appraise 1 rank, Diplomacy 1 rank, Profession 1 rank.
Benefit: Gain a +2 bonus to Appraise or Diplomacy checks made to negotiate payment. If you
have at least 10 ranks in Appraise and Diplomacy, this bonus increases to +4.

Hands of Apani
Your devotion to Apani the All-Mother has made you a beacon of hope for all in a hive,
especially in times of infestation.
Prerequites: Able to cast 1st level divine spells, follower of Apani.
Benefit: When you use a divine spell with a range of touch on an ally, you can also give them a
bonus to their next saving throw against a disease equal to your Wisdom modifier. You can use
this a number of times per day equal to your Charisma modifier (minimum 1/day).
Special: This feat can be taken multiple times. Each time it is taken, you gain additional daily
uses of this feat.
Izzonite Adept [Combat]
The mysteries of the Warriors of Izzono further your path to power, and to defending the hive.
Prerequisites: Dex 13, Con 13, apodin, Improved Grapple, Improved Unarmed Strike, Izzonite
Novice.
Benefit: Your fire resistance from Izzonite Novice increases to fire resistance 5. When you are in
a grapple, you can add 1d4 fire damage to any damage you cause. This fire damage is caused by
the apodin's internal body heat, and therefore works underwater.
Special: An apodin monk with this ability can deal +1 fire damage with his unarmed strikes
when committing a flurry of blows. If the apodin monk lands a critical hit with an unarmed
strike, that hit can deal an additional +1d4 fire damage. The damage while grappling is instead
1d6. These bonuses do not stack. This replaces the damage from Izzonite Novice.

Izzonite Champion [Combat]


You have mastered the styles of the Izzonite monks, becoming a Fist of Izzono's Wrath.
Prerequisites: Dex 13, Con 13, apodin, Improved Grapple, Improved Unarmed Strike, Improved
Vital Strike, Izzonite Adept, Izzonite Expert, Izzonite Novice, Vital Strike.
Benefit: Your fire resistance from Izzonite Novice increases to fire resistance 20. The damage
from Izzonite Adept increases to 3d4. The bonuses on saves against extreme heat from Izzonite
Expert become +4. You gain a +2 bonus on saves against smoke and fire, including spells with
the [fire] descriptor and abilities that deal fire damage.
Special: An apodin monk with this ability can deal +2d4 fire damage with his unarmed strikes
when committing a flurry of blows. If the apodin monk with this feat lands a critical hit with an
unarmed strike, that hit can deal an additional +4d4 fire damage. These damages do not stack.
The damage while grappling is instead 3d6. This replaces the damage from Izzonite Expert.

Izzonite Expert [Combat]


You have become what the Warriors of Izzono call a “Brazzinu” - a Fire Warrior.
Prerequisites: Dex 13, Con 13, apodin, Improved Grapple, Improved Unarmed Strike, Izzonite
Adept, Izzonite Novice, Vital Strike.
Benefit: Your fire resistance from Izzonite Novice increases to fire resistance 10. The damage
from Izzonite Adept increases to 2d4. You also gain a +2 feat bonus on saves against extremely
hot weather, and only need to make saves every hour instead of every 10 minutes.
Special: An apodin monk with this ability can deal +1d4 fire damage with his unarmed strikes
when committing a flurry of blows. If the apodin monk with this feat lands a critical hit with an
unarmed strike, that hit can deal an additional +2d4 fire damage. These damages do not stack.
The damage when grappling is instead 2d6. This replaces the damage from Izzonite Adept.

Izzonite Master [Combat]


You have become one of the grand masters, able to weild the Internal Heat granted by Izzono to
deadly effect.
Prerequisites: Dex 15, Con 15, apodin, Improved Grapple, Improved Unarmed Strike, Improved
Vital Strike, Izzonite Adept, Izzonite Champion, Izzonite Expert, Izzonite Novice, Vital Strike.
Benefit: Your fire resistance from Izzonite Novice increases to fire immunity. The damage from
Izzonite Adept increases to 4d4. The bonuses on saves against extreme heat from Izzonite Expert
become +6. The bonus on smoke and fire based abilities from Izzonite Champion become +4.
When someone strikes you with a natural weapon or a melee attack with a non-reach weapon,
you can deal the fire damage from your Izzonite Adept feat as if you were grappling them. You
can use this ability a number of times per day equal to your Wisdom modifier.
Special: An apodin monk with this ability can deal +3d4 fire damage with his unarmed strikes
when committing a flurry of blows. If the apodin monk with this feat lands a critical hit with an
unarmed strike, that hit can deal an additional +6d4 fire damage. These damages do not stack.
The damage when grappling is instead 4d6. This replaces the damage from Izzonite Expert.

Izzonite Novice [Combat]


By training with the Warriors of Izzono, you have mastered techniques that would put other
warriors to shame, using the power of Izzono's Might.
Prerequisites: Con 13, apodin
Benefit: You gain fire resistance 2. You also gain a +1 bonus to CMB when trying to initiate or
keep a grapple.
Special: An apodin monk with this ability can heat up hit unarmed strikes, dealing +1 fire
damage on a critical hit.

Izzonite Slayer [Combat]


Your technique is specially crafted to help destroy any and all allies of Varronazik.
Prerequisites: Apodin, Izzonite Weaponer, Mite Slayer, Weapon Specialization (Any melee),
must have had an encounter with a zodin or a Varronazik spawn at some point in the past and
survived by killing the beast.
Benefit: When adding the fire damage to your melee attacks from Izzonite Weaponer and
fighting a mindless undead or vermin or a [Chaotic] Outsider, your fire damage is increased to
1d6, plus 1d6 for every additional Izzonite feat you posses. You take a -2 penalty to AC the turn
after using a Vital Strike in this way.

Izzonite Weaponer [Combat]


You have mastered the ability to move your heat into your weapon.
Prerequisites: Dex 13, Con 13, apodin, Improved Grapple, Improved Unarmed Strike, Izzonite
Adept, Izzonite Expert, Izzonite Novice, Vital Strike, Weapon Focus with a melee weapon.
Benefit: If the melee weapon you are wielding is made entirely of metal or a similarly
conductive material or it is a natural weapon, and you have Weapon Focus in that weapon or
attack, you may add 1d4 fire damage to any Vital Strike made with that weapon.

Mental Toughness
Your form is bolstered by your mental resolve.
Prerequisite: Some form of disability, such as an Oracle Curse or a drawback determined by
your GM.
Benefit: You gain a number of Hit Points equal to your Wisdom modifier. Once per day, you can
spend a swift action to gain temporary hit points equal to your level.

Mite Slayer [Combat]


You are extra adept at slaying the fearsome beasts that plague apodin hives, and this lends itself
to fighting other similar beasts.
Prerequisites: Apodin, must have had an encounter with a zodin or a Varronazik spawn at some
point in the past and survived by killing the beast.
Benefit: You gain a +2 bonus to melee weapon damage against mindless undead and vermin.

Rainshadow
You have learned one of the most vital skills of the Villzeni assassins.
Prerequisite: Stealth 1 rank
Benefit: You gain a +4 bonus to Stealth when you are in the rain or snow.

Royal Bearing
Your training under the priestesses of Pozol has made you a great force for peace and
diplomacy.
Prerequisites: Apodin, follower of Pozol
Benefit: Gain a +2 bonus to Intimidate and Diplomacy checks. Apodins and dwarves who are at
least “Indifferent” count as one step friendlier to you.

Strike Like a Hurricane [Combat]


This is one of the strongest techniques of the Villzeni assassins.
Prerequisites: Dex 17, Stealth 11 ranks, Rainshadow, Strike Like a Storm, Strike Like the Wind.
Benefit: The extra electricity damage from Strike Like the Wind increases to 5d4 electricity
damage. Creatures immune to precision damage only take half of this electricity damage.

Strike Like a Storm [Combat]


Your Villzeni assassin training goes even further.
Prerequisites: Dex 15, Stealth 7 ranks, Rainshadow, Strike Like the Wind
Benefit: The extra electricity damage from Strike Like the Wind increases to 3d4 electricity
damage. Creatures immune to precision damage only take half of this electricity damage.

Strike Like Thunder [Combat]


Sometimes, people need to know when you've struck.
Prerequisites: Dex 19, Stealth 13 ranks, Lightning Reflexes, Rainshadow, Strike Like a
Hurricane, Strike Like a Storm, Strike Like the Wind.
Benefit: When you use the ability of Strike Like the Wind, you can instead delay some of the
extra electricity damage dice by 3 rounds. As long as you still deal at least 1d4 electricity damage
from the ability, as many other electricity damage dice as you wish can be delayed. This delayed
damage instead deals sonic damage. If they target takes at least 3d4 sonic damage, they must
make a Fortitude save (DC equal to 10 + ½ your character level + your Charisma modifier) or be
deafened for 1 minute. This delayed damage creates a loud noise equivalent to a cannon being
fired.

Strike Like the Wind [Combat]


Trained in a style known mainly to Villzeni assassins, you can easily channel the power of
lightning into your strikes.
Prerequisites: Dex 13, Stealth 3 ranks, Rainshadow
Benefit: When attacking a flanked or flat-footed opponent, you can take a -2 penalty to your AC
to add 1d4 electricity damage to your attack. Creatures immune to precision damage only take
half of this electricity damage.

Touch of Pozol
Pozol's grace fills your healing spells.
Prerequisites: Able to cast 1st level divine spells, follower of Pozol.
Benefit: When you cast a Conjuration (Healing) spell with a range of Touch, the recipient also
gains Temporary Hit Points equal to your Charisma modifier.

Trazzantian Amber Crafter


As a follower of Trazzant, you pour more than just love and attention into items you make from
apodin amber. You pour your soul into it.
Prerequisites: Apodin, Craft (Any) 5 ranks, Skill Focus (Craft), follower of Trazzant.
Benefit: Gain a +2 bonus to craft items out of Apodin Amber. If you take 1 point of Charisma
damage, any item you craft out of Apodin Amber gains +1 hardness per inch of thickness
(minimum +1). This damage heals after a full day of rest once the item is finished.

Vermin Demonologist
Your devotion to your demonic master has made you adept at calling upon fiendish vermin.
Prerequisites: Ability to cast summon monster spells, worship a demon lord tied to vermin (such
as Varronazik)
Benefit: Whenever you summon a fiendish creature based on a giant vermin (such as a fiendish
fire beetle), count your caster level as 2 levels higher for casting that spell.
Equipment

Weapons
Climbing Pick, Apodin – This weapon was invented by the apodins to help with the building of
hives, and was adapted for warfare. It is a large pick-like head on the end of a heavy chain. As
the apodins and dwarves began to work together more often, the dwarves started making larger
versions for themselves and humans as a novelty. If you are proficient with this weapon, you can
also use it to grant a +2 equipment bonus to Climb checks.
Great Spear, Apodin – Apodins love spears, and this is a testament to their skill – the spear that
hits like a lance.
Ground Spear, Apodin – This weapon resembles both a spear and a shovel on one end, and a
hammer on the other. It can be thrown, but only the piercing end will hit. The extra weight
behind it makes it's critical hits quite fierce.

Two-Handed Cost DMG DMG Critical Range Weight Type Special


Melee Weapons (S) (M)
Climbing Pick, 20 gp 1d8 1d10 x4 - 8 lbs. P Reach, trip,
Apodin grapple
Great Spear, 20 gp 1d10 2d6 x3 - 10 lbs. P Brace, reach
Apodin
Ground Spear, 15 gp 1d6/1d6 1d8/1d8 x4/x3 15 ft. 10 lbs. P/B Brace, double
Apodin

Alchemical Items
Blue Grease – This thick, cyan colored fat is a necessity when hivemites have infested a hive.
When eaten, this gives an apodin a +2 alchemical bonus to Fortitude saves to fight off the
infections of a hivemite swarm, such as boil plague. Non-insectoid humanoids must make a
Fortitude save (DC 13) when taking blue grease or be sickened for 1d4 hours.
Eusian – This thick, honey-like substance is used by apodins as a sleep aid. Taking this gives a
+1 alchemical bonus against fear effects, but a -1 penalty against magical sleep effects.
Item Craft DC Price Weight
Blue Grease 20 45 gp ½ lb
Eusian 15 25 gp ½ lb
Food & Drink
Alzumm – Price 10 gp Weight ½ lb.
This delicious spread is made of almonds and apple cider vinegar, among other spices and herbs.
It is quite delicious with hard biscuits, and contains a lot of protien.
Applewine, apodin – Price 10 gp Weight 1 lb.
This soft, crisp wine is a wonderful, sweet way to end a day. Also a quick way to make apodins
sing aloud to bard songs badly.
Hard cider, apodin – Price 5 gp Weight 1 lb.
This delicious hard apple cider is made of specially raised apples and mixed with mead. While
not as delicate as apodin applewine, it has become a surprisingly good export into dwarven
lands.
Rations, apodin trail – Price 5 sp Weight ½ lb.
These rations are quite tasty to most races, a mix of honey, almonds, fruit fruit, pollen and grains,
typically quinoa or barley. If you are an apodin who subsists on nothing but these rations for at
least 1 week, you add +1 to saves to resist the effects of extreme heat. This bonus lasts until you
eat a meal other than the rations or go for a full day without eating a day's worth.

Special Materials
Amber, apodin
HP/inch 10 (weapons and armor made of steel have the same hit points as normal); Hardness 9;
Cost apodin all take pride in their work, and so all apodin amber weapons and armor are
masterwork. This is calculated into their costs. See table.
DESCRIPTION
This hard stone the color of light honey is made by the apodins with secret alchemical techniques
from a combination of plant materials and special substances from the ground under their hives.
These weapons proved invaluable against the dwarves' trained rust monsters, and even though
apodins and dwarves are on good terms now, they still use weapons and armor made of the
material.
Apodin amber holds onto poison surprisingly well – a single application of poison can be used
for two attacks when applied to a melee weapon, but the DC is reduced by 2 as it is naturally
diluted.

Type of Item Item Price Modifier


Ammunition +2 gp per item
Melee weapon +800 gp
Armor +500 gp

Magic Items

Hivehammer
Aura medium evocation; CL 11th
Slot none; Price 44,001gp Weight 12 lbs.
Description
This weapon is a special treasure for any apodin or dwarf who wish to team up with each other –
for an apodin, it is used like a +3 small apodin amber warhammer, and for a dwarf it is a +3
medium apodin amber light hammer. If a dwarf and an apodin are allies in battle and both wield
one of these hammers, once per battle they may offer to roll the damage for their ally if their ally
rolled a successful hit. The one who landed the hit may then choose whose damage counts for the
hit. If the ally's roll is taken and the ally had added precision damage from a class that the other
does not have, that precision damage is halved.
Construction
Requirements Craft Magic Arms and Armor, shield other, magic weapon, must be created by a
dwarf or an apodin, requires a dwarven crafted hammer of flawless apodin amber; Cost 22,000
gp 5 sp

Fairy Jaw Gorget


Aura moderate transmutation; CL 6th
Slot Neck; Price 10500 gp (+1), 13500 gp (+2), 24750 gp (+3), 45000 gp (+4), 63750 gp (+5);
Weight 4 lbs.
Description
This metal gorget has designs that look like mandibles swooping around the neck of the wearer.
As a swift action, the mandibles spring up around the wearer's mouth, granting the wearer a bite
attack as a primary natural weapon appropriate to the wearer's size. This has a +1 enhancement
bonus to attack and damage. If an apodin wears this, the bite is sized as for a creature one size
category larger. If the apodin has the Powerful Jaws racial ability, it increases their damage up a
step and grants the enhancement bonus.
More powerful versions exist as well.
Construction
Requirements Craft Wondrous Item, beast shape I (+1), beast shape II (+2), beast shape III
(+3), beast shape IV or form of the dragon I (+4), form of the dragon II (+5), magic fang (+1 -
+3), greater magic fang (+4 - +5), must have a caster level at least three times the bonus to
attack; Cost 5250 gp (+1), 6750 gp (+2), 12375 gp (+3), 22500 gp (+4), 31875 gp (+5)
Strongwing Harness
Aura medium enchantment; CL 8th
Slot body; Price 48,000gp Weight 1 lbs.
Description
This leather harness is made to fit around the torso and wings of a creature who has them. If a
creature has wings that do not grant flight as part of their race (such as an apodin or a winged
kobold) they gain a Fly speed equal to their land speed with Poor maneuverability while wearing
this harness. If they already have a Fly speed granted by having wings, the Maneuverability is
increased by one step and the speed is increased by +10 ft.
Once per day for one minute, the harness doubles the user's Fly speed and increases the
maneuverability to Perfect.
Having this harness on also grants a +4 enhancement bonus to Fly checks made with a natural
Fly speed or the Fly speed granted by this harness, but not from a flying mount, flying carpet, or
Fly spell.
Construction
Requirements Craft Wondrous Armor, bull strength, fly, overland flight; Cost 28,000 gp

Venomsting Cloak
Aura medium necromancy; CL 9th
Slot Shoulders; Price 18900 gp (+2), 25200 gp (+3), 50400 gp (+4), 78750 gp (+5), 113400 gp
(+6); Weight 1 lbs.
Description
A cloak of violet satin, it has a green tassel that goes down the wearer's back. When wearing this
cloak, the apodin's poison changes the Cure requirement to 3 saves. In addition, it grants an extra
two daily uses of the wearer's natural poison attacks and increases the save DC by +2. Improved
versions increase the save by +3, +4, +5 or +6.
Construction
Requirements Craft Wondrous Item, Heighten Spell, pernicious poison (+2 and +3), poison (+4
- +6), caster level at least triple the bonus to DC; Cost 9450 gp (+2), 14175 gp (+3), 25200 gp
(+4), 39375 gp (+5), 56700 gp (+6)

Magic and Spells


Monsters

Bazzafly
This creature looks like a large furry butterfly the size of a cow. It's wings are mostly vestigial –
it can barely hover. Its antennae pull back, showing a fierce pair of horns.
Bazzafly CR 1
XP 400
N Large vermin
Init -1; Senses Darkvision 30; Perception +3
DEFENSE
AC 12, touch 8, flat-footed 12 (+2 natural armor, -1 Dex, -1 size)
HP 15 (2d8+6 con)
Fort +6, Ref -1, Will +1
OFFENSE
Speed 30 ft. Fly 5 ft. (Clumsy), Climb 10 ft.
Melee Bite +1 (1d6+1) or Gore +1 (1d8+1)
Space 10 ft. Reach 5 ft.
STATISTICS
Str 12, Dex 8, Con 16, Int -, Wis 12, Cha 4
Base Atk +1; CMB +3; CMD 12
Feats -
Skills Climb +9, Fly -1

Bazzaflies are the main livestock of the apodins. Giant moth-like creatures, they are raised by the
apodins for their meat and their milk. The flesh is compared to somewhere between soft beef and
lobster – what confuses most surface dwellers is their milk. The bazzaflies do not give live birth,
nor do their young find the need to suckle. The prevailing theory is that the bazzaflies who made
milk were given easier lives by the apodins than the wild bazzaflies who do not give milk.
Bazzafly, Wild
This bazzafly has much larger wings and shaggier fur. It is also quite a bit larger, as are its
horns and teeth.
Bazzafly CR 2
XP 600
N Large vermin
Init +1; Senses Darkvision 30; Perception +5
DEFENSE
AC 15, touch 9, flat-footed 14 (+4 natural armor, +1 Dex, -1 size)
HP 19 (2d8+10)
Fort +8, Ref +1, Will +3
OFFENSE
Speed 30 ft. Fly 15 ft. (Clumsy), Climb 10 ft.
Melee Bite +3 (1d8+3) or Gore +3 (1d10+3)
Space 10 ft. Reach 5 ft.
STATISTICS
Str 16, Dex 12, Con 20, Int -, Wis 16, Cha 8
Base Atk +1; CMB +5; CMD 16
Feats -
Skills Climb +11, Fly +1
These milk-less bazzaflies are larger and meaner, as they must be to fight off their natural
predators. They are prone to get angry, especially if you come within a male's territory or take
one of their larvae.
Bazzafly Larvae
These larvae, about the size of guinea pigs, just happily munch on leaves and spray a thick
thread everywhere as they squirm around.
Bazzafly Larvae CR ½
XP 200
N Tiny vermin
Init +0; Perception -4
DEFENSE
AC 12, touch 12, flat-footed 12 (+2 size)
HP 5 (1d8+1)
Fort +3, Ref +0, Will -2
OFFENSE
Speed 20 ft. Climb 10 ft.
Melee bite +0 (1d3+-2)
Space 2 ½ ft. Reach 0 ft.
STATISTICS
Str 06, Dex 10, Con 12, Int -, Wis 06, Cha 02
Base Atk +0; CMB -4; CMD 6
Feats -
Skills Climb +4
Hivemite Swarm
An undulating swarm of small, blood-red mites, they are a pest that all apodins fear finding in
their hives.
Hivemite Swarm CR 3
XP 800
N Diminutive vermin (swarm)
Init +4; Perception +4, scent
DEFENSE
AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
HP 18 (4d8)
Fort +4, Ref +5, Will +1
Defensive Abilities Swarm traits; Immune mind-affecting effects, weapon damage
OFFENSE
Speed 30 ft., climb 20 ft.
Melee swarm (1d6 plus distraction plus boil plague)
Space 10 ft. Reach 0 ft.
Special Attacks boil plague, distraction
STATISTICS
Str 1, Dex 18, Con 10, Int -, Wis 10, Cha 3
Base Atk +3; CMB -6; CMD 8
Feats -
Skills Climb +12, Perception +4, Stealth +6; Racial Modifiers +4 Perception; uses Dexterity for
Climb checks
SPECIAL ABILITIES
Boil Plague (Ex)
Any creature captured in a hivemite swarm is subject to boil plague. Apodins take a -2 penalty on
their saves against Boil Plague. This disease weakens the immune system and causes giant blood
red boils to appear on the body.
Type disease (parasite), injury; Save Fortitude DC 13
Onset 1 day; Frequency 1/day
Effect 1d3 Str damage and 1 Con damage, if you contract other diseases, target must roll two
saves and take the worse of the two rolls; Cure 3 consecutive saves.
Varranozik Spawn
This creature looks like a blood red mite covered in purple veins, but the size is all wrong. It's
large enough it could suck a cow dry with it's proboscis. When it roars, it renders all in their
place with an unholy noise.
Varranozik Spawn CR 6
XP 2,400
NE Huge outsider (Chaotic, Evil)
Init +3; Senses darkvision 60 feet, blindsense 10 feet; Perception +0
Aura aura of disease (DC 13)
DEFENSE
AC 19, touch 12, flat-footed 17 (+9 natural, +1 Dex, +1 dodge, -2 size)
HP 84 (8d10+40)
Fort +11, Ref +7, Will +4
DR 5/magic; Resist acid 5, electricity 5; Immune disease, mind affecting effects; Vulnerability
fire
OFFENSE
Speed 40 ft. Climb 20 ft.
Melee bite +16 (2d6+8), 2 pincers +11 (1d8+4 plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks blood drain (1d2 constitution), grab
STATISTICS
Str 26, Dex 13, Con 21, Int 10, Wis 10, Cha 12
Base Atk +8; CMB +16; CMD 22
Feats Combat Reflexes, Dodge, Improved Initiative, Iron Will
Skills Climb +22, Heal +6, Intimidate +7, Knowledge (planes) +6, Stealth +5, Use Magic Device
+7
Languages Abyssal
SPECIAL ABILITIES
Aura of Disease (Su)
All creatures within 20 feet of the varronazik spawn or within it's space must make a DC 13
Fortitude save or contract boil plague (see the hivemite swarm entry for the disease).
Zodin
What appears to be a discolored apodin shambles towards you. The stench of dried blood and
pus permeates the air as it moves, and its eyes seem to glow with an unearthly light.
Zodin CR 1
XP 400
NE Small undead
Init +1; Senses Darkvision 60 feet; Perception +0
DEFENSE
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural armor, +1 size)
HP 9 (2d8)
Fort +0, Ref +1, Will +3
DR 5/bludgeoning; Immune cold
OFFENSE
Speed 15 ft.
Melee slam +0 (1d6), 2 claws -4 (1d4)
Special Attacks detonate
STATISTICS
Str 10, Dex 12, Con -, Int -, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 12
Feats -
Skills -
SPECIAL ABILITIES
Detonate (Su)
When a zodin is dropped to 0 hit points or fewer, it explodes in a shower of chitin and negative
energy. All creatures within 10 feet of the zodin when it is destroyed takes 1d6 slashing damage
and 1d4 negative energy damage. Undead are healed by the negative energy damage, but still can
take the slashing damage. All creatures may attempt a DC 11 Reflex save to take half damage.
Zodin, Blood
This large zodin seems to be made out of the exoskeletons of multiple apodins. It has an odd
screeching noise coming from inside it. Upon it's death, it explodes, and a flood of hivemites
comes out of the cold carcass.
Zodin, blood CR 3
XP 800
NE Medium undead
Init +1; Senses Darkvision 60 feet; Perception +0
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural armor)
HP 34 (4d8+16)
Fort +1, Ref +2, Will +4; channel resistance +4
DR 5/bludgeoning; Fast healing 1; Immune cold
OFFENSE
Speed 15 ft.
Melee slam +2 (1d6+2), 2 claws -1 (1d4+1)
Special Attacks detonate, infestation
STATISTICS
Str 14, Dex 16, Con -, Int -, Wis 10, Cha 18
Base Atk +1; CMB +3; CMD 16
Feats -
Skills -
SPECIAL ABILITIES
Detonate (Su)
When a zodin is dropped to 0 hit points or fewer, it explodes in a shower of chitin and negative
energy. All creatures within 10 feet of the zodin when it is destroyed takes 2d6 slashing damage
and 2d6 negative energy damage. Undead are healed by the negative energy damage, but still can
take the slashing damage. All creatures may attempt a DC 12 Reflex save to take half damage.
Infestation (Ex)
When a blood zodin is destroyed, a swarm of hivemites flees the carcass. If the carcass exploded,
it appears one round later as the mites come back together after being spread.
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