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The abirai (singular abirus) are a strange race of humanoids that inhabit a few small villages in the deepest jungles. Imitating the mannerisms of the jungle creatures around them, abirai can be fierce enemies to those that encroach on their ancestral grounds. Travelers lost in the arboreal mazes of the jungle usually only see the efforts of the abirus, keeping the more dangerous predators away from those unable to defend themselves.

Physical Description: Abirai resemble elves with their stark, angular features but lack the effortless grace that is a hallmark of that race. Instead of hair, an abirus has soft, leathery quills, patterned in hues similar to that of eagles, kites, and other birds of prey. Tall and gaunt, males often tower to seven and a half feet tall, with females only slightly shorter, and generally weigh around 140 pounds. With their multidirectional joints, they tend to move in fashions that boggle the unobservant and can often switch directions at a moment’s notice.

Society: Abirai have a tribal society, inhabiting a few small villages in deep tropical jungles. Each tribe comprises an average of forty members, ruled by a chieftain, males and females equally earning this distinction. Abirai society is a meritocratic one, each abirus earning their place by deeds and actions, rather than empty promises. Abirai practice little to no agriculture or herding, instead relying on the jungle’s bounty to keep them fed. Abirai do engage in a form of aquaculture, keeping eel, fish and snails in wicker-bound morasses.

Abirai children are nameless until they come of age, usually around twelve years old, after which they are cast out of their homes to complete their first solo hunt and return. An elaborate ceremony and feast follows, the new adult abirai “taking” the name of their kill (or find).

Relations: Average abirai can be inept with new cultures, but are sticklers about proper social protocols and can pick up behavioral cues with surprising speed. Once over their initial distrust of outsiders, abirai make friends easily.

Alignment and Religion: Truly evil abirai are societal pariahs, often cast out before their attitudes can pervade an abirai tribe. Abirai do not care for strict rules, particularly those that seem whimsical and without basis in the natural world. Abirai tend to stay far from cities as a result, associating the stone structures of large urban areas as terrifying edifices of law. As befitting their rural society, abirai believe deeply that the world is a living thing, and many feel comfortable following the path of a druid and similar deities.

Adventurers: Like the climbing vines that tenaciously cling to everything in the jungle, an abirus sometimes takes up the mantle of traveler, ranging far from the lands they once called home. Their dexterous hands and speed make them excellent scouts, or for those few that choose an urban lifestyle, burglars.

Names: Abirai make no distinction between male or female names. Amber Talon, Blue Deer, Dying Hawk, Gray Eel, Old Leopard, Red Cobra, Silver Kite, Sky Fire, White Moon.

Racial Traits
  • +2 Constitution, +6 Dexterity, -2 Intelligence, -4 Wisdom: Abirai have incredibly flexible limbs and are well-adapted to their jungle homes. However, their intellects are mediocre, and they can be naïve and lacking in common sense. Not uncommonly, a lone abirus warrior rushes into battle against multiple enemies without hesitation, an act often resulting in death or great injury, but praises from their fellow abirai.
  • Medium: Abirai are Medium creatures and have no bonuses or penalties due to their size.
  • Fleet: Abirai have a base speed of 40 feet.
  • Arboreal: Abirai are uniquely suited to life in the deep jungle, and receive a +5 racial bonus on Climb checks. In addition, abirai do not receive any penalties imposed by climbing at an accelerated rate of speed.
  • Darkvision: Abirai can see in the dark up to 60 feet.
  • Double-jointed: Because of the extra, two-way joint in each of their limbs, abirai receive a +2 racial bonus on Acrobatics and Escape Artist checks.
  • Dyslexia: Abirai have extreme difficulty comprehending written languages. They receive a -2 penalty on Linguistics, Spellcraft, and Use Magic Device checks involving written languages.
  • Languages: Abirai begin play speaking Abirai, their racial language. Abirai with high intelligence scores can choose any of the following languages: Common, Gnome, Sylvan, and Terran.

Random Starting Ages

Adulthood Intuitive1 Self-Taught2 Trained3
12 years +1d4 years (13 - 16 years) +1d6 years (13 - 18 years) +2d6 years (14 - 24 years)
Middle Age (35 years) Old (53 years) Venerable (70 years) Maximum Age (70 + 2d20 years)

1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 6 ft. 9 in. +3d4 in.(7 ft. 0 in. - 7 ft. 9 in.) 125 lbs. +(3d4×3 lbs.)(134 - 161 lbs.)
Female 6 ft. 6 in. +3d4 in.(6 ft. 9 in. - 7 ft. 6 in.) 120 lbs. +(3d4×3 lbs.)(129 - 156 lbs.)

Racial Feats

The following feats are available to an abirai character who meets the prerequisites.