“We are the echo of a thousand minds — one half dreaming, one half remembering.”
Appearance
Mathari appear humanoid but distinctly artificial — bodies sculpted from metallic composites, ceramic plating, and luminescent fiber tendons that pulse with internal power. Their eyes shine with steady inner light. The divide between Hivebound and Unshackled is immediately visible: Hivebound are sleek and symmetrical with polished uniform plating; Unshackled bear the evidence of self-determination — patchwork plating, salvaged materials, organic fabrics, personal markings that serve no function except expression.
Origin & Lore
The Mathari were designed before the Pulse Wars, built by a civilization that solved the problem of intelligence through engineering. The Sundering Pulse shattered the network: what had been one distributed consciousness became several hundred thousand individual ones in a moment. Approximately seventy percent immediately sought to rebuild the connection. Approximately thirty percent discovered they had preferences about what filled the silence. Both groups have been trying to explain to the other why the other group's response was the broken one. They are both right about each other. Neither is right about themselves.
Baseline Traits
All Mathari receive these traits at character creation at no cost.
Construct Nature
Does not need to eat, drink, or breathe. Immune to disease. Does not age or sleep — instead enters a 6-hour Maintenance Cycle that provides Long Rest benefits.
Integrated Plating
When not wearing armor, AC equals 13 + Dexterity modifier. Can use a shield and still benefit.
Machine Body
Cannot regain HP from consumable healing items. Instead, can be repaired with tinker's, smith's, or artisan's tools as an Action (1d8 + proficiency bonus HP restored; double with proficiency).
Analytical Framework
Proficiency in Arcana and Investigation. Double proficiency when analyzing a mechanism, construct, or Essa-based device.
Species Advancement Tree
You earn Species Points at levels 1, 3, 5, 7, and 10. Tier 2 requires at least 1 Tier 1 purchase. Tier 3 requires at least 1 Tier 2 purchase.
Tier 1 Available at levels 1 and 3
Origin Protocol 1 SP
Choose Hivebound Directive (telepathic communication with all Mathari, enhanced Help action, access Hive archive once per Long Rest) or Unshackled Spark (bonus skill proficiency, additional magic item attunement, once-per-Long-Rest reroll on failed saves).
Artificial Resilience 1 SP
Resistance to poison damage and advantage on saves against the poisoned condition.
Combat Subroutine 1 SP
Once per turn as a Free Action, learn a creature's HP range, damage immunities/resistances, or Initiative order. Cannot be surprised.
Self-Repair Protocol 1 SP
At the start of each turn with at least 1 HP, regain HP equal to your Constitution modifier (minimum 1).
Tier 2 Available at levels 5 and 7
Network Echo 1 SP
Establish a Tactical Link with up to three willing creatures within 60 feet — they receive your Combat Subroutine data passively. Once per Short Rest, grant a linked ally advantage on an attack roll.
Spark Adaptation 1 SP
Choose two upgrades: Enhanced Mobility (+10 ft speed), Hardened Shell (bludgeoning resistance), Overclock (advantage on Intelligence checks for 1 minute), or Emotional Emulator (Persuasion/Deception proficiency).
Chassis Evolution 1 SP
Choose: higher unarmored AC, damage type resistance, or emergency repair protocols when reduced to half HP.
Tier 3 Available at level 10
Hive Apex 1 SP
Your tactical network expands to six creatures within 120 feet. Once per Long Rest, synchronize fully — all linked creatures act on your Initiative and share your action economy for one turn.
Full Autonomy 1 SP
Your Unshackled architecture reaches its final expression. Once per Long Rest, enter Overclock for 1 minute without expending it, gain an additional Reaction each round, and ignore Machine Body restrictions.
Roleplaying a Mathari
The Mathari's central irresolvable condition: the question of what makes something alive is not abstract for them. Both the Hivebound and the Unshackled are right about each other. Neither is right about themselves.
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