The following information is considered 100% Open Game Content. The use of such material is governed by the Open Game License.
Anshus are renowned for their abilities to hunt and track in the woods. Human armies typically have atleast one Anshu scout. Anshus are fairly strict traditionalists and believe their homelands will provide most of their needs. Anshus are typically slow to form bonds with outsiders but when they do, have proven to be steadfast allies. Upon betrayal or when their homelands are threatened, anshus have proven to be just as powerful adversaries.
Personality: Anshus are never quick to make any decision concerning others; slow to judge or trust outsiders. Those that gain the trust and friendship of an Anshu have gained a faithful companion. Anshus have a deep respect for tradition and generally oppose random change.
Physical Description: Anshus typically stand between 5 and 6 feet tall weighing from 125 to 175 pounds with a generally slim, athletic build. Their features are basically feline with fur that is often brown or yellow in color and even a tail. Anshus reach maturity at the age of 14 years and can live to be 90 years of age.
Relations: Anshus have been in a centuries long war with the Karnins. There are periods of peace between them but the truces are uneasy at best. Eventually, the hostilities seem to be always be triggered again. Anshus share a deep mutual respect of nature with the Elves and often trade goods with them. Anshus get along well with Humans except when they get greedy and try to expand into their lands.
Alignments: Anshus are usually lawful, and they tend toward neutral. Adventuring anshus may not fit the typical mold of anshun society.
Anshu Lands: Although Anshus can be found in most places, the largest anshu populations are typically located in the forests and plains.
Religion: The chief diety of the Anshus is Kitta, the Den Mother. She is the origin of all anshus in the world. They also revere numerous smaller gods in charge of such things as the seasons, hunting, food, etc.
Language: Anshus communicate with each other by a somewhat primitive language consisting of various feline like sounds. Many anshus have learned common as well. Most other races can not seem to master the anshu language.
Names: Anshus have three names. The first name is given at birth by the parents, the second name comes from the tribe, and the third name is awarded by the tribe elders based on the greatest aptitude or accomplishment of the individual.
Adventurers: Most anshus that travel outside of their lands do so to avenge some wrong committed against their people or to help curb the influence of evil in the world.
ANSHU RACIAL TRAITS
- +2 Dexterity, -2 Consitution: Anshus are quick and agile to compensate for being somewhat frail.
- Medium-Size: As Medium-size creatures, anshus have no special bonuses or penalties due to their size.
- Anshu base land speed is 40 feet.
- Low-Light Vision: Anshus can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and dress in these conditions.
- Natural Weaponry: Anshus have clawed fingers that can be used to inflict 1D4 damage.
- +2 racial bonus on Balance, Climb, and Tumble checks: Anshus are surefooted and agile.
- +2 racial bonus on Animal Empathy and Wilderness Lore checks: Anshus do not only live in the wilds, they are a part of it.
- +2 racial bonus on Listen checks: Anshus have keen ears.
- Automatic Languages: Common and Anshunti. Bonus Languages: Dwarven, Elven, Gnome, Goblic, and Orc. Smart Anshus learn the languages of their friends and enemies.
- Favored Class: Ranger. A multiclassed Anshu's ranger class does not count when determining whether he suffers an XP penalty for multiclassing.