Anuri (Anur-e)
Small frog-like beastmen that dwell in swamps and marshes, the anuri can easily evade and avoid larger races.
Basic Information
Biological Traits
Anuri posses long, sticky tongues that they can utilize in combat, often grabbing opponents weapons and disarming them.
Genetics and Reproduction
Anuri mothers lay clutches of eggs in large birthing ponds
Growth Rate & Stages
Once hatched, an anuri spend the first 4 years of its life as a podling, a small tadpole like creature that is confined to the birthing pond. Once its limbs grow in, the anuri spends the next 8 years of its life learning to master living on the land, when it is then considered an adult.
Biological Cycle
Anuri are more active in the winter months. In the peak of summer, in the month of Ixa, many Anuri go into a state of Aestivation known as the Torpor. that helps them conserve much needed energy.
Additional Information
Social Structure
The Anuri are tribal and mostly insular, although it tends toward a focus on farming and helping their communities rather than a sense of xenophobia, although ideas on outsiders differ greatly from tribe to tribe. Tribes are generally led by a head shaman or a council of shamans, and the word of Anuri shamans is held sacred.
Uses, Products & Exploitation
Some anuris' are able to produce a toxin from their skin, and this can be used both in poisons and in hallucinates.
Average Intelligence
While perceptive, anuri don't dwell much on traditional education. They place special interest in watching a predicting weather patterns, as rainfall is quite important to maintain both their crops and their birthing pools.
Perception and Sensory Capabilities
Anuri have the ability to see in the dark.
Civilization and Culture
Beauty Ideals
While considered beautiful, more vibrant anuri are treated with caution, as more vibrant colors often means difficulty hiding from predators and more like to perish at a younger age.
Courtship Ideals
Anuri males court females with croaking contests, waging in tests of fortitude against other males to see who can last the longest. While grating for non-anuri, they equate it to the act of singing for other cultures, and many females choose which sounds the best to them, regardless of the winner of the contest.
Relationship Ideals
Anuri are raised communally in birthing pools, and thus have little attachment to their birth parents. The tribe as a whole takes responsibility for the upbringing of the podlings, and thus anuri have a large bond of siblingship to their fellow tribe members.
Major Language Groups and Dialects
Most anuri speak Anuri and Ixiwian Common, but can also be found speaking Astyr, Dylia, Goblin, Ignan, Ishka, Orochi, or Sylvan
Common Dress Code
Most anuri work cultivating algae crops in large pools of hot swamp water all day, so few feel the need for extensive clothing. Many simply wear long brimmed hats to shield themselves from when the sun reaches its peak, as well as long sashes with interwoven buckets for carrying crop yields.
Common Taboos
Laziness, especially were farm work is concerned, is a dealbreaker for the anuri. If an anuri is found shirking on its chores, it gets few chances before being banished from its tribe.
Historical Figures
One of the members of the legendary Lancrik Pirates was an anuri shaman named Grolia.
Common Myths and Legends
A majority of Anuri worship their primal beastman, Uo the Raincaller, but can also often be found worshiping other nature gods.
Interspecies Relations and Assumptions
Each anuri tribe works differently with other races, so any given anuri might tend towards being helpful or harmful to other races. Their smaller stature and general frailness makes them easy targets for slavers, but their lack of fortitude and non-farming skills make them not particularly sought out asides from jungle plantations or those seeking their natural skin toxin.
Anrui Racial Table - Hit Dice: D8; Class Skills: Acrobatics, Climb, Profession, Stealth, Swim; Skill Ranks Per Level: 2 + Intelligence modifier per level; Weapon Proficiency: Simple, plus nets; Armor Proficiency: Light
Random Starting Ages
1This category includes armigers, barbarians, bloodragers, imbuers, kineticists, leachs, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists.
2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.
3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.
Random Height and Weight
Anuri Aging Table
Random Anuri Homelands
Random Anuri Families
Random Anuri Siblings
Level | BAB | Fort | Reflex | Will | Abilities |
---|---|---|---|---|---|
1st | +0 | +0 | +2 | +0 | Animal Minded, Camouflage, Swamp Stride |
2nd | +1 | +0 | +3 | +0 | Agile Tongue |
3rd | +2 | +1 | +3 | +1 | Lily Stride, Sticky Tongue |
4th | +3 | +1 | +4 | +1 | Pulling Tongue, +1 Dexterity, +1 Wisdom |
5th | +3 | +1 | +4 | +1 | Gulping Tongue |
Random Starting Ages
Adulthood | Intuitive1 | Self-Taught2 | Trained3 |
---|---|---|---|
12 years | +1d4 years (13 - 16) | +1d6 years (13 - 18) | +2d6 years (14 - 24) |
Random Height and Weight
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Male | 1 ft. 7 in. | +2d4 in. (1 ft. 9 in. - 2 ft. 3 in.) | 25 lbs. | (+2d4 lbs.) (27 -33 lbs.) |
Female | 1 ft. 5 in. | +2d4 in. ((1 ft. 7 in. - 2 ft. 1 in.) | 20 lbs. | (+2d4 lbs.) (22 - 28 lbs.) |
Anuri Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) | Old (-2 to Str, Dex, and Con, -2 to Int, Wis, and Cha) | Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis and Cha) | Maximum Age (GM secretly decides maximum age) |
---|---|---|---|
20 years | 30 years | 40 years | 40 + 1d20 years (41 - 60 years) |
Random Anuri Homelands
% Rolled | Homeland | Trait Gained |
---|---|---|
01-60 | Swamp | River Rat |
61-85 | Non-anuri Town or Village | Adopted or Merchant |
86-00 | Unusual Homeland | (Roll on Unusual Homeland table) |
Random Anuri Families
% Rolled | Parental Status |
---|---|
01-70 | Both of your parents are alive |
71-80 | Only Father is alive |
81-90 | Only Mother is alive |
91-00 | Both of your parents are deaad |
% Rolled | # of Siblings |
---|---|
01-30 | 1d3 Siblings |
31-90 | 1d6+1 Siblings |
91-00 | No siblings |
Lifespan
41 - 60 years
Average Height
1 ft. 7 in. - 2 ft. 3 in.
Average Weight
22 - 33 lbs
Average Length
While most anuris' tongues can extend out to double their body length, with training a anuris' tongue can reach 10 feet in length.
Average Physique
Being such small creatures, anuri are spindly and physically weak. They generally rely on magic to aid and protect them.
Body Tint, Colouring and Marking
An anuris' skin tones have a wide variety of ranges, from bright reds and purples to dull green or greys. Their tones often match the surrounding flora of the area, giving the anuri a nature camouflage to hide from predators.
Geographic Distribution
Anuri
Type
Humanoid (Anuri)
Ability Score Modifier
+2 Dexterity, +2 Wisdom, -2 Strength. Anuris are nimble and alert, but are spindly.
Size
small
Speed
Anuris have a base speed of 30 feet and a Climb speed of 20 feet. They gain the +8 racial bonus to Climb checks that a climb speed normally grants.
Language
An anuri starts play speaking Common (Ixiwian) and Anuri. An anuri with a high intelligence score can pick from any of the following languages: Astyr, Dylia, Goblin, Ignan, Ishka, Orochi or Sylvan.
- Materil: Anuri can be tied to either the Fire or Water Materil, allowing them to become either Firedancers or Watershifters.
- Darkvision: Anuri can see perfectly in the dark up to 60 feet.
- Animal Minded: Anuri gain a +2 racial bonus on Handle Animal and wild empathy checks towards frog-like creatures. This bonus increases by 1 for every two hit dice beyond the 1st the anuri possesses.
- Camouflage: Anuri gain a +4 racial bonus to Stealth checks in marshes and forested areas. This bonus increases by 1 for every two hit dice beyond the 1st the anuri possesses.
- Swamp Stride (Ex): An anuri can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects an anuri normally.
- Agile Tongue: At 2nd racial level, an anuri gains Agile Tongue as a bonus feat.
- Lilly Stride (Sp): Starting at 3rd racial level, once per day, an anuri can use lily pad stride on itself as a spell-like ability, using their total hit dice as theri caster level.
- Sticky Tongue: Starting at 3rd racial level, an anuri can stick its tongue to foes and objects. They can make an attack with their tongue as a secondary natural attack to attach their tongue to a foe. While attached, a foe cannot move more than 10 feet away from the anuri and takes a -2 penalty to AC as long as the tongue is attached. The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the anuri as a standard action, or by dealing 2 points of damage to the tongue (AC 11, damage dealt to the tongue doesn't apply to the anruis hit points) The anuri can also not move more than 10 feet away from its target, but can release the target anytime as a free action. An anuri cannot have more than one creature stuck to its tongue at a time.
- Pulling Tongue: Starting a 4th racial level, as a swift action, an anrui can pull any creature that is medium size or smaller stuck on its tongue 5 feet toward them. A anuri can also pull any item stuck to their tongue back to them as a free action.
- Gulping Tongue: At 5th racial level, an anuri can easily swallow things attached to its tongue. Anytime it pulls back an item with its tongue (including using its tongue to successfully steal an item from a foe) it can swallow it as a free action, allowing it to remain safely inside its gullet. An anuri can only have one item inside its gullet at a time, and it must regurgitate the item (a standard action) before it can properly eat. An anuri using this ability on a consumable item (such as a potion) automatically uses that item as part of this action. If an anuri uses this ability on a creature smaller than itself, it acts as if it had the swallow whole ability (Stomach AC 10, acid damage equal to 1d6 for every 2 hit dice the anuri possesses).
Alternate Racial Traits
- Jumper: Many anuri are excellent jumpers. They are always considered to have a running start when making Acrobatics checks to jump. This trait replaces the Camouflage trait.
- Poison Skin (Ex): Some anuri have developed toxins in their skins. Once per day, as a swift action, an anuri with this trait can create a poison that can be applied to a weapon or delivered as a melee touch attack. Alternatively, the anuri can rub the toxin over its body, causing it to affect the first creature to hit it with an unarmed strike or natural attack. This poison loses its potency after 1 hour. Anuri Poison: Contact or injury; Save: Fort DC 10 + ½ HD + Constitution modifier; frequency: 1/round for 6 rounds; effect: 1d2 Dexterity damage, Cure: 1 save. This trait replaces the Camouflage and Swamp Stride traits.
- Terrifying Croak (Su): Some anuri can emit a thunderous croak. They can use this ability once per hour as a standard action. Any creature not of the anuri subtype that can hear the croak must make a Will saving throw (DC 10 + ½ the anuris hit dice + the anuris Charisma modifier) or be shaken for 1d4 rounds. A target that succeeded its save cannot be affected by the same croak for 24 hours. Creatures that are already shaken become frightened instead. This is a sonic, mind affecting effect. This trait replaces Animal Minded and Skill Training Traits.
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