Anpur Racial Characteristics (12 RP)
Anpur player characters are defined by class levels—they do not possess racial hit dice. All anpur player characters possess the following racial characteristics.

  • +2 Strength, +2 Wisdom: Anpur are powerful, observant, and ordered in their thinking. They are quick to act and have strong predatory instincts. (2 RP)
  • Humanoid: Anpur are humanoids of the gnoll subtype.
  • Medium: Anpur are medium humanoids with no penalty or bonus due to size.
  • Speed: Anpur have a basic speed of 30 ft.
  • Darkvision: Anpur can see in the dark up to 60 ft. (2 RP)
  • Ancestor Worship: Anpur revere their ancestors who refused to descend into savagery. Anpur are treated as one level higher when casting spells of the divination school or using granted powers of the Ancestors domain, the bloodline powers of the Destined bloodline, and revelations of the oracle’s Ancestor mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. (2 RP)
  • Desert Runner: Anpur gain a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. (2 RP)
  • Fearless: Anpur gain a +2 racial bonus on all saving throws against fear effects. (1 RP)
  • Flail Specialist: Anpur treat exotic flails as martial weapons, and can use a heavy flail one-handed. Additionally, when selecting feats that require you to pick a weapon, you may select the flails weapon group instead. (1 RP)
  • Weapon Familiarity: Anpur are proficient with flails, heavy flails, khopeshes, longbows, shortbows, and temple swords. (2 RP)
  • Languages: Anpur characters begin play speaking Common and Gnoll. Anpur with high intelligence scores can choose from Aquan, Auran, Ignan, Old Porphyran, Sphinx and Terran.


To other races, they are known as city-gnolls or man-jackals, but the children of Anubis call themselves the anpur. They are a peculiar race, feared by those who look upon their jackal-like visage and don’t understand their fascination with death. Some of the anpur engage human society, trying to learn and evolve their understandings, while others keep to themselves and perform their sacred duties in solitude.

The anpur are relatively quick to anger and draw their weapons, and while not the bloodthirsty fiends that their gnoll cousins can be, they are swifter than most other humanoids to resort to violence. Even half-orcs are taken aback by the shift of an anpur’s behavior. This is due not to a love of carnage, but rather that they have no fear of death — neither receiving nor dispensing. They are not especially eager to slay without provocation, but when circumstances warrant it, it is their first recourse. They fight for their way of life and death, and believe in the rewards promised to them in the afterlife should they fall. Anpur believe that death in battle is far more honorable than being allowed to be taken as a slave or prisoner, and only allow themselves to be captured if it is part of a larger plan to take down their foes from the inside.

Despite their predatory instincts and reserved warlike nature, anpur are prominently a disciplined and religious people. They honor their ancestors for the afterlife is always in sight. Anpur always act with honor, though their code of ethics is often misunderstood by outsiders. They are honest to a fault with fellow anpur and anyone they consider worthy of respect, but have no misgivings with those who are neither, especially gnolls. The average anpur performs many religious rites in a given day, and shirking one’s religious duty is considered a serious crime. The ancient race of the anpur have been known to engage in crusades and colonization efforts of their own.

Physical Description: Anpur are tall humanoids with the head of jackals. Averaging 7 feet, they tower over most races. Their hands are fully formed, complete with opposable thumbs, but their feet fall somewhere between humanoid feet and canine paws. Unlike gnolls who have shaggy, coarse fur, anpur tend to have short smooth fur coats. The color of the fur ranges from black or a very dark shade of brown, to gray or blue, covering their entire bodies. Their eyes appear jade-like and tend toward a watery black or dark brown. Anpur prefer to dress in light flowing clothes made of linen, and many wear kilts or loincloths. Anpur warriors often wear leather armor and use a leather harness to carry their weapons.

Society: Anpur acknowledge few societal distinctions between genders. As life and death do not typically favor between male and female, the anpur see no reason to either. Both male and females are to focus on their religious duties, perform martial training, and perform in battle. Anpur only allow differential treatment when a female anpur is expecting. After a pup is born and no longer nursing, the entire anpur community shares child rearing duties equally, raising the children as a single litter. The primary food source of anpur communities are various domesticated flightless birds called chukk [dodo], krakka [emu] and kochok [megafauna moa] which roam the cities and camps freely, feeding on cultivated desert plant plots. This allows the anpur to engage in mild hunting activity for their food, and they flavor their food with the herbs and seeds of the desert plants. Hunting expeditions are held for camels and other beasts (and sometimes humanoids), and while the anpur do not consume fish they will eat other river beasts from the Oliti River as they present themselves.

An anpur’s day is filled with various religious rites and rituals, particularly with funerary rights. An anpur who survives battle may be found saying prayers over the bodies of his fallen brethren. To anpur, an improper burial, and a soul denied a fair chance at the afterlife, is an abomination. An anpur will make an exception if creating an undead means that the soul will be able to avenge its own death against the one that slew it, allowing the restless soul to rest once they’ve found peace. An accidental corruption of burial rites, and creation of undead through botched rituals or creation of slaves, are far more hideous in their eyes than a deliberate interruption of the soul’s journey.

Relations: The anpur race prefer to be left alone, rarely interacting with the other races. Anpur offer their respect to all who honor Anubis and perform respectful burial rites for their people. Outright hatred is reserved for those who treat the anpur like base and servile dogs, or deny a soul the chance to depart to the afterlife and create undead to be one’s personal slaves or become harbingers of death and destruction. Anpur have no love for their more vicious gnoll cousins and the two mistrust one another, believing the other is responsible for their hardships in life, and would sooner kill the other before working with them. Anpur and halflings have a love/hate relationship with each other, but neither race is sure where the animosity started. Each have tales of their religious ancestors being at odds since the times of the NewGod Wars, but not the circumstances of what happened. If circumstances call for it, both will form an alliance so long as the benefits are considerable. The anpur nation had a peace treaty with the Zendik Order of old, and were strictly neutral during the NewGods War- though the stories are many of violations of this treaty and punishments thereof. Present-day zendiqi dislike anpur intensely, but in a cold manner that would prefer not to address them if they are present. Border crossings and smuggling are usually negotiated through a third party.

Religion: Anpur tend toward law, given the strict religious nature of their society. As a race, the anpur worship Anubis and Shankhil. They acknowledge the existence of the other gods, and even offer occasional prayers to them alongside their patron, but the Protector of Tombs and Gatekeeper are their primary lords. An anpur who converts to worship of another god, or becomes a priest of another deity that does not have Death or Repose as part of the divine portfolio, may be shunned in even the most tolerant of anpur communities. Depending on behaviors and alignment of the deity, an anpur may face execution so that they may return to Anubis and repent. An important part of anpur worship and society is the creation of funerary monuments such as mastabas, free-standing tombs, and the classic pyramid that hearkens to an earlier, mystical area. Every anpur citizen owes a social debt towards monument-building, a mandatory work-debt which does not translate well into the language-social concepts of other races.

Adventurers: Those of the anpur race dwelling among the desert tribes often explore to find natural resources and supplies for their people. Anpur looking to associate with other races are drawn to either religious or martial callings. Some anpur travel vast distances to ensure communities are properly conducting their burial rites. Those who do not are then aided and taught how to properly lay to rest anyone who’s passed, and putting down any undead that result. Anpur inquisitors have been known to even wage war against the more prominently heretical villages as punishment for their crimes against the dead. Anpur rangers typically choose undead as one of their earliest favored enemies, due to their fervent study of undeath.

Names: Anpur parents name their children in hopes of influencing Fate. Thus, most anpur have grand or important names. Anpur also use a lot of job-descriptive titles, like “First Tomb Guardian”, “Collector of Antiquities”, or “Hunts the Desert” and dispense with a personal name, to show their dedication. In this case, no one else may use the descriptive name as a title, so it is a big honor. Neophyte anpur adventures sometimes try this, to the amusement of established anpur citizens.

  • Male: Akbark, Haroroon, Al-Ruf, Borrak Karif/Karuf
  • Female: Arrisha, Barshira, Rabbi, Karima, Nawarr
  • Child nickname: Yip, Ruf, Ark, Kiyi
  • Last names: Yabbar, Barak, Hyin, Chufuk, Kufu

Starting Age in Years
Adulthood Martial Innate Studied
14 +1d4 +1d6 +2d6
Age Categories in Years
Middle Age Old Venerable Maximum Age
30 45 65 +2d10
Random Height and Weight
Gender Height Weight Height Modifier Weight Modifier
Male 6’4” 225 lbs. +2d8” +(2d10x5) lbs.
Female 5’11” 200 lbs. +2d8” +(2d10x5) lbs.

Race Traits for Anpur
These traits are specifically designed for anpur PCs, usable only by other races at the GM’s discretion.

Building Debt Paid: You have fulfilled your primary building-debt to the Gods, and keep your experience close to your heart. You gain +1 to Knowledge (engineering) checks and gain +100 gp starting gold.

Food Gatherer: Hunting kochok was better than making bricks for the pyramid, and seemed to help your anpur brothers and sisters. You gain +1 to hit animals that are Medium or smaller.

Keeper of the Dead: Thanks to your training and heritage, you know the world of the dead better than most. You gain a +2 trait bonus to Heal and Perception checks to recognize disguised undead.

Ritualistic: Do not leap into a battle to the death without praying to the harbingers of Death. You may forgo your initiative bonus to gain a +1 trait bonus on your first attack roll on your first round of combat.

Tomb Sentry: As a child, you were taught that vigilance was something that allowed you to not end up in the same graves you protected. You gain a +1 trait bonus to Perception and Perception becomes a class skill.

Alternate Racial Characteristics
Below is a selection of racial characteristics that could be selected by anpur characters in place of the racial characteristics listed earlier.

Elemental Heretic: Seduced by the power of Elementalism, some anpur have greedily learned from the zendiqi and embraced their creed. Choose one of the following elements—air, earth, fire, metal, water, or wood. When summoning an elemental creature of that element with a summon spell, increase the duration of that spell by 2 rounds. This replaces ancestor worship.

Eremitic: Some anpur are more reclusive, and weren’t raised by the more civilized versions of their race, seldom meeting outsiders. These anpur only have a starting language of Gnoll, with the bonus languages for high intelligence of Common, Draconic, Giant, Sphinx and Old Porphyran. Closer to nature, they can speak with animals once per day, with a caster level equal to their character level. This replaces languages.

Eyes of Epoch: Pale-eyed anpur have come to witness the time those around them have left in the world, while never knowing their own fate. These anpur gain the use of deathwatch 1/day as a spell-like ability. This replaces fearless.

Fortified: Some anpur aren’t directly connected to a divine force, and are instead trained in war and have hardened their bodies. These anpur have +1 natural armor. This replaces ancestor worship.

Pyramid Patroller: The walls of the city and the slopes of the pyramids and mastabas are the hunting grounds of those anpur who dream of their ancestor in long-sunken hills. Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Athletics checks that a climb speed normally grants. This replaces desert runner.

Stalwart Quietus: Some anpur spend much of their time in daily worship in hopes of being rewarded by the deity they dedicate their lives to. These anpur take no penalty from energy-draining effects, though they can still be killed if it accrues more negative levels than it has Hit Dice. After 24 hours, any negative levels an anpur has accrued are removed without the need for any additional saving throws. This replaces flail specialist.

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