Anumi, Aquatic

“In the time of my grandfather,” the aged crocodile rasped to his own scaly grandchildren, “there was a mighty exodus that brought the Sebek-ka to the Cerulean Seas.”

This was not the first story that the retired reptile would tell, nor likely his last, but this one featured a peculiar artifact that called for a show-and-tell moment. As he shuffled through his cluttered belongings, he murmured “Now, where did I put…” His words trailed off as he picked up one item after another, each more curious than the last: a bejeweled gold amulet, a silver ankh mirror, a small box with spinning and whirling gears, and a crystal globe with tiny glowing fishes swimming within. What he settled on was a rather unexciting shard of clay pottery.

“Ah, here it is!” he exclaimed and motioned for the hatchlings to pass it around. “What you are holding, my dears, is a piece of history; a fragment from the actual clay jar that held miraculous seeds, seeds that gave rise to a forgotten people, seeds that brought new life to these waters.”

The story that the crocodile cleric went on to regale was a tale that began in a time just before the flood, when all that remained of the golden age of the sebek-ka was locked away in crumbling temples and tombs. When the waters began to rise, the reptilian people plundered these caches for all the artifacts that they could carry with them. With these items, they would rebuild their society in the image of their glory years.

Among these relics were numerous sealed clay jars containing seeds of sacred plants and fruits from a forgotten age. Most of them remained untouched for centuries after their arrival in the Cerulean Seas, as the florae therein flourished in a much drier time, and was unsuited for the swamp that the world had become. The storyteller’s grandfather, a curator of these curious containers, unlocked the secrets of one jar in particular, by deciphering the hieroglyphics that were inscribed upon it.

“Herein contains the seeds of the Anumi plant, bearer of the Anumi Fruit, transmogrifier of modest beast to servitor of the Gods” the inscription read, along with planting instructions and how to use the fruit to transform regular animals into humanoid representations of the gods.

Needless to say, a demonstration of the seed’s power was highly sought after once word began circulating of the seed jar and its newly translated promise of miracles. However, as many had fretted, the plants had little place in the new world. The soil was too wet in the low regions, and too rocky or cold in the higher altitudes. Worse still, the one specimen that did manage to bear fruit yielded a humanoid specimen, precisely as promised (with the body of a human, and head of an animal, just as the primeval gods were depicted) that was entirely unsuited for a mostly aquatic environ. The first anumi lived for only a short time, and drowned accidentally in a flash flood that most sebek-ka barely took notice of.

Luckily, the story did not end there. The sebek- ka clergy formed a small task force to address the matter. Many priests of Sebek believed that the sebek-ka themselves were created with magic similar to that contained within the anumi fruit, and that the anumi plant was likely a more refined version of that process. There were many failures at cultivating a more aquatic-friendly version of the plant until a small clutch of anumi seeds were given to a group of viridian naiads who specialized in exotic and magical herbs. The naiads were allowed to study the clay jar as well, though being naiads, they took the lotus hieroglyph (which meant “rebirth”) to be an indication as to what the plant should be.

Through logic that only a plant-based feykith could follow, the naiads somehow cultured a new breed of water lotus from what was once a terrestrial thorny bush. The real miracle however is that the new breed of lotus not only retained its magical properties, but the anumis (as they would come to be called, based on the translation of the clay jar) spawned from its blossoms were perfectly suited for aquatic life.

Although intended to be a “resurrection of the old ways” for the sebek-ka, the plant quickly went wild, and anumi lotuses were soon used by all manner of sentient aquatics to memorialize their animal companions, bolster their armies, and even just to make new friends (quite literally). Although the sebek-ka intended the process of using the blossom to remain a secret, naiads aren’t very guarded with information, especially when it comes to plants.

“And thus,” the saurian storyteller concluded, “the anumi race was reborn.”

**PHYSICAL DESCRIPTION:** A typical anumi, from the neck down, is identical to very fit Medium-sized human. Their skin tone varies from olive to dark brown and is often hairless. Gender cues are exaggerated; females have perfect hourglass forms and males feature bulging biceps and rippling abdominals. From the neck up they are entirely bestial and extremely varied. While proportionate to a human head, the animal head can be that of just about any imaginable natural creature. Fish, crocodiles, and dolphins are most common.

However, otters, sharks, frogs, and even starfish are also well-known. Any natural beast that someone might have considered a beloved pet or companion may become an anumi. If a species type is not listed, the Game Master may decide to add new statistics and powers.

Unlike the anumis of yore, the aquatic anumis are often not flawless. Whether this is a result of the naiad’s tampering with the core plant or simply a degradation of the magic itself has not been determined. Regardless of the cause, some anumis, especially those of non-mammalian origins, have mild bestial mutations. These vary from a slight discoloration of the hands and feet of the anumi to flippered or webbed appendages. The mutation almost always affects the hands and feet, with the occasional odd fin, spine, or scales found on other parts of the body. These mutations always have no mechanical effect and are cosmetic only.

A few aquatic anumis look particularly terrifying and have a harder time “fitting in” than others.

Mollusks and echinoderms in particular create rather fearsome humanoids. Octopus anumis, for example look eerily similar to a brain-eating beast of legend. Starfish anumi, which look like an inverted starfish affixed to the neck of a headless humanoid body, seem to be amongst the embodiments of eldritch horror. These anumis may pose a more difficult social challenge than other, more publically palatable anumi species.

Over the last few decades, the anumis have been trying to create a unique identity in the world. In their new forms, many study the sunken ruins of the civilization that invented their magical origins.

Some anumis have adopted a style similar to that practiced by the sebek-ka and often pattern clothes, jewelry, and other personal effects to reflect this antiquated design. A few anumis even venerate these forgotten gods in an effect to resurrect a long dead pantheon. In their hearts, however, most hold true to the values of their original master, whom they often regard as a parent figure. Many continue adventuring with their original master for several years after they start their second life.

**ECOLOGY & SOCIETY:** Despite their attractive (from the neck down) and fully-sexed forms, anumis are completely sterile. They cannot have children, and have no way of naturally creating offspring. Instead, they defer toward using the anumi lotus to ensure that the species lives on.

The lotus only works on natural beasts of the non-magical variety. The beast’s original abilities, powers, skills, and so on are all replaced by those of the anumi. The Game Master may also rule that certain beasts are immune to the mixture.

The change in form is permanent and irreversible. Biologically, the anumi begins life with the body of a fit 16 year old human. Their countenance reverts to the way the animal looked in the prime of its life, adjusted for size proportion to the new body. Afterwards, the anumi ages much the same as a human.

As to his mental state upon first reaching humanoid form, an anumi resembles an amnesiac. At best he has blurry memories of a past in which he was an animal, though he seems to have a firm grasp of language and other basic skills needed for survival. During this period of mental confusion, the anumi is typically nurtured by his original master. In a few short months, the anumi is ready to set out on his own, if he so desires.

**RELATIONS TO CORE RACES:** Anumis relate most strongly to sebek-ka, as they tend to share both a history and similar physiology. Many anumi consider sebek-ka to be both their parents and their parent race. Anumi also enjoy the company of naiads and selkies, as these races are also fond of pets. Certain subspecies are known to gravitate to other known races as well. Crustacean anumi, for example, find they have much in common with karkanaks. A relation of note is the one between amphibian anumi and the mogogols. While a few amphibian anumi are the result of a beloved frog familiar, most originated as the prized pets of the mogogol race. The bond between their two races is undeniable.

**ALIGNMENT & RELIGION:** Anumi vary in alignment, often according to subrace. Amphibians, avians, carniforms, and sirens are generally good. Cetaceans, osteichthians, reptiles, and crustaceans travel the middle of the road; preferring more neutral paths. Chondrichthians, ophidians, echinoderms and mollusks like to travel the darker paths. Siren, crustacean, reptile, and ophidian anumi gravitate towards lawful thinking, while cetacean, mollusk, and echinoderm anumi enjoy more chaotic endeavors.

Anumi most often venerate the religion of their masters. Some have been known to create cult-like representations of the gods of the ancient civilization that developed the anumi plant.

**ADVENTURERS:** Anumis often share the same ideals, virtues, and vices of their original masters; this is often very similar to a parent-child relationship. An anumi who had a very strict master is as likely to be very strict as they are to be especially lenient. In any case, anumis often show a great deal of respect and understanding of their original masters’ values.

Anumis also harbor an inner struggle with their bestial nature. This makes them especially easy to stereotype by species. For example, siren anumi are often very peaceful. Chondrichthian anumi, on the other hand, can be quite violent. Cetacean anumi are free spirits, while crustacean anumi are often very set in their ways. Reptiles can be callous, echinoderms single-minded, osteichthians jumpy, and ophidians untrustworthy. Unfortunately, these stereotypes do nothing good for their already diminished reputations. One of the biggest obstacles that an anumi faces is to be seen as a serious individual in their own right, and not just a personified animal.

It is often this lessened status that drives an anumi to the adventuring life. They have much to prove, and often have little trouble finding their niche. Often, an anumi picks up where their master left off: continuing a quest in their absence. In addition, anumis are fueled by the same goals as most humans; glory, gold, honor, and love. At their core, they are both human and animal. An anumi’s motivations tend to match both.

Many anumi take up the cause of animal rights, and are among the first beings in the sea to help orchestrate the formation of humane animal shelters, veterinary clinics, and laws that prevent animal cruelty. Most anumis will not stand by to see an animal be mistreated, and will react in violent opposition. Some anumi often adopt pets of their own, many which become anumis themselves after living a long, happy life.

**NAMES:** Anumis often keep the names given to them when they were animals. However, some prefer to adopt names that are reminiscent of the extinct culture that created the anumi plant.

**MALE NAMES:** Ace, Ajax, Amon, Anubis, Bear, Bingo, Butch, Duke, Fido, Horus, Jaws, Killer, Lucky, Rover, Silver, Snapper, Thoth.

**FEMALE NAMES:** Babe, Daisy, Dixie, Duchess, Fluffy, Foxy, Hathor, Isis, Jaws, Killer, Peaches, Pepper, Precious, Silver, Snapper, Snuffles.

## Aquatic Anumi Racial Traits

* **+2 Strength:** All anumis are strong, and each subrace has an additional bonus and penalty as described below.
* **Racial Buoyancy:** -20A, **Depth Tolerance:** 300 feet
* **Medium:** All anumis are Medium creatures and have no bonuses or penalties due to size.
* **Landwalker:** Anumis have a swim speed of 30 feet and can move on land with a speed of 20 feet. The ability to walk on land does not necessarily mean that they need dry land to survive.
* **Amphibious:** Anumis have either lungs or gills, but rarely both. In whichever medium they are not equipped to breathe, they can absorb oxygen for a limited time. Anumis with lungs can survive underwater for 1 hour per 2 points of Constitution (after that, refer to the suffocation rules in the Pathfinder Roleplaying Game). Air floats are often employed by lung-bearing anumis both to affect buoyancy and as portable air containers used for extended stays under the sea. Anumis with gills suffer the same limitations, except on dry land. Gilled anumis need only one gallon of saltwater to reset the suffocation countdown, and will often carry water with them for extended excursions inland.
* **Keen Senses:** Anumis receive a +2 racial bonus on Perception skill checks.
* **Languages:** Anumis begin play speaking Common. Anumi with high intelligence scores can choose any normally available languages that they want. **Subracial Traits:** All anumis have one subrace that corresponds to the type of animal that they originated from. This subrace grants them additional racial traits as described below.

## Anumi Sub-Racial Traits

**AMPHIBIAN (FROG, NEWT) TRAITS**

* **+2 Wisdom, -2 Charisma:** Amphibian anumis are wise, but are known to be somewhat crude.
* **Acid Resistance:** Amphibian anumis gain resist acid 5.
* **Lungs:** An amphibian anumi can breathe air indefinitely.
* **Bestial Fortitude:** Amphibian anumis receive a +2 racial bonus on all saving throws against disease and poison.
* **Grasping Tongue:** The amphibian anumi can choose to make a grapple maneuver with its tongue on targets up to 10 feet away. It does not provoke an attack of opportunity or incur penalties for not having both hands free when starting a grapple in this manner. Normal rules for grappling apply afterwards.

**AVIAN (DUCK, PENGUIN) TRAITS**

* **+2 Charisma, -2 Intelligence:** Avian anumis have very likable personalities, but tend to be a bit bird-brained.
* **Bestial Reflexes:** Avian anumis receive a +2 racial bonus on all saving throws against area attacks with the electricity, steam, or light descriptors.
* **Lungs:** An avian anumi can breathe air indefinitely.
* **Osprey Eyes:** Avian anumis receive a +1 racial bonus on ranged attack rolls.
* **Feather Magic:** Avian anumi can cast *neutralize buoyancy* (Cerulean Seas corebook) once per day on themselves as a spell-like ability. This effect cannot be used on other creatures or objects, but is otherwise identical to the spell.

**CARNIFORM (SEAL, OTTER) TRAITS**

* **+2 Charisma, -2 Wisdom:** Carniform anumis are lovable souls, though they tend to be a bit impulsive.
* **Low-Light Vision:** Carniform anumis can see twice as far as humans in conditions of dim light.
* **Lungs:** A carniform anumi can breathe air indefinitely.
* **Scent:** Carniform anumis gain the Scent extraordinary ability. See the Appendices in the PATHFINDER ROLEPLAYING GAME for more information on this ability.
* **Vigilant:** Carniform anumis receive a +2 racial bonus on Initiative checks.

**CETACEAN (DOLPHIN, WHALE) TRAITS**

* **+2 Intelligence, -2 Wisdom:** Although cetacean anumis are very smart, they have a habit of behaving foolishly.
* **Blindsense, 60 feet:** Using dolphin-like sonar, a cetacean anumi senses things it cannot see. This anumi usually does not need to make Perception checks to pinpoint the location of a creature within 60 feet, provided that it has line of effect to that creature. Any opponent the anumi cannot see still has total concealment against the anumi, and the anumi still has the normal miss chance when attacking foes that have concealment. A cetacean anumi is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
* **Ceti Speaker:** A cetacean anumi gains Ceti as a bonus language .
* **Lungs:** This anumi can breathe air indefinitely.

**CHONDRICHTHIAN (SHARK, RAY) TRAITS**

* **+2 Constitution, -2 Intelligence:** Chondrichthian anumis are robust but slightly dimwitted.
* **Bestial Fortitude:** Chondrichthian anumis receive a +2 racial bonus on all saving throws against disease and poison.
* **Gills:** These anumis can breathe underwater indefinitely through slotted gills in their neck.
* **Keen Scent (Ex):** Chondrichthian anumis can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at a range of up to a mile.
* **Pelagic Speaker:** A chondrichthian gains Pelagic as a bonus language.

**CRUSTACEAN (CRAB, LOBSTER) TRAITS**

* **+2 Wisdom, -2 Charisma:** Crustacean anumi are known to be quite clever, though give off a very creepy vibe.
* **Darkvision:** Crustacean anumi can see in the dark up to 60 feet.
* **Gills:** These anumis can breathe underwater indefinitely through gills in their face and neck.
* **Improved Grapple**: Crustacean anumi receive Improved Grapple as a bonus feat at 1st level, even if they do not meet the prerequisites.
* **Stubborn:** Crustacean anumi gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if this anumi fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the anumi has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
* **Thick Skin:** Crustacean anumi have thicker than average skin and gain a natural armor bonus of +1.

**ECHINODERM (STARFISH, SEA URCHIN) TRAITS**

* **+2 Constitution, -2 Charisma:** Echnoderm anumis are very hardy but somewhat frightening and alien to behold.
* **Benthic Resilience**: An echinoderm anumi may reroll a failed Fortitude save. This trait is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The anumi must take the second result, even if it is worse.
* **Darkvision:** Echinoderm anumis can see in the dark up to 60 feet.
* **Gills:** These anumis can breathe underwater indefinitely through gills in their face.
* **Thick Skin:** Echinoderm anumi have thicker skin and gain a natural armor bonus of +1.

**MOLLUSK (SNAIL, OCTOPUS)TRAITS**

* **+2 Constitution, -2 Dexterity:** Mollusk anumis are tough, but are also rather slow moving.
* **All-Around Vision:** Mollusk anumis have tentacular eyes that can see all around them, granting them a +4 racial bonus on Perception checks and making them immune to flanking.
* **Gills:** These anumis can breathe underwater indefinitely through their skin.
* **Stability:** Mollusk anumis receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while touching a solid surface.

**OPHIDIAN (SEA SNAKE) TRAITS**

* **+2 Wisdom, -2 Charisma:** Ophidian anumis are very observant but tend to be untrustworthy.
* **Darkvision:** Ophidian anumi can see in the dark up to 60 feet.
* **Bestial Fortitude:** Ophidian anumis receive a +2 racial bonus on all saving throws against disease and poison.
* **Bestial Reflexes:** Ophidian anumis receive a +2 racial bonus on all saving throws against area attacks with the electricity, steam, or light descriptors.
* **Contortionist:** Ophidian anumis receive a +2 racial bonus on Escape Artist skill checks. In addition, they can move through a tight space without having to make an Escape Artist skill check.
* **Lungs:** This anumi can breathe air indefinitely.

**OSTEICHTHIAN (TUNA, SWORDFISH) TRAITS**

* **+2 Dexterity, -2 Intelligence:** Osteichthian anumis are quick of body but not of mind.
* **Bestial Fortitude:** Osteichthian anumis receive a +2 racial bonus on all saving throws against disease and poison.
* **Deepsight:** Osteichthian anumis are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.
* **Frenzy:** Once per day, whenever an osteichthian anumi takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
* **Gills:** These anumis can breathe underwater indefinitely through covered gills in their neck.

**REPTILE (CROCODILE, TURTLE) TRAITS**

* **+2 Wisdom, -2 Intelligence:** Reptile anumis are highly in-tune with their surroundings. Unfortunately, they tend to shy away from intellectual endeavors.
* **Bestial Fortitude:** Reptile anumi receive a +2 racial bonus on all saving throws against disease and poison.
* **Ferocious Hunger:** Reptile anumi receive a +1 bonus on attack rolls against Tiny or smaller sized creatures.
* **Lungs:** This anumi can breathe air indefinitely. **Reptilian Mind:** If a reptile anumi fails a Will saving throw, he may roll again and take the second result.

**SIREN (MANATEE, DUGONG) TRAITS**

* **+2 Wisdom, -2 Dexterity:** Siren anumi are highly spiritual creatures that enjoy life in slow motion.
* **Bestial Fortitude:** Siren anumi receive a +2 racial bonus on all saving throws against disease and poison.
* **Lungs:** This anumi can breathe air indefinitely.
* **Sprint:** Once per hour, this anumi can double its swim speed for bursts of up to 5 rounds.
* **Sprinting Charge:** When making a charge attack while using its sprint ability (see above), a siren anumi may make both a bull rush and a basic melee attack (in that order). Other rules for charging and bull rush apply normally.

## Aquatic Anumis In Your Game

Anumis in this text are presented as a fairly fresh race in the Cerulean Seas. While they do have ancient origins, there is no history to worry about between then and now. This allows them to be placed in virtually any aquatic setting with little work. That is, they require almost no adjustment to your world to begin play immediately. One down side to this “newness” is that they lack tradition, language and history common to other PC races beyond, perhaps, the sebek-ka, which is rather limited to neo-Sebek worship. This may cause some anumis to research and explore the ancient past; perhaps finding sunken relics keyed to their race, special secrets relating to their transformation, or new paths to explore.

However, there are many boons to being a brand new race as well. Anumi player characters can be bold pioneers, inventing their own paths, their own history and their own unique traditions.

Anumi add a new dimension to the animal companions in your game, and give new options. For example, a local animal shelter may spring up in the area run by anumis.

Anumis might develop new pet items, new animal cruelty laws, or take a special interest in a PC’s pet.

Optionally, the Gamemaster can create a more detailed back story for the anumis.

Perhaps there was an ancient uprising of the species and they were wiped out. Now that they are back, a cult with primeval ties may be hunting the anumi or watching to make sure they stay in line. Perhaps the anumis are completely new; the results of recent arcane experiments resulting in a new fad. Then again, the anumis might be an established race in their own right, with a history, biology, and origin akin to other PC races.

There is also the undeniable influence of Naiad magic at work. This race is, in fact, not exactly the same race that was crafted in ages past. Besides the new aquatic factor, the frequent mutations and kahunic tampering of the original plant has yielded something new and unique. While the viridian naiads are a simple race, they do have an uncanny knack for weaving their best interests into everything they do. Perhaps these new aquatic anumis stand for more than just forgotten gods, but for the aspects of primeval nature itself.

Whatever the case, the anumi will make a welcome addition to any game as a representative of the animal world, an unusual option for the player who is seeking something different, a challenge for the player who has played everything or even a fun alternative for those that really like their pets.