TEXT:  
   
   
   
   
  1 
  
   
   
   
   
   
   
   
  2 
   
   
   
  REMARKABLE RACES SUBMERGED 
  THE AQUATIC ANUMI 
  A New Player Character Race for use with the Pathfinder® Roleplaying Game and 
   the Cerulean Seas Campaign Setting© 
   
  !
  Author 
   Emily E. Kubisz 
   
  Interior Illustrators 
  Sonya Gerard 
  Brett Neufeld 
  Eugene Jaworski 
  Ian Field-Richards 
  Sally Rotem 
  Tim Adams 
   
  Cover Artist 
  Sonya Gerard 
   
   
  Editors 
  Caylen Redden 
  Patricia Taylor-Kubisz 
   
  Layout & Design 
  Tim Adams 
  Grace Jackson 
   
  Special Thanks to: 
  Ofelia J. Kubisz 
  Magnus A. Kubisz 
  Team Draconis 
   
  !
  ALP-RRS02: 
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product. 
   
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying 
  Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility 
  license. 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams. 
  Pathfinder RPG Bestiary, Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin 
  Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content 
  from TSR. 
  Anumi & Remarkable Races © 2009 Alluria Publishing. All rights reserved. 
  Cerulean Seas Campaign Setting. Copyright 2010, Alluria Publishing. All rights reserved. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 
  1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), 
  dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as 
  Open Game Content are not included in this declaration.) 
   
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Alluria Publishing 
  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work 
  other than the material designated as Open Game Content may be reproduced in any form without written permission. 
   
  
   
   
   
   
   
  3 
   
   
   
   
   
   
   
    
   
   
   
   
  Remarkable Races Submerged:  
   
   
   
   
   
   
   
   
   
   
   
   
  The Aquatic Anumi 
  
   
   
   
   
   
   
   
  4 
   “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 with-in. 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 a very guarded with 
  information, especially when it comes to plants.  
   
  “And thus,” the saurian storyteller concluded,  
  “the anumi race was reborn.” 
  
   
   
   
   
   
  5 
  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 Gamemaster 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.  
  
   
   
   
   
   
   
   
  6 
  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 
   
   
  
   
   
   
   
   
  7 
  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. 
   
   
   
   
   
  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 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. 
   
  
   
   
   
   
   
   
   
  8 
  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. 
  
   
   
   
   
   
  9 
  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 than     
  average 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. 
   
  
   
   
   
   
   
   
   
  10 
  Aquatic Anumi Vital Statistics 
     
   RANDOM STARTING AGE 
  Adulthood 
  Barbarian, 
  Rogue, 
  Sorcerer 
  Siren, 
  Fighter, 
  Paladin, 
  Mariner 
  Cleric, 
  Kahuna, 
  Monk, 
  Wizard 
  1 year 
  +1d4 
  +1d6 
  +2d6 
   
   
  AGING EFFECTS 
  Middle Age 
  Old 
  Venerable 
  Maximum Age 
  20 years 
  37 years 
  55 years 
  55 + 2d20 years 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   RANDOM HEIGHT AND WEIGHT 
  Gender 
  Base Height 
  Modifier 
  Male 
  4’ 10” 
  + 2d4 inches 
  Female 
  4’ 5” 
  + 2d4 inches 
   
   
  SUBRACIAL ABILITY ADJUSTMENTS 
  Subrace 
  Str 
  Dex 
  Con 
  Int 
  Wis 
  Cha 
  Amphibian 
  +2 
  − 
  − 
  − 
  +2 
  -2 
  Avian 
  +2 
  − 
  − 
  -2 
  − 
  +2 
  Carniform 
  +2 
  − 
  − 
  − 
  -2 
  +2 
  Cetacean 
  +2 
  − 
  − 
  +2 
  -2 
  − 
  Chondrichthian 
  +2 
  − 
  +2 
  -2 
  − 
  − 
  Crustacean 
  +2 
  − 
  − 
  − 
  +2 
  -2 
  Echnoderm 
  +2 
  − 
  +2 
  − 
  − 
  -2 
  Mollusk 
  +2 
  -2 
  +2 
  − 
  − 
  − 
  Ophidian 
  +2 
  − 
  − 
  − 
  +2 
  -2 
  Osteichthian  
  +2 
  +2 
  − 
  -2 
  − 
  − 
  Reptile 
  +2 
  − 
  − 
  -2 
  +2 
  − 
  Siren 
  +2 
  -2 
  − 
  − 
  +2 
  − 
   
   
   
   
   
   
   
   
  
   
   
   
   
   
  11 
  Racial Feats 
  The following feats are available to an anumi character 
  who meets the prerequisites. 
   
  DENIZEN OF THE DEEP 
  You can tolerate deeper depths. 
  Prerequisite: Anumi whose base animal has a 
  depth tolerance greater than 300 feet. 
  Benefit: You gain the base animal’s depth 
  tolerance. 
   
  FINS & FLIPPERS 
  You gain mutations to help you swim faster. 
  Prerequisites: Anumi, base animal with swim 
  speed greater than 30. 
  Benefit:  You sprout subtle fins, flippered feet, 
  or other mobility enhancing accoutrements 
  appropriate to your base animal, and your base swim 
  speed permanently increases 10 feet.  
   
  LUCK OF THE BEAST 
  You call upon animal instinct to avoid bad situations. 
  Prerequisites: Anumi, 6th level, and either the 
  Bestial Fortitude racial trait or the Bestial Reflexes 
  racial trait. 
  Benefit: If Bestial Fortitude is granted by your 
  subrace, once per day, you may reroll a failed 
  Fortitude save. If Bestial Reflexes is granted by your 
  subrace, once per day, you may reroll a failed Reflex 
  save. This effect 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. This does not stack with 
  other abilities that let you reroll saving throws. 
   
  MANIFEST FORM 
  You can assume the form of an animal that you 
  resemble. 
  Prerequisites: Anumi, 12th level, Wis 13. 
                 Benefit: You gain a spell-like racial ability 
  that functions like the beast shape I spell, except as 
  noted here. You may use this ability once per day. 
  The effect lasts for 1 hour, or until you change back. 
  Your options for new form include all creatures with 
  the animal type that can be considered the same 
  subrace as you are, and one that you are familiar 
  with. For example, a carniform anumi can become 
  any animal type of seal or otter that the character has 
  encountered. Changing form (to animal or back) is a  
                 standard action and doesn’t provoke an  
                    attack of opportunity.  
  MERFORM 
  You have wicked claws with which you can attack. 
  Prerequisites: Anumi, species with fish or dolphin-
  like tail, Fins & Flippers feat, Wis 13. 
  Benefit:  For a number of rounds per day 
  equal to your level (which do not need to be taken 
  consecutively), as a spell-like ability, your lower half 
  becomes like your base animal and you gain that 
  animal’s swim speed (both adjusted for size). The 
  effects are otherwise similar to an alter self spell. 
   
  NATURAL INSTINCT  
  You can access your natural instincts of nature and 
  survival. 
  Prerequisite: Anumi. 
  Benefit: You get a +2 racial bonus on all 
  Knowledge (nature) checks and Survival checks.  If 
  you have 10 or more ranks in one of these skills, the 
  bonus increases to +4 for that skill. 
   
  SERVITOR’S DIPLOMACY 
  Years of lowly servitude have made you better at 
  dealing with people and good at either reading them 
  or lying to them. 
  Prerequisite: Anumi. 
  Benefit: You get a +2 racial bonus on all 
  Diplomacy checks.  For this feat, choose either the 
  Sense Motive skill or the Bluff skill. This choice is 
  permanent. Gain a +2 racial bonus in the chosen skill. 
  If you have 10 or more ranks in one of these skills, the 
  bonus increases to +4 for that skill. 
   
  TASTE OF BLOOD 
  The taste of blood bolsters your Vicious Bite attack on 
  the following round. 
  Prerequisites: Anumi, Vicious Bite feat, base 
  attack bonus +6. 
  Benefit: When you score a hit with your 
  vicious bite, you gain a +2 racial bonus to your attack 
  roll for vicious bite during the next round. 
   
  VICIOUS BITE 
  You have a vicious bite that you can use as a natural 
  attack. 
  Prerequisite: Anumi whose base animal has a 
  natural bite attack. 
  Benefit: You gain a bite as a natural attack. 
  The bite does 1d6 damage (critical �2). You are 
  considered proficient with this attack. See Chapter 8 
  (Combat) of the Pathfinder Roleplaying Game for 
  more details on natural attacks. 
   
  
   
   
   
   
   
   
   
  12 
  The Magic of Aquatic Pets 
  Anumi often inherit items they wore or used while 
  they were animal companions. Listed below are just a 
  few of the items that can spice up any game that may 
  adventure with some finned and flippered friends. 
   
  ANUMI LOTUS                                                  
  Aura moderate transmutation; CL 12th 
  Slot —; Price 250 gp; Weight — 
  DESCRIPTION 
  This purplish-white flower holds the key to 
  creating the anumis.  The flower becomes activated 
  when it is mashed together with the animal’s 
  favorite food. Upon complete consumption of this 
  mixture, the animal transforms into a level 1 anumi 
  within 24 hours. It has no effect on creatures that 
  are not natural beasts. The mixture is specific to the 
  animal it was intended for; it will not transform an 
  animal that the food preparer did not care deeply 
  for. 
  CONSTRUCTION 
  Requirements: Craft Wondrous Item, polymorph, 
  wish; Cost 26,250 gp. 
  Note: This process, known only to select viridian 
  naiads, creates the anumi lotus plant which will 
  eventually produce the magical flower, much like 
  any other water lotuses and lilies. Anumi lotus 
  plants live forever if left unharmed and well cared 
  for, and produce about a dozen flowers per year in 
  warm climates. Once a year, one of these flowers 
  will develop into a fruit, which eventually dries 
  into a floating seed pod that can travel amid the 
  waves for great distances. The plant will not 
  produce flowers in the winter or during cold 
  weather, as they go dormant.  
   
  ANUMI LOTUS,  MUTANT                                               
  Aura moderate transmutation; CL 12th 
  Slot —; Price 250 gp; Weight — 
  DESCRIPTION 
      Since the creation of the anumi lotus, the plant has 
  gone wild and, though rare, can be found 
  spontaneously in just about any region of the Cerulean 
  Seas (and beyond). Some of these specimens have 
  even mutated, creating “mutant lotuses.” While 
  sought after by a few for their interesting chimeric 
  transformative effects, these mutant versions are 
  generally viewed as a nuisance because they are easily 
  mistaken for the non-mutant varieties. The flowers of 
  this plant are prepared in the same fashion as the non-
  mutant variations and the effects are just as 
  permanent. Furthermore, an animal affected by a 
  mutant lotus cannot be further affected by anumi 
  lotuses of any sort for the rest of their lives. Luckily, 
  the blossom does have some rejuvenating properties, 
  curing the affected animal of all diseases, healing all 
  wounds, regenerating lost limbs and sense organs, and 
  restoring them to the “adult age category” (if they had 
  aged beyond that point).  To date, there are 13 
  documented mutant lotuses. Their names, based on 
  their color, can be very misleading. All anumi lotus 
  blossoms are mostly purplish white. However, the 
  mutant lotuses are subtly tinged or highlighted with a 
  different color (as denoted by their name). A 
  Knowledge (Nature) skill check DC 25 is required to 
  discern the difference. This DC can be reduced by 10 if 
  the blossom can be compared to a non-mutant variety. 
  The effect of each of these blossoms is catalogued 
  below. Certain creature categories are immune to 
  specific lotus types (and these are also listed below). 
  Creatures that fall within that category are completely 
  immune to that lotus type. 
    
  Black: The affected animal becomes even more 
  beastly and primeval in appearance, resembling a 
  more ferocious prehistoric ancestor. This is the 
  rarest of the already rare mutant lotuses. 
   
      Species Immunity: None known. 
             Statistical Changes: Speed Gains a +10-ft. bonus 
  to all speeds; Attacks The damage dice for one 
  primary natural weapon increases as if the creature 
  were one size larger (if the creature has more than 
  one primary attack, the increased damage is 
  applied to the first attack type it has from this list: 
  bite, claw, slam, gore, talon, sting). 
  Blue: The affected animal’s lower-half becomes fish-
  like, much like a merfolk. 
   
      Species Immunity: all fish 
            Statistical Changes: gains the “merped” template 
  (Cerulean Seas Campaign Setting).  
  Brown: The creature becomes covered in sharp 
  spines. 
             Species Immunity: Echinoderms (starfish, sea 
  urchins) 
            Statistical Changes: Special Attacks Any creature 
  attacking the affected animal unarmed, with a 
  handheld weapon, or with natural attacks takes 
  damage from its spines. A creature that grapples 
  with this creature takes this same damage each 
  round. The amount of damage dealt by the 
  creature’s spines is based on its size, and is 
  equivalent to bite damage. 
  
   
   
   
   
   
  13 
  Cyan: The creature becomes venomous and it eyes become 
  snakelike (if it has eyes). 
            Species Immunity: Sea snakes 
            Statistical Changes: Special Attacks The creature’s 
  primary natural attack injects Sea Snake venom upon a 
  successful hit (Cerulean Seas Campaign Setting). If the 
  creature has no natural attacks, it gains a bite attack that 
  deals 1 point of damage and injects this venom on a 
  successful hit. 
  Dark Green: The creature turns bright green and becomes 
  covered in thick reptilian scales. 
            Species Immunity: Reptiles 
            Statistical Changes: Natural Armor Class +2. 
  Grey: The animal gains sleek gray skin and can emit high 
  pitched sounds. 
            Species Immunity: Cetaceans  
            Statistical Changes: Senses blindsight 120 ft. 
  Light Green: The creature turns bright red and becomes 
  covered in a thick, lobster-like carapace. 
            Species Immunity: Crustacean 
            Statistical Changes: Natural Armor Class +2. 
  Orange: The affected animal’s mouth becomes full of 
  razor-sharp shark teeth. 
   
      Species Immunity: Chondrichthian (sharks, rays) 
             Statistical Changes: Attacks If the creature does not 
  have a natural bite attack, it gains one appropriate for its 
  size. If it already has a bite attack, the damage dice for 
  this attack increase as if the creature were one size larger. 
  Pink: The affected animal sprouts a snail-like shell on its 
  back. 
   
      Species Immunity: Mollusks 
            Statistical Changes: Natural Armor Class +1; Special 
  Defense The affected creature can pull its body into its 
  shell as a swift action, increasing its natural armor bonus 
  by +6, but it cannot move or attack while retracted. It can 
  return to normal as a free action. 
  Red: The affected animal becomes covered in brown fur.  
   
     Species Immunity: Carniforms (seals, otters) 
            Statistical Changes: Senses  scent.  
  Tan: The affected animal becomes pudgy and covered in 
  short gray fur. In addition, it becomes a strict herbivore if 
  it isn’t one already. 
   
      Species Immunity: Sirens (manatees, dugongs) 
            Statistical Changes: Feats Toughness. 
  White: The affected animal sprouts bird wings from its 
  back.  
   
     Species Immunity: Birds 
            Statistical Changes: Movement fly speed equal to swim 
  speed (clumsy).  
  Yellow: The affected animal turns green and has smooth, 
  frog-like skin.  
   
     Species Immunity: Amphibians 
            Statistical Changes: If the creature does not have lungs 
  or gills, it gains them (in addition to its other respiration    
               methods). It can breathe equally well both in and  
                  out of the water. 
  EVERFOOD ALGAE                                  
  Aura faint conjuration; CL 4th 
  Slot —; Price 360 gp; Weight 2 lbs. 
  DESCRIPTION 
  This 3-foot diameter clump of kelp-like seaweed sprouts 
  from a tuber core. The leaves of this plant make a 
  nutritious meal that any beast (with the animal or vermin 
  subtype) would find palatable. As long as the tuber 
  remains intact, the leaves replenish within 24 hours. Most 
  sea animals, including carnivorous varieties, enjoy the 
  flavor, and some anumi find that the meal bears a sense 
  of nostalgia. Other creatures find it to be inedible. 
  Consuming the tuber itself is harmless, though it 
  permanently destroys the item’s effects. 
  CONSTRUCTION 
  Requirements: Craft Wondrous Item, create food and 
  water; Cost 180 gp. 
   
  COLLAR OF BEAST-SPEECH                                
  Aura faint divination and enchantment; CL 4th 
  Slot neck; Price 2,000 gp; Weight 1 lb. 
  DESCRIPTION 
  This stylish black leather and gold-studded collar confers 
  the ability of speech upon an animal.  If the wearer is a 
  non-magical natural beast, the collar grants the ability to 
  speak and understand Common. It does not, however, 
  increase the beast’s Intelligence. On other creatures, it 
  prevents the wearer from speaking or understanding 
  Common.  
  CONSTRUCTION 
  Requirements: Craft Wondrous Item, comprehend 
  languages, speak with animals; Cost 1,000 gp. 
   
  INVISIBLE LEASH                                             
  Aura moderate transmutation; CL 10th 
  Slot neck; Price 7,000 gp; Weight 1 lb. 
  DESCRIPTION 
  This item consists of a short metal wand and an 
  adjustable hinged steel collar. It works as an adjustable 
  leash.  This device creates an unbreakable bond between 
  the wand and the collar that is both intangible and 
  invisible. Dials on the wand control several functions of 
  the leash. Settings include off (no bond), 5 feet, 15 feet, 
  and 50 feet. If the wand is outside of the maximum range 
  of the collar (50 feet) it cannot activate. Once activated, a 
  creature wearing the collar cannot move or be moved out 
  of the range of the wand’s current setting. Collars come 
  in three sizes (all separate items): Small, Medium, and 
  Large. 
  CONSTRUCTION 
  Requirements: Craft Wondrous Item, telekinesis; Cost 
  3,500 gp. 
   
  
   
   
   
   
   
   
   
  14 
  MAGIC FISHBOWL                                                
  Aura moderate conjuration; CL 9th 
  Slot —; Price 2,500 gp; Weight 15 lbs. 
  DESCRIPTION 
  This one-foot diameter round fishbowl has a silvery 
  lid. It can store and recall one willing natural 
  animal.  The magic fishbowl has 5 charges when 
  fully charged and charges used are automatically 
  renewed each day.  Upon command word, 
  expenditure of a charge, and touch, the item stores 
  one willing natural animal in an extradimensional 
  space. The space is filled with water, and the 
  animal can be seen swimming happily around in it 
  by looking into the fishbowl.   
             The creature can be recalled instantly and at 
  any time with a second command word by anyone 
  who is holding the orb. The orb can transfer a 
  creature of size Large or smaller. Regardless of size, 
  the unique properties of the extradimensional space 
  prevent more than one creature to be held there at a 
  time. If used to store another creature, the previous 
  creature is expelled. Due to the fragile nature of the 
  extradimensional space, any creature that suddenly 
  changes form or becomes unwilling to be there is 
  also immediately expelled. While in the space, the 
  animal is immune to hunger and thirst, and can 
  breathe normally. Creatures called or expelled from 
  the extradimensional space appear in the nearest 
  unoccupied adjacent space to the pet carrier 
  CONSTRUCTION 
  Requirements: Craft Wondrous Item, rope trick; Cost 
  1,250 gp. 
   
   
   
   
   
   
   
   
   
   
  TAG OF HOMING                                             
  Aura faint divination and enchantment; CL 6th 
  Slot —; Price 3,600 gp; Weight — 
  DESCRIPTION 
  This golden tag inscribed with magical runes can 
  guide anyone wearing it back to a person or location. 
  This tag can be tied to any other piece of equipment.  
  Once per day, when the tag is held and the command 
  word is spoken, the activator can either set the tag to 
  point to his current location or point to himself. The 
  wearer of the tag will know the direction of the 
  location or person that the tag was previously set to. 
  The tag does not impart distance. If the target is on a 
  plane different from that of the tag, the tag does not 
  function.  
           Once per hour, the last person who activated the 
  tag via command word may utter another command 
  word, regardless of distance, to impart a strong urge 
  upon the wearer of the tag to go in the direction that 
  the tag is set to point to. However, this urge is only 
  about as powerful as a stern verbal command, and 
  may be disregarded. This does not work if the speaker 
  is on a different plane than the tag. 
  CONSTRUCTION 
  Requirements: Craft Wondrous Item, locate object; 
  Cost 1,800 gp. 
   
   
   
   
   
   
   
  
   
   
   
   
   
  15 
  Prestige Class: The Neter-Ka 
  “Once, I was a servant of the sea. Now, the waves bow to 
  my will.” 
   
  The magic of the anumi harkens to a time when 
  strange gods ruled the realm. The divine magic used 
  to create the anumi plant was part of a cherished 
  dedication to these beastly deities. While much of this 
  tradition was lost in the desert sands when this 
  civilization died, both the sebek-ka and the anumi feel 
  drawn to these forgotten times. Those of the Neter-Ka 
  (roughly translated as “embodiments of the gods”) 
  have heard this call most of all. 
  The blood of the primeval gods flows in the Neter-
  Kas’ veins. They feel compelled to serve the gods as 
  their ancient ancestors did. Neter-Kas follow the fully 
  expanded faith that the sebek-ka have puzzled 
  together from their own foggy memories and 
  treasured heirlooms. While still placing Sebek at the 
  center (as to not draw the attention of the Council of 
  Nine), they call upon the power locked in other 
  forgotten gods of that ancient pantheon. While much 
  is still shrouded in mystery, they have gleaned great 
  power from what was uncovered.  
  Role: Neter-Kas are divine agents who act as 
  leaders on the battlefield. They are more comfortable 
  as supportive directors and dealing damage from afar 
  than they are in close combat. 
  Alignment: Neter-Kas can be of any alignment, 
  though most gravitate towards lawful. While chaotic 
  Neter-Kas do exist, they make few lasting alliances 
  and are generally less successful as a result. 
  Hit Die: d8 
   
  REQUIREMENTS 
  To qualify to become a Neter-Ka, a character must 
  fulfill all of the following criteria. 
   
  Race: Anumi 
   
  Skills: Knowledge (religion) 5 ranks, 
  Knowledge (history) 5 ranks. 
   
  Feats: Leadership 
   
  Spells: Ability to cast 2nd level divine spells.  
   
  CLASS SKILLS 
  The Neter-Kas’ class skills (and the key ability for each 
  skill) are Appraise (Int), Diplomacy (Cha), Handle 
  Animals (Cha), Heal (Wis), Knowledge (all skills taken 
  individually) (Int), Linguistics (Int), Perception (Wis), 
  Spellcraft (Int), and Use Magic Device (Cha). 
   
  Skill Ranks at Each Level: 4 + Int modifier. 
   
   
  CLASS FEATURES 
  All of the following are class features of the Neter-Ka 
  prestige class. 
   
  Weapon and Armor Proficiency: Neter-Kas 
  gain no proficiency with any weapon or armor.  
  Spells per Day: When a new Neter-Ka level is 
  obtained, a Neter-Ka gains new spells per day as if she 
  had also gained a level in a divine spellcasting class 
  she belonged to before adding the prestige class. She 
  does not, however, gain any other benefit a character 
  of that class would have gained. This means that she 
  adds the level of Neter-Ka to the level of whatever 
  other divine spellcasting class the character has, then 
  determines spells per day, spells known, and caster 
  level accordingly. If a character had more than one 
  divine spellcasting class before becoming 
  a Neter-Ka, she must decide to which 
  class she adds the new level for 
  purposes of determining spells per 
  day. 
  
   
   
   
   
   
   
   
  16 
   
   
  Ancient Secret: At 1st level and every three levels 
  thereafter (4th, 7th, and 10th), the Neter-Ka chooses one 
  ancient secret from the table below. She cannot choose 
  the same ancient secret twice. 
   
  ANCIENT SECRETS 
  Name 
  Effect 
  Book of the Dead 
  +4 knowledge bonus on saves against 
  all death spells and magical death 
  effects 
  Immortal Rites 
  Add the character’s Wisdom bonus to 
  his Constitution score to determine the 
  negative hit point total to which he 
  can survive 
  Lost Art 
  4 ranks in a Craft skill in which the 
  character has no ranks 
  Lost Knowledge 
  4 ranks in a Knowledge skill in which 
  the character has no ranks 
  True Name 
  Any one feat that has at least one 
  minimum ability score prerequisite 
   
  Light of the Gods (Su): At 2nd level, once per day, 
  a Neter-Ka can emit a powerful ray of light from her 
  hands. As a swift action, the Neter-Ka chooses one 
  target within sight to shine the light upon.  If this 
  target is an ally, the target may add the Neter-Ka’s 
  Wisdom bonus (if any) to her attack rolls and adds the 
  level of the Neter-Ka to all damage rolls made by the 
  target until the end of the target’s next turn. If the 
  target of Light of the Gods is an enemy, all attacks 
  made against the target gain a bonus equal to the 
  Neter-Ka’s Wisdom bonus until the end of the Neter-
  Ka’s next turn. 
  Divine Form (Su): At 3rd level, the Neter-Ka gains 
  the Manifest Form feat, even if he does not meet the 
  prerequisites. When a Neter-Ka is in animal form by 
  using this feat, she may reroll a failed saving throw. 
  This power 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.  This effect ends immediately  
   
  upon leaving the form of an animal, and does not 
  stack with other abilities that allow a reroll of saves.  
  Will Over Waves (Su): At 5th level, once per day as 
  a standard action, a fully submerged Neter-Ka may 
  create a water current with a speed of 40 feet. The 
  water current is 10 feet in diameter and extends in a 
  straight line from the Neter-Ka. With concentration, 
  the current moves outward at 40 feet per round, 
  reaching a maximum 120 feet in length at the end of 
  the third round. The direction of the current can be 
  changed each round, but its length and origin is 
  constant. The effect ends after 1 round per level of the 
  Neter-Ka, until the Neter-Ka stops concentrating on it, 
  or if the Neter-Ka ever leaves the water (whichever 
  occurs first). If directed towards the surface, the effect 
  does not extend more than 10 feet out of the water 
  (effectively creating up to a 10 foot geyser  erupting 
  from the water’s surface). 
  Light of Judgment (Su): At 6th level, once per day, 
  the Neter-Ka can use a touch attack to light a target 
  aglow with an ephemeral violet luminescence. If the 
  target is an ally of the Neter-Ka, his successful melee 
  attacks deal an additional amount of steam damage 
  equal to the Neter-Ka’s Wisdom modifier. If the target 
  is an enemy, he takes steam damage equal to the 
  Neter-Ka’s Wisdom modifier every time he succeeds 
  at a melee attack. This effect lasts one round per class 
  level of the Neter-Ka. 
  Resplendent Range (Su): At 8th level, whenever 
  the Neter-Ka uses a ranged attack and scores a critical 
  hit against a target with that attack, he deals an 
  additional 2d10 points of electricity damage to that 
  target.  
  Divine Decree (Su): At 9th level, the Neter-Ka can 
  use mass suggestion once per day as a spell-like ability. 
  The caster level for this ability equals the Neter-Ka's 
  class level. 
  TABLE: THE NETER-KA 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1st 
  +0 
  +0 
  +0 
  +1 
  Ancient Secret 
  +1 of existing divine spellcasting class 
  2nd 
  +1 
  +1 
  +1 
  +1 
  Light of the Gods 
  +1 of existing divine spellcasting class 
  3rd 
  +2 
  +1 
  +1 
  +2 
  Divine Form 
  +1 of existing divine spellcasting class 
  4th 
  +3 
  +1 
  +1 
  +2 
  Ancient Secret 
  +1 of existing divine spellcasting class 
  5th 
  +3 
  +2 
  +2 
  +3 
  Will Over Waves 
  +1 of existing divine spellcasting class 
  6th 
  +4 
  +2 
  +2 
  +3 
  Light of Judgment 
  +1 of existing divine spellcasting class 
  7th 
  +5 
  +2 
  +2 
  +4 
  Ancient Secret 
  +1 of existing divine spellcasting class 
  8th 
  +6 
  +3 
  +3 
  +4 
  Resplendent Range  
  +1 of existing divine spellcasting class 
  9th 
  +6 
  +3 
  +3 
  +5 
  Divine Decree 
  +1 of existing divine spellcasting class 
  10th 
  +7 
  +3 
  +3 
  +5 
  Ancient Secret 
  +1 of existing divine spellcasting class 
  
   
   
   
   
   
  17 
  _______________________________________________________________ 
  Anumi, Amphibian (Frog) 
  This fierce swampland defender appears to be the average 
  fighter from the neck down. However its bulbous, frog-like 
  head and saucer eyes mark this ranger as something special. 
   
  ANUMI, AMPHIBIAN 
  CR 1/2 
   
  XP 200    
  Male anumi ranger 1 
  N Medium humanoid (anumi) 
  Init +2; Senses Perception +8 
  Racial Buoyancy: -20A  Depth Tolerance: 300 feet 
  DEFENSE 
  AC 14, touch 12, flat-footed 12 (+2 armor, +1 Dex, +1 dodge) 
  hp 11 (1d10+1) 
  Fort +3, Ref +4, Will +2 
  Resist acid 5 
  OFFENSE 
  Speed  20 ft., Swim 30 ft. 
  Melee trident  +4 (1d8+4/�2) 
  Ranged composite longbow +3 (1d8/�3) 
  Special Attacks Favored Enemy(Ex) Humanoids (Reptilian) +2 
  bonus, Grasping Tongue 
  STATISTICS 
  Str 17, Dex 14, Con 12, Int 10, Wis 15, Cha 6 
  Base Atk +1; CMB +4, CMD 17 
  Feats Dodge 
  Skills Climb +7, Heal +6,  Perception +8,  Ride +6, Stealth +5, 
  Survival +6,; Racial Modifiers +2 Perception 
  Languages Common, Boggard 
  SQ Bestial Fortitude, Track 
  ECOLOGY 
  Environment temperate swamp 
  Organization solitary, pair, or knot (4-6) 
  Treasure NPC gear (muck armor, trident, longbow, quiver of 20 
  arrows,  other treasure) 
  SPECIAL ABILITIES 
  Bestial Fortitude (Ex) Amphibian anumi gain a +2 bonus on saving  
       throws versus 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. 
   
  Anumi, Avian (Osprey) 
  This bowman has the head and piercing eyes of a majestic 
  osprey. Can you think of a more formidable archer?  
   
  ANUMI, AVIAN 
  CR 1/3 
   
  XP 135    
  Male anumi warrior 1 
  N Medium humanoid (anumi) 
  Init +2; Senses Perception +1 
  Racial Buoyancy: -20A  Depth Tolerance: 300 feet 
  DEFENSE 
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) 
  hp 11 (1d10+1) 
  Fort +3, Ref +2, Will -1 
   
   
  OFFENSE 
  Speed 20 ft., Swim 30 ft. 
  Melee warfork +4 (1d8+4/�2) 
  Ranged longbow +5 (1d8/�3) 
  Spell-like Abilities (CL 1st)  
       1/day— neutralize buoyancy (self only) 
  STATISTICS 
  Str 16, Dex 15, Con 13, Int 8, Wis 8, Cha 14 
  Base Atk +1; CMB +4, CMD 16 
  Feats Weapon Focus (Longbow) 
  Skills Diplomacy +3, Perception +1; Racial Modifiers +2 Perception 
  Languages Common, Delatari 
  SQ Bestial Reflexes, Feather Magic, Osprey Eyes 
  ECOLOGY 
  Environment temperate coast 
  Organization solitary, or flock (5-12) 
  Treasure NPC gear (sharkhide armor, warfork, longbow, quiver of 
  20 arrows,  other treasure) 
  SPECIAL ABILITIES 
  Bestial Reflexes (Ex) Avian anumi gain a +2 bonus on saving  
       throws versus area attacks with the electricity, steam, or light  
       descriptors.  
  Osprey Eyes (Ex) Avian anumi have a +1 racial bonus to ranged  
       attack rolls. 
   
  Anumi, Carniform (Otter) 
  This burly, chainmail clad, otter-headed guard brandishes a 
  lethal greatspear. He eyes passersby with scrutiny and does 
  not appear to be easily distracted from his charge. 
   
  ANUMI, CARNIFORM 
  CR 1/3 
   
  XP 135    
  Male anumi warrior 1 
  CE Medium humanoid (anumi) 
  Init +6; Senses low-light vision, scent; Perception +2 
  Racial Buoyancy: -20A  Depth Tolerance: 300 feet 
  DEFENSE 
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) 
  hp 12 (1d10+2) 
  Fort +4, Ref +1, Will +0 
  OFFENSE 
  Speed 20 ft., Swim 30 ft. 
  Melee greatspear +4 (2d6+4/19-20) 
  Ranged dart +2 (1d4+3/�2) 
  STATISTICS 
  Str 16, Dex 13, Con 15, Int 10, Wis 10, Cha 10 
  Base Atk +1; CMB +4, CMD 15 
  Feats Improved Initiative, Improved Trip 
  Skills Intimidate +4, Perception +2; Racial Modifiers +2 Perception 
  Languages Common, Pinnipar 
  SQ Vigilant 
  ECOLOGY 
  Environment any urban 
  Organization solitary,  pair, or pack (4-12) 
  Treasure NPC gear (chain mail shirt, greatspear,  8 darts,  other 
  treasure) 
  SPECIAL ABILITIES 
  Vigilant: Carniform anumis receive a  +2 racial  bonus on Initiative    
        checks 
  
   
   
   
   
   
   
   
  18 
  Anumi, Cetacean (Orca) 
  Clad in splendid coral plate, and wielding a virtuous war fork, this 
  whale-headed paladin seems to embody a surreal representation of 
  undersea knighthood. 
   
  ANUMI, CETACEAN 
  CR 1 
   
  XP 400    
  Male anumi paladin 1 
  LG Medium humanoid (anumi) 
  Init +1; Senses Perception +2, Blindsense 60 feet 
  Racial Buoyancy: -20A  Depth Tolerance: 300 feet 
  DEFENSE 
  AC 19, touch 10, flat-footed 19 (+8 armor, +1 shield) 
  hp 11 (1d10+1) 
  Fort +3, Ref +1, Will +2 
  OFFENSE 
  Speed 15  ft., Swim 20 ft.. 
  Melee warfork +4 (1d8+3/�2) 
  Ranged dagger +2 (1d4+3/19-20) 
  Special Attacks Smite Evil (Su) +2 to hit, +1 damage, 1/day 
  STATISTICS 
  Str 16, Dex 13, Con 12, Int 10, Wis 10, Cha 15 
  Base Atk +1; CMB +4, CMD 15 
  Feats Combat Reflexes 
  Skills Diplomacy +6, Perception +2,  Sense Motive +4;  
       Racial Modifiers +2 Perception 
  Languages Common, Ceti, Delatari 
  SQ Aura of Good, Detect Evil 
  ECOLOGY 
  Environment any urban 
  Organization solitary, pair, or pod (5-12) 
  Treasure NPC gear (coral armor, light coral shield, warfork, 3 daggers,  other 
  treasure) 
   
  Anumi, Chondrichthian (Shark) 
  Wearing the simple trappings of a monk, this great white shark-
  headed man looks quite peaceful despite his huge arms and razor 
  sharp teeth. 
  ANUMI, CHONDRICHTHIAN 
  CR 1/2 
   
  XP 200    
  Male anumi monk 1 
  LN Medium humanoid (anumi) 
  Init +1; Senses Perception +9, keen scent 
  DEFENSE 
  AC 15, touch 11, flat-footed 12 (+1 Dex, +3 Wis, +1 Dodge,) 
  hp 9 (1d8+1) 
  Fort +3, Ref +3, Will +5 
  OFFENSE 
  Speed 20 ft., Swim 30 ft. 
  Melee improved unarmed strike +4 (1d6+4/�2) 
  Ranged shuriken+1 (1d2+3/�2) 
  Special Attacks Stunning Fist  (Ex, stun, DC 14) 
  STATISTICS 
  Str 16, Dex 13, Con 12, Int 6, Wis 17, Cha 8 
  Base Atk +0; CMB +3, CMD 18 
  Feats Combat Reflexes, Dodge, Improved Grapple, Improved  
        Unarmed Strike 
  Skills Intimidate +4,  Perception +9; Racial Modifiers +2 Perception 
  Languages Common, Aquan, Pelagic  
  SQ Bestial Fortitude 
  ECOLOGY 
  Environment temperate coast 
  Organization solitary,  pair, or school (5-12) 
  Treasure NPC gear (10 shurikens,  other treasure) 
  SPECIAL ABILITIES 
  Bestial Fortitude (Ex) Chondrichthian anumi gain a +2 bonus on  
        saving throws versus disease and poison. 
  Anumi, Crustacean (Crab) 
  A pair of eyestalks peer from a chitinous face in the darkness. Its 
  mere presence is unnerving, let alone knowing it was once the 
  beloved pet of a sinister deep drow. 
   
   
  ANUMI, CRUSTACEAN 
  CR 1/2 
   
  XP 200    
  Male anumi warrior 1 
  CE Medium humanoid (anumi) 
  Init +1; Senses darkvision 60 ft.; Perception +3 
  Racial Buoyancy: -20A  Depth Tolerance: 300 feet 
  DEFENSE 
  AC 18, touch 11, flat-footed 17 (+6 armor, +1 natural, +1 Dex) 
  hp 15 (1d10+5) 
  Fort +4, Ref +1, Will +1 
  OFFENSE 
  Speed 15 ft., Swim 20 ft. 
  Melee sea reaver +4 (1d8+4/18-20) 
  Ranged light crossbow +2 (1d8/19-20) 
  STATISTICS 
  Str 17, Dex 13, Con 14, Int 12, Wis 12, Cha 6 
  Base Atk +1; CMB +4, CMD 15 
  Feats Improved Grapple, Toughness 
  Skills Climb +2, Intimidate +2, Perception +3;  Racial Modifiers +2 Perception 
  Languages Common, Salatari 
  SQ Stubborn 
  ECOLOGY 
  Environment grotto 
  Organization solitary, pair, or cast (3-6) 
  Treasure NPC gear (chitin armor, sea reaver, light crossbow, quiver  (20 bolts) 
  SPECIAL ABILITIES 
  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. 
   
   
    
   
  
   
   
   
   
   
  19 
  Anumi, Echinoderm (Sea Urchin) 
   “I am not vermin,” says this voluptuous spikey-headed rogue. Technically, 
  she is right. Being the resultant form of a cherished pet sea urchin, she is 
  only vermin in the figurative sense. 
   
  ANUMI, ECHINODERM 
  CR 1/2 
   
  XP 200    
  Female anumi rogue 1 
  NE Medium humanoid (anumi) 
  Init +4; Senses Perception +5,  darkvision 60 ft. 
  DEFENSE 
  AC 16, touch 13, flat-footed 13 (+2 armor, +1 natural, +2 Dex, +1 Dodge) 
  hp 9 (1d8+1) 
  Fort +1, Ref +4, Will +1 
  OFFENSE 
  Speed 20 ft., Swim 30 ft. 
  Melee shortsword +2 (1d6+2/19-20) 
  Ranged light crossbow +2 (1d8/19-20) 
  Special Attacks Sneak Attack +1d6 
  STATISTICS 
  Str 14, Dex 15, Con 12, Int 14, Wis 8, Cha 10 
  Base Atk +0; CMB +2, CMD 15 
  Feats Dodge 
  Skills Acrobatics +4, Bluff +4, Climb +6, Disable Device +6, Escape Artist +6, 
  Intimidate +4,  Perception +5,  Sense Motive +3, Sleight of Hand +6, 
  Stealth +6; Racial Modifiers +2 Perception 
  Languages Common, Dagonite 
  SQ Benthic Resilience 
  ECOLOGY 
  Environment grotto 
  Organization solitary,  or vagrant (3-6) 
  Treasure NPC gear (muck armor, shortsword,  light crossbow,  
        quiver of 12 bolts,  other treasure) 
  SPECIAL ABILITIES 
  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. 
   
   
  Anumi, Mollusk (Octopus)  
  An octopus-headed humanoid stares at you from the darkness. It waves its 
  face-tentacles and brandishes a spear. 
   
  ANUMI, MOLLUSK 
  CR 1/2 
   
  XP 200    
  Male anumi ranger 1 
  NE Medium humanoid (anumi) 
  Init +2; Senses Perception +8, all-around vision 
  Racial Buoyancy: -20A  Depth Tolerance: 300 feet 
  DEFENSE 
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 dodge) 
  hp 12 (1d10+2) 
  Fort +4, Ref +2, Will +2 
  OFFENSE 
  Speed  20 ft., Swim 30 ft. 
  Melee spear +4 (1d8+4/�3) 
  Special Attacks Favored Enemy(Ex) Humanoids (Merfolk) +2 bonus 
  STATISTICS 
  Str 17, Dex 12, Con 14, Int 10, Wis 15, Cha 6 
  Base Atk +1; CMB +4, CMD 17 
  Feats Dodge 
  Skills Climb +6, Heal +6,  Perception +8,  Ride +6, Stealth +4, Survival +6,; 
  Racial Modifiers +2 Perception 
  Languages Common, Cephalite 
  SQ Stability, Track 
  ECOLOGY 
  Environment temperate coast 
  Organization solitary, pair, or clutch (4-6) 
  Treasure NPC gear (muck armor, spear, other treasure) 
  SPECIAL ABILITIES 
  Stability: Mollusk anumis receive a +4 racial bonus to their CMD when   
                    resisting bull rush or trip attempts while touching a solid surface. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Anumi, Ophidian (Sea Snake) 
  It would be easy to mistake this snake-headed man who is dressed 
  in archaic religious garb for a treacherous naga-kin . Actually, in 
  this case, it would be just as bad either way. 
   
  ANUMI, OPHIDIAN 
  CR 1/2 
   
  XP 200    
  Male anumi cleric 1 
  CE Medium humanoid (anumi) 
  Init +1; Senses darkvision 60 ft.; Perception +6 
  Racial Buoyancy: -20A  Depth Tolerance: 300 feet 
  DEFENSE 
  AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex) 
  hp 9 (1d8+1) 
  Fort +3, Ref +1, Will +5 
  OFFENSE 
  Speed 20 ft., Swim 30 ft. 
  Melee handaxe +1 (1d6+3/�3), bite -2 (1d6 +1) 
  Ranged dart+1 (1d4+3/�2) 
  Special Attacks Channel Negative Energy (Su) 1d6 (DC 9), Destructive Smite 
  (Su) +1, 6/day, Touch of Evil (Su) 1 round, 6/day 
  Spells(CL 1st)  
       1st—inflict light wounds(DC 14), ink, summon sea monster I 
       0—bleed(DC 13), cure minor wounds, inflict minor wounds(DC 13) 
  STATISTICS 
  Str 16, Dex 12, Con 13, Int 8, Wis 17, Cha 8 
  Base Atk +0; CMB +3, CMD 14 
  Feats Vicious Bite 
  Skills Escape Artist +3, Perception +6,  Stealth +2; Racial Modifiers +2 
  Perception, +2  Escape Artist 
  Languages Common, Abyssal 
  SQ Bestial Fortitude, Bestial Reflexes, Contortionist 
  ECOLOGY 
  Environment any tropical coast 
  Organization solitary,  or cult (5-12) 
  Treasure NPC gear (sharkhide armor, handaxe, 6 darts, other treasure) 
  SPECIAL ABILITIES 
  Bestial Fortitude (Ex) Ophidian anumi gain a +2 bonus on saving  
       throws versus disease and poison. 
  Bestial Reflexes (Ex) Ophidian anumi gain a +2 bonus on saving throws versus  
       area attacks with the electricity, steam, or light descriptors.  
  Contortionist (Ex) Ophidian anumi can move through a tight space  
       without making an Escape Artist skill check. 
  
   
   
   
   
   
   
   
  20 
  Anumi, Osteichthian (Catfish) 
  Beady eyes and cat-fish whiskers jut out from the shadows of 
  her cloak. The fish anumi speaks with a spirited tone. This 
  good humor unfortunately extends to combat as well; this 
  anumi enjoys toying with her prey. 
   
  ANUMI, OSTEICHTHIAN 
  CR 1/2 
   
  XP 200    
  Female anumi sorcerer 1 
  N Medium humanoid (anumi) 
  Init +2; Senses deepsight; Perception +3 
  Racial Buoyancy: -20A  Depth Tolerance: 300 feet 
  DEFENSE 
  AC 12, touch 12, flat-footed 10 (+2 Dex) 
  hp 7 (1d6+1) 
  Fort +1, Ref +5, Will +2 
  OFFENSE 
  Speed 20 ft., Swim 30 ft. 
  Melee dagger +0 (1d4/19-20) 
  Ranged dagger+2 (1d4/19-20) 
  Special Attacks Frenzy, Dehydrating Touch  (Su)  6/day (aquatic  
       bloodline) 
  Spells(CL 1st)  
       1st—boiling hands(DC 14), magic missile 
       0—dancing lights, ghost sound(DC 13), mage hand, ice-water jet 
  STATISTICS 
  Str 10, Dex 14, Con 13, Int 10, Wis 10, Cha 17 
  Base Atk +0; CMB +0, CMD 12 
  Feats Lightning Reflexes 
  Skills Acrobatics +6, Climb +3, Perception +3; Racial Modifiers +2 
  Acrobatics, +2 Climb, +2 Perception 
  Languages Common, Aquan 
  ECOLOGY 
  Environment any urban 
  Organization solitary,  pair, or bed (4-8) 
  Treasure NPC gear (3 daggers,  other treasure) 
  SPECIAL ABILITIES 
  Bestial Fortitude (Ex) Osteichthian anumi gain a +2 bonus on saving  
       throws versus disease and poison. 
  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. 
   
  Anumi, Reptile (Crocodile) 
  Never trust a smiling crocodile…especially not one wearing 
  sharkhide armor and brandishing a cruel flayspear. The 
  marshland just got a little more dangerous. 
   
  ANUMI, REPTILE 
  CR 1/3 
   
  XP 135    
  Male anumi warrior 1 
  NE Medium humanoid (anumi) 
  Init +1; Senses Perception +5 
  Racial Buoyancy: -20A  Depth Tolerance: 300 feet 
  DEFENSE 
  AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex) 
  hp 12 (1d10+2) 
  Fort +4, Ref +1, Will +2 
   
  OFFENSE 
  Speed 20 ft., Swim 30 ft. 
  Melee flayspear +2 (1d8+3/�4), bite -1 (1d6+1) 
  Ranged dart +2 (1d4+3/�2) 
  STATISTICS 
  Str 17, Dex 13, Con 14, Int 6, Wis 14, Cha 10 
  Base Atk +1; CMB +4, CMD 15 
  Feats Vicious Bite 
  Skills Perception +5; Racial Modifiers +2 Perception 
  Languages Common, Halbok 
  SQ Bestial Fortitude, Ferocious Hunger, Reptilian Mind 
  ECOLOGY 
  Environment tropical marshland 
  Organization solitary,  or congregation (3-12) 
  Treasure NPC gear (sharkhide armor, flayspear, 8 darts, other 
  treasure) 
  SPECIAL ABILITIES 
  Bestial Fortitude (Ex) Reptile anumis gain a +2 bonus on saving  
       throws versus disease and poison. 
  Ferocious Hunger (Ex) Reptile anumis receive a +1 bonus on attack  
       rolls against Tiny or smaller sized creatures. 
  Reptilian Mind (Ex) If a reptile anumi fails a Will saving throw, he  
        may roll again and take the second result. 
        
  Anumi, Siren (Manatee) 
  This burly barbarian features the comically peaceful 
  countenance of a manatee. Too bad that his face is no 
  reflection of his temperament. 
   
  ANUMI, SIREN 
  CR 1/2 
   
  XP 200    
  Male anumi barbarian 1 
  CN Medium humanoid (anumi) 
  Init +1; Senses Perception +7 
  Racial Buoyancy: -20A  Depth Tolerance: 300 feet 
  DEFENSE 
  AC 13, touch 10, flat-footed 13 (+3 armor) 
  hp 17 (1d12+5)  
  Fort +4, Ref +0, Will +1 
  OFFENSE 
  Speed 30 ft., Swim 40 ft. 
  Melee halberd +4 (1d10+4/�3) 
  Special Attacks Sprinting Charge 
  STATISTICS 
  Str 17, Dex 11, Con 14, Int 10, Wis 12, Cha 10 
  Base Atk +1; CMB +4, CMD 15 
  Feats Toughness 
  Skills Handle Animal +3, Intimidate +3,  Perception +7,  Survival  
       +5; Racial Modifiers +2 Perception 
  Languages Common, Boggard 
  SQ Bestial Fortitude, Rage (4 rounds/day), Sprint 
  ECOLOGY 
  Environment tropical coast 
  Organization solitary,  or herd (3-6) 
  Treasure NPC gear (sharkhide armor, halberd,  other treasure) 
  SPECIAL ABILITIES 
  Bestial Fortitude (Ex) Siren anumi gain a +2 bonus on saving  
       throws versus disease and poison. 
  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. 
  
   
   
   
   
   
  21 
  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 dog pound 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. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 
  the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)"Derivative Material" means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, modification, 
  correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game 
  Content" means the game mechanic and includes the methods, procedures, processes and routines to 
  the extent such content does not embody the Product Identity and is an enhancement over the prior 
  art and any additional content clearly identified as Open Game Content by the Contributor, and 
  means any work covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and 
  product line names, logos and identifying marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity by the owner of the 
  Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means 
  the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its 
  products or the associated products contributed to the Open Game License by the Contributor (g) 
  "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the 
  licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating 
  that the Open Game Content may only be Used under and in terms of this License. You must affix 
  such a notice to any Open Game Content that you Use. No terms may be added to or subtracted 
  from this License except as described by the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the 
  terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing original material as Open 
  Game Content, You represent that Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are 
  copying, modifying or distributing, and You must add the title, the copyright date, and the copyright 
  holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication 
  as to compatibility, except as expressly licensed in another, independent Agreement with the owner 
  of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work containing Open Game 
  Content except as expressly licensed in another, independent Agreement with the owner of such 
  Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions 
  of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
  License. You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License. 
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open 
  Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using 
  the name of any Contributor unless You have written permission from the Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected. 
  13 Termination: This License will terminate automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall 
  be reformed only to the extent necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder  RPG  Core  Rulebook.  Copyright  2009,  Paizo  Publishing,  LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder RPG Bestiary, Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Remarkable Races.  Copyright  2009,  Alluria  Publishing; Author: Emily Kubisz 
  Cerulean Seas Campaign Setting, Indigo Ice, Azure Abyss, & Celadon Shores.  Copyright  
  2010-2016,  Alluria  Publishing; Authors: Emily Kubisz, Sam Hing, and Matthew Cicci 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
        
        
   
   
   
     
  Add New Life  
       to your  
  Cerulean Seas Game! 
   
  The REMARKABLE RACES SUBMERGED  
  supplements are colorfully  
  illustrated PDF tomes, 100%  
  compatible with the PATHFINDER 
  ROLEPLAYING GAME and the 
  CERULEAN SEAS CAMPAIGN SETTING that 
  give rules for playing new and unusual  
  PC races. Each book contains all you  
  need to play a character of one  
  new race & more! Races were  
  designed to fit into nearly any  
  Cerulean Seas campaign (including INDIGO 
  ICE, AZURE ABYSS, and CELADON SHORES). 
  With versatile and non-intrusive back 
  stories, these creatures can be spontaneously 
  added to any setting. Mix and match to suit 
  your world. Whether you are a GM looking 
  for new options, or a player seeking 
  something different, the "Remarkable 
  Races" line by Alluria Publishing will 
  breathe new life into your game! 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Alluria/Remarkable Races Submerged - The Aquatic Anumi.pdf