How to name an Anubis-like race?


Homebrew and House Rules


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For those who don't like to read a lot the question is in the topic.
For the rest - a little fluff to have fun with.

I've been playing around with the Advanced Race Guides custom race building mechanisms and well..not really keeping with all the boundaries and wanted to make something neatly playable, but not pointwise overpowered (that is - keeping near the 10RP)
There I saw one trait I just had to see - See In Darkness - 4RP? I take it!
And then started playing around to make an actual race and not just a bunch of statistics and abilities, connected some dots..and came to the concept of the ancient egyptian deity Anubis - guardian of the underworld.
Somehow it fit nicely, but I wanted a common race, not a god..so here's what I got:

It is not that common perhaps for gods to band together and atually create something for the common good. A long time ago there was such a case however - Sarenrae and Pharasma agreed they could use a guardian to watch over the peaceful slumber of the dead. Not just one guardian in fact, but a whole kin of dedicated guards and ones that would not be dependent on their creators, but live and serve by their own will and heritage.
They based off the few gnolls that sought redemption from the destructive ways of their kin, evolving them into a more civilised form, but expanding on those traits that befit their new divine calling.
The beings in fact preferred to perform their role starting a bit from the other end - they could of course stand vigilant over a site, keeping watch that none enters a tomb or temple with evil intent, but they've noticed it's often better to take an active approach and hunt down those that already made it in - on the guardians own terms.

In fact, ac two entities were involved, they did indeed create effectively two kinds of creatures, though both being subtypes of one race, without a clear separation what causes a child to go one way or the other - both parents of one subtype could well raise a child of the other.
Both kinds are sturdy and relentless, being able to carry out their chase without need to rest, and thus also depriving rest from their victims. Some however are better suited to meeting their prey on the scene of the crime, the darkness of underground corridoors being no barrier to their senses (unlike for most perpetrators), while others excel in seeking out prey in the open, even tracking them over large distances.
Obviously following the Anubis reference they appear physically nearly as humans, but with thick short fur ranging colourwise from pitch black to sandy brown and with heads the shape of desert jackals' heads.

Statwise:
a slightly modified kind of flexible -> +2 Con, +2 to either Str or Wis - they're sturdy, relentless and fit for purpose, be it as warriors or clerics [2RP]
static bonus feat - two weapon fighting [2RP]
native weapons: proficient with whips + choice of one kind of swordlike bladed weapon (usually khopesh or falcata, but never proficient with scimitar except for clerics of sarenrae) [RP]
light and darkness - once a day for 1 round as immediate action positive/negative energy work reversely on them [1RP]
and of course either
See in Darkness[4RP] for the Tombwalkers subtype, or Darksight 60ft and Scent [2+4RP] for Sunwalkers

for a measly total of 10 or 12RP

and two things still bother me about it..
-how to name the race?
-isn't it still not complex enough? Maybe some things should be changed/added to better suit the role i presented for them as tomb, temple and necropoli guards?

and of course - would you allow such a race in your game?


World of Warcraft goes with "anubisath". I like that.


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Pathfinder Maps, Starfinder Maps Subscriber

Personally, I would just have it as a subrace of Gnoll. The race looks fine, but maybe some Alternate Racial Traits are what you are wanting. Adding a sort of "ethnicity" for their role could be cool as well.


Well Anubite seems like a reasonable name actually. I have little issue with the race's balance, though i would just grant khopesh and whips and using +2 str and +2 wis (after all, why are tomb dwellers hardy? Cause their jackels?).


I have something against using copyrighted (or at least already in common use by something else) material, even names..and it somehow translates even to house-use stuff. My mind isn't totally ok i guess.

Concerning hardyness it's actually more about endurance - the part about restless tracking and overland chases, thus the con. As for khopeshes..it's the more lore-friendly solution I know, but I just love the mechanics of falcatas with that unique 19-20/x3 crit, thus I sneaked in the choice :D
Interesting that you note con for balance issues but not the 4RP traits O.o

As for ethnicity - I'm eager to do it. What info would you consider relevant? By their theme I thought them native to desert-like enviroments, mostly Katapesh and Osirion, any other aspects to add to catch interest?


Not that Egyptian lore trumps that of Osirion, but (I believe) the hyena was the symbol of Set rather than Anubis (right?). Also, are gnolls are necessarily really descended from hyenas anyway, or is it just a cosmetic similarity? Either way, I love the concept, and think a desert-dwelling, Lawful gnoll subtype fits best.


StDrake wrote:

I have something against using copyrighted (or at least already in common use by something else) material, even names..and it somehow translates even to house-use stuff. My mind isn't totally ok i guess.

Concerning hardyness it's actually more about endurance - the part about restless tracking and overland chases, thus the con. As for khopeshes..it's the more lore-friendly solution I know, but I just love the mechanics of falcatas with that unique 19-20/x3 crit, thus I sneaked in the choice :D
Interesting that you note con for balance issues but not the 4RP traits O.o

As for ethnicity - I'm eager to do it. What info would you consider relevant? By their theme I thought them native to desert-like enviroments, mostly Katapesh and Osirion, any other aspects to add to catch interest?

fair enough, the con thing was about the thematics of tomb dwelling (only a very hardy race could maintain regular con in such a inhospitable environment, which is why i didn't recommend a con penalty) as for rp values, those are way outta wack in the first place, scent is easily just as or nearly as valuable as see in darkness. Its basically autodetect on invisible creatures. Falcata is actually a big part of what makes orcs such a powerful race for enemies, especially at low levels, and they have -2s in 3 stats. Khopesh is a reasonable exotic proficiency to go with whip. As for the anubite thing, cest la vie, but it public domain.


Oh my copyright whining was about the WoW-originned Anubisath not necessarily Anubites ^^

Baron Ulfhamr wrote:

Not that Egyptian lore trumps that of Osirion, but (I believe) the hyena was the symbol of Set rather than Anubis (right?). Also, are gnolls are necessarily really descended from hyenas anyway, or is it just a cosmetic similarity? Either way, I love the concept, and think a desert-dwelling, Lawful gnoll subtype fits best.

Indeed normal gnolls are hyena-based and in fact as far as I remember Lamashtu actually did something to a hyena bi..let's just stay with "female", that started spewing out gnolls like a hive queen before kicking the bucket and turning into a mountain range. Turning them more towards jackals was a step from the nonevil goddesses side towards making Anubites stand aside from their corrupt kin and orient them towards civilisation (like what might have become with comparison between modern man and neanderthals if they made it to our times)


If they're jackal-based, a high CON makes sense to be because they're scavengers. They have to have a good CON to eat some of the things they'd have to. :)

Why TWF built-in, though? That's completely useless for the vast majority of chracters.


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Anpu, Inpu, Ienpw, and Imeut are all alternative names for Anubis and could be applied to this race, if you wanted.

If I may be so bold:

Imeut are a race of jackal folks created from Gnolls that sought redemption at the hands of Sarenrae and Pharasma. The transformation was far more than physical, their very essence was changed.

As their more fiendish brethren are destroyers and pillagers, the Imeut became preservers and guardians - often guardians of ancient tombs and cemeteries.

Because two deities helped in their reformation, the Imeut are a race with two very distinct adult appearances. Young children start off looking like golden jackals. Upon reaching adolescence, their fur will undergo a change that shows which of the lines they will follow: those that look like black-backed jackals follow the ways of Pharasma and are the ones that stay closest to tombs, guarding and protecting them. They are called the Inpu. Those that look like side-striped jackals follow the ways of Sarenrae and often venture forth from the areas they guard, seeking out thieves who somehow escaped their Inpu counterparts. They are called the Anpu.

Imuet attributes (4RP):

Humanoid [Imuet] (0 RP): Though different in expression, the Inpu and Anpu are the same race.

Medium (0 RP): Imuet have no bonuses or penalties due to their size.

Normal Speed (0 RP): Imuet have a base speed of 30 feet.

Standard Language (0 RP): Imuet start with Common plus Imuet. Members with high Intelligence scores may also learn Dwarf, Elf, Gnome, Goblin, Halfling, Orc, and Undercommon.

Deathless Spirit (3 RP): Imuets have resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.

Weapon Familiarity (1 RP): Imuets are familiar with whips and one kind of swordlike bladed weapon (usually a khopesh or falcata). However, only clerics of Sarenrae may be familiar with scimitars.

Inpu traits (8 RP):

Flexible (2 RP): +2 Constitution, +2 Wisdom: as guardians of the dead, Inpu are hardy and wise.

See in Darkness (4 RP): Inpu can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

Enclave Protector (2 RP): Inpu add +1 to the caster level of any abjuration spells they cast. Inpu with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level):

Constant—nondetection;
1/day—faerie fire, obscure object, sanctuary

Alternative racial trait:

Shadow Magic (2 RP): Inpu add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Inpu with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level):

1/day—ghost sound, pass without trace, ventriloquism

This trait replaces Enclave Protector.

Anpu traits (8 RP):

Flexible (2 RP): +2 Strength, +2 Constitution: as seekers of temple violators, Inpu are strong and hardy.

Scent (4 RP): Anpu have the scent ability.

Relentless Stalker (2 RP): Perception and Stealth are always class skills for Anpu. In addition, they gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.

Alternative racial trait:

Cunning Appraiser(2 RP): Anpu gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This trait replaces Relentless Stalker.

The grand total would be 12 RP for both varieties. You could always alter these or add more, of course.


Well, as far as the name goes, you could base it off of the Egyptian name for Anubis (Anubis is the Greek name for the god). In Egyptian, he was Inpw, which scholars have pronounced as anything from Anapa to Anbu to Yinepu. This is because vowels were rarely written unless they were important (sort of like Hebrew), the I at the beginning might have been pronounced more as an "uh," and the p might have been voiced (making it a "b") or not (leaving it a "p"). Thus, they could be Anapans, Anpai, Anebans, Ineps, etc.

Or you could use the name of another jackal-headed funerary deity of Egypt, such as Wepwawet (a minor war and death god) or Duamutef (one of the sons of Horus).

(It's just a personal thing, but I like to use more obscure names of popular things to keep it from being too obvious. I'm not sure anyone in my campaign has yet made the connection between Anepa the psychopomp and Sutekh the Storm Lord with the Egyptian gods Anubis and Set, for instance).


Crocodile Games calls their Children of Anubis "Anubi." Nice and simple.

I'm with Indagare on this, though. When I create new names for things, I tend to dig around for alternate words and their origins.


Baron Ulfhamr wrote:

Not that Egyptian lore trumps that of Osirion, but (I believe) the hyena was the symbol of Set rather than Anubis (right?). Also, are gnolls are necessarily really descended from hyenas anyway, or is it just a cosmetic similarity? Either way, I love the concept, and think a desert-dwelling, Lawful gnoll subtype fits best.

No, actually. The Typhonic animal signifying Set is still unidentified, and is often considered a fantastical beast of some sort.

See here.

RPG Superstar 2015 Top 8

FWIW the old World of Darkness called its Anubis-inspired weres Silent Striders.

Other ideas... looking up ancient Egyptian dictionaries online... one source of says the word "guard" is "saew" ... guide is "seshem"... maybe work with those or similar words to come up with a race name. "Seshem" sounds nice I think.


SeeleyOne wrote:
Personally, I would just have it as a subrace of Gnoll. The race looks fine, but maybe some Alternate Racial Traits are what you are wanting. Adding a sort of "ethnicity" for their role could be cool as well.

Why would a canine based race be a gnoll subrace?

Kitsune would even make more sense.

Aside from gnolls being hyena-like humanoids and thus related to a a species thats on a completely different branch of carnivora than canines, the difference in build also separates this race a lot from them. Gnolls having a hunched posture and they're walking on more animal like legs, while the race presented here is described at basically humanlike in appearance except for their fur and jackal head.

Dark Archive

Hamunaptra had a civilized gnoll race (who actually revered Anubis) named the Anpur.

Although DeathQuaker's suggestion of Seshem also rolls off the tongue nicely.

I'd think of them as more jackal-like, than hyena-like, so the gnoll stats wouldn't necessarily be a good starting point. (Less bulk and strength and stamina, smaller and faster, possibly more likely to work well in groups, or with a racial ability that ties into their connection with Anubis, like a +2 to saves vs. necromantic spells and to resist effects from undead sources, such as ghoul fever or to keep a negative energy level from a wights touch from becoming permanant.)


There's a bunch of reasons for TWF, first being most selfish - design for a specific charater :D others including lack of ambidexterity in Pathfinder as it appeared in earlier D&D eds and a strong militant tradition within the race coupled with a "strike and bind" style using a blade and a whip

@Indagare - Me Gusta
I see a lot to indeed induct into my primary idea, though some detail I wouldn't agree with or just don't understand.
For once if I were to make the stat bonuses fixed to a subtype I'd give Wis to the trackers (if not for the fluff then cause some prefer to use wis-based perception rather than survival for tracking) and str to the underground sentries engaging in close combat more often (for what use is a longbow in a narrow corridoor :) ). I also don't understand the reason behind faerie fire for someone that doesn't need to rely on light for vision - it would actually warn robbers of the guards arrival.

Threeshades wrote:
difference in build also separates this race a lot from them. Gnolls having a hunched posture and they're walking on more animal like legs

Good point, I should rethink the..what's the word here..digitigrade? legs. Doesn't break lore much and actually help the gnoll relation, though I agree they shouldn't be simply a subrace, but a separate creation merely based on gnoll predecessors. That said it would still qualify for humanoid[gnoll].

ugh getting late here and so many neat ideas to digest, I'll have to sleep it over and see what I find in the morning


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Mystara setting had Hutaakan race that looked like humanoid-jackals and were decimated by gnolls.


Pathfinder Rulebook Subscriber

Just FYI, if youwant to be 100% by the RAW, you can't take TWF as a bonus static feat:

Quote:


Static Bonus Feat (2 RP): Prerequisites: None; Benefit: Choose one feat with no prerequisites. All members of this race gain this feat as a bonus feat at 1st level.

That's not to say you can't homebrew in the feat as a new trait, but I just wanted to point out that it's not a legal choice for static bonus feat, as written.


StDrake wrote:

@Indagare - Me Gusta

I see a lot to indeed induct into my primary idea, though some detail I wouldn't agree with or just don't understand.
For once if I were to make the stat bonuses fixed to a subtype I'd give Wis to the trackers (if not for the fluff then cause some prefer to use wis-based perception rather than survival for tracking) and str to the underground sentries engaging in close combat more often (for what use is a longbow in a narrow corridoor :) ). I also don't understand the reason behind faerie fire for someone that doesn't need to rely on light for vision - it would actually warn robbers of the guards arrival.

You know what you want better than I do. The faerie fire thing came as part of the package from the ARG. Technically it does more than simply light things, but if you don't like it, I'd recommend replacing it with Shadow Weapon.

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