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  REMARKABLE RACES SUBMERGED 
  THE SISIUTL (AQUATIC TADDOL) 
  A New Player Character Race for use with the Pathfinder® Roleplaying Game and 
   the Cerulean Seas Campaign Setting© 
   
  !
  Author 
   Emily E. Kubisz 
   
   
   
  Interior Illustrators 
  Mary Dearden 
  Simon Mertiaglos 
  Tim Adams 
   
   
  Cover Artist 
   Mary Dearden 
   
   
   
  Editors 
  Steven O’Neal 
  Patricia Taylor-Kubisz 
   
   
  Layout & Design 
  Tim Adams 
  Grace Jackson 
   
  Special Thanks to: 
  Ofelia J. Kubisz 
  Magnus A. Kubisz 
  Team Draconis 
   
  !
  ALP-RRS09: 
   
  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. 
   
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  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 Complete. Copyright 2011, 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. 
  Mahrog, Mrawgh & Remarkable Races © 2009, 2016 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 
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  other than the material designated as Open Game Content may be reproduced in any form without written permission. 
   
  
   
   
   
   
   
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  Remarkable Races Submerged:  
   
   
   
   
   
   
   
   
   
   
   
   
  The Sisiutl 
  
   
   
   
   
   
   
   
  4 
   
  On the subject of ancient species, one would be 
  remiss without at least mentioning the Sisiutl, 
  though this race harbors none of the wisdom that 
  comes from antiquity, nor have they been 
  particularly influential or involved in worldly 
  affairs in any deliberate, non-selfish way. When the 
  zef first encountered this species, it was during the 
  strange eons that we were known as the zas. In these 
  primordial times, the sisiutl were an extremely 
  curious and active species. As far as we know, they 
  were the first to discover arcane magic. 
       However, their mastery of the art has been 
  surpassed several times by much younger species 
  such as the dragons and the elves. They were little 
  more than very clever fish tinkering with the fabric 
  of reality, and they have only come perhaps a few 
  centuries beyond that, despite being one of the oldest 
  surviving intelligent species of our world.  
       They are remembered mostly because the zah had 
  to intervene on several occasions, as the sisiutl were 
  quite prone to causing catastrophes involving 
  dimensional rifts and time disturbances. In one such 
  disruption, their original form was lost to our 
  reality, replaced with a mish-mosh of futuristic 
  racial features and two heads. The sisiutl seemed 
  pleased with their transformation regardless. 
  Perhaps it was for the best, however, as two heads 
  did turn out to be better than one. Aside from the 
  debacle with the humans in the arctic several 
  thousand years later, the zah and our later 
  incarnations heard very little from the sisiutls 
  afterwards, good or bad.  
       We lost contact with the sisiutl after the 
  cataclysm that began our incarnation as the zil. We 
  assumed the sisiutl were wiped out until they 
  reappeared shortly after the dawn of humankind. It 
  turns out that the sisiutl, having  adopted a 
  particularly dormant way of life, had built for 
  themselves a city buried deep in the arctic ice, and 
  spent most of their existence hibernating. While an 
  ingenious way to weather the ages, it does little to 
  make them active members of the world. Sure, they 
  stir from time to time to absorb the knowledge and 
  trinkets of seemingly random points in time, but 
  they miss much more than they observe. 
       In any case, when they last surfaced scores of 
  thousands of years ago, it did not go particularly 
  well for them. Of course, they were very curious as 
  to what the new races had come up with. The 
  humans did have a developed magical system at the 
  time, namely divine magic derived from various 
  deities and other spiritual forces. The sisiutl, who 
  never had gods of their own, and who could only 
  emulate divine healing through a crude 
  manipulation of necromantic auras were very 
  curious of how this worked. 
        Unfortunately the primitive species they were 
  dealing with took the casual dissection of their most 
  cherished beliefs to be heresy. This escalated over the 
  years until the humans amassed an army to march 
  against the sisiutl. However, before anything could 
  come of the conflict, the sisiutl again slithered under 
  the ice and disappeared for thousands of years.  
       Not all bad came of it; however, we cannot 
  entirely rule out that the fierce inquisitiveness of the 
  sisiutl had not significantly influenced a small tribe 
  of feykith that would eventually become the 
  agloolik. Also, the sisiutl did manage to pick up a 
  few tricks from their interactions with the humans, 
  as we have observed monks, shamans, and kahunas 
  among their modern ranks, which are shockingly 
  new additions (in sisiutl terms anyway.) 
       When the zef arose in this incarnation after the 
  Great Flood, we fully expected the sisiutl to be right 
  there with us, roused from their hibernation and full 
  of wonder about the curious happenings. But we did 
  not see the first wandering sisiutl until centuries 
  after this. About 30 years ago, when our associates 
  in Isinblare informed us of a very strange and 
  powerful “new aquatic race” that just appeared out 
  of nowhere (they were quite concerned it was a 
  transdimensional invasion!), we knew the sisiutl 
  had returned. 
       Emissaries were sent, and were surprised to learn 
  that the sisiutl elders, though oddly maimed and 
  barely “alive” in the conventional sense were some 
  of the same individuals that the zas had dealt with 
  in eons passed. They acted as if only a few decades 
  had gone by; their memories unblemished by the 
  passage of countless ages. It almost makes me sad 
  that our two species did not interact more. What a 
  marvelous opportunity to preserve the past for 
  posterity! Too bad it is wasted on a race that mostly 
  sleeps. 
   
       −From the Chronicles of the Zef, Volume XCXP, 
  Archive# 727549.  
   
  
   
   
   
   
   
  5 
  PHYSICAL DESCRIPTION:    The sisiutl is best 
  summed up as an abstract amalgamation of 
  dragon, fish, and humanoid. It is best to start 
  with the sisiutl’s torso, which is actually a large, 
  humanoid head that is 3 to 4 feet long.  While the 
  head does sport a rather large nose and human-
  looking mouth, its other features are taken up 
  with parts that are atypical for a humanoid face. 
  From where its ears would be is instead a pair of 
  muscular humanoid arms. In the place of a neck, 
  a fish-like body and tail can be found. Finally, 
  two long, serpent-like necks sprout from the 
  sisiutl’s eye sockets, each terminating in crested, 
  dragon-like heads.  
  Over-all the sisiutl is on the larger side of 
  Medium-sized, averaging around 7 feet long. 
  They have blue-grey skin fading into rust-red 
  hues closer to their fish tails.  The red coloration 
  fades as a sisiutl advances in age, becoming ice-
  blue or snow-white when they reach a venerable 
  age. Males are slightly larger than females (on 
  average) and can grow facial hair on their chins 
  (both on their dragon heads and on their torso-
  face).  The color of this hair matches the 
  coloration of their tails. Sisiutl do not typically 
  wear clothes, but do like jewelry, armor, and 
  other wearables made of metal, especially 
  auranite.  
  Each dragon-head seems to have its own voice 
  and personality, thus making the sisiutl 
  effectively two beings in one body. The central 
  head, however, seems devoid of individual 
  thought, and speaks with the voice of both heads 
  in perfect unison. Consequently, the central 
  mouth seldom speaks unless both heads are in 
  total agreement and remain silent while the 
  central mouth is speaking. All three heads can 
  take in food, and the sisiutl prefers fresh meat to 
  most other delicacies. 
       ECOLOGY & SOCIETY: To say that sisiutls live 
  life slowly is a vast understatement. Although 
  they enjoy a lifespan similar in longevity to sea  
            elves, even this is expanded through a  
  cultural practice known as “icing.” Sisiutls 
  frequently enter a cryogenic state in which they 
  spend decades, or even centuries, completely 
  suspended in time, in which they do not age (or do 
  much of anything). Because of this practice, it 
  would not be uncommon to meet a rather young-
  appearing sisiutl that was born millennia ago. 
       When not hibernating in this manner, sisiutl 
  enter a frenzy of activity, including study of 
  magical arts, martial training and exercise, and 
  even courtship. Courtship, in sisiutl society, is a 
  brief yet intense affair, after which a single gold 
  egg often results. Afterwards, the female usually 
  goes into “icing” until the egg hatches about 3 
  decades later. 
       Most sisiutl are born and live their entire lives 
  within a single subglacial city known to them as 
  Adlivun.  This mysterious metropolis, located in 
  Feldorheim, is often embedded under several 
  miles of glacial ice, and has the power to move 
  through this ice, albeit slowly.  
       Adlivun is ruled by a council of 8-13 active 
  elders known as Winalagilis, which is both a term 
  that refers to them both collectively and 
  individually. Winagalis are untold eons old and 
  barely recognizable as living beings let alone 
  sisiutl. These ice-encapsulated heads rule Adlivun 
  with an iron-fist and harbor magic unlike anything 
  else known in the sea. While seemingly 
  benevolent, with the best interest of their species 
  as their primary concern, their will is frequently 
  unfathomable, and their plans often span too 
  many centuries for even other sisiutls to grasp. 
  While most sisiutls follow the Winalagalis 
  unquestionably, there have been rebellions in 
  which Winalagalis were slain. When this happens, 
  the remaining Winalagalis “dig up” and revive a 
  new slumbering elder to take the place of the 
  deceased. It is uncertain how many hibernating 
  Winalagalis exists, how old these elders actually 
  are, or what happens when they run out of elders 
  to exhume. The only thing for certain is that both 
  the city of Adlivun and the culture of the Sisiutl 
  have always depended on their existence. 
  
   
   
   
   
   
   
   
  6 
       Occasionally, the Winalagalis will encourage 
  hundreds of Sisiutl to eschew their periodic icing 
  to venture out of the city and explore the seas. 
  These sisiutl visit each new age with the vigor of a 
  crazed tourist. They hungrily acquire every new 
  gadget, souvenir, and token that they find of 
  interest to eventually bring back to show their 
  friends and family back in Adlivun. These 
  adventuring sisiutl are especially interested in new 
  magic and technology, full of curiosity of how 
  each new wonder works and how to create it for 
  themselves. 
        RELATIONS TO OTHER RACES: While most 
  races of Isinblare, especially the crystolix, 
  initially viewed the sisiutl as naïve intruders 
  that were easily exploited, this demeanor quickly 
  evaporated when they realized the sisiutl were 
  actually diabolically clever, unnervingly self-
  centered, and quite formable opponents. 
  Now, most races vie for an alliance with the 
  sisiutls. The sisiutls use this to their 
  advantage, though have yet to form any 
  concrete alliance with any particular 
  side, and are unlikely to do so. 
  ALIGNMENT & RELIGION:  
  Sisiutls can be any alignment, 
  though have a strong loyalty to 
  their own race, Adlivun, and to 
  the Winalagalis. This will often 
  come across as bigotry and 
  selfishness to other races, though this 
  is fairly standard for Isinblare. While 
  each head does have its own mind and 
  personality, they rarely have opposing 
  alignments, as such would render the whole 
  useless due to constant bickering and 
  arguing. 
  While sisiutls recognize no known 
  gods, many derive divine magic from the 
  worship of elemental, spiritual, or natural 
  forces.  
       ADVENTURERS:  Sisiutls love magic, and as 
  much of 50% of their population are spell casters 
  of some sort. Multiclassing is common among the 
  sisiutl, a practice which allows both heads to 
  indulge in their favored interests. Martial training 
  is also important to the sisiutls, as they regard the 
  act of honing physical prowess in combat as good 
  exercise for both the mind and the body. 
        MALE NAMES:  Adan & Ardan, Berro & Berrin, 
  Carick & Darick, Eldin & Ertin, Gondal & Thal, Ian 
  & Eltrin, Lucan & Lucus, Rolen & Theren 
  FEMALE NAMES: Adrie & Sadie, Birel & Biren, 
  Chaedi & Chaeda, Dala & Dasa, Emmi & 
  Enni, Fralas & Frelas, Keyla & Freyas, 
  Mialen & Maylen, Shala 
  & Shela  
  
   
   
   
   
   
  7 
  Sisiutl Racial Traits 
    +2 Strength, +2 Intelligence, -2 Charisma:  Sisiutls are very strong and exceptionally bright. While  
       very talkative and even good at mediating between quarrelling parties, they still have trouble relating to other 
  races. Consequentially, they often seem rude, blunt, and unsympathetic. 
   Racial Buoyancy: -160, Depth Tolerance: 5,000 ft. 
   Medium Size:  Sisiutls have no bonuses or penalties due to size. 
   Normal Swim Speed: Sisiutls have a base swim speed of 30 feet. 
   Bite Attack: A sisiutl has two natural bite attacks that inflict 1d4 points of damage each. These are primary 
  attacks or secondary attacks if the sisiutl is wielding a weapon. 
   Gills: Sisiutls can breathe underwater indefinitely through gills in their necks.  
   Advanced Seawalker:  Sisiutls move slowly on land. They do so at a movement rate of 10 feet. 
   Darkvision: Sisiutls can see perfectly in the dark up to 60 feet. 
   Aberration: Sisiutls are treated as aberrations for the purposes of all spells and effects. 
   Immortal Spark: Sisiutls gain a +2 bonus on knowledge (history) checks and saving throws against death effects 
  and gain the following spell-like ability:  1/day—lesser age resistance. 
   Magically Mutable: Sisiutls are affected by transmutation spells as if the caster were one level higher. This 
  includes spells that they cast on themselves, as well as spells cast by enemies. 
   Two and a Half Heads: Sisiutls gain a +5 bonus to Perception skill checks. For magic items, the sisiutl has the  
       same slots as a single merfolk character with twice the number of head and neck slots. A vorpal weapon  
       can lop the head off of a sisiutl on a roll of 19 or 20, provided that the attack is also a critical hit. Losing one 
  head is still fatal for a sisiutl. Sisiutls share effects regardless of which head is targeted. 
   Two-Weapon Fighting:  At 1st level, the sisiutl gains Two-Weapon Fighting as a bonus feat, regardless of 
  whether or not he meets the prerequisite.  Additionally, a sisiutl qualifies to take Improved Two-Weapon 
  Fighting and Greater Two-Weapon Fighting without meeting the Dexterity prerequisite, though he must 
  qualify in all other ways to take these feats. 
  Languages: Sisiutl begin play speaking Ancient and Common. Sisiutls with high Intelligence scores can choose 
  from any language available to the core races. 
   
    
   
  Sisiutl Vital Statistics 
   
  RANDOM STARTING AGE  
  Adulthood 
  Barbarian, 
  Rogue, 
  Sorcerer 
  Siren, 
  Fighter, 
  Paladin, 
  Mariner 
  Cleric, 
  Kahuna, 
  Monk, 
  Wizard 
  120 years 
  +4d6 
  +6d6 
  +10d6 
   
  RANDOM HEIGHT AND WEIGHT 
  Gender 
  Base Height 
  Modifier 
  Male 
  6 ft. 6 in. 
  +1d12 inches 
  Female 
  5 ft. 8 in. 
  +2d6 inches 
   
  AGING EFFECTS 
  Middle Age 
  Old 
  Venerable 
  Max Age 
  200 years 
  300 yrs 
  400 years 
  None* 
   
  *Sisiutl do not die from old age, instead 
  remaining in a venerable state. Many of this age   
           category seek (and often obtain) magical  
                  means to regain their youth. 
   
   
  
   
   
   
   
   
   
   
  8 
  Dantsikw 
       Granted to sisiutl on a case-by-case basis 
  by the Winalagilis (sisiutl elders), the 
  dantsikw appears as an ornately carved 
  wooden paddle staff. It can be used as a 
  paddle staff (CERULEAN SEAS CAMPAIGN 
  SETTING) with no particular advantage, 
  though a rare few dantsikw are also enchanted 
  weapons. When examined with divination 
  magic, the dantsikw will exude an aura of 
  strong transmutation magic, thus revealing its 
  true nature.     
       Dantsikw are only granted to sisiutl who 
  the Winalagilis deem worthy. It is a crime 
  punishable by banishment for a sisiutl to use a 
  dantsikw without permission. 
        In the hands of a sisiutl, the dantsikw 
  grants that sisiutl the following ability: 
       Ice Stride (Su): Once per day, for up to ten 
  minutes per character level, a sisiutl holding a 
  dantsikw may pass through any body of ice as 
  if it was water. Its passage leaves no trace or 
  track and the sisiutl can occupy a 
  body of ice large enough to hold its form. 
  One willing creature touched by the sisiutl 
  when this ability is activated may be granted 
  the ice stride ability for the same duration. 
  When the duration expires, those using the ice 
  stride ability that are still within the ice gain 
  the Entombed condition.  
    
  Racial Feats 
  The following feats are available to a sisiutl character 
  who meets the prerequisites. 
   
  FOUR EYES, FOUR EARS 
  It is very difficult to blind or deafen you. 
  Prerequisite: Sisiutl. 
  Benefit:  You can roll twice for a saving throw 
  versus a blindness or deafness effect and take the best 
  result. 
   
  ICE IN THE BLOOD  
  Extreme cold heals you faster. 
  Prerequisite: Sisiutl, Old Icer feat. 
  Benefit:  You gain fast healing 2 for 1 round 
  anytime you take cold damage (whether or not this 
  cold damage gets through your cold resistance). You 
  can heal up to 2 hit points per level per day with this 
  ability, after which it ceases to function. 
   
  INNATE TWO-WEAPON FIGHTING 
  Each head can control a melee attack independently, 
  eliminating penalties for attacking with a light weapon 
  in each hand. 
  Prerequisite: Sisiutl, Two-Weapon Fighting, Dex 
  15. 
  Benefit: You do not take a penalty on attack rolls 
  for fighting with two light weapons.  
   
  OLD ICER 
  Some sisiutl who have been “icing” for prolonged 
  periods of time often begin to develop resistance to 
  extremely cold temperatures. 
  Prerequisite: Sisiutl. 
  Benefit: You gain cold resistance 5. 
  Special: You can take the feat multiple times, 
  gaining an additional cold resistance of 5 each time, to 
  a maximum of cold resistance 20. 
   
  REFLEX OF TWO 
  Both heads may respond to impending danger. 
  Prerequisite: Sisiutl. 
  Benefit: Once per day, you can roll twice for a 
  Reflex save and take the best result. 
   
  TWINCAST SPELL (METAMAGIC) 
  You can cast two spells at once. 
  Prerequisite: Sisiutl. 
  Benefit: You can cast two spells at the same time, 
  and they go off at the same time. The cast time for 
  both spells to go off is equal to the longest casting time 
  of either spell. 
  Each twincast spell uses up a spell slot two levels 
  higher than the spell's actual level. Twincast Spells can 
  be prepared separately and then matched on the spot. 
  You can only cast a twincast spell with another 
  twincast spell, however. 
   
  WILL OF TWO 
  Both heads may attempt to resist mental attacks. 
  Prerequisite: Sisiutl. 
  Benefit: Once per day, you can roll twice for a Will 
  save and take the best result. 
   
  
   
   
   
   
   
  9 
  Adlivun 
  Adlivun is perhaps the oldest city on the planet. It 
  was built sometime after the first great cataclysm of 
  the zas, and before the rise of dragons. Most agree that 
  it was built by the Winalagilis, or the sisiutl who 
  would eventually become the Winalagilis. As their 
  concept of time is nonconventional, one may never be 
  able to pinpoint the exact age of the city. While it has 
  always been located in Feldorheim (the arctic ice 
  shelf), its exact location continues to move at the will 
  of the Winalagilis.  
  The city is built within a horizontal, lozenge-
  shaped subglacial saltwater lake, roughly 4,500 feet 
  tall at its highest point and nearly 2 miles wide. 
  Artificial channels, made to look like natural cracks in 
  the ice refract light from the surface into the city 
  during the summer, though these are closed in the 
  winter. While too narrow and treacherous for even 
  Small-sized creatures to traverse, these channels do 
  occasionally let in wildlife including fish, crabs, and 
  squids that the sisiutl will hunt for food. The light the 
  channels let in is also minimal, so aside from magical 
  light sources, the city is, at best, illuminated in a 
  murky twilight. 
  The outskirts of the central metropolis is comprised 
  mostly of gigantic icicles and ice spikes, some of which 
  have been hollowed out for dwelling outside the 
  immediate city. These ice-huts are often used for “old 
  icers” who prefer to hibernate for much longer periods 
  of time than the average (which is usually 3-5 
  decades).    
  Adlivun has huge, pueblo-style buildings that 
  sprawl from both the bottom and the top of the lake 
  with them meeting in a rough cylinder in the center 
  that is approximately 1,000 feet in diameter. The city is 
  built from glacial ice, ever-ice, and magically conjured 
  materials. These square structures have many 
  windows and doors. Interiors have little organization 
  and comprise a labyrinth of rooms and halls that twist 
  and turn in all directions (including up and down). 
  The larger chambers are usually occupied by libraries, 
  schools, and museums full of random (and mostly 
  uncatalogued) items from random periods in history.  
  The largest hall, however, is a vertical chamber that 
  runs through the center of Adlivun known as “the 
  breathing chamber.” In the breathing chamber, air 
  bubbles are magically created at the bottom of the 
  chamber, and destroyed at the top. This aeration 
  provides sufficient oxygenation for the entire city. 
  Many sisiutl relax and converse here, as it is viewed as     
  a sort of spa.  
   
  The breathing chamber is not the only permanent 
  magical feature of Adlivun, however. The entire 
  subglacial lake itself is surrounded in a magical force 
  field that not only dissipates heat and tectonic 
  disturbances from outside, but also has strong anti-
  magic and anti-psionic properties. This force field not 
  only disrupts divination magic from entering or 
  exiting the lake, but it also prevents outsiders from 
  teleporting in. Likewise, extraplanar gates will not 
  function within the lake either, and even astral and 
  ethereal travel is magically prohibited. 
  Through means not entirely understood by its 
  denizens, the city of Adlivun and the lake that 
  contains it are in constant, albeit slow, motion. The 
  location moves on average 1 foot per day, with a top 
  speed of 100 feet per day. While slow, the city’s 
  constant motion can relocate it several miles in the 
  span of one year. It can also move up or down in the 
  ice shelf, though it usually remains 200-500 feet from 
  either the surface or open sea. The size and shape of 
  the subglacial lake can change as well, though this 
  usually happens at an even slower pace, measured in 
  centuries. All of this movement is directed by will the 
  Winalagilis located in the Chamber of Elders. 
  The Chamber of Elders is an isolated hall 
  somewhere within the city with no windows or 
  entrances. It is accessible only with the aid of a 
  dantsikw or magic such as passwall. It is usually about 
  20 feet in diameter and contains at least 8 Winalagilis 
  at all times. While the Winalagilis do accept visitors, 
  they are extremely difficult to speak to. A full sentence 
  can take hours, as they tend to draw out their speech 
  which is interspersed with long, uncomfortable 
  pauses. Their tendency to keep their responses vague 
  can be both a blessing and a curse. While on one hand, 
  it certainly cuts down on the time it takes to 
  communicate with the Winalagilis, but it also makes 
  gleaning any useful information from them seem 
  futile. Despite this, sisiutls will visit them often, even if 
  they are the ones doing most of the talking. 
     There is a lot of debate on whether the 
  Winalagilis can still actually be considered sisiutls, let 
  alone alive. Aside from being incased in a sphere of 
  solid ever-ice, they are horribly maimed. They are 
  missing their distinctive draconic heads and necks, 
  their fish-like tails, and even their arms. Their wounds 
  and torso-mouths are crudely sewn shut with sinew.  
  They look more like large, disembodied heads 
  sheathed in ice than anything resembling a sisiutl. This 
  is something that has not gone unnoticed in sisiutl 
  society, and the Winalagilis’s unwillingness or 
  inability to explain their strange condition has led to 
  several unsuccessful rebellions in sisiutl history. 
  
   
   
   
   
   
   
   
  10 
  Aside from the 8-13 Winalagilis, the population of 
  Adlivun is roughly 40,000 sisiutl pairs, although it 
  seems much less populated. At any given time, 75-90 
  percent of the entire population is hibernating. These 
  “icings” (as they prefer to call it) can last decades, 
  centuries, or even dozens of centuries at the will of 
  both the individual and requests by the Winalagilis. 
  The practice of “icing” is both magical and biological, 
  as though the sisiutl can enter hibernation like many 
  animals, it is often unnaturally prolonged with the aid 
  of life-sustaining magic. This strange cultural practice 
  can make such a large city seem almost like a ghost 
  town at times. However, this also means that a city 
  this large can exist on relatively little resources, 
  including oxygen and food.  
  Life within the city is rather slow-paced and 
  timeless. Day and night not only do not exist here, 
  they are completely unmarked. Instead time is 
  measured by the moon, whose tidal effects can still be 
  felt within Adlivun. When not icing, sisiutls do sleep 
  the typical eight hours (characteristic to many sentient 
  species), though their wake cycle can vary from a few 
  hours to several days. These habits tend to continue 
  even after a sisiutl leaves their city. 
  Though each sisiutl pair has their own habits and 
  practices, most have a routine that involves a healthy 
  regimen of both intense exercise (usually in the form 
  of martial training) and immersive study (usually 
  arcane arts). This wakeful period is passionate and 
  action packed, though usually only lasts 5-10 years 
  before the sisiutl pair elects to go back into icing.  
   Occasionally, a sisiutl, either by the direction of a 
  Winalagilis or by individual choice, will elect to leave 
  the city and learn about the world above. As a result of 
  their lifestyle, even a particularly adventurous sisiutl 
  can discover new worlds amid their own several times 
  over. While they meet the outside world with 
  voracious wonder, they never forget their home or 
  their own particular mission. 
  Non-sisiutl visitors to Adlivun are admitted 
  passage on a case-by-case basis, and only in small 
  numbers. Requests for invitations take at least a year 
  to process, and most are denied unless the reason 
  involves some sort of great benefit to sisiutl society.   
  Within the last three decades sisiutls have been 
  venturing forth from Adlivun in record numbers and 
  staying for abnormally long times. This sort of activity 
  has not been seen from the sisiutl in thousands of 
  years. While the unfathomable will of the Winalagilis 
  is likely behind this incursion, it does not stop other 
  races from speculating more nefarious reasons. 
  Rumors of invasion, omens of apocalypse, and even 
  that either the city of Adlivun or the Winalagilis are 
  dying circulate throughout the seas. 
  
   
   
   
   
   
  11 
  Prestige Class: The Soulcatcher 
  “Break the laws of magic? Son, who do you think made those laws?” 
   
       The soulcatcher uses a variety of primordial 
  magic that both capitalizes on their unique 
  physiology and the ancient roots of necromancy 
  magic. Before there were divine healers, the 
  soulcatchers filled that role, borrowing spiritual 
  energy from one creature to give to another. 
  Despite eons of obsolescence outside of sisiutl 
  culture, the soulcatchers remain viable in the 
  heart of Adlivun, and provide a race with 
  predominately arcane magic the ability to use 
  healing magic. 
       Role: Soulcatchers are both healers and 
  powerful spell casters, and can fill the role of both 
  at higher levels.  
       Alignment: Soulcatchers can be of any 
  alignment, though most avoid evil, as they are 
  expected to be trusted healers. 
  Hit Die: d6. 
   
  REQUIREMENTS 
       To qualify to become a soulcatcher, a character 
  must fulfill all of the following criteria. 
       Race: Sisiutl. 
       Skills: Knowledge (planes) 5 ranks, Spellcraft 
  5 ranks. 
       Feats: Twincast Spell  
   
  CLASS SKILLS 
        The soulcatcher’s class skills (and the key 
  ability for each skill) are Bluff (Cha), Diplomacy 
  (Cha), Intimidate (Cha), Knowledge (arcana) 
  (Int), Knowledge (planes) (Int), Sense Motive 
  (Wis), and Spellcraft (Int). 
       Skill Ranks at Each Level: 2 + Int modifier. 
    
  CLASS FEATURES 
  All of the following are class features of the 
  soulcatcher prestige class. 
   
       Weapon and Armor Proficiency: Soulcatchers 
  are proficient with all simple weapons and light 
  armor. 
  Simulcast (Su): By essentially casting the same 
  spell twice at the same time using the same 
  power source, the soulcatcher can force his 
  opponents to make two saves versus spells cast 
  by himself, taking the lowest roll as the result. 
  Energy Drain (Sp): At 2nd level, a soulcatcher 
  gains the energy drain ability. By making a melee 
  touch attack as a standard action, he bestows one 
  negative level on the target (two levels on a 
  critical hit). The soulcatcher gains 5 temporary hit 
  points for each negative level he bestows on an 
  opponent. These temporary hit points last for a 
  maximum of 1 hour. The DC to remove this 
  negative level is 10 + the soulcatcher’s class level 
  + his spellcaster ability modifier. At 6th level, this 
  touch attack bestows two negative levels (four on 
  a critical hit). 
  Soul Pool (Su): Also at 2nd level, a soulcatcher 
  gains a pool of soul points, stolen life energy he 
  can use to recover his spells or heal others. The 
  number of soul points in the pool begins at 0 and 
  only increases when the soulcatcher uses her 
  energy drain ability on a suitable target. A 
  soulcatcher gains 1 soul point for each negative 
  level bestowed by her energy drain, but only if 
  the target’s Hit Dice is equal to or greater than the 
  soulcatcher’s total character level. The maximum 
  number of soul points a soulcatcher can have in 
  his pool is equal to 1/2 his class level plus his 
  spellcasting ability modifier; any points above 
  this are wasted. Note that soul points are 
  fragments of souls and do not prevent a slain 
  creature from being raised. 
     In addition to fueling healing magic granted 
  in later levels, the soulcatcher can, as a full-round 
  action, expend soul points equal to twice the spell 
  level of a cast spell or used spell slot in order to 
  regain that spell or slot as if it had not been cast 
  (similar to using a pearl of power, except it also 
  works for spontaneous casters). 
  
   
   
   
   
   
   
   
  12 
     
   A soulcatcher may also channel soul points 
  into another living creature (or themselves) by 
  touch as standard action, thus healing 1d3 points 
  per soul point expended. This is a crude use of 
  raw soul energy, and is generally only used as a 
  last resort. 
  Souls of Ice (Sp): At 3rd level, once per day, a 
  soulcatcher can summon 1d3 Medium-sized Ice 
  elementals, which serve him for 1 minute per 
  soulcatcher class level. This ability otherwise 
  counts as summon sea monster V. 
  Soul Healer (Sp): At 4th level, the  
  soulcatcher gains the ability to cast  
  remove disease, neutralize poison, remove 
  blindness/deafness, or cure serious wounds  
  as a spell-like ability, once per round, at  
  a cost of 1 soul point each. 
   Spirit Healer (Sp): At 7th level, the 
  soulcatcher gains the ability to cast heal as a spell-
  like ability, once per round, at a cost of 2 soul 
  points. 
  Souls of the Iceberg (Sp): At 8th level, once 
  per day, a soulcatcher can summon 1d3 huge ice 
  elementals, which serve him for 1 minute per 
  soulcatcher class level. This ability otherwise 
  counts as summon sea monster VII. 
  Immortal Soul (Su): At 10th level, the 
  soulcatcher can spend 3 soul points to gain fast  
   
   
  healing 10 for 10 rounds. This counts as a 6th-
  level spell. 
   
   
   
   
  TABLE: THE  SOULCATCHER 
   
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells Per Day 
  1st 
  +0 
  +0 
  +0 
  +1 
  Simulcast 
  − 
  2nd 
  +1 
  +1 
  +1 
  +1 
  Soul drain, soul pool 
  +1 level of existing class 
  3rd 
  +1 
  +1 
  +1 
  +2 
  Souls of Ice 
  +1 level of existing class 
  4th 
  +2 
  +1 
  +1 
  +2 
  Soul Healer 
  +1 level of existing class 
  5th 
  +2 
  +2 
  +2 
  +3 
  − 
  +1 level of existing class 
  6th 
  +3 
  +2 
  +2 
  +3 
  Soul drain (2 levels) 
  − 
  7th 
  +3 
  +2 
  +2 
  +4 
  Spirit Healer 
  +1 level of existing class 
  8th 
  +4 
  +3 
  +3 
  +4 
  Souls of the Iceberg 
  +1 level of existing class 
  9th 
  +4 
  +3 
  +3 
  +5 
  − 
  +1 level of existing class 
  10th 
  +5 
  +3 
  +3 
  +5 
  Immortal Soul 
  +1 level of existing class 
  
   
   
   
   
   
  13 
  Sisiutl  
  A medium-sized two-headed dragon with a face on its torso and a 
  fish-like tail swims up to you brandishing a light crossbow in each 
  of her hands. All three of her faces smirk at your reaction.  
   
   
  SISIUTL 
  CR ½   
  XP 200 
  Female sisiutl rogue 1 
  CN Medium aberration (aquatic) 
  Init +2; Senses Darkvision 60 ft., Perception +12 
  Racial Buoyancy: -160, Depth Tolerance: 5,000 ft. 
  DEFENSE 
  AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) 
  hp 8 (1d8) 
  Fort +0, Ref +4, Will +1 
  OFFENSE 
  Speed 10 ft., swim 30 ft. 
  Melee 2 daggers +2 (1d4+2/19-20) or 2 bites +2 (1d4+2) 
  Ranged 2 light crossbows +2 (1d8/19-20) 
  Special Attacks Sneak Attack +1d6 
  STATISTICS 
  Str 14, Dex 15, Con 10, Int 16, Wis 8, Cha 10 
  Base Atk +0; CMB +2, CMD 15 
  Feats Two-Weapon Fighting, Innate Two-Weapon Fighting 
  Skills Acrobatics +6, Bluff +4, Climb +6, Disable Device +6, 
  Escape Artist +6, Intimidate +4,  Perception +8,  Sense Motive 
  +3, Sleight of Hand +6, Stealth +6;  Racial Modifiers +5 
  Perception  
  Languages Ancient, Common 
  ECOLOGY 
  Environment any aquatic, but usually Isinblare (Feldorheim) 
  Organization solitary,  or twin-pack (4-6) 
  Treasure NPC gear (sharkhide armor, 2 daggers,  2 light  
       crossbow, quiver of 24 bolts,  other treasure) 
  SPECIAL ABILITIES 
   
  Magically Mutable (Su): Sisiutls  
  are affected by transmutation  
  spells as if the caster were  
  one level higher. 
  Winalagalis 
  Encapsulated in a sphere of ever-ice one can see a hairless sisiutl with 
  its arms, necks, and tail all amputated and crudely sewn shut along 
  with its torso-mouth. It floats here, expressionless, causing one to 
  wonder if it is really alive. 
   
   
  WINALAGALIS                                CR 12 
   
  XP 19,200    
  N Medium construct (aquatic) 
  Init +1; Senses tremorsense 60 ft., blind;  Perception +15 
  Racial Buoyancy:  0, Depth Tolerance: immune to pressure 
  DEFENSE 
  AC 26, touch 11, flat-footed 25 (+4 armor, +1 Dex, +11 natural) 
  hp 132 (15d10+50) 
  Fort +5, Ref +6, Will +7 
  DR 10/adamantine and magic; Immune cold, construct traits; 
  SR 23 
  Weaknesses susceptible to mind-affecting effects 
  OFFENSE 
  Speed swim 5 ft. 
  Melee none 
  Spell-Like Abilities  (CL 20th)  At will—levitate, telekinesis 
  (CL 12th; concentration +17)   3/day—deep slumber (DC 17),  
        seek thoughts(DC 17),  1/day— lesser geas (DC 18) 
  Wizard Spells Prepared (CL 12th; concentration +17) 
       6th— disintegrate (DC 21), globe of invulnerability  
       5th—cone of ice (2, DC 22), dominate person (DC 21),    
           passwall 
       4th— arcane eye, black tentacles (2), boiling shield 
       3rd— electrical surge (2, DC 18),  fly,  slow (2, DC 18) 
       2nd—false life (already cast), glitterdust (DC 19), hideous  
          laughter (DC 18), make whole, mirror image 
       1st—charm person (2, DC 17), expeditious retreat,  
          mage armor (already cast), slippery ice (DC 18),  unseen  
          servant 
       0—detect magic, electrify, mage hand, read magic 
  STATISTICS 
          Str 13, Dex 13, Con —, Int 20, Wis 10, Cha 13 
              Base Atk +15; CMB +16; CMD 27 
                    Feats Combat Casting, Alertness (for a Winalagalis  
                          this feat counteracts perception detriments for being  
                              blind), Greater Spell Focus (conjuration),  
                                     Improved Iron Will, Iron Will, Skill  
                                            Focus (Spellcraft), Spell Focus  
                                                (conjuration), Spell Focus  
                                                    (enchantment), Toughness 
                                                      Skills Diplomacy +16,  
                                                           Knowledge (arcana) +20,  
                                                            Knowledge (history) +20,  
                                                             Knowledge (planes) +20,  
                                                              Perception +15, Spellcraft  
                                                            +26, Use Magic Device +16 
                                                        Languages Aquan, Ancient,  
                                                      Common, Draconic, telepathy  
                                                100 ft. (cannot audibly speak) 
                                         SQ: Componentless Spellcasting 
   
  ECOLOGY  
   
  Environment the city of Adlivun 
  Organization solitary or  council (8-13) 
  Treasure  incidental 
   
  
   
   
   
   
   
   
   
  14 
  Sisiutls in Your Game 
  Unlike other races, sisiutls present an unusual 
  option: play two personalities attached to one 
  character. This can be done in a variety of ways. 
  First, for the player who wants to play two 
  personalities at once, this is the best option with 
  the sisiutl. This works well because there is only 
  one set of statistics to work with and one 
  character sheet to maintain while providing the 
  thrill of controlling two active personas. Or 
  perhaps two players really enjoy working 
  together; the sisiutl would work well for them as 
  well. Yet another option is to have a player play 
  one half of the sisiutl, and the Game Master treats 
  the other as an NPC. If two people play a sisiutl, 
  they could alternate turns or even encounters as 
  desired. 
  Sisiutls in this text are presented as a fairly 
  fresh race to the world. While they do have 
  ancient origins, it does not need to be entangled 
  with your existing campaign history. This allows 
  them to be placed in virtually any aquatic 
  campaign setting with little work. As is, they 
  require almost no adjustment to your world to 
  begin play immediately.  
  In games that lack an arctic setting, the sisiutl 
  could make an interesting deep sea or even 
  freshwater creature. They could originate from a 
  city in a remote lake, or deep underground. Sand 
  or silt could replace ice for the mechanics of this 
  conversion. 
  Optionally, the Game Master can create an 
  alternative back story for the sisiutls. Perhaps 
  they are simply a relatively rare or dying race 
  that is seldom encountered or extremely 
  secretive. Then again, maybe they are from 
  another plane of existence and are fleeing to your 
  campaign world from a terrible menace. Sisiutl 
  could also be a brand new race that arose from an 
  arcane experiment; a reality altering spell that has 
  gone horribly wrong. 
  Whatever the case, the sisiutl will make a 
  welcome addition to any undersea game as a the 
  only two-headed PC, an unusual option for a 
  player (or even a couple of players) who are 
  seeking something different, a challenge for the 
  player who likes to play everything, or even a fun 
  alternative for those that really enjoy working 
  together on everything.
  OPEN GAME LICENSE Version 1.0a 
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  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have 
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  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 
  
   
   
  15 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
        
        
   
   
   
     
  Add New Life to your  
  Cerulean Seas Game! 
   
  The REMARKABLE RACES SUBMERGED 
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  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 
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  something different, the "Remarkable 
  Races" line by Alluria Publishing will 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Alluria/Remarkable Races Submerged - Sisiutl.pdf