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  REMARKABLE RACES SUBMERGED 
  THE NELUMBU (AQUATIC OAKLING) 
  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-RRS10: 
   
  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 
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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. 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. 
  Muse, Morgen, & 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 
  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. 
   
  
   
   
   
   
   
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  Remarkable Races Submerged:  
   
   
   
   
   
   
   
   
   
   
   
   
  The Nelumbu 
  
   
   
   
   
   
   
   
  4 
  3rd day of the Lotus Blossoms, 14th year of the Wicker Monkey 
  By adjusting the species of parasitic algae from red rust to 
  cerulean spot, the locomotion tincture was more readily 
  absorbed by the chrysanthemums, and the symbiosis seemed 
  to take. If successful, I will consider adding a bit of my 
  “fox’s wit” elixir and my dream of an animate flower garden 
  that will keep me company in these lonely hills will be that 
  much closer to fruition. 
   
  17th day of the Osmanthus Blossoms, 14th year of the Wicker Monkey 
  Unfortunately, I had to destroy the mums as, while they were 
  quite mobile and active, the “fox’s wit” made them too 
  unruly. They had to be eliminated before the bloom as I did 
  not want them to get out of hand. This failure has got me 
  thinking… I have to be more careful! Perhaps a more self-
  contained species? 
   
  7th day of the Yang, 14th year of the Wicker Monkey 
  Water Lotus! They are beautiful, and cannot venture far from 
  their pond. I will start the process immediately. 
   
  13th day of the Apricot Blossoms, 14th year of the Wooden Rooster 
  So far, the tincture has been a great success. The sapient 
  and mobile water lotuses (I think I will call them nelumbu, 
  after the southern province’s name for the lotus, “neḷum”) 
  are quite friendly and sociable. They are very industrious as 
  well, always rearranging and weeding their pond. While they 
  seem fairly intolerant to other water plants, they have shown 
  that they can be reasoned with. It’s so good to have 
  someone to talk to! 
   
  8th day of the Lotus Blossoms, 14th year of the Wooden Rooster 
  Strange occurrence: All of my nelumbu seem to have switched 
  their eye/seed pods to their left side instead of their right. 
  Did they go to seed? If so, where are their seed pods? I 
  see none floating in the pond. Perhaps they are tending to 
  them in secret. I suppose we will see next year. The nelumbu 
  are acting like nothing happened. Perhaps they are working 
  on some sort of instinctual level? 
   
  9th day of the Preserves, 14th year of the Wooden Rooster 
  The nelumbu really don’t like the cold. I will have to make 
  some adjustments next year, I think. I have detected a small 
  measure of dishonesty and maliciousness in some of the 
  nelumbu. They killed all of the koi in the pond. While several 
  claimed that “a hungry owl did it in the night,” others came 
  clean and said the koi were sacrificed to increase nitrates 
  in the water, and that their decay added warmth. I am not 
  entirely sure what to do about this. On one hand, they 
  display amazing ingenuity. On the other, their act seems 
  callous and very disharmonious with nature. 
   
  3rd day of the Peach Blossoms, 14th year of the Lava Wolf 
  I found the seeds. Somehow they ended up in Gudu Lake 
  nearly five miles away, and now the lake is heavily populated 
  with brand new nelumbu seedlings. I have no idea how long it 
  will take them to grow. I am not sure they can be rounded 
  up. How did they get there? 
   
  20th day of the Lotus Blossoms, 14th year of the Lava Wolf 
  Finally caught one! The nelumbu’s eye pods fall off and 
  become mobile. Worse, they can crawl across the land for at 
  least several hours, unlike the nelumbu themselves who get 
  sick after a few minutes after leaving the water (I’ve seen 
  them try a lot lately). The podlings are easily destroyed 
  however, though one nearly strangled me when I caught it. I 
  fear the nelumbu are not content with their pond any more. 
  They are very clever. Apparently last year they snatched one 
  of my land surveys and found out about Gudu lake from that. 
  Not sure how they are directing their podlings to it, as the 
  podlings do not seem to harbor any discernible intellect.  
  23rd day of the Winter Frost, 14th year of the Lava Wolf 
  The nelumbu have taught themselves how to read. They have 
  been stealing books that I left too close to their pond. 
  Luckily the seedlings remaining in Gudu lake have not grown 
  much. It will be several years before they mature. Next year 
  will be dedicated to figuring out how to contain this. I should 
  be able to experiment on the seedlings without the pond 
  nelumbu finding out.  
   
  4th day the Peach blossoms, 14th year of the Flaming Boar 
  Fire and steam seems to do the trick. Nelumbu hate it even 
  more than cold. It finishes them off quickly. They adapt too 
  quickly for my tinctures or toxins to be effective, and are 
  smart enough to avoid them if they can. Unfortunately I think 
  they are on to me. I do not feel safe near the pond 
  anymore. The Gudu Lake seedlings are still too small to be of 
  any danger.  
   
  19th day of the Lotus Blossoms, 14th year of the Flaming Boar 
  The pond’s nelumbu population has tripled since last year. 
  They are dealing with overpopulation by building rain 
  collection towers from nearby bamboo, expanding their pond 
  size, and trapping native wildlife to use as fertilizer. This is 
  a problem. My dream is quickly becoming a nightmare. 
   
  21st  day of the Lotus Blossoms, 14th year of the Flaming Boar 
  Too many podlings made it to Gudu Lake this year, my effort 
  to rid the lake of the nelumbu seedlings has been in vain. 
  The podlings are a lot more resilient than I imagined. They 
  can survive for several hours out of the water, and actively 
  seek out the best places to plant their seeds.  The Zhong 
  river is 8 miles from Lake Gudu, I must dedicate the next 
  few years to forming a barrier, or the world is in danger 
  from my creation. A podling traveling from the lake might 
  make it to the river. Luckily the pond is too far away (I 
  tested).  
   
  3rd day of the Sweet Sedge, 15th year of the Iron Tiger 
  It’s been almost three years since my last entry. The Lake 
  Gudu seedlings are nearly grown. I have developed a hedge 
  with fiery thorns that works well at keeping podlings at bay. 
  Currently, I am planting the “fire-thorn” around the 
  perimeter. I do not think they can escape. Thank goodness I 
  live in the middle of nowhere!  
   
  23rd day of the Chrysanthemum Blossoms 15th year of the Iron Tiger 
  On a positive note, the pond-nelumbu did not create podlings 
  this year. They are dealing with overpopulation by adjusting 
  their reproductive rates. I am always amazed at how adaptive 
  they are! I speculate that if they are contained in a small 
  area for several decades, only the more mature nelumbu will 
  reproduce, as seen in a few varieties of their non-sapient 
  cousins.   
   
  13th day of the Apricot Blossoms, 15th year of the Wicker Serpent 
  Lake Gudu has become a thriving nelumbu civilization. The 
  pond-nelumbu have dug a channel all the way to the lake  
  and have finally joined their children and grandchildren. The 
  nelumbu now cultivate fish and bamboo and have even built a 
  school to teach young seedlings. They set traps all over to 
  catch me. They know about my fire-thorn hedges and are not 
  happy. The hedges will stop them from spreading for many 
  years. The rocky hills will make carving a channel all the 
  way to the river very difficult. It will take centuries for 
  them to escape. Hopefully by then, the world will be ready 
  for them. Tonight I confront them.  
  I hope they will forgive me. (last entry) 
   
       −translated from an unknown drylander’s journal, 
  written approximately 50 years before the Great Flood. 
   
  
   
   
   
   
   
  5 
  PHYSICAL DESCRIPTION:   Superficially, 
  nelumbu are a species of water lotuses. As such, 
  they have the same characteristic “lily pad” leaves, 
  beautiful flowers, intricate roots, and even a large 
  seed pod. Like the water lotus, nelumbu 
  demonstrate high ultrahydrophobicity, meaning 
  that water rolls off of them with ease. In addition, 
  they have the ability to thermoregulate (they are 
  warm to the touch), which is rare in plants but 
  perfectly normal for a water lotus.   They are 
  effectively the quintessential water plant. 
  However, aside from their mobility and 
  sapience, many other physical differences set them 
  apart from any known species of water lotus. First, 
  nelumbu have only six leaves, known to them as 
  “leaf fins,” which they use to swim. Nelumbu also 
  always have only one flower (referred to as a 
  bloom), which is used as both a sensory organ 
  (hearing, taste, and smell) and to generate melodic 
  voices. While a healthy nelumbu is a rather dull 
  shade of greyish-green, their bloom is vibrant and 
  can be virtually any color of the rainbow. 
  Immediately to the right or left of the bloom, much 
  like a second head, is the seed pod filled with nine 
  intelligent looking eyes instead of seeds. Known to 
  harbor the brain of the nelumbu, the “eye pod” 
  conveys normal vision, low-light vision and good 
  depth perception. Below the bloom and seed pod, 
  two immature, trifurcated “flower buds” serve as 
  the nelumbu’s hands. 
  Originally, nelumbu were a fresh water plant 
  species, but they adapt quickly. The vast majority 
  of the nelumbu encountered today are better 
  suited for salt water, though they prefer secluded 
  bays and lagoons and despise the choppy water of 
  the open sea. 
       ECOLOGY & SOCIETY: Ideally, nelumbu like 
  to rest in about five feet of murky water, their 
  bloom and eye pods above the water, their leaf-
  fins on top of the water, and their roots buried in 
  the muck or sand. Nelumbu are hermaphrodites 
  and effectively immortal. Each time they 
  reproduce, their age resets back to young adult. 
  During reproduction, the nelumbu’s eye-pod 
  drops off and becomes a mobile podling that seeks 
  out an ideal place to plant its eyes that become 
  nelumbu seeds. Seedling nelumbu lack the 
  characteristic bloom and eye pod, but can still hear  
  and absorb information very quickly. Seedlings  
  (and perhaps even podlings on an instinctual 
  level) seem to retain some rudimentary 
  knowledge and memories  passed down from 
  their parent.   
  Nelumbu are highly industrious, holding the 
  survival of their species above all else. They work 
  tirelessly to better their society, often to the 
  detriment of those around them. Survival is of 
  primary concern to a nelumbu, and they are 
  seldom known to be self-sacrificing or precocious. 
  Unlike most plant-like creatures, nelumbu are not 
  bound to other flora in any way. Instead of getting 
  a feeling of comfort being close to nature among 
  the kelp forest or coral reef, they feel crowded and 
  uneasy. Though many find this race to be sinister 
  and alien, nelumbu are not necessarily evil and 
  find no benefit in angering other sentient beings.  
  They simply find it difficult to relate to the 
  concepts of sympathy and sentiment; seeing no 
  advantage in preserving useless historical relics, 
  common non-sentient plants and animals, or 
  keeping anything that cannot be put to good use. 
  The only exception is, perhaps, is that the 
  nelumbu are fond of clothes, especially silk or 
  fancy tunics, which they wear as a sort of status 
  symbol. A nelumbu will get rather annoyed if 
  their clothes get tattered or torn, and seem to show 
  sentimental attachment to their individual style. 
  This strange attachment to garments may have its 
  roots in the origin of the nelumbu, initially a way 
  to be more like their drylander creator.  
  One aspect that redeems the nelumbu is its 
  clear logic and wisdom. While in it for strictly 
  selfish reasons—something they are quite up front 
  about—they also believe in sharing the benefits. 
  Nelumbu understand the worth of powerful allies 
  and that even though they do not share the same 
  sentiment, other races will feel indebted to them 
  for the execution of good deeds. This will drive 
  nelumbu to perform many seemingly charitable 
  services, thus improving the overall bad 
  reputation of their race 
         RELATIONS TO CORE RACES: While the 
  nelumbu originated in the fresh waters of 
  Senkokoku, they were a poor match with the other 
  indigenous species who dwelled there. Over the 
  course of a century, they were slowly pushed out 
  to sea where they adapted to saltwater. They 
  quickly made enemies here as well. Within two 
  centuries, all the nelumbu in Nikaikoku were 
  
   
   
   
   
   
   
   
  6 
  hunted to near extinction. Both the Hanran and 
  the Imperials view the nelumbu as nuisance 
  weeds, and they are not allowed to grow in 
  population. 
       Luckily for the nelumbu, their podlings often 
  swim against the current and can travel thousands 
  of miles across the sea to find friendlier waters in 
  which to plant themselves. Around the same time 
  that the viridian naiads were creating saltwater 
  lotus nurseries for the anumi lotus that they 
  recently developed, at least one nelumbu podling 
  floated in from distant shores and, not long 
  afterwards, the nelumbu were known in the 
  Cerulean Seas. 
      Nelumbu are slightly better received in this 
  region, though most are regarded as a mistake 
  created by the naiads. The naiads, knowing this 
  not to be true, are highly suspicious of the 
  nelumbu. Although, this is uncharacteristic for 
  naiads (especially towards other plant creatures), 
  the naiads are also perhaps the only race that is 
  certain that the nelumbu are an invasive alien 
  species, and not a result of their tinkering. Luckily, 
  the Cerulean Seas are large and peaceful 
  enough that no great conflicts have arisen, 
  and the nelumbu have been left to 
  proliferate in peace. 
         ALIGNMENT & RELIGION:   It is 
  important to note that despite 
  their frigidly rational 
  tendencies, nelumbu are 
  not evil creatures. They 
  do not take pleasure in 
  killing, nor do most feel 
  that deception and 
  corruption are logical 
  paths. While they lack 
  sympathy, they also lack 
  malice. This puts them 
  coarsely on the neutral 
  path. 
       While nelumbu do not 
  have a religion of their 
  own, they occasionally take 
  up a faith related to 
  civilization or progress. 
  Infrequently they will dedicate 
  themselves to a god of flora, 
  though this occurs much less 
  often than a non-nelumbu would assume. 
        ADVENTURERS: Nelumbu adventure for 
  personal or species gain of some sort; usually 
  something tangible, such as wealth or powerful 
  magic.   Sometimes, a nelumbu can be found on a 
  quest for knowledge or to strengthen connections 
  with an important ally.   It is very rare to find a 
  nelumbu adventuring for fame, glory, or 
  vengeance as they do not often value these things. 
  Likewise, they only bond with a strong group of 
  adventurers, leaving the weak to perish. 
        Nelumbu make good monks and fighters, 
  preferring a direct and final approach to most 
  things. Often their motto is “kill or be killed,” and 
  they take threats very seriously. Occasionally a 
  nelumbu will take up the cause of a neutral deity 
  and find the relationship to be mutually beneficial, 
  thus becoming a cleric. Although physically well 
  suited to the barbarian class, many a nelumbu find 
  it difficult to get in touch with their “inner rage” 
  and deem such an act to be illogical. Nelumbu can 
  be found in most other classes, as all provide some 
  sort of benefit that would be appealing and 
  useful. 
         NAMES: Brawnflower, Burlyroot, 
  Deathshade, Deeproot, Doombloom, 
  Fastleaf, Flitterleaves, Greenbud, 
  Grimfoot, Hardroot, Iron-
  bloom, Keen-eyes, 
  Mudfoot, Nimble-
  limb, Leafhammer, 
  Stone-eyes, 
  Strong-vine, 
  Swift-leaf, 
  Silverleaf, 
  Townsprout,  
  Wise-root 
   
  
   
   
   
   
   
  7 
   
  Nelumbu Vital Statistics 
   
  RANDOM STARTING AGE 
  Adulthood 
  Barbarian, 
  Rogue, 
  Sorcerer 
  Siren, 
  Fighter, 
  Paladin, 
  Mariner 
  Cleric, 
  Kahuna, 
  Monk, 
  Wizard 
  6 years 
  +2d4 
  +3d4 
  +5d4 
   
  RANDOM HEIGHT AND WEIGHT 
  Gender 
  Base Height 
  Modifier 
  n/a 
  4.ft. 10 in 
  +2d6 inches 
   
  AGING EFFECTS* 
  Middle Age 
  Old 
  Venerable 
  Maximum Age 
  20 years 
  30 years 
  40 years 
  40  + 3d4 years 
  *Nelumbu can “reset” their physical age to young adult (6 years) 
  simply by going through their reproductive cycle. See the “Create 
  Podling” feat, detailed in this tome. 
   
   
   
   
   
   
   
   
  Nelumbu Racial Traits 
     +2 Constitution, +2 Wisdom, -2 Charisma:      
       Nelumbu are resilient and clever, but their cold  
       personalities often alienate them from others.   
    Racial Buoyancy: 100, Depth Tolerance: 2,500 feet 
    Medium:  Nelumbu are Medium-sized creatures      
        with no bonuses or penalties due to size. 
    Normal Swim Speed: Nelumbu have a base swim  
       speed of 30 feet. 
    Seawalker: Nelumbu were never meant to move on 
  land. They do so at a movement rate of 5 feet (though 
  may move faster by using the Climb skill). This 
  feature generally precludes them from a land 
  adventure at low levels, which should not be a major 
  issue for an entirely aquatic campaign. At higher 
  levels, spells and magic items may help nelumbu 
  explore dry-land in short intervals, with more 
  permanent solutions becoming obtainable at the 
  highest levels. 
    Amphibious: Nelumbu can breathe both water and   
        air indefinitely. 
    Low-Light Vision:  Nelumbu can see twice as far as  
       merfolk in conditions of dim light. 
    Sapient Plant:  Nelumbu count as plants instead of 
  humanoids. Plants are immune to all mind-affecting 
  effects (charms, compulsions, morale effects, 
  patterns, and phantasms). Plants are immune to 
  paralysis, poison, polymorph, sleep effects, and 
  stunning. 
             Plants breathe and eat, but do not sleep, unless 
  they want to gain some beneficial effect from this 
  activity. This means that a plant creature can sleep in 
  order to regain spells, but sleep is not required to 
  survive or stay in good health. 
  Water Reliant: Nelumbu take 1 point of Constitution 
  damage after every hour they are not at least 
  partially submerged in water. 
  Vulnerability to Steam: Nelumbu take half again as 
  much damage (+50%) from steam attacks, regardless 
  of whether a saving throw is allowed or if the save is 
  a success or failure. 
  Gripping Roots:  Nelumbu receive a +2 racial bonus to 
  their CMD when resisting bull rush or trip attempts 
  while rooted to an unyielding surface. 
   Sun Heal: Nelumbu can heal themselves when  
       exposed to sunlight. In sunlit conditions (magical or  
       true), once per day as a standard action, the nelumbu 
  can heal 2 points of damage per character level.  Using 
  this ability also provides the nelumbu with one meal’s 
  worth of nourishment. 
    Languages: Nelumbu begin play speaking Common    
       and  Plant (see next page).  Nelumbu with high  
       Intelligence scores can choose any of the following:     
       Aquan, Halbok, Hanran, Imperial, Sylvan.  
   
  
   
   
   
   
   
   
   
  8 
   
  PLANT LANGUAGE 
        Plants communicate at very high frequencies 
  beyond the range of merfolk hearing. In fact, the 
  majority of the sound that plants communicate is 
  in an ultrasonic range beyond even that of the 
  delphins. They can communicate only their 
  status: hungry, thirsty, injured, and so on. 
  Anything beyond a one-word remark concerning 
  the immediate state of the speaker’s self cannot 
  be conveyed in this “tongue,” and plant language 
  has no written form. It is a universal language 
  that only other plants know. It cannot be learned 
  by a non-plant. All plants, sentient and 
  otherwise, speak this language. 
        
  Racial Feats 
  The following feats are available to a nelumbu 
  character who meets the prerequisites. 
   
  CREATE PODLING 
  You prepare yourself to create a podling, thus 
  furthering your species and taking another step 
  towards immortality. 
  Prerequisites: Nelumbu, physical contact with 
  another nelumbu, middle-age or greater age 
  category. 
  Benefit: Any time after you take this feat, but 
  only once, you may elect to create a podling 
  during eight hours of uninterrupted rest. During 
  the process, your eye-pod drops off and turns 
  into a podling, your bloom becomes a new eye 
  pod, the arm closest to your old eye-pod becomes 
  a new bloom, and you grow a new arm in its 
  place. Your physical age is then reset to 6-years-
  old (young adult).  
  Alternatively, if you are beheaded (your eye 
  pod is chopped off) before you can initiate your 
  transformation, you will fall unconscious (instead 
  of instantly dying) and the process starts 
  immediately after the beheading, culminating 
  after 10 hours, provided your unconscious body 
  is left in peace. Any significant injury to the body 
  after beheading will interrupt the process and 
  death will ensue naturally.   
  Special: You can take this feat, multiple times, 
  provided that you qualify. 
  MIGHTIER ROOTS 
  Your gripping roots ability has been much 
  stronger. 
  Prerequisite: Nelumbu. 
  Benefit: As a move-equivalent action that does 
  not provoke an attack of opportunity, you can 
  root yourself in place onto any unyielding 
  surface. While rooted, you receive a +3 
  circumstance bonus (in addition to your racial 
  bonus) to your Combat Maneuver Defense when 
  resisting a bull rush or trip attempt. If you move 
  or are moved from the square in which you 
  initiated this ability, the bonus ends. 
   
  PLANT MAGIC 
  Your magical ties to plants grow stronger. 
       Prerequisites: Nelumbu sorcerers with the 
  verdant bloodline or nelumbu clerics with access 
  to the Flora domain. 
  Benefit: Sorcerer nelumbu with the verdant 
  bloodline treat their Charisma score as 2 points 
  higher for all sorcerer spells and class abilities. 
  Cleric nelumbu with the Flora domain use their 
  domain powers and spells at +1 caster level. This 
  trait does not give nelumbu early access to level-
  based powers; it only affects powers that they 
  could already use without this trait. 
   
  SUN LOVING 
  You can use sun heal more often. 
  Prerequisites: Nelumbu, Character level 6. 
  Benefit:  You can use sun heal one additional 
  time per day. 
  Special: You can take this feat again at level 12, 
  and once again at level 18 (maximum 3 times). 
   
  UNASSUMING FOLIAGE 
  You have learned to blend in with the seaweed. 
  Prerequisites: Nelumbu. 
  Benefit: You gain a +4 racial bonus on Stealth 
  checks in areas of high aquatic vegetation. 
   
  
   
   
   
   
   
  9 
  Arcane Algae 
       Arcane algae is created by coaxing common forms 
  of parasitic algae that infests various plants, towards 
  beneficial uses through arcane and alchemical 
  processes. The procedure itself is a closely guarded 
  secret among the nelumbu, though it is known to take 
  years to get a good tincture and that extensive 
  knowledge of herbalism and alchemy is required. 
       When obtained, arcane algae is suspended in a 
  special solution that keeps it alive and preserves it, 
  and bottled in a small, tightly stoppered clear glass 
  containers. If the glass breaks or the arcane algae is 
  released into the water, its special properties fade and 
  it reverts to normal algae. The clear glass is essential as 
  the algae requires at least 8 hours of sunlight a week, 
  or the tincture turns clear and is ruined. 
        When injected or poured into the wound of a 
  sentient plant, a symbiotic relationship is formed and 
  the host gains its benefits after 24 hours. The arcane 
  algae derives nourishment and protection from its 
  host and the host can benefit from a variety of effects 
  depending on the type of algae. The host plant must 
  sacrifice 1 hp from its hit point pool permanently to 
  gain the algae’s advantage. A sentient plant can only 
  maintain one arcane algae culture every 6 levels. A 
  remove disease or similar effect is required to 
  permanently remove an arcane algae “infection.” 
  However, removing the algae does not return the hit 
  points sacrificed to it, and the host’s coloration will 
  become a mottled green. The only exception is when a 
  new algae of the same variety is being immediately 
  introduced. This typically happens when the nelumbu 
  finds a specimen of greater rarity. The new algae 
  replaces the old algae with no hit point cost. 
        Originally designed for nelumbu, arcane algae are 
  of little use to the average adventurer. However, these 
  little plants were introduced to the viridian naiads and 
  works for them as well. It is very likely (at the 
  discretion of the Game Master) the arcane algae will 
  work with most sentient plant or plant-like creatures. 
       It should be noted that these are living plants with 
  arcane properties and not technically magic items. 
  While they share many properties with magic items,  
  arcane algae are in a category all their own.!
   
  Arthrospira (Blue Green Tincture) 
  Aura faint necromancy; CL 10th. 
  Slot —; Price 600 gp (common), 2,400 gp 
  (uncommon), 9,600 gp (rare); Weight —. 
  DESCRIPTION 
  This blue-green variety of algae renders a normally 
  green nelumbu to develop a bright, aquamarine 
  coloration and its blood (or sap) becomes a water 
  repellent blue gel. When one hit point worth of the 
  nelumbu’s fresh blood (sap) is applied weapon or 
  ammunition, the next time that weapon deals 
  damage, the target is also subject to poison.  This 
  poison deals 1 point of Constitution damage, once 
  per round, for 3 rounds. Poisoned creatures can 
  make a Fortitude save each round to negate the 
  damage and end the affliction. Subsequent attacks 
  with that weapon are not poisoned. The sap must 
  be fresh (used within 3 rounds of being bled) or it 
  loses its potency.  
        Creatures with a natural bite attack that bite a 
  nelumbu afflicted with arthrospira will find that 
  they taste terrible, and must make a Will save with 
  the DC equal to the algae’s poison DC or gain the 
  nauseated condition. The poison, however, can 
  only be delivered through a wound. 
       The save DC is based on type of algae. A 
  common arthrospira tincture creates a poison DC of 
  13. An uncommon arthrospira tincture grants a 
  poison DC of 16. A rare arthrospira tincture 
  produces a poison DC of 22. 
  CONSTRUCTION 
  Requirements: Craft (alchemy) DC 20, Knowledge 
  (nature) DC 20,  poison; Cost 300 gp (common), 
  1,200 gp (uncommon), 4,800 gp (rare). 
   
  Chlorella (Bright Green Tincture)  
  Aura faint conjuration [healing]; CL 6th. 
  Slot —; Price 800 gp (common), 6,400 gp (rare); 
  Weight —. 
  DESCRIPTION 
  The nelumbu who joins with these algae will sprout 
  a few dozen bright-green, short, branch-like 
  extremities from random points on its body. A few 
  of these branches with produce new leaves daily, 
  which have minor healing effects.  As a standard 
  action that provokes an attack of opportunity, 
  anyone may consume one or more of these leaves 
  to cure 5 hit points of damage per leaf consumed. 
  The common variety produces 4 leaves per day. 
  The rare variety produces 8 leaves per day that heal 
  10 hit points of damage each. 
  
   
   
   
   
   
   
   
  10 
   
  CONSTRUCTION 
  Requirements: Craft (alchemy) DC 16, Knowledge 
  (nature) DC 16,  cure moderate wounds; Cost 400 gp 
  (common), 3,200 gp (rare). 
   
  Noctiluca (Blue Tincture) 
  Aura faint evocation [light]; CL 3rd. 
  Slot —; Price 600 gp; Weight —. 
  DESCRIPTION 
  A nelumbu inflicted with noctiluca becomes 
  covered in several bright blue spots, all over its 
  body, that can produce bioluminescent light. The 
  nelumbu may control the intensity of his 
  bioluminescent light from no light at all, up to the 
  intensity and functionality of a hooded lantern. 
       The nelumbu’s control over the light is so fine-
  tuned, that it can even use it as an attack. Once per 
  day per character level, the noctiluca nelumbu may 
  attempt to disrupt the vision of one target creature 
  within 30 feet by making a ranged touch attack as a 
  standard action that does not provoke an attack of 
  opportunity. If the attack is successful, that creature 
  is dazzled until the beginning of the nelumbu’s 
  next turn. 
  CONSTRUCTION 
  Requirements: Craft (alchemy) DC 13, Knowledge 
  (nature) DC 13,  light; Cost 300 gp. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rhodophyta (Red Tincture) 
  Aura faint abjuration; CL 4th. 
  Slot —; Price Price 1,000 gp (common), 2,800 gp 
  (uncommon), 10,000 gp (rare); Weight —. 
  DESCRIPTION 
  The nelumbu afflicted with this tincture will 
  become covered in reddish trichomes (plant hairs) 
  that look much like fur. This new coating is highly 
  heat resistant, thus preventing some of the damage 
  associated with steam-based attacks. It provides 
  some resistance to steam, but only a finite number 
  of times per day (the trichomes grow back after 
  eight hours of rest). When the rhodophyta nelumbu 
  takes steam damage, several points of steam 
  damage (depending on the variety of tincture) are 
  absorbed harmlessly.  
       In addition, this absorption circumvents the 
  nelumbu’s vulnerability to steam. The damage 
  multiplier from this weakness does not apply until 
  after the damage is absorbed. For example, if a 
  nelumbu with the common variety of this tincture 
  is attacked with 14 points of steam damage, 10 
  points are absorbed, and the nelumbu only takes 6 
  points, instead of the normal 21 points it would be 
  subject to if it did not have this tincture.  
       The common variety can absorb 10 points per 
  day, while the uncommon can absorb 20, and the 
  rare can absorb 50 points of steam damage per day. 
  CONSTRUCTION 
  Requirements: Craft (alchemy) DC 14, Knowledge 
  (nature) DC 14,  resist energy; Cost Price 500 gp 
  (common), 1,400 gp (uncommon), 5,000 gp (rare). 
  
   
   
   
   
   
  11 
   
   
  Prestige Class: The Golden Lotus 
  “Peace is the gently flowing blood of fallen enemies, warming 
  and nourishing, freeing the sea for more flowers to bloom.” 
   
       The golden lotus has a very direct and logical 
  view of nature; it is not all about conservation, 
  fluffy otters, and pretty water lilies. To the golden 
  lotus, nature’s law is simple and unforgiving: kill 
  or be killed. From the lowly leech that sucks 
  nourishment from those above it to the great 
  white shark that devours all those below it, they 
  feel the ocean has taught them many lessons. 
        A golden lotus has learned to harness his 
  inner nature to overcome obstacles. He has 
  developed his body to become more effective in 
  combat. He has rid his mind of illogical feelings 
  and sentiments that can only stand in the way of 
  progress. A golden lotus is an element of the sea 
  himself; his mind in tune with the cold, hard 
  truth of reality.  
      Role: Golden lotuses are often monks, mariners 
  or fighters before joining these prestigious ranks. 
  In many ways, they carry on with these roles. The 
  golden lotus excels at being at the center of melee 
  combat and controlling the battlefield by 
  becoming an active part of it. The golden lotus 
  can be supportive or stand-alone, depending on 
  how his talents are applied. 
       Alignment: Golden lotuses can be of any 
  alignment. A good golden lotus will use his 
  talents to defend and support the helpless, while 
  an evil one will be a source of unending 
  destruction. 
  Hit Die: d12. 
   
  REQUIREMENTS 
  To qualify to become a golden lotus, a character 
  must fulfill all of the following criteria. 
       Race: Nelumbu. 
       Base Fortitude Save Bonus: +4. 
        
   
   
       Skills: Survival 8 ranks, Knowledge (nature) 4 
  ranks, Stealth 4 ranks. 
  Feats: Endurance, Mightier Roots, 
  Unassuming Foliage.  
   
  CLASS SKILLS 
  The golden lotus’s class skills (and the key ability 
  for each skill) are  Acrobatics (Dex), Climb (Str), 
  Handle Animal (Wis), Knowledge (nature) (Int),  
  Perception (Wis), Stealth (Dex), and Survival 
  (Wis). 
   
  Skill Ranks at Each Level: 4 + Int 
  modifier.  
   
  CLASS FEATURES 
  All of the following are class features of the 
  golden lotus prestige class. 
        Weapon and Armor Proficiency: Golden 
  lotuses are proficient with all simple weapons 
  and light armor. 
         Sea Tangle (Ex): Your roots and leaves are so 
  wild that enemies have a hard time moving 
  through your area. Enemies treat each square 
  adjacent to you as difficult terrain. 
         Nature’s Resistance (Ex): At 1st level, gain 
  energy resistance 5 to one of the following energy 
  types: cold, electricity, acid, or sonic. 
  Alternatively, the lotus may opt to rid himself of 
  his vulnerability to steam. Every other level 
  thereafter (3rd, 5th, 7th, & 9th), the lotus may 
  choose an additional energy type to apply the 
  resistance to.  
        Fisher’s Insight (Ex): At 2nd level, the golden 
  lotus gains a +1 competence bonus to hit 
  creatures of the animal, vermin, and plant 
  creature types. This bonus increases by +1 every 
  other level thereafter (4th, 6th, 8th, and 10th 
  level). At level 8 this bonus can be applied to 
  dragons and magical beasts as well.  
  
   
   
   
   
   
   
   
  12 
   
   
        One With Nature (Sp): At 4th level, a golden 
  lotus forms a personal relationship with the  
  living world. Golden Lotuses may cast commune 
  with nature as a spell-like ability usable at will  
   (though it still requires 10 minutes of 
  uninterrupted concentration to activate, just like 
  the spell). 
       Blood Heal (Ex): At 7th level, each time the 
  golden lotus successfully deals damage  
  with a melee attack against a living  
  opponent, he may cure 1d3 hit points.  
  In order to gain this ability, the enemy  
  that is damaged must have a discernable  
  biology and liquid blood. 
       Strangle Root (Ex): At 10th level,  
  once per round, the golden lotus may  
  make or maintain a grapple  
  maneuver against a single  
  opponent within 5 feet as a swift  
  action without provoking an attack of 
  opportunity, even if both his hands are  
  occupied (he is using his roots). He can  
  only grapple with one opponent at a time  
  in this manner. 
     
   
   
   
   
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +1 
  +0 
  +1 
  Wild Root, Nature’s Resistence (1) 
  2nd 
  +2 
  +1 
  +1 
  +1 
  Fisher’s Insight +1 
  3rd 
  +3 
  +2 
  +1 
  +2 
  Nature’s Resistence (2) 
  4th 
  +4 
  +2 
  +1 
  +2 
  One With Nature,  Fisher’s  Insight +2 
  5th 
  +5 
  +3 
  +2 
  +3 
  Nature’s Resistence (3) 
  6th 
  +6 
  +3 
  +2 
  +3 
  Fisher’s  Insight +3 
  7th 
  +7 
  +4 
  +2 
  +4 
  Blood Heal, Nature’s Resistence (4) 
  8th 
  +8 
  +4 
  +3 
  +4 
  Fisher’s Insight +4 
  9th 
  +9 
  +5 
  +3 
  +5 
  Nature’s Resistence (5) 
  10th 
  +10 
  +5 
  +3 
  +5 
  Strangle Root,  Fisher’s  Insight +5 
  
   
   
   
   
   
  13 
  Nelumbu 
  This rather animate lotus plant has uprooted itself, donned 
  some clothes and is now brandishing a fork in your 
  direction. 
   
  NELUMBU 
  CR ½   
  XP 200    
  Nelumbu warrior 1 
  N Medium plant (amphibious) 
  Init +2; Senses Perception +6 
  Racial Buoyancy:  100  Depth Tolerance: 2,500 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 
  Immune plant traits 
  Vulnerability:  steam 
  OFFENSE 
  Speed 5 ft., swim 30 ft. 
  Melee war fork +4 (1d8+4/�2) 
  Ranged composite longbow +3 (1d8/�3) 
  STATISTICS 
  Str 17, Dex 14, Con 12, Int 10, Wis 15, Cha 6 
  Base Atk +1; CMB +4, CMD 17 
  Feats Dodge 
  Skills Acrobatics +5, Climb +7, Heal +6,  Perception 
  +6,   
       Ride +6, Survival +6 
  Languages Common, Plant 
  SQ gripping roots, sun heal, water reliant 
   
   
   
   
   
   
  ECOLOGY 
   
  Environment any coastal (urban) 
   
  Organization solitary, pair, or tangle (4-6) 
  Treasure NPC gear (shark leather armor, war fork, 
  longbow,  
       quiver of 20 arrows,  other treasure) 
   
   
   
  SPECIAL ABILITIES 
   
  Gripping Roots (Ex):  Nelumbu receive a +2 racial 
  bonus to their CMD when resisting bull rush or trip  
         attempts while rooted to an unyielding  
         surface. 
  Sun Heal (Ex): In sunlit conditions (magical or true), 
  once per day as a standard action, the nelumbu can 
  heal 2 points of damage.  
  Water Reliant (Ex): Nelumbu take 1 point of 
  Constitution damage after every hour they are not  
        at least partially submerged in water. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Nelumbu Podling 
  This lotus seed pod seems to have octopus-like tendrils. It 
  runs away as you approach.  
   
  PODLING 
  CR ¼   
  XP 100    
  N Tiny plant (amphibious) 
  Init +2; Senses low-light vision; Perception +0 
  Racial Buoyancy: 20  Depth Tolerance: 30 feet 
  DEFENSE 
  AC 15, touch 14, flat-footed 13 (+2 Dex, +1  
       natural, +2 size) 
  hp 4 (1d8) 
  Fort +2, Ref +2, Will +0 
  Immune plant traits 
  OFFENSE 
  Speed 15 ft., climb 15 ft., swim 15 ft. 
  Melee slam +0 (1d2–2 plus grab) 
  Space 2-1/2 ft.; Reach 0 ft. 
  Special Attacks constrict (1d3–2), grab (Medium) 
  STATISTICS 
  Str 7, Dex 14, Con 10, Int —, Wis 10, Cha 5 
  Base Atk +0; CMB +0; CMD 8 (can’t be tripped) 
  Skills Climb +6 
  ECOLOGY 
  Environment any coastal 
  Organization solitary or pod pack (3-5) 
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
  14 
  Nelumbu in Your Game 
  Nelumbu in this document are presented as 
  a fairly new race to the sea. Their origin story is 
  non-specific enough for it 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. One down side to this “newness” 
  is that they lack any long-standing tradition, 
  language, and history common to other PC 
  races. This has several ramifications including 
  no racial heritage and not many items tailored 
  especially for this race. However, there are 
  many boons as well. Nelumbu player 
  characters can be bold pioneers, inventing their 
  own paths, their own history, and their own 
  unique traditions. 
  Optionally, the Game Master can create a 
  more ancient back story for the nelumbu. 
  Perhaps they are an ancient species of water 
  plant that starkly split from the wilds to pursue 
  earthly gain. Or maybe they are simply highly 
  evolved water lotuses from a forgotten time, 
  resurrected accidently by some quirk of nature.  
  Another possibility is that nelumbu were the 
  result of an experiment gone awry—an attempt 
  to blend man and plant.   
  Whatever the case, the nelumbu will make a 
  welcomed addition to any game as a 
  representative of the plant kingdom, an 
  unusual option for the player seeking 
  something different, a challenge for the player 
  who has played everything, or just a good 
  match for those that like to cast aside the 
  animal kingdom for a little while and see 
  things from a different angle.
  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 
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  2. The License: This License applies to any Open Game Content that contains a notice indicating 
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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  
  supplements are colorfully illustrated PDF 
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  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  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Alluria/Remarkable Races Submerged - The Nelumbu.pdf