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  REMARKABLE RACES SUBMERGED 
  TRUEFORMS 
  A New Player Character Race for use with the Pathfinder® Roleplaying Game and 
   the Cerulean Seas Campaign Setting© 
   
  !
  Author 
   Emily E. Kubisz 
   
  Interior Illustrators 
  Randall Powell  
  Nagura Gensou  
  Eric Chen 
  Adam Burnier  
  Candis Swain  
  Tim Adams 
   
  Cover Artist 
   Nagura Gensou 
   
   
  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-RRS06: 
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
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  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 (1),2,3,4,5 & 6, Copyright 2009-2017, 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., published and distributed by Frog God Games; 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. 
  Creepy Creatures, Remarkable Races, Cerulean Seas Campaign Setting, Trueforms, Waves Of Thought, Indigo Ice, Azure 
  Abyss, Beasts of the Boundless Blue, & Celadon Shores. Copyright 2009-2017, 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.) 
   
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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:  
   
   
   
   
   
   
   
   
   
   
   
   
  Trueforms 
  
   
   
   
   
   
   
   
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        If you are reading this, I have finally passed on to shining shores of the Sparkling 
  Sea. 
  '
  In addition to my worldly possessions, I d like to offer a bit of worldly advice. In 
  my many centuries in these waters, I have learned but one thing for sure; the sea has 
  eyes. It is watching and it remembers. Perhaps it has slumbered long, but something in 
  the rising waters has reawakened it. It is no longer content with squeaks and whistles, 
  roars and bellows, or chitters and clicks; it now has a voice like you and I. So too, claw 
  and tooth, sting and spine, carapace and scale are no longer enough for it. The sea has its 
  own tridents now, and metal armor too. The sea plots and plans now. Not in the simple 
  ways of yore, but like a brilliant tactician. We are no longer its pinnacle; we may not 
  even be its peers. The sea, in familiar and formerly forbearing forms, may even be 
  surpassing our usefulness. 
       When I started my sagely career, it was not in mediation. When I was a young sea 
  '
  elf, I was enamored with nature s splendor. I endeavored to write books on animal lore, 
  '
  '
  and I studied the sea s creatures vigorously. I admired the sovereignty of the seal s life, 
  the craftiness of the common octopus, and the vicious power of the great white shark. It 
  was a simpler time, one where you had to speculate as to what an animal wanted, and one 
  where only magic could tell you what they were trying to say, and even then, their 
  primitive minds conveyed only the most basic needs. And then… the Flood. 
       I was there when the animals started talking, when they first used tools of their own 
  accord, when instead of simply commanding respect as a function of their nature, they 
  openly demanded respect as a function of their Will. I remember seeing the first 
  carchardian, adorned in full coral armor, wielding blades of shining auranite. I remember 
  thinking but one thing, "
  "
  Oh my gods, we are doomed!  
      
  '
  It wasn t long before the politicians were at my door. As an animal expert, they 
  assumed I could help somehow. Tension was mounting with a group of delphins, and the 
  threat of war was in the waves. War with dolphins! I never even conceived of such 
  things before the flood. Yet, there I was. 
       At first, I feared that I would be of no help. “These are not mere animals,” I thought. 
  I was no mediator, no great negotiator, and I knew nothing of preventing war between 
  two peoples. I knew that dolphins liked to hunt together, that they cooperated to catch 
  fish, and that they communicated with clicks to coordinate their hunting efforts. But 
  '
  these creatures weren t hunting, were as organized as our own military, and they were 
  speaking better Delatari than even I. But after talking to them a while, I realized that 
  they were still dolphins at their core. Something bestial was still there. Their essence, 
  their soul, was still dolphin. The negotiations were successful, and so began my transition 
  from animal sage to the trueform’s Delatari Ambassador. 
        Years have gone by, and there are more of them now than ever. This vocation has 
  become more and more dangerous as well. These are beings with all the sapience of you 
  or I, but the soul of a beast. I always fear the next negotiation will be my last. And, alas, 
  as you read this, so it was. And thus I leave you with this warning, “The sea has eyes. It 
  is watching, it remembers, and it is furious!” 
   
  −From the Last Will and Testament of Noirak of Dar Elestri, Delatari Ambassor  
   
  
   
   
   
   
   
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  Trueforms [optional PC race] 
  Not long ago the civilized races began noting unique 
  members of the animal community. These creatures 
  could speak, think, and even use tools as if they were 
  humanoids. Where these creatures came from, many 
  could not say themselves; they simply ‘awakened.’ 
  Although their origin often could not be pinned down, 
  these creatures themselves took to crafting one. They 
  were trueforms, the pinnacle of their species, and the 
  way the gods intended their kind to be. 
  With this declaration an uneasy peace grew 
  between the haughty trueforms and those that 
  neighbored with them. The beasts’ declaration of their 
  own perfection and the fact they arose from simple 
  animals gave many people reason to worry. Though, 
  as a whole, trueforms have not banded together the 
  way some feared they would, they can be dangerous 
  depending on the species. While trueform dolphins 
  happen to be playful and friendly, trueform sharks can 
  be cruel and unrelenting machines of destruction 
  fueled by endless hunger. 
  Most trueform species did not exist before the 
  Great Flood. Those that did were certainly not the 
  same animals that they are today. These ancestral 
  trueforms lacked a key element of being trueforms. 
  For example, the Ixarcs were much more primitive 
  and lacked remora imps, and therefor the ability to use 
  tools. While tales of intelligent animals abound in 
  ancient lore, these creatures were also anomalies, an  
      exceptional single member of an average species,  
           not of an entire race of peers. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Trueform Racial Traits 
  All trueforms have the following racial traits unless noted 
  otherwise: 
  Type: Trueforms are Magical Beasts with the trueform 
  subtype. 
  Amphibious: Most trueforms have either lungs or 
  gills, but rarely both. In whichever medium they are not 
  equipped to breathe, they can absorb oxygen for a limited 
  time.  Trueforms with lungs can survive underwater for 1 
  hour per 2 points of Constitution. Trueforms with gills 
  suffer the same limitations, except on dry land.  
  Darkvision 60 feet: Darkvision is the extraordinary 
  ability to see with no light source at all, out to a range 
  specified for the creature.  
  Low-light vision: Characters with low-light vision 
  have eyes that are so sensitive to light that they can see 
  twice as far as normal in dim light. 
  Animal Mimicry: When not wearing any equipment, 
  trueforms can easily pass as the normal animal that they 
  are closely related to. A successful Bluff check grants 
  them the ability to blend in with or pass as a normal, 
  "non-sentient" animal.  
  Bestial Empathy: Trueforms share an affinity with 
  other animals (or vermin) of their own species. For 
  example, a squibbon shares affinity with all octopi, 
  delphins with all dolphins, carchardians with all sharks, 
  and so on. Trueforms gain the ability to communicate 
  with these creatures as if under the effects of a speak with 
  animals spell (caster level equal to 1/2 the trueform’s 
  character level, rounded up). In addition, they gain a +2 
  racial bonus on Diplomacy checks when dealing with 
  these animals. Whenever these trueforms initiate an 
  exchange, animals begin with a starting attitude of 
  indifferent. This is a supernatural ability.  
  AMBYMANDER 
  MOGOGOL 
  ESTREL 
  HYDRURGAN 
  CARCHARDIAN 
  CHRONOPTERID 
  DELPHIN 
  
   
   
   
   
   
   
   
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  Tool Use: What truly sets a trueform apart from an 
  ordinary animal with exceptional intelligence is the 
  ability to use tools and manipulate objects as though they 
  had hands, even though most trueforms lack anything 
  resembling hands. This is accomplished in one of three 
  ways, as detailed below: 
  Hand-equivalent appendages: Trueforms such as the 
  kawauso and squibbon can use tools with their natural 
  anatomy; kawauso using a combination of their mouth 
  and dexterous paws and squibbons using their tentacle-
  like arms. Regardless of the number of anatomical 
  protrusions (provided that they are not missing any), 
  their ability to use weapons and tools is equivalent to a 
  humanoid of the same size with two normal hands. 
  Those trueforms with hand-equivalent appendages can 
  also wield non-trueform weapons using their normal 
  ability modifiers. 
  Force Manipulation: Trueforms such as the delphin 
  and rugon use some of force manipulation to move 
  objects within their own square (or squares in the case of 
  larger trueforms). While the nature of this force may 
  differ (delphins use sound waves, while rugons use 
  innate arcane magic for example), the mechanics of this 
  remains remarkably the same.  
  A trueform with force manipulation can manipulate 
  objects as if he were a humanoid of the same size that had 
  a strength and dexterity score of 10. These ability score 
  are not affected by the trueform’s own ability scores, and 
  are also not subject to ability drain or boosts. 
     A trueform with force manipulation can possibly 
  use it to attack with melee or ranged weapons, although 
  they do so as if using the power’s ability scores. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  However, one major downside to this ability is that 
  force manipulation can be nullified (usually temporarily) 
  by certain magic or other abilities that affect the type of 
  force. For example, a delphin under the effects of a silence 
  spell cannot use tools. Likewise, a rugon in an anti-magic 
  field is as limited as any ordinary sea cow. 
  Remora Imps: Trueforms such as the carchardian and 
  the ixarc use the remora imp (see BEASTS OF THE 
  BOUNDLESS BLUE or the campaign sourcebook for details 
  on this creature) as a sort of “helper monkey”. A 
  trueform with remora imps as its primary form of tool 
  use can control up to one remora imp, plus one for every 
  two character levels they possess. These imps are 
  perfectly loyal and will obey the trueform even if it 
  means death. If slain, the trueform can replace them in 
  1d4 days (possibly much sooner or longer at the 
  discretion of the environment, local population of remora 
  imps, and the GM). Optionally a trueform can also use 
  remora devils (an advanced and rarer mutant form of 
  remora imp). These take much longer to find (3d4 weeks) 
  and take up the place of 2 imps (thus trueforms of under 
  2nd level cannot control them).  
  Weapon Familiarity: Trueforms are proficient with all 
  natural weapons and treat any weapon with the 
  "trueform" quality as a martial weapon. As a consequence 
  of form, many trueforms cannot effectively wield 
  manufactured weapons without this quality. 
  Regrow Limbs: This ability is not possessed by all 
  trueforms, but it is possessed by many and is therefore listed 
  here to prevent repetition. A trueform with this ability can 
  regrow severed or destroyed limbs, tentacles, tendrils, 
  tails (etc.) in 3d4 weeks without the aid of magical 
  healing. Magical healing that does not convey 
  regeneration or the ability to regrow limbs has no effect 
  on this ability. 
  IKASARU 
  KAWAUSO 
  SQUIBBON 
  RUGON 
  IXARC 
  MEDUSIAN 
  
   
   
   
   
   
  7 
  AMBYMANDER RACIAL TRAITS 
  +2 Constitution, +2 Charisma, and –2 Strength: Ambymanders are  
       hardy and pleasant, but not very strong.  
  Racial Buoyancy: -15A, Depth Tolerance: 300 feet    
  Small-sized:  Ambymanders are Small creatures and thus gain a  
        +1 size bonus to their AC, a +1 size bonus on attack rolls, a  
        –1 penalty to their CMB and CMD, and a +4 size bonus on  
        Stealth checks.  
  Normal Swim Speed: Ambymanders have a base swim speed of  
        20 feet. 
  Landwalker: Ambymanders have a base land speed of 20 feet. 
  Tool Use: Ambymanders use tools with hand-equivalent appendages. 
  Dual Respiration: Ambymanders can breathe air through their  
        mouths and water through their gills.  
  Camouflage: Ambymanders receive a +4 racial bonus on Stealth checks  
       in areas with dense aquatic vegetation.  
  Freshwater Dependent: Ambymanders do not consider seawater to be  
       a viable drinking source.  
  Regrow Limbs: This trait is described under “Trueform Racial Traits.” 
  Languages: Ambymanders begin play speaking Ziliti. Ambymanders with  
                high Intelligence scores can choose any of the following: Aquan,  
                      Common, Draconic, and Lok’tar. 
  . 
  Ambymander 
  Nestled between the Cerulean Seas and Celadon Shores, 
  slightly to the east, is tiny island chain of Ziliti, notable for only 
  one thing; it is home to the ambymanders. Ambymanders and 
  their animal counterparts, ziliti salamanders, originated on the 
  largest island of this chain from a large, inland, freshwater lake. 
  Over time, ambymanders migrated to the other isles with the help 
  of boats made from large, thorny bean pods. This migration also 
  paved the way for the ambymander to not only gain a thirst for 
  exploration, but to adapt to a marine environment. 
  Physical 
  Description: 
  Ambymanders 
  are 
  Small-sized 
  neotenic salamanders, closely related to the tiger salamander 
  and the axolotl. Their heads are wide, and their eyes are lidless. 
  Their limbs are stubby and possess short, webbed digits and 
  opposable thumbs.  While opposable thumbs are not unheard of 
  among amphibians, they are rare among salamander species 
  and may have developed to better grasp mangrove roots and 
  other shoreline vegetation for stability to aid with natural 
  camouflage. As a creature with very few natural defenses (or 
  offenses for that matter), the ambymander relies on its 
  coloration and small leaf-like appendages that resemble kelp 
  fronds to better blend in. Males are identified by their larger and 
  more colorful head-fronds, while females are noticeable for their 
  wider bodies. Three pairs of external, filament-lined gill stalks 
  (rami) originate behind their heads and are used for respiration. 
  Ambymander bodies are mostly greyish-cyan speckled with 
  blue, coral, orange, yellow and green. Their “fronds” are usually 
  tipped in bright colors, typically a blend of yellow, orange, and 
  red.  
  Ambymanders have barely visible vestigial teeth that are 
  rarely used for chewing.  They typically eat tiny fish and other 
  sea life, which they suck down whole. They especially delight in 
  dining on frog and fish eggs. 
         
        Society: Ambymanders live mostly in small villages near 
  freshwater lakes. Their own language (Ziliti) consists of hisses 
  and whistles, which they produce with their gills. While they 
  can learn common and other languages, other races find their 
  voices irritating, as their "accent" still includes the shrieks and 
  hisses of their native tongue.  
         On the surface, ambymanders seem rather peaceful, perhaps 
  even docile. However, underneath this placid façade rests the 
  soul of a madman. Ambymanders can be ruthless sociopaths, 
  taking joyful glee in carnage and destruction. They delight in 
  thrill seeking and adventure. In addition to camouflage, they 
  rely on their charm and clever trickery to survive their wild 
  endeavors. Despite their volatile natures, ambymanders are not 
  necessarily evil and are prone to succumb to their easygoing 
  demeanors whenever things are either too dull or too serious. 
  Relations: Adventurous ambymanders have made their 
  way both to the Cerulean Seas and to the Celadon Shores in 
  recent years, sailing in on their adorable little pod-boats. In the 
  Cerulean Seas, they have been welcomed by both the mogogols 
  and the viridian naiads. On the Celadon Shores, they have 
  already joined the Hanran in the fight against the marine 
  empire, as they love a good fight and still rely on fresh water for 
  drink and reproduction.  As of yet, their populations are still too 
  small to have garnered any sort of reputation.  
  Alignment and Religion:  Most ambymanders are chaotic 
  neutral, though good, evil and even lawful specimens have been 
  known to exist. While ambymanders lack religion of their own, 
  they will align themselves with alien religions that match their 
  personal needs.  
  Adventurers: Ambymanders love adventure and exploration, 
  and while they are not particularly materialistic, they do like 
  acquiring items to aid them with mayhem and mischief. Most 
  ambymanders become rogues, though sorcerers, sirens, and 
  mariners are also fairly common among their ilk.  
      Male Names: Chutha, Ethuth, Hepthith, Hethech, Thethethip, 
  Thichich 
     Female Names:                   Eshich, Grush, Keshi, Shesha, 
  Shuha, Wechish 
   
   
  
   
   
   
   
   
   
   
  8 
  CARCHARDIAN RACIAL TRAITS 
  +4 Strength, -2 Charisma, -2 Wisdom: Carchardians are very strong, but  
       are not known for their charm or cleverness. 
            Racial Buoyancy: -110; Depth Tolerance: 1,200 feet 
  Large: Carchardians are Large creatures and thereby suffer a -1  
       size penalty to their AC and attack rolls and a -4 penalty to  
       Stealth checks. In addition, they gain a +1 bonus to their  
       CMD, take up a 10 feet by 10 feet space and have a reach of 5  
       feet. A +2 Strength bonus due to size is included above. 
    Fast Swim Speed: Carchardians have a base swim speed    
        of 60 feet.  
    Gills: Carchardians can breathe underwater indefinitely. 
    Seabound: Carchardians were never meant to move on  
       land. They do so at a movement rate of 5 feet by flopping  
      around.  
   Sharkhide: Carchardians have a +4 natural armor bonus. In     
      addition, shark scales are extremely sharp. Anyone  
     grappling a nude carchardian will sustain 1d3 slashing 
  damage for each round he holds the grapple. 
           Tool Use: Carchardians use remora imps to use objects. 
     Keen Scent: Carchardians can notice other creatures by scent in a 180- 
  foot radius underwater and can detect blood in the water at ranges of up 
  to a mile. 
  Life Sense: Carchardians can sense bioelectric activity, granting them    
      blindsense 30 feet against organic, living creatures that are touching the same  
       body of water. 
  Bite: Carchardians gain a vicious natural bite attack, dealing 1d8 damage.  
        The bite is a primary attack, or a secondary attack if the creature is  
         wielding artificial weapons. 
  Languages: Carchardians begin play speaking Common and Pelagic.  
        Carchardians with high Intelligence scores can choose from  
        Aquan, Ceti, Draconic, Lok'tar, Pinnipar, and Sahu. 
  Carchardian 
  Before the Bloody War, the carchardian race did not exist. 
  Using aboleth technology, the sahuagin biologically engineered 
  the carchardians from normal great white sharks. They imbued 
  the sharks with sentience and free will, but ingrained in their 
  minds a strong sense of loyalty and duty. Trying to create a 
  perfect soldier, they gave the carchardians a sharp military 
  intellect, and topped off their versatility with the creation of the 
  remora imp, which could work as their hands.  
       Physical Description: The Carchardian is physically identical 
  to a great white shark. In general, the species is dark above and 
  white below. Back and flank color in the Carchardian ranges 
  from bronzy and greyish brown to various shades of grey. Like 
  other sharks, the skin of a Carchardian is very tough and 
  studded with tiny, tooth-like scales called "dermal denticles", 
  enabling the Carchardian to glide efficiently in ghost-like 
  silence. As in other sharks, the upper jaw of a Carchardian is not 
  fused to the skull. Instead, the jaws are slung loosely beneath 
  the skull, held in place by flexible connective tissue and braced 
  by accessory cartilages. The teeth of a Carchardian have broadly 
  triangular blades with coarsely serrated edges. The eyes of a 
  Carchardian are relatively large and well developed, with color 
  vision and detail accuracy comparable to a humans.  
  Society: The carchardians were considered a great failure by 
  the sahuagin, for while they did have a deep sense of loyalty, 
  they also had an unquenchable thirst for freedom, and soon they 
  turned on their creators. Thousands of sahuagin were 
  slaughtered by the carchardians before they drove the smart 
  sharks off to other regions of the sea. 
  The typical Carchardian personality is practical and 
  analytical. They value freedom above all           else, but the art of 
  war comes in close second. It should be               noted that 
  individual freedom is not a goal of these             hyper-intelligent  
  sharks. The freedom they fight  
  for is for the group. While  
  they will defend even 
   a small group  
  from oppression,  
  they are merciless  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  against any individual who would dare swim against the flow 
  of the society that the individual belongs to. These seemingly 
  contradictory concepts boil in a constant internal struggle in 
  every Carchardian, which may explain their violent tempers 
  and cold attitudes. Obey the law of your kind to fight for 
  freedom, defend your own, and never surrender are all tenets of 
  the core Carchardian philosophy. 
  Relations: Many races see the carchardians as humorless 
  and unimaginative. Others see them as great thinkers who focus 
  on their cause. They tend to get along well with militarized 
  societies that treat their citizens well, while finding enemies 
  among anarchists, fascists, and pacifists.  
  Alignment and Religion:  Carchardians are often lawful 
  neutral, though individuals can vary greatly from the norm. 
  Their philosophy tends to revolve around the delicate balance 
  between 
  societal 
  order 
  and 
  freedom 
  from 
  oppression. 
  Carchardians often worship Jaadel, which is considered one of 
  Keilona's cults. 
  Adventurers: Carchardian adventurers will be found where-
  ever freedom is threatened or war is imminent. While considered 
  warmongers by most, the carchardians have proven to be 
  champions of freedom, and securers of peace.  
       Names: Carchardians have little patience for social niceties, 
  and this is reflected in their cut-and-dry naming practice. They 
  often have descriptive first names, and almost always use a 
  territorial designation as well. While many see this practice as 
  primitive, or lacking creativity, Carchardians see this as practical. 
  Carchardian titles replace their current name, for example if 
  Warrior of Dagon Ridge is honored with the rank of commander, 
  then he becomes Commander from Dagon Ridge. 
        Male Names: Keeper of Bloodwater Range, Dweller of Eel 
  Cave, Defender of Squibbon Reef 
        Female Names: Mother in Raveners Range, Soldier in 
  Typhon’s Deep, Protector in Delphin Cove 
   
   
   
  
   
   
   
   
   
  9 
  CHRONOPTERID RACIAL TRAITS 
  +2 Dexterity, +2 Intelligence, -2 Constitution:  Chronopterids are  
         surprisingly fast and smart, but also uncannily feeble.  
  Racial Buoyancy: -190, Depth Tolerance: 600 feet    
  Medium:  Chronopterids are Medium creatures and have no bonus  
  or penalty due to size. 
  Fast Swim Speed: Chronopterids have a base swim speed of 40 feet. 
  Landwalker: Chronopterids have a base land speed of 20 feet. 
  Carrion Sense: Chronopterids have a natural ability to sniff out carrion.  
        This functions like the scent ability, but only for corpses and  
        badly wounded creatures (creatures with 25% or fewer hit points). 
  Gills: Chronopterids can breathe water indefinitely. 
  Tool Use: Chronopterids use tools with hand-equivalent appendages. 
  Natural Armor: Chronopterids have a natural armor bonus of +2.  
  Natural Weapons: Chronopterids possess two claws that inflict 1d3  
       points of slashing damage and a sting that deals 1d3 piercing  
       damage plus poison.  In addition, the sting has a reach of 10 feet. These are 
       primary attacks, or secondary attacks if it wields a manufactured weapon. 
  Poison: Sting—injury; save Fort (DC 10 + 1/2 the chronopterid's character  
        level + the chronopterid’s Constitution modifier); frequency 1/round for  
        4 rounds; effect 1d2 Con; cure 1 save. 
             Regrow Limbs: This trait is described under “Trueform Racial Traits.” 
                 Languages: Chronopterids begin play speaking Common and  
                      Halbok. Chronopterids with high Intelligence scores can  
                      choose any of the following: Ancient (Zef), Aquan, Abyssal,  
                      Click-clack, Draconic, and Lok’tar. 
  . 
  Chronopterid 
  Chronopterids, or trueform eurypterids (sea scorpions), are 
  likely the most enigmatic of all the trueforms. First, they and 
  their non-intelligent cousins should have gone extinct eons ago, 
  yet shortly after the flood, they re-emerged. When asked where 
  they came from, most respond cryptically with “we have always 
  been here.” When pressed, they tell of a mysterious place called 
  the “Viridian Veil,” a realm that time has forgot. The precise 
  location of these waters is a matter of debate, even among 
  chronopterids. 
  Physical Description: Chronopterids have a large, flat, 
  semicircular carapace, followed by a jointed section, and finally 
  a tapering, flexible tail, ending with a long venomous spine at 
  the end. Chronopterids have paddles toward the end of the 
  carapace and beyond, which are used to propel themselves 
  through water. Underneath, in addition to the pair of swimming 
  appendages, the creature has three pairs of jointed legs for 
  walking, and two claws at the front (chelicerae). Other features 
  include one pair of large yellow eyes and a pair of smaller eye 
  spots, called ocelli, located between the other, larger, pair of 
  eyes. Their coloration is typically pale blue, though albino, 
  green, tan, and even red specimens have been encountered. 
  Society: Chronopterids build small clusters of domed stone 
  huts off the shallows of warm coastlines where they spend most 
  of the day philosophizing, arguing, and engaging in other 
  lengthy conversations. To many, it is remarkable that these 
  chatty lobsters are able to accomplish anything beyond their 
  endless banter. However, in-between their discussions which 
  can sometimes last weeks at a time, the chronopterids have 
  short bursts of highly constructive action, with each step pre-
  planned and previously deliberated at length.  While frustrating 
  to most races, it seems an effective strategy for the 
  chronopterids. 
   
  When chronopterids were first discovered, scholars were 
  surprised that they spoke perfect Halbok, albeit in buzzing and 
  monotone voices. Many speculate that their first encounters 
  were with Sebek-ka or perhaps genai, and learned language 
  from them. Though a few sages believe that chronopterids have 
  interacted with drylanders at some point in their journey. 
  Though a few chronopterids speak Ancient, the Zef recall 
  nothing of intelligent eurypterids, recollecting that sea scorpions 
  were all just mindless pests eons ago and that they should have 
  gone extinct before even the age of reptiles. 
  Relations: Though still rare, chronopterids are becoming 
  somewhat known in Cerulean Seas for their skills in philosophy, 
  logic, and debate. While lawful races enjoy these talents, others 
  find the chronopterids to be tiresome. Overall, most agree that 
  chronopterids make good advisers and conversation partners, 
  patience withstanding.   
  Alignment and Religion:  Most chronopterids are lawful 
  neutral, with a goodly percentage subscribing to true neutral 
  philosophies. Though they love discussing religion at length, 
  they seem to have none of their own, nor do they seem to settle 
  on one of other races. Particularly good or evil chronopterids are 
  very rare, and are generally regarded as insane by their own 
  species.  
  Adventurers: Chronopterids adventure so that they have 
  something to talk about later. This could include knowledge, 
  secrets, tales of intrigue, or even just to prove a theory or win an 
  argument. They also seek out adventuring parties so that they 
  have someone new to talk to. They often become wizards, though 
  warriors and monks also make up a lot of their population. 
       Names: As chronopterids have no discernable gender 
  differences (they can tell by scent), they also do not have 
  gender-based naming practices. Their names sound somewhat 
  Halbokian. Examples: Amjas, Beelar, Darisha, Golzell, Jimeen,    
  Kaabor. 
   
   
  
   
   
   
   
   
   
   
  10 
  DELPHIN RACIAL TRAITS 
  +2 Dexterity, +2 Charisma, -2 Wisdom:  Delphins are swift and 
  amiable, but not always the most sensible. 
  Racial Buoyancy: -25A, Depth Tolerance: 1,200 feet    
  Medium:  Delphins are Medium creatures and have no bonus or      
        penalty due to size. 
        Lightning Swim Speed: Delphins have a base swim speed of 80 ft. 
  Seabound: Delphins were never meant to move on land. They 
  do so at a movement rate of 5 feet by flopping around.  
                    Lungs: Delphins can breathe air indefinitely. 
                                   Blindsight (60 feet): Using echolocation, a delphin  
                                    maneuvers and fights as well as a sighted creature.  
    Invisibility, darkness, and most kinds of concealment 
  are irrelevant, though the delphin must have line of effect to a 
  creature or object to discern that creature or object. 
  Tool Use: Delphins use tools with force manipulation [sonic].  
                  Natural Armor: Delphins have a natural armor bonus of +1.  
                 Languages: Delphins begin play speaking Common  
                      and Ceti. Delphins with high Intelligence scores  
                      can choose from Draconic, Delatari, Halbok,  
                      and Lok’tar. 
  Delphin 
  Delphin have a long history of helping that is often 
  overshadowed by the accomplishments of other races. In nearly 
  every major battle, there were delphins there as supporting 
  troops, reinforcements, and even great commanders. Nearly all 
  underwave cities owe a debt to at least one pod of delphins for 
  defending it, helping to build it, or even founding it. However, 
  delphins are quite content in the helping part, and rarely seek 
  recognition− and are unfortunately often left out of the history 
  books. 
  Physical Description: Like most other species of dolphins, 
  delphins have a sleek, streamlined, fusiform body. Coloration is 
  a nondescript gray to gray-green or gray-brown on the back, 
  fading to white on the belly, lower jaw, and anal regions. The 
  belly may be pinkish. A delphin has a well-defined rostrum 
  (snoutlike projection), filled with conical, interlocking teeth. A 
  Delphin’s pitch-black eyes are on the sides of the head, near the 
  corners of the mouth. Their ears, located just behind the eyes, 
  are small inconspicuous openings. A single blowhole, located on 
  the dorsal surface of the head, is covered by a muscular flap. 
  The flap provides a water-tight seal, and the delphin can use 
  this blowhole to breathe through. The dolphin's awesome 
  swimming power comes from its caudal fluke, which moves up 
  and down instead of side-to-side like fish. The dorsal fin 
  provides stabilization and may also regulate body heat.  
  Society: Delphins live in social groupings called pods. Pods 
  have a home range where they usually hunt and fish, but 
  wandering pods called Far-Rangers are not uncommon. Most 
  sea-dwellers have a belief about delphin nature based on the 
  many stories told of their playfulness, mischievousness, 
  compassion and friendliness. Because they seem to smile all the 
  time, many others mistakenly assume that they are totally fun-
  loving, without a care in the world, and non-threatening. Those 
  who have hunted or adventured with them for a time know 
  better. 
  Delphins have evolved a highly cooperative hunting life-
  style. This has resulted in a bias towards compassionate and 
  peaceful ways and a general abhorrence of violence for its own  
  sake. Acts of selfless sacrifice and caring towards each other are 
  common, and even extended towards other races. However, this 
  same lifestyle also makes them more aware of the necessity of 
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  violence for good cause, and they can be ruthless. They form 
  tight bonds with their group, whether it be an exclusively 
  delphin pod or a mixed-race group that the delphin has joined. 
  When his primary group is threatened, a delphin uses all his 
  natural grace to deadly effect in rapid and efficient combat 
  routines, designed to neutralize the threat with the minimum 
  expenditure of energy. Delphins will use whatever energy they 
  can spare in play. When delphins are not hunting or defending 
  the pod, they usually play. They love solving puzzles and 
  figuring out creative solutions to problems. They often come up 
  with seemingly outrageous schemes that somehow work 
  brilliantly, with the added bonus of fun. When told to get 
  serious, delphins just reply that they are serious and fun is 
  important too. As long as the primary objective is successful, 
  why not have fun doing it? 
         Relations: Delphins enjoy the company of nearly all races. 
  They exist not only in the Cerulean Seas, but some have recently 
  migrated to Isinblare and have been seen occasionally amid the 
  Celadon Shores. All but the most lawful or evil societies 
  welcome them, though their charm can get them far even when 
  in hostile territory. 
        Alignment and Religion:  Delphins are usually chaotic 
  good, though all alignments except lawful and evil are common 
  among them. Religious delphins are usually kahunas, though 
  some 
  delphins 
  worship 
  Mariblee. 
  Still 
  others 
  consider 
  themselves protectors of nature, and join the cult of Ondine. 
  Adventurers: Delphins love adventuring, and enjoy nearly 
  any class. They make excellent fighters, rogues, sirens, and 
  sorcerers. Some of the more rural delphins will even take up the 
  call of the barbarian or kahuna.  
       Names: Delphin names, in Ceti, are unpronounceable as most 
  of the name is in the ultrasonic range. Therefore, a delphin often 
  gives his name in Aquan. If a surname is used, it often designates 
  his/her pod, or sometimes the area where he/she ranges. 
     Male Names: Valamo, Tirroshan, Gustallo, Talamok, Warrosho 
  of the Crater Bay Pod 
     Female Names: Leileena, Sheelarra, Calasee, Volahnshee of Pearl 
  Cove 
   
   
   
   
  
   
   
   
   
   
  11 
  ESTREL RACIAL TRAITS 
  +2 Dexterity, +2 Wisdom, -2 Charisma:  Estrels are surprisingly 
      nimble and fairly clever, but they are odd little creatures. 
  Racial Buoyancy: -15, Depth Tolerance: 26,000 feet    
  Small-sized:  Estrels are Small creatures and thus gain a +1 size bonus to 
  their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB 
  and CMD, and a +4 size bonus on Stealth checks.  
  Slow Swim Speed: Estrels have a base swim speed of 15 feet. 
  Creepers: Estrels have a climb and land speed of 15 feet. 
  Gills: Estrels can breathe water indefinitely. 
  Tool Use: Estrels use tools with hand-equivalent appendages. 
  Natural Armor: Estrels have a natural armor bonus of +2.  
  Scent: Estrels gain the scent ability. 
  Sneaky: An estrel gains a +4 racial bonus on Stealth checks. 
  Suction: An estrel can create powerful suction against any surface, 
  allowing it to cling to solid surfaces with ease. An estrel can establish 
  or release suction as a swift action, and as long as it is using suction, 
  it moves at half speed. Because of the suction, an estrel’s CMD score 
  gets a +10 circumstance bonus to resist bull rush, awesome blows, 
  and other attacks and effects that attempt to physically move it from 
  its location. 
  Regrow Limbs: This trait is described under “Trueform Racial Traits.” 
  Languages: Estrels begin play speaking Dagonite and Echinn. 
  Estrels with high Intelligence scores can choose any of the    
     following: Aquan, Abyssal, Common, Draconic, and Lok’tar. 
  . 
  Estrel 
  While many trueforms can claim their origin as either 
  evolution or intelligent design through magical means, only one 
  can claim they came about from the sheer weirdness of the 
  deepest waters of the sea, and those are the estrels. These 
  trueform starfish have seen some strange things, and without a 
  doubt, they are one of them.  
  Physical Description: Estrels closely resemble circeaster 
  starfish, which are fairly common on the abyssal plains.  Though 
  larger than the average starfish at this depth, they share all the 
  usual physical attributes including five arms equally spaced 
  around a central mouth, and a thorny hide that is rust-orange on 
  top and beige on the bottom. Some differences include five, 
  well-defined eyes situated around the central mouth. The mouth 
  itself is slightly anomalous as it protrudes slightly and is larger 
  and more defined compared to most other species of starfish.   
  An estrel can walk upright on two of its arms, often splaying 
  the tips of those arms into more effective “feet.” Though this 
  gives the estrel the illusion of being a humanoid creature, it 
  should be noted that it has no true head, nor top or bottom. Any 
  two adjacent arms can be bipedal walking legs. It does this for 
  increased motility, and to put humanoid races at ease with its 
  inherent alienness.  
  Society: While estrels are scavengers by nature, their 
  intellect allows them to become apt conmen and thieves. They 
  are often found in the company of echinn, as the two races not 
  only share a similar biology, but have a long history of 
  cooperation and cultural exchange. In fact, many believe that 
  the echinn language and naming practices are actually estrelian 
  in origin. In addition, it is not unknown to find a lone estrel 
  leading a tribe of echinns. Consequently, it is rare to find an 
  estrel cooperating with karkanaks. Karkanaks often view estrels 
  as exciting delicacies.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  While estrels procreate in the typical manner of all starfish, 
  they also possess the same amazing regenerative qualities that 
  can also lead to reproduction. An estrel that is split in half will 
  regenerate into two identical individuals in about a week’s time. 
  If these individuals had obtained class levels, the levels get 
  divided equally among them. Those that are familiar with the 
  estrel know that it will likely take magic to put a stop to them. 
  Those that are not acquainted with the estrel’s peculiar 
  regeneration abilities may be in for a bit of a surprise after what 
  may have seemed like a resolute victory. 
  Relations: Aside from its abyssal relations, a few estrels will 
  seek refuge in more shallow waters, surfacing just about 
  anywhere in the Cerulean Seas, Isinblare, or the Celadon Shores. 
  There they are seldom recognized as a creature from the 
  underdeep, as starfish are a common sight on the shore as well, 
  and their existence as denizens of the deep dark is not well-
  known. In the surface regions, estrels have no established 
  reputation. In these regions, they are just as likely to reform into 
  upstanding citizens as they are to swindle whomever they meet. 
  Alignment and Religion:  Most estrels are neutral evil, often 
  using their wits to garner whatever they desire with little regard 
  for others. However, this is somewhat the product of their 
  environment, and many estrels who are shown compassion 
  have been known to change their ways. 
  While their traditional deity is Gorgulth, they will 
  sometimes worship Dagon or even Pholos.  
  Adventurers: Estrels adventure as either clerics or as 
  charlatans (rogues), with very few individuals straying from that 
  path. They adventure to obtain wealth and power most often, 
  though deeper causes are not entirely unheard of.  
   
  Names: Like echinns, estrel names are conveyed in a 
  hand-shake, and are made up of a variety of squeezes, “tickles,” 
  pulls, and pushes. Unlike echinns, estrels are ok with most 
  foreign nicknames, provided they are not disrespectful.  
   
   
  
   
   
   
   
   
   
   
  12 
  HYDRURGAN RACIAL TRAITS 
  +4 Strength, +2 Constitution, -2 Charisma: Hydrurgans are 
  strong and sturdy, but a bit unsophisticated. 
  Racial Buoyancy: -225A, Depth Tolerance: 600 feet    
     Large: Hydrurgans are Large creatures and thereby 
  suffer a -1 size penalty to their AC and attack rolls and 
  a -4 penalty to Stealth checks. In addition, they gain a 
  +1 bonus to their CMD, take up a 10 feet by 10 feet 
  space and have a reach of 5 feet. A +2 Strength bonus 
  due to size is included above. 
  Normal Swim Speed: Hydrurgans have a base swim  
  speed of 40 feet.  
     Landwalker: Hydrurgans have a base land speed of 20 feet. 
     Lungs: Hydrurgans can breathe air indefinitely. 
    Natural Armor: Hydrurgans have a natural armor bonus of +4.  
  Tool Use: Hydrurgans use tools with force manipulation  
     [water currents]. Spells and powers that manipulate water    
     currents such as alter current and control currents can  
     temporarily disable this ability.  
  Bite: Hydrurgans gain a brutal natural bite attack, dealing 1d8 
  damage. The bite is a primary attack, or a secondary  
        attack if the creature is wielding artificial weapons. 
  Aquatic Acrobat: Hydrurgans gain a +4 Acrobatics skill checks 
  while underwater. 
  Languages: Hydrurgans begin play speaking Common  
  and Pinnipar. Hydrurgans with high Intelligence  
  can choose any of the following: Aquan, Ceti,  
  Delatari, Glacian, Celestial, Lok'tar, or Qulari. 
  Hydrurgan 
  The ancestors of the hydrurgans once ruled nearly half of 
  Fiskheim but centuries of conflict with the squawks have 
  whittled the numbers down to near extinction on several 
  occasions. In ancient times the hydrurgans had the upper hand, 
  being both stronger and smarter than the squawks. As time 
  went on, however, the squawk military became more and more 
  advanced, while the hydrurgans stayed virtually the same.  
  In fact, the hydrurgans didn't officially become trueforms, 
  and thus have a fighting chance, until shortly after the flood 
  when the crystal mirrors were unveiled. In the lands of 
  Feldorheim they learned to master the supernatural talents that 
  gave them the use of tools. 
  Physical Description: Like standard leopard seals, the 
  hydrurgan is large and muscular with a dark grey back and 
  light grey on its stomach. Its throat is whitish with black spots. 
  Females are slightly larger than the males, with the average 
  adult between 8 to 12 feet long. 
  Society: Compared to other Pinniparians, (those intelligent 
  races who share Pinnipar as their native tongue, including 
  Selkies and Thanor) the hydrurgan may seem solitary or even a 
  bit stoic. Indeed, they value their individuality and ability to be 
  self-sufficient. They even prefer to hunt alone, believing others 
  to be too much of a distraction. 
  Hydrurgan tactics are likewise tailored around guerrilla-
  style combat. Their style is well-suited to overtaking rigid 
  military formations and other cooperative combat methods, 
  which are commonly used by the squawks and other enemies 
  that are historically common in their waters. 
   
   
   
  Hydrurgan lairs are typically carved in the underside of 
  thick ice and glaciers and usually consist of a labyrinth of 
  tunnels and traps that only the hydrurgan knows how to 
  traverse without incident. They tend to guard these lairs very 
  well and can be fiercely territorial. 
  Relations: Hydrurgans get along famously well with 
  Selkies, and are known to frequent their wild revelries and get 
  extremely intoxicated. Although they have antisocial tendencies, 
  hydrurgans are surprisingly social with races who are not 
  actively trying to kill them. They tolerate thanor, but find their 
  strange laws far too constricting. 
  Outside of Isinblare, hydrurgans are too rare to have any 
  sort of reputation, though it’s entirely possible that they have 
  small communities already established in both the Cerulean 
  Seas (near the Lochgelly selkies) and the Celadon Shores (near 
  kawauso outposts). 
       Alignment and Religion:  Hydrurgans tends towards both 
  chaotic and neutral alignments, though usually not both at the 
  same time. Good individuals outnumber evil, but particularly 
  bloodthirsty hydrurgans are renowned.  
       When they have a religion, which is fairly uncommon, they 
  typically worship Sedna. 
       Adventurers: 
  Hydrurgans 
  enjoy 
  being 
  barbarians 
  and 
  mariners and will often adventure to save their homeland, protect 
  their friends, preserve freedom, or to avenge some wrong they 
  have endured. A few just adventure for the sheer enjoyment of 
  combat. 
       Male Names: Asuda, Dardog, Desna, Naardog, Qadichi, 
  Suinnag. 
       Female Names: Aslagdi, Dagubvig, Dilaqia, Buniq, Migi, 
  Panig. 
   
   
  
   
   
   
   
   
  13 
  IKASARU RACIAL TRAITS 
  +2 Dexterity, +2 Constitution, -2 Intelligence:  Ikasaru are resilient  
  and agile, but not the brightest.   
  Racial Buoyancy: -1, Depth Tolerance: 20,000 feet    
  Small-sized:  Ikasaru are Small creatures and thus gain a  
        +1 size bonus to their AC, a +1 size bonus on attack rolls, a  
        –1 penalty to their CMB and CMD, and a +4 size bonus on  
        Stealth checks.  
  Lightning Swim Speed: Ikasaru have a base swim speed of  
        40 feet, and jet 160 feet.  
  Landwalker: Ikasaru have a base land speed of 10 feet. 
  Tool Use: Ikasaru use tools with hand-equivalent appendages. 
  Gills: Ikasaru can breathe water indefinitely. 
  Grabbing Tentacles: The ikasaru gains Improved Grapple as a  
        bonus feat. Their tentacles must be free, however, to start and  
        maintain a grapple.  
  Natural Armor: Ikasaru have a natural armor bonus of +1.  
  Bite: Ikasaru gain a natural bite attack, dealing 1d3 damage. The  
        bite is a primary attack, or a secondary attack if the creature  
        is wielding artificial weapons. 
  Ink Cloud: An ikasaru can emit a 5-foot-radius cloud of ink once per  
  minute as a free action while underwater. This cloud provides total  
  concealment. The ink persists for 1 minute. 
  Jet: An ikasaru can jet in a straight line as a full-round action.  
       It does not provoke attacks of opportunity while jetting. 
    
   
     Regrow Limbs: Described under “Trueform Racial Traits.” 
         Languages: Ikasaru begin play speaking Common and Cephalite.  
             Ikasaru with high Intelligence scores can choose any of the  
       
          following: Aquan, Dagonite, Hanran, Imperial, Kamigei, and Yokai. 
  . 
  Ikasaru 
  When the squibbon first came to the Celadon Shores 
  roughly a century and a half ago, they encountered a rather 
  intelligent squid. Called a “tiger squid” by fishermen for 
  millennia, it was generally regarded as a nuisance animal that 
  stole bait, raided traps, and was very evasive in the process. The 
  squibbon saw kinship in these creatures and learned that the 
  tiger squids spoke a very primitive form of Cephalite.  From this 
  starting point, the squibbon somehow managed to teach a 
  seemingly normal squid to speak non-squid languages and to 
  use tools and weapons. Each generation of Ikasaru has passed 
  these new skills on to the next, and thus the Ikasaru were born 
  as a new trueform race. 
  Physical Description: Like all other cephalopods, ikasaru 
  have a distinct head, bilateral symmetry, a mantle, and arms. 
  Ikasaru have eight arms arranged in pairs that they use for more 
  intricate skills, and two longer tentacles that they use to wield 
  weapons or start a grapple. Typically coloration ranges from 
  golden yellow to orange with darker stripes. They can modify 
  this coloration slightly (lighten, darken, and become more red or 
  more yellow) at will as a free action. This is done mostly for 
  communication purposes, though may help slightly for 
  camouflage or disguise purposes. 
  Society: Shortly after the squibbons “enlightened” the 
  ikasaru, they regretted it. Aside from remaining primitive and 
  somewhat paranoid, the ikasaru were also quite rebellious. The 
  unstable attitudes of the squibbon frightened the ikasaru, and 
  many turned on their octopus mentors. Most squibbon saw this 
  as highly disrespectful, and retaliated. In less than two decades 
  after the ikasaru officially became trueforms, the squibbon 
  decided that their experiment was a failure and turned to  
   
         
  genocide as a solution. The ikasaru went into hiding, multiplied, 
  and now, despite being a saltwater-based race, they fight for the 
  Hanran against the Empire, and more pertinently, against the 
  squibbons that joined the Empire. 
  Relations: The Hanran welcomed the fleeing Ikasaru with 
  open arms, and although many of them do not share the same 
  territory, they work well together and share goods and 
  information. The ikasaru continue to learn many skills from 
  their freshwater friends.  
  A few ikasaru fled the Celadon Shores entirely, ending up 
  either in the Cerulean seas or in Feldorheim. In the Cerulean 
  Seas, they continue to avoid and hate the squibbons, though the 
  green octopi there have no idea why. In Isinblare, they are 
  generally ignored unless they can contribute to whatever war 
  effort might be going on at the time. 
  Alignment and Religion:  Ikasaru are free spirits and 
  gravitate towards chaotic alignments.  They seem to lack the 
  sophistication to comprehend morality however, and are not 
  particularly very good or very evil. They are an extremely 
  young race who  hasn’t had a chance to develop religion, and 
  most avoid it from other races. They do not yet grasp the 
  concept of reverence, respect, or gratitude.  
  Adventurers: Ikasaru love learning combat and evasion skills, 
  and happily become monks, rogues, and even ninja. A few 
  ikasaru sorcerers and psions have even surfaced from time to 
  time. However they seem to lack what it takes for divine classes 
  or wizardry. 
  Names: Ikasaru make no distinction for gender, and often 
  come up with random-sounding names for their children. 
  Example Names: Avu~enjā, Bobu, Burippuburippu, Dāgo,         
  Garadarahenpu, Gorudei, Hama, Saimon, Shākubei. 
   
   
  
   
   
   
   
   
   
   
  14 
  IXARC RACIAL TRAITS 
  +2 Wisdom, +2 Charisma, -2 Strength: Ixarcs are wise and 
  charismatic, but not terribly strong. 
  Racial Buoyancy: -10, Depth Tolerance: 3,200 feet    
  Small-sized:  Ixarcs are Small creatures and thus gain a  
  +1 size bonus to their AC, a +1 size bonus on attack 
  rolls, a –1 penalty to their CMB and CMD, and a +4 
  size bonus on Stealth checks.  
  Fast Swim Speed: Ixarcs have a base swim speed of 40 ft.  
  Gills: Ixarc can breathe underwater indefinitely. 
    Seabound: Ixarcs were never meant to move on land.     
       They do so at a movement rate of 5 feet by flopping  
       around.  
  Water Sense: Ixarc can sense vibrations in water,     
     granting them blindsense 30 feet against creatures that     
     are touching the same body of water. 
     Bite: Ixarcs gain a natural bite attack, dealing 1d3  
       damage. The bite is a primary attack, or a secondary    
       attack if the creature is wielding artificial weapons. 
  Natural Armor: Ixarcs have a natural armor bonus of +2.  
  Tool Use: Ixarcs use remora imps to manipulate objects. 
  Languages: Ixarcs begin play speaking  
      Common, Ix, and Pelagic. Ixarcs with  
       high Intelligence scores can choose  
       from Draconic, Delatari, Halbok,  
      and Lok’tar. 
  Ixarc 
  Before the Bloody War, the ixarcs, known as “devil rays,” 
  were a selfish and greedy race. Not much of a force in the seas 
  because of their distrust of others, including their own kind, 
  ixarcs were never taken seriously. However, shortly before the 
  war, a great philosopher emerged among them. The ixarc 
  philosopher, known as Jaxlen, taught that all creatures are 
  innately selfish, but it is by the gift of freedom of will that one 
  can strive to improve oneself. Strangely, and much to the 
  astonishment of other sea-dwellers, the philosophy caught on 
  like wildfire. Now all Ixarcs are Jaxlenites. 
  Physical Description: Ixarcs, also known as "monk rays," 
  are a ray-like fish with dorsal coloration that varies between 
  dark 
  gray, 
  green, 
  and 
  brown. 
  Ventral 
  coloration 
  is 
  predominantly white with dorsal coloration often bleeding over 
  the edges of the disc onto the ventral surface. Color intensity 
  may decrease around the head region. They have large mouths 
  filled with small but sharp teeth, and two long tails that end in 
  an arrow-like point.  The ixarc has an angry countenance, with 
  piercing black eyes. Males and females are virtually identical to 
  each other, the latter distinguishable by a red-rimmed egg 
  pouch. Young Ixarcs look like small adults. In general, there is 
  little physical diversity from individual to individual, and they 
  are often distinguished by scars, tattoos, or specific items worn. 
  Ixarcs use Remora Imps to help them manipulate objects, and 
  are almost always accompanied by them. 
  Society: The typical ixarc is introverted and contemplative. 
  Almost all ixarcs are known for profound insight and 
  inspirational wisdom. Ixarc spiritual leaders preach the values 
  of not only mind over body, but mind over nature. Ixarcs 
  believe that all creatures by nature are selfish and evil, and it is 
  only through will alone that a being can rise above that. Because  
  they believe in the potential of all living creatures to change and 
  improve, they are generally kind to all. Fueled by this 
   
   
   
  philosophy, many ixarcs venture forth to share their wisdom 
  with other races. Despite their kind and gentle demeanor, an 
  ixarc will defend itself and others with frightening ferocity. 
  Those that have seen an ixarc fight agree that they have the 
  potential for great evil and destruction, and are thankful that the 
  ixarcs adhere to a peaceful philosophy. Ixarcs also have a 
  pleasant sense of humor, and appreciate those beings that can 
  laugh at themselves. 
       The philosophy of the ixarc seems to be part of some great 
  racial flaw, and the race is powerless to avoid it. The teachings 
  do not seem to have that effect on other races, but races other 
  than ixarcs are a welcomed part of nearly every ixarc monastery. 
        A typical ixarc monastery has a small shrine to Jaxlen, 
  although he is not worshiped like a god. In essence, the Ix 
  worship the ideals of Jaxlen and pay homage to how the race 
  has improved from his teachings.  
  Relations: The ixarcs are respected members of the undersea 
  community, and can be found throughout the Cerulean Seas, 
  and occasionally on the Celadon Shores and even Isinblare.  
        Alignment and Religion:  Ixarcs can be any alignment that 
  isn’t chaotic or evil, as Jaxlenite teachings can be interpreted in 
  many ways. They have no other religion other than Jaxlenism. 
  Adventurers: Ixarcs most often become monks, but mariners, 
  sorcerers, and even wizards are possible. Clerics, however, would 
  pose a problem to the Council of Nine, and therefor are avoided. 
  A priest of Jaxlen is entirely possible, however, wherever his 
  presence would not cause turmoil. 
       Names: Ixarc names are almost always made up of many 
  vowels and syllables, interspaced with hard consonants. All Ixarc 
  names start with a vowel. Female names often end in softer 
  consonants or vowels, and male names end in hard consonants. 
  Ixarcs rarely attach titles or surnames on top of the name, but do 
  reserve the more simple names for spiritual and military leaders.     
       Male Names: Aratakatak,  Ekaxaketet,  Utakazagep, 
  Etopopurad,  Odetopepekad  
       Female Names: Ipitetepi,  Ulitizakal,  Atapitipaj,  Olidatopuli, 
  Emidapitidu 
   
   
   
   
  
   
   
   
   
   
  15 
  KAWAUSO RACIAL TRAITS 
  +2 Dexterity, +2 Wisdom, -2 Strength:  Kawauso are very nimble 
      and crafty, but not very brawny.  
  Racial Buoyancy: -20A, Depth Tolerance: 600 feet    
  Small-sized:  Kawauso are Small creatures and thus gain  
  a +1 size bonus to their AC, a +1 size bonus on attack  
  rolls, a  –1 penalty to their CMB and CMD, and a  
  +4 size bonus on Stealth checks.  
  Fast Swim Speed: Kawauso have a base swim speed  
       of 40 feet. 
  Landwalker: Kawauso have a base land speed of  
       20 feet. 
  Tool Use: Kawauso use tools with hand-equivalent  
        appendages. 
  Natural Armor: Karkanaks have a natural armor bonus  
      of +2.  
  Bite: Kawauso gain a vicious natural bite attack,  
        dealing 1d6 damage. The bite is  
        a primary attack, or a secondary  
        attack if the creature is wielding artificial weapons. 
  Grappling Bite: Kawauso gain Improved Grapple as a  
  bonus feat. In addition, when they make a  
  successful bite attack they may also start a grapple  
                      which they can maintain and still make attacks with  
                       their forearms. 
  Languages: Kawauso begin play speaking Common. 
  Kawauso with high Intelligence scores can choose any of the following: 
  Aquan, Hanran, Imperial, Kamigei,  Pinnipar, and Yokai. 
  . 
  Kawauso 
  Kawauso, or trueform river otters, enjoy the temperate 
  rivers and lakes of Senkokoku, and will occasionally venture to 
  the sea coast. Their fondness for mischief is unmatched in the 
  realm, and they will go through great lengths to set up elaborate 
  pranks. Their ability to blend in with the native wildlife, and 
  their naturally stealthy nature allows them to pull off these 
  pranks completely undetected. 
  Physical Description: A kawauso's body is slender, 
  streamlined and serpentine. Dark, grayish-brown fur covers 
  most of the dorsal surface with a lighter cream coloration on the 
  ventral surface, especially on the face and neck. The fur is fine, 
  dense and velvety. Kawauso have flattened heads and short, 
  thick necks; eyes are located toward the front of the head. The 
  ears are small and rounded and have a valve-like structure that 
  enables them to be closed when swimming underwater. Similar 
  to other otters, kawauso have relatively short legs with very 
  narrow, partially webbed feet. The kawauso's tail is long, about 
  one-third of its total body length. The tail is thick at the base, 
  muscular, flexible, and tapers to a point. The tail is used for 
  propulsion when swimming at high speed, to steer when 
  swimming slowly and for balance when standing upright on 
  hind legs. 
  Society: Kawauso are also staunch conservationists. They 
  will defend their natural waterways, along with the flora and 
  fauna of the area, with unyielding passion. Sometimes this takes 
  the form of unceasing and often lethal pranks or traps set for the 
  offending invaders. 
       A kawauso’s demeanor is often regarded as cantankerous, 
  but they are actually quite jovial at their core. A deadpan, dry 
  sense of humor is a hallmark of this race. Although they do have 
  a penchant for foolishness, they are actually a very cooperative  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  and thoughtful people. They are able to execute long-term plans 
  and work together with a multitude of people, so long as they 
  deem the task important enough. 
  Relations: During the flood, when the river dragons were 
  carving channels into the land, the kawauso charged themselves 
  with planning the routes of some of the tributaries. These 
  streams not only provided habitat for themselves and normal 
  river otters, but contributed to the survival of many freshwater 
  flora and fauna.  
  Consequentially, few know the wilds of Senkokoku better 
  than the kawauso. They can easily disappear in their natural 
  habitat, making any pursuit of these creatures futile. Many, 
  particularly desperate individuals have tried hiring a kawauso 
  as a guide. This seldom works as expected unless the basis for 
  the journey is congruent with the kawauso’s ideals. Since they 
  do not value gold or gems, payment is usually in the form of 
  some sort of service, food, or intoxicating beverages. 
  Alignment and Religion:  While kawauso can be cruel 
  pranksters, very few are actually evil. Most are simply chaotic, 
  with a strong leaning towards good. Kawauso clerics are not 
  uncommon, and typically worship the Powers of Nature or 
  Magic. 
  Adventurers: Kawauso enjoy being clerics, rogues and 
  mariners, but also find magic and sorcery fascinating. Kawauso 
  often adventure just for the thrill of it.  Good company is certainly 
  another motivation. Occasionally a quest will arise to right some 
  great wrong, and kawauso are not hesitant to volunteer.  
       Male Names: Haidan, Haishi, Manyu, Nijiling, Shayu, 
  Shuilaohu 
       Female Names: Haidai, Haicao, Hehua, Lianhua, Luwei, 
  Shanhu 
   
   
  
   
   
   
   
   
   
   
  16 
        MEDUSIAN RACIAL TRAITS 
         
   
        +2 Constitution, +2 Wisdom, -2 Charisma: Medusians are tough and        
                                               sagely, but are extremely alien and hard to relate to. 
       Racial Buoyancy: 0C, Depth Tolerance: 2,000 feet    
       Medium:  Medusians are Medium creatures with no changes due to size. 
       Slow Swim Speed: Medusians have a base swim speed of 20 ft. 
       Gills: Medusians can breathe underwater indefinitely.  
       Water Reliant: Without the aid of magic or psionics, this creature cannot  
          move on land, and can only survive outside of water for 1 round per 2  
          points of Constitution. 
       Alternate Senses: Though the medusian is blind, it does have blindsense  
           60 feet. 
      Advanced Tool Use: Medusians use tools with force manipulation  
          [psychokinesis]. In addition, as long as the medusian is physically      
          touching a weapon, the medusian can wield it as if he had two arms. 
      Psionically Attuned: Medusians gain the Wild Talent feat at first level.   
          If the medusian begins first level in a psionic class, he gains the Psionic  
         Talent feat instead. 
     Entangling Tentacles: If a medusian strikes a Medium or smaller foe  
         with its tentacles (natural attack, no damage), the jellyfish can  
         immediately attempt a grapple check without provoking an attack of  
         opportunity. If the medusian wins the check, it draws the foe into an  
        adjacent square. The foe gains the grappled condition, but the mudusian 
                                            does not. When entangled in this manner, the victim automatically loses     
    
   
        one hit point per round. 
  Poison: Tentacles—contact; Fortitude saving throw (DC 12 + 1/2       
      the medusian's character level + the medusian’s Constitution  modifier);                
      freq. 1/round for 4 rounds; effect 1d3 Dexterity damage; cure 1 save. 
                                   Regrow Limbs: Described under “Trueform Racial Traits.” 
                                   Languages: Medusians begin play speaking Common and  
                      Medusian.  Medusians with high Intelligence scores can choose from  
                      Aquan, Dagonite, Delatari, Kamigei, Nixish, Lok'tar, and Salatari. 
  Medusian 
  Medusians are the trueform variety of goliath jellyfish. They 
  are peaceful hunters, seeking out sustenance amid the eerie 
  twilight zone of the ocean’s depths. While completely lacking 
  vision in the conventional sense, they more than make up for it 
  with their psionic aptitude, and tend to be even more aware of 
  their surroundings than those with ordinary sight. 
  Physical Description: The "bell" of a medusian is 
  translucent, and is tinged blue, purple, pink, or mauve. This bell 
  contains a fin-like gas bladder on top and a brain-like structure 
  that is bright green in color within. Long, thick tendrils hang 
  from the underside of the bell, and are greenish towards the top, 
  becoming more and more translucent and clear towards the end. 
  Using psychokenisis to vibrate their bodies, they produce 
  remarkably clear, intelligent, and androgynous sounding voices. 
     Medusians reproduce by fission (splitting in half), and 
  therefore have no gender. Fission happens only once, instead of 
  dying of old age, the medusian splits into two brand new 
  medusians. This can happen artifically as well, if the medusian 
  is slain by being cut in half vertically. 
  Society: Medusians often organize into large schools where 
  they converse and cooperate, often exchanging weapons, armor, 
  information, and food among one another. They are a shy race 
  that works with other races only when necessary. When conflict 
  arises, most medusians will often passively leave the affected 
  area. However, if repeatedly provoked or cornered, the 
  medusian is a merciless opponent that has many jellyfish allies 
  nearby, both the well-armed variety and the mundane. 
  Unlike many trueforms, medusians do not build structures 
  to dwell in, preferring instead to drift amid the open sea. This 
  does make medusian “villages” particularly hard to find. While  
        
  they often just follow the currents, a group decision can lead 
  them off in an entirely different direction. Trackers can spend 
  years trying to locate a particular group of Medusians. 
  Relations: One might expect a rather bland and unobtrusive 
  history for a psionic jellyfish, even if it is a trueform. However, 
  this is only the historical demeanor of the medusians. They are 
  often key background players, quietly manipulating other races 
  into affecting balance in the seas. While they shun notoriety, 
  many sages have been able to connect them to several key 
  events in history. 
  The medusians have been tied to such important events as 
  notifying the apsar of the brillax’s presence, introducing the 
  melusine to the aboleth whose labyrinth they now control, and 
  leading the zils to discover the snell. In essence, they effect 
  change simply through carefully mixing two groups together, 
  usually to the detriment of a harmful group and the benefit of a 
  benevolent one. 
      Alignment and Religion:  Tending more towards a unifying 
  philosophy rather than a true religion, medusians believe that 
  what one individual views as a god, others manifest in their life 
  as a philosophy. Consequently, medusians tend to be accepting 
  of others’ religions, even if they do not themselves believe the 
  same. Medusians tend to be good, with the race as a whole 
  tending toward true neutral. 
       Adventurers: Medusians often adventure to maintain balance 
  in their realm, and almost exclusively favor psionic classes. 
       Names: Medusians have multisyllabic, complicated sounding 
  names. Examples: Atolla, Crossota, Cyanea, Diplulmaris, Porpita, 
  and Stomolophus. 
   
   
   
   
  
   
   
   
   
   
  17 
  RUGON RACIAL TRAITS 
  +4 Strength, +2 Constitution, -2 Dexterity: Rugons are very  
        strong and robust, but not very maneuverable. 
  Racial Buoyancy: -150B, Depth Tolerance: 300 feet    
  Large: Rugons are Large creatures and thereby suffer  
       a -1 size penalty to their AC and attack rolls and  
       a -4 penalty to Stealth checks. In addition, they  
       gain a +1 bonus to their CMD, take up a 10 feet  
       by 10 feet space and have a reach of 5 feet. A  
      +2 Strength bonus due to size is included above. 
  Very Slow Swim Speed: Rugons have a base swim  
       speed of 20 feet.  
  Sprint: Once per hour, a rugon can double its swim  
       speed for bursts of up to 5 rounds. 
  Seabound: Rugons were never meant to move on  
       land.  They do so at a movement rate of 5 feet by  
       “pec walking.”  
  Lungs: Rugons can breathe air indefinitely. 
  Natural Armor: Rugons have a natural armor bonus of +6.  
  Unrelenting:  Rugons gain a +2 bonus on combat maneuver  
        checks made to bull rush, overrun, or reposition an  
        opponent. This bonus only applies while both the rugon  
                  and its opponent are swimming. 
                    Tool Use: Rugons use tools with force manipulation [magic].  
                       Languages: Rugons begin play speaking Common.  
                  Rugons with high Intelligence can choose any of the  
                   following: Aquan, Ceti, Kamigei, Hanran, Imperial, and Yokai. 
  Rugon 
  Rugon are trueform dugongs, which are large, slow moving 
  herbivores who dwell throughout the temperate and warm seas 
  of Nikaikoku. Much like their unintelligent cousins, rugon are 
  primarily peaceful and harmless. However, when it comes to 
  protecting kinfolk from harm, they can be surprisingly violent 
  and unyielding. 
  Physical Description: Like all sirenians, the rugon has a 
  fusiform body with no dorsal fin or hind limbs. The forelimbs or 
  flippers are paddle-like. The rugon is easily distinguished from 
  the manatees by its fluked, dolphin-like tail, but also possesses a 
  unique skull and teeth. Its snout is sharply downturned, an 
  adaptation for feeding in benthic seagrass. Rugons range in 
  color from light-grey to dark brown. Their voices are extremely 
  deep, and they speak very slow and deliberately. 
  Like other sirenians, the rugon experiences pachyostosis, a 
  condition in which the ribs and other long bones are unusually 
  solid and contain little or no marrow. These heavy bones, which 
  are among the densest in the animal kingdom, may act as a 
  ballast to help keep sirenians suspended slightly below the 
  water's surface. 
  Society: At first glance, one would assume that this slow 
  moving, cheerful creature does not have a mean bone in its 
  body. However, this is far from the case. What many mistake for 
  an innate peacefulness is actually an abundance of apathy for 
  everything non-rugon. That cheerful smile is usually just a 
  rugon thinking wistfully to itself “I am glad that is not me.” 
  Rugons care only about their own kind and the wellbeing of 
  dugongs. They are capable of cooperation and compromise, 
  however, so long as it benefits them in some way. Many are 
  soldiers for the Empire because of an arrangement made to 
  protect the dugongs. The dragon emperor realizes that a breach 
  to this agreement will yield catastrophic results. To other races, 
  rugons are exceedingly callous. Rugons are quick to point out, 
  however, that other races murder dugong with the same sense 
  of reverence, or lack thereof. 
   
        Relations: The emperor’s forces discovered the rugon’s 
  dangerous nature when he began harvesting dugongs for their 
  meat and oil as he was amassing his army. He had no 
  expectation of resistance from the rugons, as they were 
  considered harmless pacifists. Regardless, the rugon 
  unexpectedly took up arms and attacked one of the emperor’s 
  legions, completely wiping them out. They finished by burying 
  their corpses in the seabed and planting a new crop of kelp over 
  their graves.  
       The emperor immediately decreed that the killing of dugongs 
  be halted, and sent diplomats to mitigate the damage he caused. 
  After lengthy negotiations, the rugons agreed to become part of 
  the Empire, and that a small percentage of their population 
  could be drafted into the war. In return, dugongs would become 
  a protected species and their preferred habitat was to be secured 
  at all costs.  
        A small population of dissatisfied or draft dodging rugon 
  took refuge in various mangroves throughout the southern 
  shores. This population eventually made accord with the 
  heikegani natives. These hanran rugon are seldom active 
  soldiers, but will not hesitate to be defenders if the need arises. 
        Alignment and Religion:  Most rugon are neutral in their 
  outlook, though often see the balance tipped out of their favor, 
  and use this to justify evil acts against those that have wronged 
  them. They are occasionally religious, and typically worship the 
  Powers of Nature or Magic. 
  Adventurers: Young rugons often set off in search of 
  adventure, hoping to find greener pastures or treasure enough to 
  buy such.  Rugons will also take up the adventurer’s path if they 
  feel they are personally threatened, their territory is in danger, or 
  if others of their kind, including the dugongs, are being harmed. 
  Most rugon adventurers are wandering barbarians. 
       Male Names: Agus, Cahaya, Harta, Putu, Surya, Wayan 
       Female Names: Aisyah, Cahyo, Kasih, Mawar, Sinta, Widya 
   
   
  
   
   
   
   
   
   
   
  18 
  SQUIBBON RACIAL TRAITS 
  +2 Strength, +2 Dexterity, -2 Charisma: Squibbon are quick and 
  powerful, but a little too crazy for comfort.  
  Racial Buoyancy: -1, Depth Tolerance: 10,000 feet    
  Small-sized:  Squibbons are Small creatures and thus gain a +1 size 
  bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to 
  their CMB and CMD, and a +4 size bonus on Stealth checks.  
  Fast Swim Speed: Squibbons have a base swim speed of 30 feet, and 
  jet 120 feet.  
  Landwalker: Squibbons have a base land speed of 20 feet. 
  Tool Use: Squibbons use tools with hand-equivalent appendages. 
  Gills: Squibbons can breathe water indefinitely. 
      Elusive: A squibbon gains a +4 racial bonus on Escape Artist and    
           Stealth checks. 
            Natural Armor: Squibbons have a natural armor bonus of +1.  
              Bite: Squibbons gain a natural bite attack, dealing 1d3 damage  
                  plus poison.  
              Poison: Bite—injury; save Fort (DC 10 + 1/2 the squibbon's  
                   character level + the squibbon’s Constitution modifier);  
                   frequency 1/round for 6 rounds; effect 1 Str; cure 1 save. 
              Ink Cloud: A squibbon can emit a 5-foot-radius cloud of ink    
                  once per minute as a free action while underwater. This  
              cloud provides total concealment. The ink persists for 1 minute. 
           Jet: A squibbon can jet backward once per round as a full-round  
         action, at a speed of 120 feet. It must move in a straight line while   
    jetting, and does not provoke attacks of opportunity doing so. 
  Regrow Limbs: Described under “Trueform Racial Traits.” 
  Languages: Squibbons begin play speaking Common and  
       Cephalite. Squibbons with high Intelligence scores can  
       choose: Aquan, Dagonite, Delatari, Kamigei, Nixish,  
       Lok'tar, and Salatari. 
  Squibbon 
  The squibbon, as they are now, are a fairly new race, 
  originating sometime after the Bloody War. For millennia, their 
  ancestors, known then as simply "green octopi" were consider a 
  semi-intelligent pest of the delphin race. Unfortunately, all 
  attempts to communicate with these little mollusks ended in 
  failure. Desperate for an end to the octopi menace, the delphin 
  called upon a powerful marid. With her aid, the squibbon race 
  was born; all green octopi suddenly had the ability to speak and 
  understand common. 
  Ever since then, most races wished the marid hadn't 
  interfered. Now the delphins, as well as all other races, have to 
  endure the incessant ramblings of the squibbons, who despite 
  being a sentient race, seem to be utterly insane. Now that they 
  have a whole new world that they can talk to, they do, and 
  seldom stop. 
  Physical Description:     One of the best known features of 
  Octopuses is the fact that they have eight arms, and Squibbon 
  are no exception to that. These arms can be considered 'super 
  lips' as they are modified appendages surrounding the mouth. 
  The inner surface of each arm is lined with one to two rows of 
  adhesive suckers, which are used to seize prey and to 'walk' 
  along the bottom of the sea.  
  The mouth is made up of a parrot-like beak and a toothed 
  tongue, the radula. The radula is used to drill holes into the shell 
  of crabs, shrimp, even clams and snails. It is a quirk of evolution 
  that the brain of Squibbon (as well as other cephalopods) 
  developed surrounding the esophagus. This means that, to 
  avoid serious migraines, Squibbon must chew their food into a 
  puree before swallowing it. 
  While in a relaxed state, the squibbon is bright green with a 
  pinkish-orange underside. However, if a squibbon desires, 
  special pigment cells (chromatophores) in the skin are activated 
  in an attempt to blend in with their surroundings. The 
  chromatophores consist of three bags containing different colors 
  which are adjusted individually until the background is 
  matched. Coloration can also reflect mood; white for fear, red 
  for anger, and brown                for happiness. 
   
   
  Society: Squibbons are most often described as totally 
  insane. Some believe that squibbon culture is so old and alien 
  that they just have trouble relating to other species. Squibbon 
  are prone to paranoia and manias that seem to sweep entire 
  communities only to suddenly fade away into some other 
  obsession.  
  Relations: Their intense passion for things often attracts the 
  friendship of the Mogogol race, who share a similar outlook. 
  Unlike the Mogogols, however, squibbon lack any long term 
  philosophy or passions, except perhaps that at any given 
  moment, a squibbon can change its mind, its driving goals, and 
  even its personality. Because of this, Squibbon are considered an 
  untrustworthy or even dangerous race. Luckily, for the most 
  part (so far), squibbon have been generally helpful to their 
  neighbors, even if it has been in the strangest ways possible. In 
  general, squibbon lack the conviction to become a major threat, 
  and have a general tendency towards actions that help 
  themselves and occasionally the community that they live in. 
       Alignment and Religion:  Squibbons are almost always 
  chaotic in alignment, and those that display lawful tendencies 
  are often attacked or banished by the squibbon community 
  (consequently, squibbons encountered outside the Cerulean 
  Seas, such as the Celadon Shores, have more lawful leanings). 
  Squibbons often worship Clagguth, and venerate his madness.  
  Adventurers:  Squibbon are found in just about any class that 
  doesn’t require lawfulness. They truly excel at being rogues, 
  where their unique skills are indispensable. Their psychoses drive 
  them in unpredictable directions, however, and it is not unusual 
  to meet a squibbon who is not well-suited for his class.  
       Names: Squibbon names and naming schemes follow no 
  known pattern. Male and female names have no noticeable 
  differences. The only customary practice they seem to have is that 
  most squibbon name themselves, but exceptions to this occur 
  without pattern or provocation. 
      Example Names: Hamma, Blipblip, Dargo, Simon, Goldeye, 
  Bob, “The Avenger,”   Garadarahephep, Sharkbait 
   
   
   
   
  
   
   
   
   
   
  19 
   
   
  Below are the vital statistics for the trueform races 
  of the Cerulean Seas campaign setting. These statistics 
  are applied just as described in the vital statistics 
  section of the Pathfinder Roleplaying Game.  
   
  RANDOM STARTING AGE 
  Race 
  Adulthood 
  Barbarian, 
  Rogue, 
  Sorcerer 
  Fighter, 
  Mariner, 
  Paladin, 
  Siren 
  Cleric, 
  Kahuna, 
  Monk, 
  Wizard 
  Ambymander 
  5 years 
  +1d4 
  +1d6 
  +2d4 
  Carchardian 
  30 years 
  +1d4 
  +3d4 
  +4d4 
  Chronopterid 
  10 years 
  +1d4 
  +1d6 
  +2d4 
  Delphin 
  13 years 
  +1d4 
  +1d6 
  +2d6 
  Estrel 
  5 years 
  +1d4 
  +1d6 
  +2d4 
  Hydrurgan 
  7 years 
  +1d4 
  +1d6 
  +2d4 
  Ikasaru 
  2 years 
  +1d4 
  +1d6 
  +2d4 
  Ixarc 
  10 years 
  +1d4 
  +1d8 
  +2d8 
  Kawauso 
  5 years 
  +1d4 
  +1d6 
  +2d4 
  Medusian 
  6 months 
  +3d6* 
  +3d12* 
  +5d12* 
  Rugon 
  15 years 
  +1d6 
  +1d8 
  +2d6 
  Squibbon 
  2 years 
  +1d4 
  +1d6 
  +2d4 
  *this number is in months 
   
   
  AGING EFFECTS 
  Race 
  Middle 
  Age 
  Old 
  Venerable 
  Maximum 
  Age 
  Ambymander 
  25 years 
  35 years 
  40 years 
  40 + 2d4 
  years 
  Carchardian 
  65 years 
  70 years 
  75 years 
  75  + 4d4 
  years 
  Chronopterid 
  35 years 
  45 years 
  50 years 
  50  + 1d6 
  years 
  Delphin 
  40 years 
  55 years 
  60 years 
  60 +3d8 
  years 
  Estrel 
  60 years 
  65 years 
  70 years 
  70  + 4d6 
  years 
  Hydrurgan 
  30 years 
  45 years 
  55 years 
  55  + 3d4 
  years 
  Ikasaru 
  20 years 
  25 years 
  30 years 
  30  + 2d4 
  years 
  Ixarc 
  25 years 
  40 years 
  50 years 
  50  + 3d6 
  years 
  Kawauso 
  30 years 
  40 years 
  45 years 
  45 +1d20 
  years 
  Medusian 
  7 years 
  8 years 
  10 years 
  10 + 3d12 
  months 
  Rugon 
  50 years 
  70 years 
  90 years 
  90 +2d10 
  years 
  Squibbon 
  20 years 
  25 years 
  30 years 
  30 +2d6 
  years 
   
   
   
   
   
   
   RANDOM HEIGHT /LENGTH 
  Race/Gender/Type 
  Base Height/Length 
  Modifier (in.) 
  Ambymander, male 
  3 ft.  
  2d4 
  Ambymander, female 
  2 ft. 4 in. 
  1d6 
  Carchardian, male 
  10 ft. 
  2d6 
  Carchardian, female 
  12 ft. 6 in. 
  2d10 
  Chronopterid, both 
  4 ft. 9 in. 
  2d8 
  Delphin, male 
  6 ft. 
  4d6 
  Delphin, female 
  4 ft.  
  2d12 
  Estrel 
  2 ft.  
  1d6 
  Hydrurgan, male 
  7 ft. 6 in. 
  3d8 
  Hydrurgan, female 
  8 ft.  
  3d12 
  Ikasaru, male 
  2 ft. 3 in. 
  3d4 
  Ikasaru, female 
  2 ft. 9 in. 
  2d6 
  Ixarc, both 
  2 ft. 6 in. 
  1d6 
  Kawauso, male 
  2 ft. 5 in. 
  2d4 
  Kawauso, female 
  2 ft. 2 in. 
  1d8 
  Medusian 
  5 ft.  
  2d6 
  Rugon, male 
  8 ft.  
  3d10 
  Rugon, female 
  8 ft. 6 in. 
  3d12 
  Squibbon, male 
  2 ft. 6 in. 
  1d6 
  Squibbon, female 
  3 ft.  
  2d4 
   
   
   
  BUOYANCY & DEPTH TOLERANCE 
  Race 
  Racial Buoyancy 
  Depth 
  Tolerance 
  Ambymander 
  -15A 
  300 ft. 
  Carchardian 
  -110 
  1,200 ft. 
  Chronopterid 
  -190 
  600 ft. 
  Delphin 
  -25A 
  1,200 ft. 
  Estrel 
  -15 
  26,000 ft. 
  Hydrurgan 
  -225A 
  600 ft. 
  Ikasaru 
  -1 
  20,000 ft. 
  Ixarc 
  -10 
  3,200 ft. 
  Kawauso 
  -20A 
  600 ft. 
  Medusian 
  0C 
  2,000 ft. 
  Rugon 
  -150B 
  300 ft. 
  Squibbon 
  -1 
  10,000 ft. 
   
   
  STARTING RACIAL ABILITY ADJUSTMENTS 
  Race 
  Str 
  Dex 
  Con 
  Int 
  Wis 
  Cha 
  Ambymander 
  -2 
  − 
  +2 
  − 
  − 
  +2 
  Carchardian 
  +4 
  − 
  − 
  − 
  -2 
  -2 
  Chronopterid 
  − 
  +2 
  -2 
  +2 
  − 
  − 
  Delphin 
  − 
  +2 
  − 
  − 
  -2 
  +2 
  Estrel 
  − 
  +2 
  − 
  − 
  +2 
  -2 
  Hydrurgan 
  +4 
  − 
  +2 
  − 
  − 
  -2 
  Ikasaru 
  − 
  +2 
  +2 
  -2 
  − 
  − 
  Ixarc 
  -2 
  − 
  − 
  − 
  +2 
  +2 
  Kawauso 
  -2 
  +2 
  − 
  − 
  +2 
  − 
  Medusian 
  − 
  − 
  +2 
  − 
  +2 
  -2 
  Rugon 
  +4 
  -2 
  +2 
  − 
  − 
  − 
  Squibbon 
  +2 
  +2 
  − 
  − 
  − 
  -2 
  Trueform Vital Statistics 
   
  
   
   
   
   
   
   
   
  20 
  Racial Feats 
  The following feats are available to a trueform 
  character who meets the prerequisites. 
   
  ACCELERATED HEALING 
  You have honed your powers of regeneration to 
  almost supernatural levels. 
  Prerequisite: Trueform subtype, regrow limbs 
  ability. 
  Benefit: You regain 1 hit point each hour. In 
  addition, a trueform with this ability can regrow severed 
  or destroyed limbs, tentacles, tendrils, tails (etc.) in 3d4 
  days (instead of 3d4 weeks). 
   
  ADVANCED ARM USE 
  You can use one of your many arms to perform minor 
  tasks in addition to your tool use ability.  
  Prerequisite: Ikasaru or squibbon race. 
  Benefit: While you cannot wield extra 
  weapons with a single arm (note that an ikasaru uses 
  his tentacles for weapon wielding and not arms), this 
  well-trained arm can retrieve small, stowed objects 
  carried on your person as a swift action, even if both 
  of your “hands” are in use with your hand-equivalent  
  tool use ability. 
  Normal: Even with multiple arms, the hand-
  equivalent tool use ability only confers the effective 
  use of two humanoid hands, meaning it takes several 
  arms to mimic that usefulness, while others are used 
  for stability and locomotion.  
   
  ANCIENT GRUDGE 
  Ancient combat techniques have been passed on to 
  fight an ancient foe. 
  Prerequisite: Delphin or Hydrurgan race. 
  Benefit: You receive a +2 bonus on attack rolls 
  against sharks (including carchardians) if you are a 
  delphin or penguins (including squawks) if you are a 
  hydrurgan, because of special training against these 
  traditional foes. 
   
   
   
   
   
  BIOELECTRICITY 
  You can channel your bioelectrical current into a 
  powerful jolt. 
  Prerequisite: Ixarc race. 
  Benefit: As a supernatural ability, you may 
  launch an electrical attack against a single opponent as 
  a touch attack, or in conjunction with a natural or 
  unarmed attack. On a successful hit, the character 
  inflicts 1d6 electricity damage (in addition to melee 
  damage, if applicable). This attack may be launched 
  once per day per level, and may be used only once per 
  round. 
   
  BLOOD IN THE WATER 
  The taste of blood bolsters your bite attack on the 
  following round. 
  Prerequisites: Trueform subtype, bite attack. 
  Benefit: When you score a hit with your 
  natural bite attack, you gain a +2 racial bonus to your 
  attack roll for your bite attack during the next round. 
   
  CHROMATOPHORE PROWESS 
  You can change your color to best match your 
  surroundings. 
  Prerequisites: Ikasaru or squibbon race. 
  Benefit: As a full-round action, you can adjust 
  your color to match your current terrain, granting a +4 
  racial bonus on Stealth checks while within that 
  terrain type. This camouflage remains until you 
  actively dismiss it (free action), or until you go 
  unconscious.  
   
  CRIPPLING BITE 
  You can bite your opponent’s limbs off. 
  Prerequisite: Carchardian race, Weapon Focus 
  (bite), Str 15, Improved Critical (bite). 
  Benefit: Once per combat, on a successful 
  critical hit you sever a limb. Roll randomly based on 
  the number of limbs possessed by the target. The head 
  cannot be severed with this maneuver. 
   
  
   
   
   
   
   
  21 
  FLYING FISH 
  You can jump out of the water and glide short 
  distances. 
  Prerequisite: Ikasaru or ixarc race. 
  Benefit: As a full-round action, you can glide 
  in a straight vertical arc (from surface of the water, 
  back to surface of water in a straight line), reaching up 
  to 10 feet above the water at the center of the arc, for 
  up to 60 feet in one round, reentering the water at the 
  end of the round. This ability must be initiated at the 
  surface of the water. 
   
  GREATER GUISE 
  You have mastered passing yourself off as a normal 
  animal. 
  Prerequisites: Trueform subtype 
  Benefit: You gain a +8 on your bluff check to 
  pass as a normal animal. 
   
  IMPLANTED BIOLUMINESCENCE  
  You have successfully incorporated bioluminescent 
  zooplankton into your body 
  Prerequisite: Medusian race. 
  Benefit: You can control the intensity of your 
  bioluminescent light from no light at all, up to the 
  intensity and functionality of 
  a hooded lantern. 
   
  IMP MASTERY 
  You have mastered control 
  of the remora imp. 
  Prerequisites: 
  Trueform subtype, remora 
  imp tool use ability. 
  Benefit: You gain 
  one additional remora imp 
  that you can control. In 
  addition, you can put one or 
  more of your imps into 
  “reserve.” These imps will 
  follow at a distance of up to a 
  mile and generally stay out of 
  sight, but be recoverable within 
  3d6 minutes with a simple command in 
  pelagic. Reserve imps still  
            count towards the limit of imps that you can      
                  control. 
  IMPROVED FORCE MANIPULATION 
  Your force manipulation ability grows stronger and 
  more nimble. 
  Prerequisites: Trueform subtype, force 
  manipulation tool use ability. 
  Benefit: The effective Strength and Dexterity 
  score of your force manipulation ability increases by 2 
  points. 
  Special: You can take this feat two additional 
  times, for a maximum bonus of +6 (and scores not 
  exceeding 16). 
  Normal: Your force manipulation ability has a 
  Strength and Dexterity score of 10.  
   
  LAND DELVER 
  You have trained yourself to breathe air. 
  Prerequisite: Chronopterid race. 
  Benefit: You gain lungs and the ability to 
  breathe air indefinitely. You still retain your gills as 
  well, effectively becoming amphibious. 
   
  MULTIWEAPON MANIAC 
  You can wield an additional weapon.  
  Prerequisite: Squibbon race, Advanced Arm 
  Use feat, Str 15. 
  Benefit: You can wield an 
  additional weapon as though you 
  had an extra arm, but only one 
  hand is your primary 
  hand, and all others 
  are off hands. You can 
  also use your “hands” 
  for other purposes 
  that require free 
  hands. 
  Special: If 
  you have a Strength 
  score of 18 or more, 
  you can take this feat 
  one additional time, 
  effectively conveying 
  the use of 4 arms with 
  your hand-equivalent tool use 
  ability.  
   
   
  
   
   
   
   
   
   
   
  22 
  NATURAL INSTINCT  
  You can access your natural instincts of nature and 
  survival. 
  Prerequisite: Trueform subtype. 
  Benefit: You get a +2 racial bonus on all 
  Knowledge (nature) checks and Survival checks.  If 
  you have 10 or more ranks in one of these skills, the 
  bonus increases to +4 for that skill. 
   
  PRANKSTER 
  You are an expert at fooling and tricking others.  
  Prerequisite: Kawauso race. 
  Benefit: You gain a +1 racial bonus on Bluff and 
  Sleight of Hand checks and one of these skills is 
  always a class skill for you.  
   
  REACH OF FORCE 
  The reach of your force manipulation can extend into 
  an adjacent square. 
  Prerequisites: Trueform subtype, force 
  manipulation tool use ability. 
  Benefit: Once per round, the reach of your 
  force manipulation can extend into one adjacent 
  square. You can affect only one adjacent square at a 
  time. 
  Normal: Your force manipulation ability only 
  affects squares that you occupy.  
   
  RUGON TRAMPLE 
  You gain a trample attack. 
  Prerequisite: Rugon race. 
  Benefit: When you attempt to overrun an 
  opponent, your target may not choose to avoid you. 
  You may make one melee attack against any target 
  you disorient, gaining the standard +4 bonus on attack 
  rolls against disoriented (prone) targets. You can only 
  use this feat while both you and your opponent are 
  swimming. 
   
  SCENT MASTERY 
  Your ability to follow your nose improves. 
  Prerequisites: Trueform subtype without keen 
  scent ability 
  Benefit: If you do not have the scent ability, 
  you gain it. If you do, you gain the “keen scent” 
  ability. 
   
  SEABOND 
  You have become magnetically tuned to your 
  homeland. 
  Prerequisites: Trueform subtype 
  Benefit: You can use the magnetic pull of the 
  planet to find their way home. This works in much the 
  same way that a compass points north. While you can 
  detect which direction your homeland is, you get no 
  indication of distance or obstacles in your path. You 
  can bond to any location that you have lived in for an 
  entire moon cycle, thus losing the ability to sense the 
  direction of any locations previously attuned to. The 
  re-attunement is somewhat voluntary, based on 
  whether or not you consider your new location as 
  home or not. 
   
  STELLAR HEALING 
  Your healing skills are legendary. 
  Prerequisite: Estrel race, Accelerated Healing 
  feat. 
  Benefit: You gain fast healing 2 for 1 round 
  anytime you take damage from a melee weapon or 
  natural attack. You can heal up to 2 hit points per level 
  per day with this feat, after which it ceases to function. 
   
  SUMMON LESSER FORM 
  You can summon one of your base creatures once per 
  day. 
  Prerequisites: Trueform subtype 
  Benefit: You can summon one of your base 
  creatures once per day (delphins summon dolphins, 
  carchardians summon sharks, etc.) similar to summon 
  nature’s ally spell, as a spell-like ability. This creature 
  must have hit dice equal or less than your character 
  level. 
  Special: You can take this feat multiple times, 
  each time adding another summoning per day.  
   
  TOXIC SKIN 
  Your skin is especially toxic. 
  Prerequisite: Ambymander race. 
  Benefit: Once per day as a swift action, you 
  can create a poison that can be applied to a weapon or 
  delivered as a touch attack. Alternatively, you can 
  smear the poison on your own body as a standard 
  action, affecting the first creature to hit you with an 
  unarmed strike or natural weapon. The poison loses 
  its potency after 1 hour. You, and other ambymanders, 
  are immune to your own poison.  
  Ambymander Poison: Skin or weapon—
  contact or injury; save Fort DC 10 + 1/2 your character 
  level plus your Constitution modifier; frequency 
  1/round for 6 rounds; effect 1d2 Dexterity damage; 
  cure 1 save. 
  Normal: All salamanders are toxic to some 
  extent, though usually have to be ingested to confer 
  these toxic effects. 
   
  
   
   
   
   
   
  23 
  Trueforms Innovations 
  Great inventors, the aglooliks in Fiskheim and the 
  hitogoi of Senkokoku especially, have been 
  inventing clever gadgets to help trueforms for 
  over a century. A few of these are listed below. 
   
       Adapted Weapon:  A weapon with this 
  modification gains the “trueform” quality by 
  adding straps, braces, levers, springs, and other 
  mechanisms that make it useful to a creature 
  without hands. Only simple melee or plunge 
  weapons can be adapted in this way. The weapon 
  is tailored to the trueform’s body type and size, 
  and thus is only useful for the trueform it was 
  made for. Adapted weapons also have the 
  “strapped” quality and take a full round action to 
  arm or disarm. 
         This modification also changes the weapon’s 
  category. Adapted weapons are considered 
  martial weapons for proficiency purposes.  
  Price +250 gp; Bu — 
   
        Beibaoyu:  This Hitogoi-craft, 3-foot-long,  
  mechanical fish is actually a mobile backpack that 
  follows its owner by smell in a straight line. From 
  a distance of 30 feet or more, the beibaoyu is 
  indistinguishable from a normal fish. Closer 
  inspection reveals its true nature with a 
  successful Perception check, DC 13.  A beibaoyu 
  has a swim speed of 20 feet. 
        Dials on the inside of the mechanism can set 
  the following distance between the fish and the 
  owner from one foot to up to a mile. The 
  beibaoyu has the same capacity as a Medium-
  sized backpack. If the beibaoyu is knocked off 
  course, impeded, is too close to its owner, or loses 
  the scent of its owner, it will attempt 
  to swim in a slow, 20-foot-radius 
  circle until conditions change.  
  It cannot defend itself, 
  nor does it have 
  any intelligence 
  so it will not run  
   
   
  from danger. It basically has only two functions: 
  follow its owner and hold objects inside it. 
  Beibaoyu offer trueforms a clever and 
  camouflaged place to stash their clothing and 
  equipment while they scout disguised as a 
  normal animal.  
  A Beibaoyu weighs -20 bu (deactivated) 
  and costs 250 gp. Expiration: 6d12 months,  
  Maintenance: 5 gp., Mechanical DC: 19. 
   
   
   
   
   
   
        
        Jabber bow : This aglootech weapon runs on 
  deep ice and fizzle juice, and allows a trueform 
  without hand-equivalent tool use to shoot a 
  crossbow. The jabber bow can fire up to two bolts 
  per round, which is also limited by the 
  character’s number of attack per round. The bow 
  alternates between the statistics for a light 
  crossbow and a hand crossbow with each shot. 
  The jabber bow is considered a ranged exotic 
  weapon with the trueform and strapped quality. 
  It is also quite noisy, making a loud ticking and 
  gurgling noise during the entire round that it is 
  fired as it readies the next bolt. A jabber bow 
  weighs -10 bu and costs 500 gp. 
       Ammunition: A fully loaded jabber bow takes 
  20 bolts, 3 cubes of deep ice, and an ounce of 
  fizzle juice. It takes 3 full 
  round actions to load. 
  
   
   
   
   
   
   
   
  24 
  Jiazhi shoubi:  This 
  Hitogoi-craft 
  mechanical arm can 
  be made for any 
  sized trueform that 
  have the force 
  manipulation tool use 
  ability.  The jiazhi 
  shoubi can be strapped 
  into any comfortable position on the 
  trueform’s body and activated. The arm is 
  controlled by the trueform’s force manipulation 
  tool use ability, monopolizing that ability so it 
  cannot be used for anything else while the arm is 
  being controlled. Uncontrolled, the arm just 
  hangs limply. Only one arm can be controlled at a 
  time.  Unlike force manipulation, the jiazhi 
  shoubi uses the characters own Strength and 
  Dexterity scores. Other than that, it behaves like a 
  normal arm and even conveys a rudimentary 
  sense of touch. 
        A jiazhi shoubi weighs -5 bu for small size, 
  and an additional -5 bu for each additional size 
  category. It costs 150 gp. Expiration: 1d12 
  months, Maintenance: 2 gp., Mechanical DC: 16. 
   
   Kuileimola:  This 
  Hitogoi-craft 
  mechanical remora 
  imp can take the 
  place of a normal 
  remora imp among a 
  trueform’s collective 
  of imps.  It has the 
  same statistics as a 
  normal remora imp with 
  the following changes: It 
  gains the Construct creature 
  type, it gains a natural armor bonus of+1, its Hit 
  Dice become d10s (recalculate hit points), and its 
  saving throws are as a construct's. It gains 
  construct traits, and acid, cold, steam and sonic 
  resistance 10.  It also gains Damage Reduction 
  5/adamantine. 
      A kuileimola can be deactivated and folded 
  into a 8” diameter sphere for easy storage. In this 
  state, it is considered an inanimate object. 
        A kuileimola weighs -5 bu (deactivated). It 
  costs 650 gp. Expiration: 3d12 months, 
  Maintenance: 1 gp., Mechanical DC: 18. 
   
  Sea legs: This aglootech device gives 
  seabound trueform legs, as well as 
  supplying a sort of dry-land life support, 
  keeping the trueform hydrated or providing 
  water to breathe if needed. Once donned, which 
  takes 3d4 rounds, it confers a land speed of 30 
  feet. Small grasping arms are also included, but 
  they are only capable of holding one object of two 
  size categories smaller than the trueform. The 
  arms have only two functions; drop and hold. 
  They cannot manipulate objects. Sea legs are also 
  very loud, making a cranking and clanging sound 
  whenever they are used. They run on one cubic 
  foot of deep ice, which is depleted after 24 hours 
  of use (which does not have to be consecutive). 
  Sea legs weigh -50 bu per size category, and cost 
  1,000 gp per size category. 
   
   
   
   
   
  
   
   
   
   
   
  25 
  Prestige Class: Paragon of Beasts 
  “I am the pinnacle of my species.” 
   
  Tales are told not only of perfect specimens of a 
  particular animal species, but also those of seemingly 
  exaggerated size and battle prowess. These sapient 
  beast exemplars are said to defend their kind from 
  harm, lead them to victory, and even seek revenge for 
  those who would destroy their environment.  
  The Paragon of Beasts takes up this nearly 
  mythical mantle, growing both in size and power as 
  she embodies all her species has to offer. Armed with 
  deadly natural attacks and power over nature itself, 
  the Paragon of Beasts becomes a force not to be 
  ignored. 
  Role: A Paragon of Beasts serves as an exemplary 
  example of her species, as well as a defender of nature. 
  She will fight for the well-being of her kin with 
  unmatched ferocity.  
  Alignment: A Paragon of Beasts can be of any 
  alignment, though most gravitate towards the most 
  common alignment of their race. 
  Hit Die: d10 
   
  REQUIREMENTS 
  To qualify to become a Paragon of Beasts, a character 
  must fulfill all of the following criteria. 
   
  Race: Any with the trueform subtype 
   
  Skills: Knowledge (nature) 10 ranks 
   
  Feats: Leadership, Summon Lesser Form 
   
  CLASS SKILLS 
  The Paragon of Beasts’ class skills (and the key 
  ability for each skill) are Bluff (Cha), 
  Diplomacy (Cha), Handle Animals (Cha), 
  Intimidate (Cha), Knowledge (nature) 
  (Int), Linguistics (Int), Perception 
  (Wis), Sense Motive (Wis), and 
  Stealth (Dex). 
   
  Skill Ranks at Each 
  Level: 4 + Int modifier. 
   
  CLASS FEATURES 
  All of the following are class 
  features of the Paragon of Beasts 
  prestige class. 
       Weapon and Armor 
  Proficiency: The Paragon of 
  Beasts is proficient with all natural 
  weapons and weapons with the 
  trueform quality, and with all   
            armor, but not with shields. 
      Natural Attack Damage: If the trueform has more 
  than one natural attack, choose one to be affected by 
  this feature. The choice does not change after selection. 
  If the trueform only has one natural attack, then that 
  attack is the one that is affected. In these two cases, 
  compare that natural attack damage with the one 
  listed in the table for the trueforms size and level in 
  this class and use the damage dice that confers the 
  most damage. If the damage dice on the table is lower, 
  the creature gains a +1 bonus to damage rolls for this 
  natural attack. 
       If the trueform has no natural attacks, she gains a 
  slam attack that deals the damage listed for her size 
  and level in this class. 
       This natural attack damage scales with the 
  trueforms size, and also increases at 3rd and 6th level 
  even if your size does not change, or you decide to 
  become smaller. 
      Natural Armor: The Paragon of Beasts adds this 
  number to her natural armor class, or gains this as her 
  natural armor class if she does not already have one. 
       Size Increase: If the creature is not already Large 
  size, the trueform grows by one size category at 3rd 
  level in this class. Small creatures become Medium-
  sized at 3rd level, and Medium become Large at 3rd 
  level. At 6th level, only trueforms that started out 
  Small-sized are affected, growing to Large size. At 10th 
  level, all Paragons of Beasts grow to Huge size. Note 
  that regardless of whether or not the creature grows in 
  size at these benchmark levels, the natural attack 
  damage dice changes, and may adjust that trueform’s 
  natural attack damage.
  
   
   
   
   
   
   
   
  26 
   
     
           No ability score modifications arise as a result of 
  the growth, though you do gain all the other 
  associated penalties and benefits for the new size 
  category. Your equipment also resizes to fit your new 
  size as long as you are attending it at the time you gain 
  the appropriate level. 
       You can as a full-round action reduce your size one 
  category, it also takes a standard action to increase 
  your size back up one category. You cannot, however, 
  use this to shrink smaller than the size you were at 
  first level. 
       Strength/Constitution Increase: At 2nd level, the 
  Paragon of Beast’s Strength and Constitution score 
  gains a +2 inherent bonus. At 5th level, you increase 
  one of those inherent bonuses by 2 (your choice). At 
  8th level, you increase both of those inherent bonuses 
  by an additional 2.  
       Powers of Nature: At 1st level, a Paragon of Beasts 
  can select one "Power of Nature" from below. She may 
  select another at 3rd, 4th, 6th, 7th, 9th and 10th levels. 
       Bonus Racial Feat: You gain one bonus racial feat 
  that you qualify for. You can take this power of nature 
  multiple times, each time choosing a different racial 
  feat. 
       Extra Summoning: One additional creature shows 
  up when you use your Summon Lesser Form feat to 
  summon a creature. You can take this power of nature 
  mutiple times, gaining an additional creature each 
  time. 
       Limited Wild Shape: You can assume the form and 
  size of an animal within your species. This ability is 
  identical to a druid’s wild shape ability, including 
  level limitations (substitute druid level with Paragon 
  of Beasts level) except that you can only use it to 
  assume the form of creatures of your own species. 
         
        
       Terrain Mastery: When you take this ability pick a 
  terrain appropriate to your species/race. You gain a 
  +2 competence bonus to Perception, Stealth and one 
  movement-based skill check when operating in this 
  terrain type. Increase this bonus by 1 for every three 
  Paragon of Beasts class levels you possess. You also 
  gain a +1 insight bonus to attack and damage rolls 
  against creatures native to the terrain type chosen. You 
  can select this power of nature multiple times each 
  time you must pick a different terrain type 
  appropriate to your species. 
       Trample: You can trample foes up to two size 
  categories smaller than yourself. See the Pathfinder 
  Bestiary for a description of this ability and its effects. 
  The trample deals bludgeoning damage equal to your 
  primary natural attack, plus 1-1/2 times your Strength 
  modifier. 
       Regeneration: You must be at least 6th level to gain 
  this ability. You heal damage at a rate equal to your 
  Constitution modifier each round at the beginning of 
  your turn. You cannot die as long as your regeneration 
  is still functioning (although you still fall unconscious 
  when their hit points are below 0). Steam and acid, 
  cause your regeneration to stop functioning on the 
  round following the attack. During this round, you do 
  not heal any damage and can die normally. Attack 
  forms that don’t deal hit point damage are not healed 
  by regeneration. Regeneration also does not restore hit 
  points lost from starvation, thirst, or suffocation. You 
  can regrow lost portions of your body and can reattach 
  severed limbs or body parts if they are brought 
  together within 1 hour of severing. Severed parts that 
  are not reattached wither and die normally. 
       Freedom of Movement: You must be at least 7th 
  level to gain this ability. You possess constant freedom 
  of movement as a spell like ability; your caster level is 
  equal to your Paragon of Beasts class level. 
  THE  PARAGON OF BEASTS 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Natural Attack 
  Damage (S/M/L) 
  Natural 
  AC 
  Special 
  1st 
  +0 
  +2 
  +0 
  +0 
  1d4/1d6/1d8 
  +4 
  Power of Nature, Natural attacks 
  2nd 
  +1 
  +3 
  +0 
  +0 
  1d4/1d6/1d8 
  +4 
  +2 Strength and Constitution 
  3rd 
  +2 
  +3 
  +1 
  +1 
  1d6/1d8/1d10 
  +5 
  Size Increase (if not Large),  
  Power of Nature 
  4th 
  +3 
  +4 
  +1 
  +1 
  1d6/1d8/1d10 
  +5 
  Power of Nature 
  5th 
  +3 
  +4 
  +1 
  +1 
  1d6/1d8/1d10 
  +6 
  +2 Strength or Constitution 
  6th 
  +4 
  +5 
  +2 
  +2 
  1d8/1d10/2d6 
  +6 
  Size Increase (if not Large),  
  Power of Nature 
  7th 
  +5 
  +5 
  +2 
  +2 
  1d8/1d10/2d6 
  +7 
  Power of Nature 
  8th 
  +6/+1 
  +6 
  +2 
  +2 
  1d8/1d10/2d6 
  +7 
  +2 Strength and Constitution 
  9th 
  +6/+1 
  +6 
  +3 
  +3 
  1d8/1d10/2d6 
  +8 
  Power of Nature 
  10th 
  +7/+2 
  +7 
  +3 
  +3 
   3d6 (huge) 
  +8 
  Size increase, Power of Nature 
  
   
   
   
   
   
  27 
  Ambymander (Trueform Salamander) 
   This colorful, branchy salamander would be far more cute if it weren’t 
  brandishing a dagger in your direction.  
   
  AMBYMANDER 
  CR 2 
   
  XP 600    
  CN Small magical beast (trueform) 
  Init +5; Senses low-light vision; darkvision 60 ft.; scent; Perception +4 
  Racial Buoyancy -15A; Depth Tolerance: 300 feet 
  DEFENSE 
  AC 12, touch 12, flat-footed 11 (+1 Dex,  +1 size) 
  hp 13 (2d8+4) 
  Fort +5, Ref +4, Will -1 
  OFFENSE 
  Speed 20 ft., Swim 20 ft. 
  Melee dagger +3 (1d3+2/19-20) 
  Special Attacks summon the lesser form 
  STATISTICS 
  Str 12, Dex 13, Con 14, Int 12, Wis 11, Cha 10 
  Base Atk +1; CMB +1, CMD 12 
  Feats Improved Initiative 
  Skills Acrobatics +1, Climb +1, Perception +4, Stealth +13 ; Racial Modifiers 
  +4 to Stealth 
  Languages Ziliti 
  SQ amphibious , tool use 
  ECOLOGY 
  Environment freshwater lakes and streams 
  Organization solitary,  or congress (3-6) 
  Treasure NPC gear (dagger,  other treasure) 
   
   
  Chronopterid (Trueform Sea Scorpion) 
  One would imagine that the most dangerous thing about a eurypterid is its 
  poisonous sting, but this one has a short sword and called you a tuna. 
   
   
  CHRONOPTERID 
  CR 2 
   
  XP 600    
  LN Medium magical beast (aquatic, trueform) 
  Init +4; Senses low-light vision; darkvision 60 ft.; Perception +9 
  Racial Buoyancy: -190  Depth Tolerance: 600 feet 
  DEFENSE 
  AC 12, touch 10, flat-footed 12 (+2 natural) 
  hp 11 (2d8+2) 
  Fort +4, Ref +0, Will +1 
  OFFENSE 
  Speed  20 ft., Swim 40 ft. 
  Melee short sword +4 (1d6+1/19-20), sting +1 (1d3 plus poison) 
  Space 5 ft.; Reach 5 ft. (10 ft. with sting) 
  Special Attacks summon the lesser form 
  STATISTICS 
  Str 10, Dex 11, Con 12, Int 10, Wis 15, Cha 6 
  Base Atk +1; CMB +1, CMD 11 
  Feats Improved Initiative 
  Skills Perception +9 
  Languages Common, Halbok 
  SQ amphibious , tool use 
  ECOLOGY 
  Environment tropical coast 
  Organization solitary, pair, or nest (4-6) 
  Treasure NPC gear (short sword, other treasure) 
  SPECIAL ABILITIES 
  Poison (Ex): Sting—injury; save Fort DC 12; frequency 1/round for 4 rounds; 
  effect 1d2 Con; cure 1 save. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ikasaru (Trueform Squid) 
  If squids took up spears they would be a lot more dangerous. Oh wait, this 
  one just did! 
   
  IKASARU 
  CR 2 
   
  XP 600    
  CN Small magical beast (aquatic, trueform) 
  Init +6; Senses low-light vision; darkvision 60 ft.; Perception +8 
  Racial Buoyancy: -1  Depth Tolerance: 20,000 feet 
  DEFENSE 
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size) 
  hp 13 (3d8) 
  Fort +3, Ref +7, Will +2 
  Defensive Ability ink cloud (5-ft. radius) 
  OFFENSE 
  Speed 10 ft., Swim 40 ft., jet 160 ft. 
  Melee spear +2 (1d4+2), bite -1 (1d3 +1) 
  Special Attacks summon the lesser form 
  STATISTICS 
  Str 15, Dex 15, Con 11, Int 12, Wis 14, Cha 8 
  Base Atk +3; CMB +3 (+7 grapple), CMD 15 
  Feats Improved Initiative, Improved Grapple, Lightning Reflexes 
  Skills Climb +10, Perception +8, Stealth +4 
  Languages Common, Cephalite 
  SQ tool use 
  ECOLOGY 
  Environment any open water 
  Organization solitary,  or squad (5-12) 
  Treasure NPC gear (spear, other treasure) 
  SPECIAL ABILITIES 
  Ink Cloud (Ex) An ikasaru can emit a 5-foot-radius cloud of ink once per 
  minute as a free action while underwater. This cloud provides total 
  concealment. The ink persists for 1 minute. 
  Jet (Ex) An ikasaru can jet in a straight line as a full-round action. It does not 
  provoke attacks of opportunity while jetting. 
   
   
   
  Note: These statistics are done in the style of the trueforms found in the bestiary section of the CERULEAN SEAS CAMPAIGN SETTING book 
  and BEASTS OF THE BOUNDLESS BLUE, but do not necessarily reflect the races presented in this tome. This is done to provide consistency. 
  
   
   
   
   
   
   
   
  28 
  Trueform Families 
      There is a lot of reference in this tome revolving around the 
  concept of “same species,” and we realize that this is a little 
  vague. Leaving it this way can open up problems with the 
  Summon Lesser Form feat and Paragon of Beast’s wildshape 
  ability. While we encourage each Game Master to compile their 
  own lists, we have provided this handy reference here that can 
  be used as a baseline. Optionally, “species” could refer to a 
  broader category of animals. For example, ikasaru and 
  squibbons might be related to all mollusks, delphins to all 
  cetaceans, carchardians to all fish, and so on. While this does 
  give them a more comprehensive “family tree” to draw from, it 
  also detracts from their species uniqueness.  
      The natural animals listed under each trueform race are a 
  small sampling of interesting natural species from our own seas 
  and shores here on Earth. I encourage you to research these, as 
  some are more amazing than anything found in a fictional 
  bestiary and serve as great inspiration. 
      Natural Animals: Axolotl, fire newt, mudpuppy, pacific giant 
  salamander, tiger salamander. 
       From the Bestiaries: DiplocaulusCC. 
       Note: Giant lizards with the aquatic template added may 
  work as well (blood lizardTH , giant geckoB3, giant tuataraTH  and 
  the tuataraB4 are great examples). 
   
       Natural Animals:  Basking shark, big-nose shark, black-tip 
  shark, crocodile shark, lantern shark, mako shark, megamouth 
  shark, stehacanthus (extinct), whale shark, wing-head shark. 
       From the Bestiaries: BullB4, commonB1, edestusBB, great white 
  B4, goblinBB, hammerheadTR ,  helicoprionTR, helicoprionBB, 
  jigsawTR, maulheadBB tigerB1 (all listed under the heading of 
  shark) 
   
       Natural Animals:  Arthropleura,  eurypterus, glyptoscorpius,  
  jaekelopterus,  pterygotus,  megalograptus, tylopterus  (all 
  extinct) . Optionally, the horseshoe crab may be the euryptid’s 
  closest living aquatic relative. 
       From the Bestiaries: BluetipSS, commonSS, ochreSS, spinySS, 
  spittingSS (all listed under the heading of euryptid). 
   
   
       Natural Animals: Common bottlenose dolphin, whale 
  dolphin, humpback dolphin, porpoise, melon-headed whale, 
  pygmy killer whale, river dolphin. Technically killer whales 
  (orcas) are a species of dolphin. 
       From the Bestiaries: Dolphin (common) B1, orca (killer whale) B1, 
  popoto (dolphin)UW (all listed under the heading of cetacean). 
   
        Natural Animals: Basket star, bat sea star, brisingid sea star, 
  crown-of-thorns starfish, leather star, morning sun star, nine-
  armed sea star, pacific blood star, pincushion starfish, royal 
  starfish,  sunflower star. 
       From the Bestiaries: Giant starfishB6, spiny starfishUW, 
  starfish (familiar)BB. 
   
   
   
       Natural Animals: Fur seal, gray seal, harbor seal, leopard 
  seal, monk seal, weddel seal. 
       From the Bestiaries: DireBB, elephantBB, fantailBB, 
  pelagiarctosBB, sea lionBB, sealBB, sealUW, walrusBB, waterhorseBB 
  (all listed under the heading of seal). 
   
       Natural Animals: Bush-club squid, Cock-eyed squid, colossal 
  squid, glass squid, humbold squid, japanese flying squid, 
  market squid, octopoteuthis deletron, whiplash squid. 
       From the Bestiaries: GiantB1, vampireUW, squid B1,  
  school of squidBB, swamp krakenBB (all listed under the heading 
  of squid). 
   
       Natural Animals:  Eagle rays, electric rays, guitarfishes, devil 
  ray, giant manta,  sawfish. 
       From the Bestiaries: Dire stingrayBB, manta rayB2, school of 
  stingrayBB, stingrayB2 
   
       Natural Animals: Asian small-clawed otter (what kawauso 
  are based on), clawless otter, eurasian otter, giant otter, hairy-
  nosed otter, smooth-coated otter, spotted-necked otter. 
       From the Bestiaries: Dire otterBB, otterB3, sea otterBB 
   
      Natural Animals: Box jelly, by-the-wind sailor, cannonball 
  jellyfish, irukandji, lion's mane, moon jelly, Nomura's jellyfish, 
  Portuguese man-of-war, upside-down jellyfish. 
       From the Bestiaries: CrimsonB6,  death’s headB3, death shellBB, 
  goliathBB, jellyfishB2, monstrous sea waspTH, sapphireB3, schoolBB, 
  swarmB2, whalerB6 (all listed under the heading of jellyfish). 
   
      Natural Animals:  African manatee,  amazonian manatee, 
  dugong,  protosiren (extinct),  west indian manatee. 
       From the Bestiaries:   EchinoteeBB, manateeBB, stellerBB, 
  solenosirenBB (all listed under the heading of sea cow). 
   
      Natural Animals: Blanket octopus, coconut octopus, dumbo 
  octopus, giant pacific octopus, larger pacific striped octopus, 
  mimic octopus, octopus wolfi. 
       From the Bestiaries:   Blue-ringed octopusUM, octopusB1, giant 
  octopusB1, giant lake octopusWW 
   
  Bestiary References 
  BB1, BB2, BB3, BB4, BB5, BB6: PATHFINDER ROLEPLAYING GAME 
  BESTIARY 1, 2, 3, 4, 5, & 6. 
  BB: BEASTS OF THE BOUNDLESS BLUE 
  CC: CREEPY CREATURES 
  SS: Pathfinder Adventure Path #37: Souls for Smuggler’s Shiv. © 
  2010, Paizo Publishing, LLC; Author: James Jacobs. 
  TH: TOME OF HORRORS COMPLETE 
  TR: Pathfinder Adventure Path #57: Tempest Rising © 2012, Paizo 
  Publishing, LLC; Author: Matthew Goodall. 
  UW: Pathfinder Roleplaying Game Ultimate Wilderness © 2017, 
  Paizo Inc.; Authors: Alexander Augunas, et al. 
  UM: Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, et al. 
  WW: Pathfinder Adventure Path #46: Wake of the Watcher. © 2011, 
  Paizo Publishing, LLC; Author: Greg A. Vaughan. 
  
   
   
   
   
   
  29 
  Trueforms In Your Game 
  Trueforms in this text are presented as a fairly 
  fresh race in the Cerulean Seas. While they do have 
  ancient origins, there is no history to worry about 
  between then and now. This allows them to be placed 
  in virtually any aquatic setting with little work. That 
  is, they require almost no adjustment to your world to 
  begin play immediately. One down side to this 
  “newness” is that they lack tradition, language and 
  history common to other PC races. However, as both 
  common animals and well-established NPC races of 
  the Cerulean Seas campaign setting (and 
  supplements), almost all trueforms are a familiar and 
  somewhat comfortable site. This is a unique 
  opportunity to take something that everyone knows 
  something about and add a new dimension to it; not 
  as fauna or pests, not as familiars or animal 
  companions, but as a viable PC race in its own right. 
       Of course there is a hint of mystery about the 
  trueforms. What is their purpose? How have they 
  come about? Why did their rise seem to coincide with 
  the great flood. Both trueform PC and non-trueform 
  PC can find adventure investigating these questions.       
       Optionally, the Gamemaster can create other 
  backstories for trueforms. Perhaps they are divine 
  representatives of animal gods. Maybe they have 
  always been there as sort of “animal prototype,” and 
  all natural animals evolved from them. Possibly they 
  are reincarnated souls of other sentient beings that are 
  now trapped in animal form. Conceivably there is a 
  magical spring that grants sapience to natural animals 
  that swim in it. There are many possibilities.  
       Before this supplement, trueforms had very vague, 
  “on the fly” style rules. While most had a detailed 
  history described in the setting books, individual 
  NPCs were hard to flesh out. With this supplement, 
  stalwart representatives of the trueform races can be 
  created in NPC from, completely fleshed out with 
  their own classes and unique statistics. This will make 
  them a lot more interesting than simply a talking 
  animal. 
       Whatever the case, trueform PC races will make a 
  welcome addition to any game as a representative of 
  the animal world, an unusual option for the player 
  who is seeking something different, a challenge for the 
  player who has played everything or even a fun 
  alternative for those that really like animals. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 
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  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have 
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  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall 
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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  
  2010-2017,  Alluria  Publishing; Authors: Emily Kubisz, Sam Hing, and Matthew Cicci 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
        
        
   
   
   
     
  Add New Life to your Cerulean Seas Game! 
   
  The REMARKABLE RACES  
  SUBMERGED  supplements are  
  colorfully illustrated PDF tomes,  
  100% compatible with the PATHFINDER 
  ROLEPLAYING GAME and the 
  CERULEAN SEAS CAMPAIGN SETTING  
  that give rules for playing new and  
  unusual PC races. Each book contains 
  all you need to play a character of one  
  new race & more! Races were designed  
  to fit into nearly any Cerulean Seas 
  campaign (including  
  INDIGO ICE, AZURE ABYSS, and  
  CELADON SHORES). With versatile and non-
  intrusive back stories, these creatures can be 
  spontaneously added to any setting. Mix 
  and match to suit your world. Whether you 
  are a GM looking for new options, or a 
  player seeking something different, the 
  "Remarkable Races Submerged" line by 
  Alluria Publishing will breathe new life into 
  your aquatic game! 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Alluria/Remarkable Races Submerged - True Forms.pdf