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Z o b e c k G az etteer IV

S unken E m pi r es
S unken Empires is a treasure trove for anyone
fascinated with lost civilizations and
ancient magic: from GMs who want to add
the technology of lost civilizations, run astonishing
new Pathfinder Roleplaying Game class options, spells
for casters, and gear both magical and mundane.
Sunken Empires supports aboleth-centric, Atlantean,
and similar adventures with technology and lore for
undersea adventures, expand their aboleth lore—to any civilization, lost or otherwise, and with inventive
those who just want to sink an inconvenient continent. creatures from the Underdeep that creep ashore.
And Sunken Empires is packed with options for players: It’s time to go beneath the surface!

• Introduction by the creator of the aboleths, D&D designer David “Zeb” Cook
• Weapons and technology of lost empires, from lightning spears to mind probes
• Complete ecology of the aboleth
• New PC race and class options, including net fighting and oceanic bloodlines
• 30+ new spells and magic of the sea, including new domains
• More than 10 new creatures, including coral drakes, drowned maidens, and goblin sharks
by

• GM tools and adventure hooks


B ran don H od ge

Designed by Brandon Hodge and Open Design patrons with frequent review, ISBN 978-0-9843159-6-3
playtest, and feedback to maximize playability. 51895 > ™


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Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Chapter 1: Lost Cities of Myth & Legend . . . . . . . . . . . . . . . 4
Chapter 2: Pelagic Characters . . . . . . . . . . . . . . . . . . . . . . 12
Chapter 3: Aquatic Equipment & Lost Technology . . . . . . . . . 26
Chapter 4: Spells and Magic Items . . . . . . . . . . . . . . . . . . . 38
Chapter 5: The Sunken Environment . . . . . . . . . . . . . . . . . 55
Chapter 6: Creatures of the Deep . . . . . . . . . . . . . . . . . . . . 62

Credits
Design Brandon Hodge Editing Scott Gable
Additional Design Wolfgang Baur, Bill Collins, Adam Daigle, Graphic Design Crystal Frasier
Richard Flanagan, Mike Franke, Jim Groves, Clare Jones,
Jonathan McAnulty, Eric Miller, Jan Rodewald, Karl Rodriguez, Cover Art Malcolm McClinton
Jason Sonia, Christian Sturke, Stefen Styrsky, Ian Turner, Mike
Welham Interior Art Thomas Cole, Brandon Hodge, Pat Loboyko,
Hugo Solis
Special Thanks to Stefen Styrsky for his incredible and
copious design collaborations and contributions to this project Cartography Jonathan Roberts

Special Thanks to our Patrons: Jason Alexander, George Andrews, Joel Arellano, Kenneth Austin, Andrew Baggott, Michael Baker, Dennis Baker, Stefan
Beate, Mark Bibler, Richard Blair, Alain Bourgeois, Terrance Bowlby, Sean Bradley, Leslie David Brown, Daniel Brumme, Jesse Butler, Jason Carl, Tom
Carpenter, Christopher Carrig, Nathaniel Chaddock, Michael Chambers, Jeremy Coffey, Bill Collins, Bradley Colver, Alex Coyner, Daniel Craig, Patrick Curtin,
Matthew C. Cutter, Adam Daigle, Mark Daymude, David DeRocha, Rob Doran, Matthias Drexler, Andrew Eakett, Nikolaus Ehm, Simon English, Duncan
Eshelman, Jarrod Farquhar-Nicol, Richard Flanagan, Gary Francisco, Mike Franke, Dale Friesen, Scott Gable, Mark Gedak, Thilo Graf, Jim Groves, Brian
Guerrero, Patrick Halverson, Günther Hamprecht, Geraint Harries, Geoffrey Hart, [FAO] Louise Hayes, Lyle Hayhurst, Issak Haywood, Brandon Hodge, Lutz
Hofmann, Ronald Hopkins, Keil Hubert, Phillip Ives, Laurent Jeanmeure, Craig Johnston, Clare Jones, Jay Joyner, Stavros Kalenteridis, Patrick Kelly, Philip
Kendall, Brian Koonce, Jason Kramer, David Lai, Troy Larson, DeWitt Latimer, Steven Lau, Kevin Lawrence, Samuel Leming, Kevin Levingston, Michael
Machado, Clay Mahaffey, Bridget Mahoney, William Maranto, Emiliano Marchetti, Jonathan McAnulty, Ben McFarland, Francois Michel, Eric Miller, Steven
Milner, Olivier Miralles, Paul Mollard, Sean Molley, Matthew Monteiro, Mark Moreland, Matthew Morris, Chris Mortika, Paul Munson, Charles Myers, Daniel
Artigas Navarro, David Nusloch, Zachary O’Connor, John Overath, Jeff Oyler, James Patterson, Daniel Petersen, Tom Phillips, Markus Plate, Patrick Plouffe,
Charles Powell, Callum Prior, Stefan Radermacher, Frank Reding, Trent Revis, Kevin Reynolds, Grayson Richardson, Jan Rodewald, Karl Rodriguez, Franz
Georg Roesel, Toby Rogers, Roy Sachleben, Jose Auriel Montero Sanchez, Michael Schell, Eddy Schmidt, Benjamin Sennitt, Craig Shackleton, Sean Silva-
Miramon, Warren Sistrom, Gavin Smith, Joe Smith, Burt Smith, Jared Smith, Hugo Solis, Jason Sonia, Marzio Spairani, Jeff Spencer, Christian Spies, Trevor
Stamper, Joshua Stevens, Christina Stiles, Christian Sturke, Stefen Styrsky, Brian Suskind, Scott Sutherland, John Tanzini, Constantin Terton, Jefferson Thacker,
Ian Turner, Keith Unger, Giorgio Vergani, Oliver von Spreckelsen, Jani Waara, Stephen Wark, Justin Webb, Oliver Weigel, Michael Welham, Joe Wells, Donald
Wheeler, Michael White, Mike Wilson, Christian Wilson, Adam Windsor, Paul Woods, Nathan Wormer, Matt Zander

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Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

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The spells and magic items in the Chapter 4 and the Defense/Offense/Statistics/Tactics/Ecology sections of the “Monsters” chapter are open content. All other material -- including descriptions,
proper names, characters, story elements, designer’s notes, setting material, flavor text, and society information -- is product identity.
I ntroduction
A H istory of the A boleth
—by David “Zeb” Cook

A is for Aboleth
And all things wet... recollections of an old game designer lost on Memory Lane as I
—Derro nursery rhyme reconstruct their creation.
The aboleth made its first appearance in Dwellers, but it wasn’t
is for astounding. Who would have thought that nearly part of the initial design. The core of that module was the city—

A 30 years after their first appearance in Dwellers of the


Forbidden City, I’d be sitting down to write about a
creature as strange as the aboleth? That somehow a mucus-
the tasloi and the yuan-ti—while the sole aboleth encounter was
a precursor to the main show. Now the source of the adventure
had been my original writing sample when I applied to TSR, but at
secreting, lamprey-mouthed quasi-amphibian managed to thirteen or so typewritten pages, it was far too short for publication.
develop a following is... astounding. When the time came to turn that sketch into a module, it was clear
I would love to write that the creation of the aboleth was all part more material was needed. That meant creating a whole city, a
of some great plan, that its role in the cosmology and ecology of framing story to get you there, and some adventures on the way. So
fantasy RPGs had been thought through and plotted out; that, in began the first steps toward the aboleth.
short, I had a greater picture in mind when I set them to paper. I The second step involved conventions and tournament play.
would love to claim that, but it wouldn’t be true. The aboleth, after Ignoring the odd idea of roleplaying as competitive play, game
all, had a minor guest shot in one module, floundered its way into conventions wanted tournament adventures, and for a time,
a Monster Manual, and then quietly sank out of sight. Little did I TSR was willing to supply them. From our side, it seemed like
know that it hadn’t disappeared but had simply retreated, patiently good marketing—supporting the fan base and adding another
lurking beneath the surface for the time when it would rise again. In bullet point to the back of the module. After all, we were going
short, it was living up to its description. to create these adventures anyway, so why not make the little
So where the hell did I come up with the aboleth and what extra effort? On the convention side, it gave them something
was I thinking? In all the years since, I cannot say that’s a theoretically professional and tested.
question I’ve pondered, so bear with some fuzzy and rambling Of course, the problem was that tournaments were linear and

2
didn’t really lend themselves to roleplaying. Instead, they were a
race to see how quickly and efficiently each team could get through
a series of obstacles. So, for Dwellers, a sprawling city full of

Introduction: A History
problems wasn’t a good choice. Caves, though, are always nice
and linear. Plus, we had done this a few times and had a
simple formula for setting up the encounters—one basic
monster, one trap, one basic monster with trap, one
basic monster with allies, a boss monster, and,
of course, a brand new monster. This latter
was the aboleth’s role, to be the new guy
on the block, the thing no player, no
matter how good, had ever seen. Plus,
it didn’t hurt that with its illusions, the
aboleth was also a good trap. So I had
the need for an cave-dwelling thing that
could be part of a trap and was something no
player had ever seen before.
The tournament’s laundry list of needs,
though, was a far cry from the mucus-spewing
antediluvian thing that is an aboleth. For that,

of the
I can only blame the setting and
some warped personal preference.
Dwellers was an stab at creating a setting
with a particular tone—a mashup of jungle adventure tales,
Conan-esque fantasy (particularly Red Nails), the lost worlds of

Aboleth
Tarzan stories, and a bit of weird horror. I was a fan of 1920’s
and 30’s pulps at the time and made no apologies for it, so if wants to be coated in slime and forced to serve a
I was going to have a cave-dwelling critter, it needed to fit the giant leech that’s the smartest thing in the pool after all?
theme. Seeing as the module already had yuan-ti (Conan-style Statting monsters is another unfortunate side effect of
snake-men), mongrelmen (the degenerate men of Opar), and roleplaying. Sure it may be necessary for play, but it strips away
tasloi (little forest fiends of jungle tales), it made sense for the the mystery surrounding things that should not be. Once the players
aboleth to be weird horror. The aboleth was a nod to things knew the powers and the numbers behind the aboleth, it became
Lovecraftian, an unspeakable horror silently dreaming of ancient just another problem, another thing to kill. The only solution was
secrets more terrible than man can bear. to hint there was more to know, that the aboleth had secrets we
Of course, Lovecraft and other weird tale writers had it easy weren’t telling you. Hinting is also convenient because I meant I
(comparatively so). It was enough for them to write the thing didn’t have to make it up. It’s always easier—and often better—to
was horrible, its appearance unfathomable by man, and its suggest there’s more to the story and leave the rest to the
nature utterly evil. Unfortunately, that’s not good enough for a imaginations of others. I think that, ultimately, it was this image
roleplaying game. Tournament GMs wouldn’t let me get away of the aboleth that accounts for its appeal. Here is a thing you can
with that. They needed to know what it looked like and how to kill, but it is still more powerful, more sinister, and more damned
kill it. Regrettably, answering those questions would certainly in ways you can ever imagine.
take away from the drama. The only solution was to make the The obscene horrors lurk at the bottom of the pool, whispering dark secrets into
aboleth as freakishly bizarre as possible, so it was completely the minds of the greedy and depraved. Many an ambitious wizard has found the
unlike anything else the players had encountered. traces and hints, the crazed writings and ancient texts, and tracked them into the
Frankly, I don’t know exactly where the look of the aboleth darkness. Drawn by promises they search out the waters only to be betrayed and
came from. Making them cephalic was already out—mindflayers enslaved by their new masters. Where they go and what the creatures do with them
had already conquered that fantasy niche. Bugs were too cliché no one knows for sure. Some say they are consumed, their memories eaten slowly
(and I don’t find them particularly horrible), and spiders were over centuries. Others tell of slime-coated souls found years later; men with soft,
dridered to death already. That left something like the leeches porous flesh and soulless eyes who splutter of twisting secrets s and horrid cities no
I’d tangled with in childhood—soft, wet, slimy with little man has ever built. “Master,” they sadly burble as their bodies sag into lifeless sacs,
bloodsucking jaws—fused with photos of lampreys and remoras. finally releasing an ebon runestone clutched in their hands. Or so the stories say.
Of course, tentacles are always good, but the whole three eye Now, if that’s not an adventure hook for an ambitious GM,
thing? Not a clue. I wanted the aboleth to be disgusting because then I should just give up the business.
that made its intelligence and mind-control all the better. Who

3
C hapter 1
L ost C ities of M yth & L egend
Beneath every deep, a vaster deep unfolds.
—Jacques-Yves Cousteau

tlantis. Lemuria. Mu. The legends of superior ancient the shore. The lure for such adventures is the concept of sunken

A societies lost to the sea have lured many with buried


secrets for thousands of years. Such stories always
begin, and end, with water. The deluge of floods in river
cities. Few players can resist a ruined city or dungeon, and the
concept here is no different. In fact, you can start your PCs above
the water, in seaside ruins and crumbling towers, and slowly guide
valleys, prehistoric tsunamis caused by erupting volcanoes, them toward deeper and darker secrets that await them below.
shifting tectonic plates, meteor impacts, and riverbed shifts all When GMs employ such hooks, they are tapping into a collective
contributed to catastrophes and to lands disappearing. wonder that has aroused curiosity in mankind since the age of
The collective human experience absorbed such events stone tools.
and stories, remembering that some shining mountaintop This chapter offers you an overview of the lost cities and
was lost and that where humans had once prospered, sunken ruins of our own world, from the original tales of
only fish now swam. What darkness entices us—even in Atlantis to the strange theories of Mu and Lemuria. Then,
an enlightened and modern age—to search for legendary an original sunken city illustrates how stories from our real
lost worlds and mythical knowledge of the ancients? More world can inspire grand adventures and mysterious settings.
importantly, how can we, as players and designers, take Later chapters open the doors to class options for characters
best advantage of this fascination to bring the wonder and who wish to make careers out of exploring ruins, as well as
intrigue of such legends to our gaming tables? discovering the lost technology, spells, and magic items of these
Sunken Empires is not a guide for underwater campaigns in cultures, not to mention finding the monsters that lurk in the
which characters are denizens of the sea, although it may serve darkness of ruins left behind.
very well for that purpose. Rather, this book best serves those As fantasy gamers, we have the unique opportunity to take
who wish to lure their players into new and unexpected realms by such adventures and explore these realms, and Sunken Empires is
taking their adventures below the sea to explore what lies beyond your guide to that which lurks beneath the waves.

4
A tlantis
Design Ideas from Atlantis
But afterwards there occurred violent earthquakes and floods; If you want to create ancient empires for your own worlds,

Chapter 1: Lost Cities


and in a single day and night of misfortune all your warlike men Atlantis is the place to start. From an architecture and
in a body sank into the earth, and the island of Atlantis in like engineering standpoint, the claimed wonders of Atlantis
manner disappeared in the depths of the sea. typically outweigh the average cities of even high-fantasy
—Plato, Critias campaign worlds. Spiraling towers that reach toward the
The most famous of all sunken empires is the lost city of clouds, massive monuments, and walls of precious metals
Atlantis. First described by Plato in his dialogue Timaeus all point to a society much more advanced magically and
in approximately 360 BCE, Atlantis is the archetypal lost culturally than any other ever known. The concept of public
city, an unprecedented naval power led by a confederation transportation opens avenues for exploration, just as the
of wise kings. Atlantis was a canal-filled city of amazing possibility of tunnels crisscrossing the bowels of ancient
architecture and technology with gleaming concentric walls of ruins gives a nice alternative to sewer adventures.
gold, copper, and the mythical metal orichalcum. Graciously World builders may want to take advantage of certain
flowing fountains and aqueducts fed magnificent baths and concepts, like organically grown buildings, orbiting platforms,
natatoriums, and stadiums for bull fighting and horseracing and even massive aqueducts to add new environments and
abounded. The island was rich in plants and animals—even flavor to their lost cities. Try to imagine this society at the
elephants—and the bedrock brimmed with veins of gold and apex of civilization, centuries ahead of the current state
silver ore. of your world, then slowly deconstruct it, stripping away

of
This utopia, however, was punished when human aspects of your design to turn what you know existed into
nature—avarice, pride, greed—arose in the hearts and minds a mystery for your players. You may realize that the strange,
of the people, and they became debased and corrupt. In a

Myth & Legend


twisting tunnel with strange metal rails that electrify PCs who
cataclysmic end, an earthquake shook the continent as giant wander too close is an Atlantean version of a subway tunnel,
waves crashed against the golden walls, and the island was but properly used, PCs will keep wondering what fantastic
dragged beneath the waves “in a single day and night of environment they have discovered and what secrets lie
misfortune” by gods angered at the city’s disobedience. All within.
was destroyed. The same holds true for treasure and technology. Magic
If the tale had ended there, Atlantis might not have may take on unusual forms, allowing you to introduce radical
held our attention the way it does. Rather, later writers new concepts in spells and magic items. Even equipment
contributed more to the legend and brought it fresh life. In that was mundane to the ancients can seem marvelous and
particular, the theories put forth by Ignatius L. Donnelly even magical in the hands of characters who have never seen
in Atlantis: the Antediluvian World, published in 1882, its like (see Chapter 3 for examples). Consider what led to
proved enormously popular. His proposals definemany the destruction of the first settlers of the city. Was it merely
modern-day concepts of the lost city, including theories “avarice” or hubris that brought these people down, or did they
about its advanced technology and the origin of classical somehow threaten the gods themselves? If so, how will the
civilizations after the flood. Donnelly revealed that Atlantis gods now react to PCs poking around sunken ruins that might
was a great technological power, and that Atlanteans still contain these lost secrets?
invented gunpowder, advanced optics for astronomical
calculations, magnetic compasses, the use of salt, a highly advanced technologies to the Atlanteans, including electro-
developed alphabet, animal husbandry, and horticulture, magnetic rifles, anti-gravity submersible vessels, magnetically
all thousands of years before humans elsewhere had propelled public transportation carriages, video conference
discovered written language. screens, and phrenological reprogramming machines. His
One year later, Frederick Spencer Oliver, then only 17, detailed writings are fertile ground for planting the seeds of
revealed more when he began involuntarily channeling—he any fantasy exploration campaign.
claimed—the spirit of a former resident of Atlantis named Another early proponent that gives rise to our modern
Phylos. Possessed by the spirit, he produced reams of versions of Atlantis is the psychic healer and clairvoyant
automatic writing, later published posthumously by his mother Edgar Cayce, who first mentioned Atlantis during a
as A Dweller on Two Planets. The city he described was one self-induced trance in 1923. Cayce claimed Atlanteans
of graceful spires and tall towers joined by arches and flying possessed a highly evolved civilization and advanced
buttresses. Everywhere, intricately wrought staircases wound technology, including ocean vessels and even aircraft
to the sky; palaces and temples radiated from the city’s center powered by esoteric crystals of energy called firestones.
like the spokes of a wheel, wide streets separating palatial According to him, the ancient society had suffered three
tenements and incredible manufacturing districts. great destructions, the final being the deluge, and its cause
Oliver’s fantastic accounts assign a staggering array of was a group he called the “Sons of Belial.” Their efforts to

5
Lemuria
Design Ideas from Lemuria
If Plato provided us with the template for the city and later They were the Lemuro-Atlanteans… who had assumed bodies
writers gave us the amazing technology and advanced to rule over them, and who, in their turn, instructed them in arts
cultural aspects of the Atlanteans, the Theosophist theories and sciences. Only, as they were rupa or material Spirits, these
on the nature of the inhabitants of the lost continent Dhyanis were not always good. Their King Thevetata was one of
of Lemuria is rich fodder for inspiring your imagination. the latter, and it is under the evil influence of this King-Demon
When building a sunken empire of your own, consider the that the Atlantis-race became a nation of wicked magicians.
inhabitants. Were they early men, raised to civilization by —Blavatsky, The Secret Doctrine
strange creatures or spirits in a time when other tribes The existence of Lemuria was proposed by the geologist
were still discovering fire and inventing stone tools? Were Philip Sclater in 1864 to explain the similarities between
they elves, taking their first steps from primitive woodland fauna, particularly lemurs, in India and Madagascar before an
fey to civilized creatures with mysterious cities shrouded understanding of plate tectonics. What began as a moderately
in illusion? Or were they something entirely unknown, the sound theory for scientists at the time was quickly taken over
precursors to an unexpected race that has since changed by crackpot philosophers, and the scientifically supported
radically and seeks to conceal their secret origins? Did these lost continent was suddenly attributed, beginning with James
people undergo some curse by the creatures that built up Churchward in the 1870s, as the birthplace of an advanced
their civilization, taking the half-form of fish and fleeing human civilization.
beneath the waves to start their civilization anew? Perhaps Churchward proposed that Lemurians lived for hundreds of
they were like men but with subtle, slightly disturbing years, and were capable of telepathy, teleportation, and astral
differences in form reflected in murals and hieroglyphs. projection. Within a decade both theories had been taken over
And what is the mysterious power vril? Perhaps it is by the Theosophists, who believed that man had progressed
simply the first form of magic in a time before schools gave through the ages in precise stages of physical and mental
labels to the various shapes spells could take. It could serve enlightenment, evolving in various spiritual and physical forms
as the introduction of psionics into your game world with toward an eventual perfect state. Helena Petrovna Blavatsky
the rediscovery of old mental disciplines opening up unique examined these beliefs thoroughly in her seminal work The Secret
avenues of power. Or perhaps this form of magic is now Doctrine, where she claimed to have learned of Lemuria through
lost, wielded only by sorcerer-kings more powerful than study of an Atlantean book known as The Book of Dzyan.
character comprehension, which have since ascended into These people, claimed Blavatsky, were the third incarnation
godhood, taking the secrets of the substance with them. of humankind in a series of seven “root races” that composed
Indeed, it may be the substance of divinity itself. Perhaps human existence. Their descriptions vary but seem to have
when the blood of these precursors runs strong in a family generally been giants at approximately 20 ft. tall, with a third
line, vril-powered sorcerers are born (See Chapter 2 for eye on the back of their heads. Others claim that they were
bloodlines and magic, Chapter 4 and 6 for spells and items cyclopean and that the creatures had four arms, dark-yellow
inspired by vril magic). skin, and distinctly more ape-like than man. As a race, they were
And who were the mysterious creatures or spirits not overtly wise or intelligent, but their development was guided
that raised man up from barbarism and savagery into this by a group of spiritual beings who could instill full human
new and powerful culture? Has this race vanished into consciousness on selected individuals, which would then guide
the planes, or do they still wander the lands or swim the others of their kind to build a magnificent culture.
world’s oceans? Aboleths are certainly popular contenders, At first, the creatures reproduced hermaphroditically in an
and similar creatures even spring up in real-like creation unusual manner—by “sweating” an ooze-like perspiration that
myths. Perhaps these creatures were the proto-gods of coalesced into eggs from which new Lemurians were born.
your world or have since fled to the bowels of the earth or But later generations began to develop sexual organs and use
the ocean’s deepest trenches. language, and with these developments came the downfall of
their civilization as their telepathic powers atrophied and sexual
subvert and exploit creatures known only as Things, a sort intercourse corrupted their physical form.
of subhuman race with limited intelligence and animal- Other writers extrapolated on these proposals, claiming the
like appendages was part of the problem. Apparently, the Lemurians had hard, stone-like skin and that they inherited
efforts of a good, opposing group disrupted a powerful their forebear’s memories at birth through psychic means.
crystal energy source and released a massive explosion, The founder of the Anthroposophical Movement, Rudolf
destroying the island and sinking the city. Such accounts of Steiner, proposed that they lacked reason or calculation but
conflicting cults, world-shattering cataclysms, and bizarre had infallible memory, and as the creatures evolved, they could
technology are fertile ground indeed to cultivate the game control a life force or energy known as vril—a substance first
writer’s imagination. proposed in 1871 in the science fiction novel The Coming Race.

6
This mysterious power, taken literally by Steiner and described
as the “aether of life,” derived from plants and was a powerful Design Ideas from Mu
force for both healing and destruction. Those able to wield such Mu is especially important to the gaming world because

Chapter 1: Lost Cities


power through specialized staffs had incredible telekinetic gifts of the importance of language, translation, and linguistics
and the psychic ability to transfer thoughts and control those in its discovery. When developing lost cities and sunken
of others; they could focus this force into psychic “grains” that civilizations in a fantasy world where even amateur
could be used as weapons. arcanists can decipher centuries-old texts with simple
The Lemurians fought with classical weapons such as spears, divinations, you face the challenge of preserving the
bows, and swords, but they also employed gas bombs and flying allure and secrets of these ancient civilizations without
ships powered by this psychic energy. Wielding such power, discouraging their rediscovery by curious, determined
the Lemurians eventually succumbed to the corruption of characters.
the physical world despite the efforts of their spirit handlers. The breadcrumb trails followed by early researchers
Their creators destroyed the Lemurian continent in a sudden into the lost continent serve as exceptional examples of an
cataclysm that left only a handful of these creatures alive. The effective carrot-and-stick design, with the constant allure
survivors settled on a small sliver of remaining island and of further rewards as characters undergo more in-depth
eventually evolved into the next root race—the Atlanteans. research. Finding information becomes the object of
adventures into drowned temples and sunken streets, and
PCs who finally uncover one secret might find one question
Mu answered, but dozens more raised.

of
In our journey westward across the Atlantic we shall pass in The language, too, offers fresh avenues of rewards in
sight of that spot where once existed the pride and life of the games. PCs should not be allowed to learn a language that
ocean, the Land of Mu, which, at the epoch that we have been

Myth & Legend


not even aged scholars can yet interpret, but the clever
considering, had not yet been visited by the wrath of Homen, use of spells and liberal assignments of Linguistics ranks
that lord of volcanic fires to whose fury it afterward fell a victim. should eventually pay off. Furthermore, the language itself
—Augustus Le Plongeon and the secrets it holds can become not only a source of
The name Mu originated from the Atlantean scholar Brasseur information, but a tool, a plot device, a valuable treasure,
de Bourbourg, who attempted a somewhat dubious translation a character—even a weapon. If these ancient civilizations
of Mayan glyphs and hieroglyphics found in the Troano Codex, did not take their language lightly, then it only makes sense
an exceptionally rare, folding bark-paper book of records and that they would have gone through great pains to disguise
history created by the Maya, all but four of which the Spanish it from those who might attempt translation.
destroyed during their conquest of the Yucatan. Though For example, explosive runes and glyphs of warding can
Bishop Diego de Landa Calderón, a priest of the Inquisition, warn characters away or destroy knowledge you wish to
subjugated and even tortured the Mayan subjects in his diocese, conceal before characters can discern it. Secret runes may
he also recorded fragments of their language. While this “de animate nearby objects to protect the ancient stelae on
Landa alphabet” would later be discovered, and become the which they are written, or the writing may vanish or react
key to translating Mayan glyphs, de Bourbourg misinterpreted in unusual ways when read. Churchward’s Sacred Symbols
as syllabic, rather than symbolic. His efforts produced a rough, of Mu has hundreds of intriguing illustrations of real-world
exceptionally imaginative translation of the Troano Codex, which glyphs of power, and the article “The Ecstasy of Ink” (see
he claimed detailed the sunken utopia of Mu. Kobold Quarterly #8) and its new school of glyph magic, are
The French amateur archaeologist, photographer, and both invaluable resources for exploring magical texts.
Freemason Augustus le Plongeon expounded on these
initial “discoveries” to propagate the myth of Mu, claiming a single night. These people of this continent, the Nacaal,
that refugees from the submerged city were responsible for worshiped the Seven-Headed Serpent, Narayana, the divine
advanced culture of both the Maya and the Egyptians. Later, creator of all things, who was worshiped in “great carved stone
James Churchward published a series of popular books on the temples without roofs” to permit the sun’s rays to fall on the
subject after claiming to have witnessed a collection of sun supplicants within.
burnt clay tablets in a long-lost “Naga-Maya” language—the The enlightened inhabitants—with pale skin, black hair,
original tongue of all mankind, a dead language he claimed to and large eyes—built magnificent cities that served as seats of
have learned. religion and science. Churchward claimed they had a telegraph
The stones, along with references to the Ramayana, the ruins system and electricity, and he even alleged the discovery of
on Easter Island, and the Niven cache—an excavation of 2,600 Mayan glyphs that broadcast etheric vibrations in a sort of
somewhat dubious stone effigies and stelae—all supposedly pest control system. Even H.P. Lovecraft contributed to
gave vivid descriptions of the continent of Mu, which was the mythology of Mu, claiming it as the birthplace of the
“broken up by earthquakes and sank into a fiery abyss” in human race and their worship of Cthulhu, among others,

7
as the impetus for their downfall, as described in the Zanthu But just as the leaders of Ankeshel requested more
Tablets. In all versions, the idyllic Mu succumbed to a series of knowledge, their aquatic advisors had mysterious needs of
catastrophes in the form of volcanic eruptions and cataclysmic their own. Armies gathered under the presumption of sharing
waves before fires burst from underneath the land and lightning the knowledge gained with the primitive tribes surrounding
descended from the heavens, sinking the land of Mu below Ankeshel. However, the conquered tribesmen typically sacrificed
waves of seething, boiling waters. in secret to the aboleths—pulled into the sea to unknown
fates—in exchange for powerful secrets.
For unrecorded centuries, this civilization flourished,
Creating the Lost City with advances in technology, alchemy, magic, and science,
of A nkeshel progressing exponentially with each passing year. But a
Ankeshel is influenced primarily by the Atlantis legends kernel of discontent was taking root. As inquisitive scholars
but takes elements of Muvian symbolism and glyphwork, turned to other sources for knowledge and inspiration,
Theosophist theories of human evolution and concepts of vril, they questioned the teachings of the elder beings who
and, of course, classic elements of fantasy races and tropes had first granted them wisdom and devoted themselves
from the Pathfinder Roleplaying Game. to more spiritual gods. What seems to have inspired these
The city was the major port and urban center of a long- philosophers was the spark of true divine magic, and with
deceased civilization, a city predating all other known sites by its discovery, they suspected that the powers and abilities
several centuries. Scholars speculate that the inhabitants were that aboleths granted were but thinly veiled arcane abilities
early humans, although murals depict the citizens as much taller or vril manipulations.
and lither than modern-day man, reaching average heights of These priests spread the gospel of new deities with human
7 ft., with oblong craniums, perhaps due to the widespread forms, flaws, and foibles—folk tales that appealed to a citizenry
practice of cradle binding, as well as the absence of a single bored by the ever-slowing dissemination of new knowledge
digit on their left hands. from rulers now more concerned with territorial acquisition.
The city once stood along a rich river delta, and the citizens The priests began to preach messages of peace, and an inspired
grew crops when other human races were still living in caves populace began to openly question the judgment of their
and discovering the use of fire. At some point, the civilization immortal philosopher-kings and their amphibious “advisors.”
took gigantic leaps forward. Hieroglyphic evidence uncovered When some key citizens of this resistance found their skin
by scholars points to a race of primordial, fish-like beings that transformed into slimy membranes, forced to take to the sea in
emerged from the waves to teach the secrets of civilization respite, priests of the new gods made the horrific discovery that
and magic: based on tomb murals depicting these tentacled, the public baths had been poisoned by the aboleths. With this
three-eyed creatures, scholars have identified them as most revelation, the population rose in revolt.
likely aboleths. The city stripped the corrupted leaders of power: their moist
These creatures shared numbers, geometry, and advanced skin clearly betraying their true allegiance to those monstrosities
astrological concepts with the early humans, whose hunger for they worshiped. With the fires of conviction growing strong,
knowledge was only matched by their enthusiasm for progress. the rebellion execrated the captured supplicants of the aboleths,
Those who had first welcomed the aboleths exchanged their decreeing that if their loyalty were to fish, then the form of fish
homage and worship for the promise of immortality and the they should carry. The citizens cast their cursed bodies down
knowledge of the first forms of magic—which they called the steps of the grand temples and into the sea, their new forms
vril—and these men were raised above all others as holy priest- leading to the first merfolk.
kings who promised a new utopian society. Those who had once The citizens remaining in Ankeshel sheathed their walls in
cultivated crops now cultivated stone and metal, and using this orichalcum, which the aboleths could not tolerate, and barred
new magic, massive stepped temples arose along the shore to the old ceremonial gates that once acted as a promenade
welcome their saviors and the kings they supposedly served. for the emergence of the creatures from the sea. The
Tall, concentric walls surrounded the city’s towering spires. Ankeshelians girded for war, using their arcane knowledge to
Enormous canals, requiring impossible labor and seemingly dug formulate new weapons powered by batteries of orichalcum
overnight, allowed the creatures into the inner city. This city and vril, and master artisans are rediscovering these powerful
became a great center of learning, and as secrets of the universe weapons, often wholly ignorant of their original purpose.(see
laid bare by long centuries of study and meditation, the people Chapter 3: Lost Technology).
became wise and powerful. Beautiful courtyards and gardens, Despite losing control of the Ankeshelians, the aboleths
civic centers, observatories, tiled public baths and natatoriums, simply dominated new supplicants; their newest weapons
and fantastic buildings floated in gentle orbits above the city were the magically transformed savages once sacrificed to
streets. Orbiting lenses heated the waters of their bathhouses the aboleths. They rose from the sea as ulat-kini, emerging
and provided protection from encroaching savages by focusing from the waves and leaping over the orichalcum walls of the
searing rays of sunlight. city. For months, the aboleth-led skum laid siege to the city,

8
but eventually, the fantastic technology of the Ankeshelians
repulsed even them. The city’s vril-powered craft bombarded Lost Languages & Secret Sigils
their enemies from the air and electrocuted their enemies Language can be a complex problem. Even 1st-level casters

Chapter 1: Lost Cities


in the sea. When they turned their sun-lenses on the cursed can decipher pretty much anything written with a simple
fish folk, the Ankeshelians drove them back into the depths comprehend languages spell, and before too long, any
for good. characters with enough ranks in Linguistics stand a good
The victory was short-lived. Faded murals depicting this chance of figuring out the meaning of even the most
victory are among the city’s last remains, for shortly after, the obscure texts. How is a GM who wants to present the
aboleths gained control of an incredible force of destruction— mystery of language but preserve the allure supposed to
the creature known as the Isonade. The powerful beast attacked proceed?
the city’s bedrock on the edge of the ocean and brought the city Luckily, the DCs of Linguistics checks are set by the
low in one day and one night of terrible cataclysm, sundering its GM, and comprehend languages does provide you with
walls and sinking the idyllic city beneath the waves. some respite as well. The spell “does not necessarily
impart insight into the material, merely its literal meaning,”
allowing you to determine exactly what the “literal
The Twin Cities meaning” is, and it should certainly raise as many questions
of C assadega as it answers. Responsible GMs should also make sure
Since the cataclysm that destroyed Ankeshel, entire these frustrations have payoff with ultimate revelations of
civilizations have risen and fallen, new races emerged and meanings important to the adventures at hand.

of
waged war across the world, and less fortunate species have The language of Ankeshel was a strange mix of
gone extinct. The technology of man has receded back to calligraphic hieroglyphics of incredible pictorial and symbolic
stone tools before advancing again to sharp steel weapons and

Myth & Legend


complexity and of raised and lowered dots, interspersed with
armor. Man rediscovered magic, progressing from primitive non-Euclidean symbols whose meanings seem to change
shamanistic rituals to intricate arcane and divine spellcraft. depending on their appearance as either raised or lowered
And, finally, the aboleths and their ulat-kini minions have been reliefs. As a result, only the literal meaning of the sporadic
driven to the furthest reaches of the Underdeep. syllable markings can be interpreted, and mortal magics
The undersea ruins of Ankeshel have waited, inhabited cannot easily translate the symbols.
only by sharks and crabs, for thousands of years. Over The snail’s pace of progress in deciphering the language
time, sections of the once-great city have been exposed poses a danger to aspiring linguist and language experts,
like bleached bone along the cliffs of a recessed cove. The for the glyphs and symbols often carry with them unusual,
sprawling ruins along the coast originally attracted scholars undetectable glyph magics that are triggered when the
and archaeologists, who came to study the seemingly writing is properly pronounced. Such effects range from
anachronistic buildings that were far older than previously identifiable effects, such as explosive runes or various
known civilizations. The sages stayed to study the secrets glyphs of warding, but others carry more incomprehensible
locked within, and their families settled among the old walls mysticism, and scholars have been discovered struck dumb
of the city, building new homes and structures among the old. among ruins, afflicted with unusual transmutations or the
The resulting town is called Cassadega. transference of glowing runes to their bodies that no magic
Some 80 years ago, a startling discovery brought new can remove. Let the reader beware.
attention to the slowly growing town. The submerged tomb
of the priest-king Thalassos IV was uncovered, and though ancient traditions by settling among the sunken buildings near
plundered in antiquity, the body long gone, many tantalizing the coast. Eventually, humans and merfolk established basic
artifacts remained. The riches gave rise to the first wealthy trade with one another along the shore, and the city became
aristocrats of the region, but a terrible curse suffused the known for its populations both above and below the water,
ruins. Since that time, explorers and adventurers have swarmed divided into Upper Cassadega, for the land bound settlements,
Cassadega in search of new riches, and the small group of and Lower Cassadega, for the submerged buildings off the
scholars exploded from a sleepy village into a bustling city coast that hosted merfolk families.
practically overnight, funded by a booming salvage trade. The Among the finds of the tomb of Thalassos IV was a
plunder filled the Cassadega archives with priceless specimens, fully charged and functional vril battery, and after decades
attracting scholars from the far corners of the world. of research, scholars finally unlocked its secrets. With
No longer able to escape notice off the coast, the merfolk this power source, they could study and restore the many
revealed their presence in the ruins, sabotaging expeditions incomplete remains of ancient weapons and technology that
that dared to dredge secrets from the depths. Eventually, explorers had previously recovered. A few family learned
however, many merfolk—their origins largely unknown to even that the quaint and common curiosities decorating their
themselves—also succumbed to the lure of riches, breaking mantles were extremely valuable power sources, and their

9
10
sale has enriched many a pauper. to care so much for their intrusions into what they can only
Perhaps the most tantalizing treasure that eludes determine is an early human city.
researchers is an intact mummy or corpse of an ancient Merfolk also warn that just a few miles off the coast, the

Chapter 1: Lost Cities


Ankeshelian. Most speculate that the key to decoding their continental shelf plunges into a dangerously deep trench
language lies in the spoken form of it, and the bounty on a known as the “Brink,” and reconstructed maps of the city place
corpse complete enough to facilitate a speak with dead spell some of the most important structures—the original temple,
may indeed be the most valuable commodity an adventuring library, palaces, and civic centers in the bottom of the trench,
party could discover. thousands of feet below the surface.
Secrets await the bold. The code of the Ankeshelian Merfolk explorers report strange monuments that rise
language has yet to be broken, and the vivid murals that up from the depths, dangerous paralyzing glyphs glowing
survive paint an incomplete picture of Ankeshel. More than from their surface, and explosive sigils that have taken the
one noble family has taken up the worship of the dead gods lives of merfolk who dare dive so deep. The merfolk report
of the ancient city-state, or worse, aligned themselves with strange, guttural calls echoing below the waves, too low for
the aboleths who guard the secrets of the sunken city. The human aural comprehension but carrying the signature of
minions of both roam the streets of Cassadega, and mystery some gigantic aquatic beast larger than anything known.
and intrigue abound. Some merfolk see the shore-dwellers Thus, stories of the Isonade persist, where many expect
as trespassers on their ancient heritage and birthright, while the creature to again bring low the city with swipes of its
scholars in turn question these claims with sideways glances enormous tail when the scholars of the city get too close to
and pursed lips, wondering why it is that some merfolk seem the secrets they seek.

of
Myth & Legend
Other Lost Cities
Atlantis, Lemuria, and Mu are the most famous of the sunken the wrath of a vengeful god whose people have turned from
cities, but their legends either inspired, or were themselves his worship, and the morally corrupt cities were destroyed in
inspired, by hundreds of mythic accounts and tales of flooded a rain of fire from heaven. In the Baltic Sea around the 11th
cities, lost isles, and supernaturally cursed communities. century, there were stories of Vineta, the most powerful port
Ys: The Bretons had tales of the wondrous sunken city of in the region that boasted 12 ship gates, but is also said to
Ys. Numerous variations exist, but most seem to agree that a have been destroyed due to the sinfulness of its inhabitants.
noble king, seduced by a fey witch, was cursed with a wicked And there are many, many others, as it seems each culture
daughter, Dahut. In his love for the child, he built for her a had its own version of the Atlantis myth.
fantastic walled city below sea level; the tides kept at bay by Later fantasy writer absorbed such myths and put them
a high-walled dike and magnificent gates to which the king into the common parlance of our modern fantasy roleplaying
had the only key. His lustful daughter, seduced by the devil, games that took their cue from them. The legends inspired
stole this key and opened the gates during high tide, dooming Fritz Leiber’s Simorgya, and Robert E. Howard’s sets his
all within. The king escaped with his daughter on his magical Conan and Kull stories in his versions of Atlantis, Lemuria
horse that could travel over the sea, but when he discovered and Mu. Tolkien’s mythology included great Númenor, an
Dahut’s deed, he flung her from the steed and into the apex of man’s civilization that would never been seen again
churning sea, where she became the first mermaid. Others on Middle Earth, and Micahel Moorcock’s highly decadent
claim she was transformed into a morgen—water sprites that Melnibonéans are reminiscent of legendary Atlanteans, who
drown men and cause floods that destroy villages. Perhaps lived in the Dreaming City of Imrryr before its fall.
such stories reveal the true origin of nixies, faege, or drowned Lovecraft, of course introduced the fictional sunken city
maidens from Chapter 7, or could explain the creation of of R’lyeh in “The Call of Cthulhu,” where “dead Cthulhu
merfolk and maereans, as introduced in Chapter 2. waits dreaming.” A city of bizarre architecture and non-
Cantre’r Gwaelod: The Welsh have a parallel stories in Euclidean geometry, Lovecraft described the city as built
Cantre’r Gwaelod, a mythic sunken kingdom whose high in “vast angles and stone surfaces” and described it as
walls and impenetrable gates were breached in much the “too great to belong to anything right and proper for this
same way as Ys, although it was then a drunken prince or earth, and impious with horrible images and disturbing
gate captain responsible for the destruction. The church bells hieroglyphs.” All of these stories serve as excellent
of these cities are said to still ring out from calm seas, an springboards and strong foundations for the construction of
eternal reminder of the price of sin and betrayal. The biblical new sunken cities unique to your game world that cater to
accounts of Sodom and Gomorah are famous examples of your game’s style of play.

11
C hapter 2
P elagic C haracters
We always had our suspicions about that sorcerer Brev. Sure, he had a way occasion. Such children tend to be rejected by both societies,
with folks, but he was just so strange and unsettling most of the time. We viewed as illegitimate bastards at best, but such children usually
couldn’t understand why people took to him as well as they did because he grow into strong, charismatic adults that carry the mystery of
sure didn’t seem to get along with us all that well. But when those cnidari their heritage with them.
came pouring out of those ruins, and I couldn’t get my sword out before Physical Description: Maereans are as tall as humans are,
Naskil and the cleric fell, I was sure glad to have him on my side. He just though leaner and lither with attractive features and glass-green
blinked and gestured, and the whole pack of those jellyfish started obeying eyes. They typically have pale complexions with black hair
him like they were old friends. He always claimed it was “in his blood.” that seems to have a greenish, oily sheen to it when viewed in
I’m just glad it isn’t in mine. bright light. Their ears have a pronounced, sharp point with
small serrations along the outer edge, and their fingers and toes
display half-formed webs between the digits. Some maereans
Underwater Races have isolated patches of iridescent scales and small, finned
Sunken Empires presents players and GMs alike with the tools spines along their forearms or small of their back, and all have
necessary to bring ancient secrets lost below the waves back small gill slits that run along their neck from their collarbone.
to the surface. However you choose to utilize lost cultures and Society: The rejection maereans encounter from birth
undersea environments in your campaigns, these rules can help forces them to adapt quickly to situations and imparts an
adapt existing character classes to underwater exploration. innate strength when faced with adversity. While attractive and
charismatic, maereans rarely fit in with human society, finding
Maerean (Half-Merfolk) themselves mostly outcast and scorned. The elusive and aloof
Sailors and sea folk have always longed for the embrace of the merfolk rarely accept such half-breeds into their societies at all,
charismatic sirens that swim beneath the waves, and while such considering them somewhat of an abomination and unfitting
unions are rare, they have been known to bear offspring on for the dark secrets merfolk are thought to carry. This isolation

12
Maerean Racial Traits
• +2 to One Ability Score: You gain a +2 bonus to one ability score of your choice at creation.

Chapter 2: Pelagic Characters


• Medium: You are Medium and have no bonuses or penalties due to your size.
• Normal Speed: You have base land and swim speed of 30 ft.
• Low-Light Vision: You can see twice as far as humans in conditions of dim light.
• Keen Senses: You receive a +2 racial bonus on Perception skill checks.
• Merfolk Blood: You count as both merfolk and human for any effect related
to race.
• Multitalented: You choose two favored classes at first level and gain +1 hp or
+1 skill point whenever you take a level in either one of those classes.
• Aquatic: You are aquatic and can breathe water. You are also amphibious,
capable of living on land but prefer coastal environments, keeping you
close to the sea.
• Languages: You begin play speaking Common and Aquan. Your bonus
languages are Aboleth, Aklo, Draconic, Elven, Sahuagin, and Sylvan.

Maerean Characters
Maerean characters provide players with an immediate link to the world beneath
the waves. These characters can be the last scions of a lost race, the desperate
remnants of a dying people, or even specially bred creations of aboleths or
scheming merfolk who wish to intrude on the surface world. If merfolk are the only
surviving example of ancient cultures lost below the waves, such characters can display unusual characteristics
beyond that displayed by the base racial features—distorted oblong skulls, fewer digits than normal for
humans—any traits assigned by old murals, hieroglyphics, and illuminated dusty tomes attributed to ancient,
near-human cultures thought long lost.
In campaigns focusing on the rediscovery of these destroyed cultures, the characters, whether aware of the
implications of their own heritage or not, can provide tangible evidence of secrets thought forever gone and
open avenues for intriguing discoveries not only of the character’s
background, but also in the campaign world as a whole.

can be hard to accept for many maereans, but it also instills a Underwater Classes
certain strength of will and adaptability. Pelagic classes are intended to augment
Relations: Maerean characters are often lonely individuals existing classes. In some cases, the
aware of their outsider status and find it difficult forming modifications are minor and allow characters easier access
lasting bonds and alliances with other races. They carry an air of to essential skills for underwater exploration. In other cases,
suspicion about all others, a trait inherited from their merfolk characters have access to a wide range of domains, schools, and
forebears. Once such bonds are forged, however, maereans bloodlines inspired by the sea, whether through an interchange
are trustworthy and steadfastly loyal although still somewhat of cultures along the shore or out of necessity to survive the
secretive and aloof. harsh environment.
Alignment and Religion: Living long lives filled with
rejection and suspicion, maereans’ personalities ebb and General Class Adjustments
flow with the tides, allowing them to foster both great evil For characters with coastal backgrounds, you may make Swim a
and incredible goodness within their hearts. Most tend to be class skill for all classes to reflect familiarity with the water. For
introspective and neutral, and while less likely to turn to religion, characters who intend to spend time adventuring underwater,
tend to favor gods of the seas and waves, which never seem to putting ranks into it regularly can mean the difference between
relinquish their hold on Maerean hearts. life and death when facing vicious riptides.
Adventurers: Maereans tend to wander, often disguising In addition, characters exploring undersea ruins should pay
their true natures to work ships or docks along coastal regions particular attention to their early weapon choices. Most weapons,
or to travel up and down the coast from village to village including longswords and bows, are severely hindered underwater.
looking for work that keeps them near the sea. They are valued Even at higher levels, adventurers will find that all of their feats and
explorers and divers, and their desire to prove their worth to special abilities mean little against a massive dunkleosteus if their
communities suspicious of them drives many of them into lives crossbows won’t fire effectively. Piercing weapons are preferred for
of daring adventure. underwater environments, and players should choose their weapons

13
and armor with this in mind. (See Pathfinder Roleplaying Game including pantomime and dance, or audible Perform skills that
Chapter 13 for rules on underwater combat.) use instruments usable in water, including most percussion
instruments. The effectiveness of instruments is subject to GM
Barbarian approval, and spells that negate the environment, such as freedom
Pelagic barbarians hail from primitive shore-side communities of movement, allow bards the full range of instrument use.
or feral islands cut off from the mainland where their cultures Bardic Performance: Due to the sound-carrying properties
revolve around whaling, pearl diving, or spear fishing. Such of water, all bardic performances with audible components that
characters may carry the blood of merfolk or maereans or may do work underwater double their effective range. The following
simply be well versed in survival along the coast and attuned bardic performances can be added to your list of available
to life among the waves. If barbarians begin play with a natural abilities, subject to the GM’s discretion:
swim speed, they may replace land-bound movement abilities Befriend the Natives (Su)—At 1st level, you can use your talent to
with water-based powers so that such class abilities apply to demonstrate to other intelligent creatures your peaceful intentions.
their natural environment: You must perform for 1 round using your bardic performance
Rapid Swimming (Ex): Starting at 2nd level, your natural after which you makes a Perform check in place of a Diplomacy
swim speed increases by +10 ft. This benefit applies only when check to alter creatures’ attitudes. The targets of this performance
wearing no armor, light armor, or medium armor, and not when do not need to be able to understand you but must be within 30
carrying a heavy load. Apply this bonus before modifying the ft. and able to see or hear the performance. The performance
speed because of any load carried or armor worn. This bonus includes audible and visual components. Any obvious threat, such
stacks with any other bonuses to swimming speed. This feature as someone drawing a weapon, casting a spell, or aiming a weapon
replaces the fast movement ability. at the targets, automatically breaks the effect.
Rage Powers (Ex): In addition to the typical range of rage Song of the Shark (Su)—At 3rd level and higher, your bardic
abilities, add the following: performance can instill an ally with mindless ferocity. To be
Whale’s Breath (Ex)—You do not count rounds raging against affected, an ally must hear or see your performance. An affected
the total rounds you could normally hold your breath. ally receives a +2 morale bonus on saving throws against charm
Kraken Grapple (Ex)—While raging, you roll twice for all and fear effects and a +2 competence bonus on attack and
grapple checks and take the best result. weapon damage rolls. The ally can also remain fighting when
Shark’s Stare (Ex)—While raging, you add your class level reduced to 0 hp. However, the ally is still staggered, loses 1 hp
to all Intimidate skill checks made against creatures with the each round, and dies when reduced in hp to a negative value
aquatic subtype. You must have intimidating glare as a rage equal to Constitution.
power to select this rage power. Song of the shark is a mind-affecting ability and uses audible
Swift Fins (Ex)—You gain a 5-ft. enhancement bonus to your or visual components. You must choose which component to
swim speed. This increase is always active while raging. You can use when starting the performance.
select this rage power up to three times; its effects stack. Lamprey’s Lament (Su)—At 8th level and higher, your bardic
Taste of Blood (Ex)—While underwater, you gain the keen performance can drain an opponent of strength and endurance
scent ability of a shark. in the same way a lamprey sucks the life from a victim. The
Thrashing Bite (Ex)—When you hit a grappled opponent with affected creature takes a -2 penalty on attack rolls, saving
a bite attack, you can latch onto the target, dealing automatic throws, skill checks, and ability checks. Each round you play, the
damage to your opponent each round equal to your bite attack penalty increases by 2, to a maximum penalty of -8.
damage plus Strength modifier until the grapple ends. To be affected, an enemy must be within 30 ft. and able to see
Tremor Sense (Ex)—You become sensitive to the movement and hear your performance. The effect persists for as long as the
of water across your skin. While raging in water, you gain enemy is within 30 ft. and you continue your performance. This
blindsense 30 ft. ability can affect only one target at a time and does not stack with
other bardic performances. Lamprey’s lament is a mind-affecting
Bard fear effect, and it relies on audible and visual components.
Bards who wish to be effective underwater must learn a special
set of abilities. While water does carry sound better than air, Cleric
characters who cannot breathe underwater cannot effectively sing For centuries, mortals have stood in awe of the gods of the
and must add 5 to the DC of all bardic performance checks that sea, the domain of elemental power where the wind meets the
involve song or speech while underwater. ever-changing waves. Some creation myths give credit to the sea
In addition, most air and string instruments simply will not gods for raising the land from beneath the waves that creatures
function underwater. Such hindrances might influence early may walk the earth, and others attribute them with wanton
choices for Perform skills, and bards who anticipate adventuring destruction and the slow erosion of all life to inevitable entropy,
underwater would do well to concentrate on visual Perform returning to the primordial chaos from which all life arose.
skills that are not hindered by the underwater environment, Clerics of such deities are often powerful figureheads

14
among coastal communities and usually act as emissaries with
nearby merfolk or, more disturbingly, work as agents for less Pelagic Classes
benevolent forces of the sea. What are pelagic classes? In short, these options are

Chapter 2: Pelagic Characters


Domains: The following domains may be available to you for players and GMs who wish to have characters with
if you worship sea deities or the forgotten, fallen gods of lost an affinity for the water, making undersea explorations
undersea cultures. (New spells are designated by a superscript easier. GMs might allow these options for the low cost
“N” and are detailed in Chapter 4.) of a trait or feat selection or simply require that players
have backgrounds from a coastal town or oceanic culture.
Deep Domain Alternately, GMs may require that characters have natural
Granted Powers: You control the freezing powers of the deep swim speeds, or at least 5 ranks in Swim, to account for
ocean and command creatures of water. their ease in navigating underwater environments. In any
Freezing Grasp (Su)—At 1st level, you can make a freezing case, many of these options allow characters to use abilities
touch attack as a standard action that deals 1d4 Strength damage otherwise restricted to land bound use under the waves
+1 for every 2 cleric levels you have; the effects last for 1 round. while others open up new avenues and abilities that take
You can use this ability a number of times per day equal to 3 + advantage of the unique aquatic environment.
your Wisdom modifier. This ability does not stack with itself.
Cold Resistance (Ex)—At 6th level, you gain resist cold 10. any Diplomacy skill checks you make when communicating with
This resistance increases to 20 at 12th level. At 20th level, you aquatic animals and magical beasts.
gain immunity to cold. Domain Spells: 1st—summon nature’s ally I, 2nd—animal
Domain Spells: 1st—endure elements, 2nd—chill metal, 3rd— messenger , 3rd—water breathing (or land walkerN), 4th—repel vermin,
sleet storm, 4th—wall of ice, 5th—cone of cold, 6th—freezing sphere, 5th—animal growth, 6th—antilife shell, 7th—repulsion, 8th—animal
7th—crushing depthsN, 8th—polar ray, 9th—elemental swarm shapes, 9th—shape change

Glyph Domain Ocean Domain


Granted Powers: You manipulate the ancient magic of sigils Granted Powers: You invoke the powers of salt and sea—the
and the meanings of esoteric symbols. You gain Scribe Scroll as fountain of life—in all its chaotic glory.
a bonus feat. Anarchic Touch (Ex)—At 1st level, you can imbue a creature
Append Glyph (Sp)—Starting at first level, whenever you cast a with the primordial chaos of the ocean as a touch attack. The
spell that deals hp damage and has a single creature as a target, target is sickened for a number of rounds equal to half your
you can change the damage type to acid, cold, electricity, fire, or cleric level. You can use this ability a number of times per day
sonic when you cast the spell. You can use this ability a number equal to 3 + your Wisdom modifier.
of times per day equal to 3 + your Wisdom modifier. Water Wall (Sp)—Starting at 8th level, you can create a wall of
Protecting Glyph (Su)—Starting at 8th level, you can etch onto water (as the spell) for a number of rounds per day equal to your
yourself a glyph that grants you protection from elements. cleric level. These rounds do not need to be consecutive.
The glyph lasts for a number of rounds equal to your Wisdom Domain Spells: 1st—riptideN, 2nd—watery sphereN, 3rd—water
modifier and grants you resist 10 to one energy type (acid, walk, 4th—control water, 5th—elemental body II, 6th—animate
cold, electricity, fire, or sonic). At 14th level, this resistance waterN, 7th—crushing depthsN, 8th—tidal waveN, 9th—freedom
increase to 20. You can use this ability a number of times per
day equal to 3 + your Wisdom modifier. Sea Monster Domain
Domain Spells:  1st—arcane mark, 2nd—defending glyphN, Granted Powers: The primordial firmament, the ocean, birthed
3rd—glyph of warding, 4th—dispelling glyphN, 5th—symbol of pain, the world’s first terrors. You invoke the mother-womb of
6th—greater glyph of warding, 7th—symbol of weakness, 8th—symbol creation to summon beasts and control the leviathans living in
of death, 9th—mage’s disjunction the sightless depths.
Kin of Monsters (Ex)—Starting at 1st level, you can grow a
Fish Domain giant maw and fangs as a free action. This mouth is considered a
Granted Powers: You are friend to sea life and adapt easily to natural weapon, allowing you to make a bite attack as a standard
underwater habitats. action using your full base attack bonus. This attack deals 1d6
Ichthyic Bond (Sp)—At 1st level, you gain an arcane bond with damage + your Strength modifier damage (or 1d4 if you are
an aquatic familiar (see page 68) as if you were a wizard equal to small). You can use your bite attack for a number of rounds
your cleric level. equal to 3 + your Wisdom modifier. These rounds do not need
Speak with Fish (Sp)—At 4th level, you can communicate to be consecutive.
telepathically with aquatic animals and magical beasts to a range Brood Spawn (Su)—Starting at 8th level, when you summon a
of 100 ft. for a number of rounds per day equal to your cleric creature with the aquatic subtype using a summon monster spell, you
level, which need not be consecutive. You add your cleric level to summon one additional monster of the same type. At 14th level,

15
any summon monster spell you use to summon a creature with the effectively. However, one of the greatest assets of fighters can
aquatic subtype lasts 1 additional round for every 2 cleric levels also become their greatest hindrance: armor. New equipment for
you have. This does not stack with the Extend Spell feat. fighters can be found in Chapters 3: Equipment and Chapter 6:
Domain Spells: 1st—summon monster I, 2nd—bear’s endurance, Magic Items.
3rd—dominate animal, 4th—divine power, 5th—animal growth, Underwater Armor Training (Ex): Trained to wear armor
6th—summon monster VI, 7th—beast shape IV, 8th—mass charm underwater, you maneuver easily when encumbered in aquatic
monster, 9th—summon monster IX environments. Starting at 3rd level, when wearing armor
underwater, you are treated as 4 levels higher for purposes of
Druid armor training. In addition, you can move at your normal swim
Perhaps no other character class coexists with the primordial speed while wearing medium armor. At 7th level, you can move
seas as well as the druid. This character class is a capable at your normal swim speed while wearing heavy armor.
survivor and, through their natural bond ability, can tie Fighters who take underwater armor training do not replace
themselves close to the world’s oceans either through expertise their regular armor training but, rather, are considered 4 levels lower
in water-based cleric domains or through the close bond for calculating the benefits of their normal armor training ability.
with one of the sea’s creatures. Druids are naturally adept at Waterborne (Ex): Starting at 1st level, you gain a +4 bonus
communicating with aquatic animals and, as they increase in to all Swim skill checks. Once you have 10 or more ranks in
levels, can even take the forms of such creatures in a powerful Swim, the bonus increases to +6. This ability replaces bravery.
display of nature’s fury. A druid’s spell selection is unparalleled Aquatic Weapon Training (Ex): Starting at 5th level, you
in its ability to manipulate water and the natural environment. can add the aquatic weapons group to the list of weapon groups
While druids are already among the most useful classes for you can select, as noted below. Whenever you attack with a
exploring underwater, some changes can be made for those who weapon from this group, you gain a +1 bonus on attack and
wish to further adapt their druids to life in or near the sea. damage rolls.
Druids who choose to take an animal companion have more Aquatic Weapons—This group consists of dagger, gaff hook,
choices available to them than those found in the standard harpoon, longspear, merfolk polespear, net (all types), ranseur,
animal companion list. The Pathfinder Roleplaying Game opens spear, stingray barb, trident.
up a wide range of options for druids who wish more variety
in their choices for a suitable aquatic companion. The list of Monk
available animal companions already includes appropriate Monks gravitate toward undersea ruins, drawn by the promise
options in birds (which can include gulls and albatrosses), of lost knowledge and paths of enlightenment cultivated by
fish (such as sharks), and reptiles (such as saltwater varieties ancient civilizations. Many seek buried or sunken monasteries
of crocodiles and snakes). The Pathfinder Bestiary expands this for lost clues and secret inscriptions to confirm beliefs passed
list with dolphins, electric eels (can be electric rays in marine down from the first ages of man. Well-versed in unarmored
environments), moray eel, octopus, orcas, and squid. Such fighting, monks can be extremely effective fighters underwater,
creatures, and many more, also make excellent forms for wild- especially once they overcome the natural hindrances the
shaping druids to assume when exploring sunken ruins and underwater environment imposes on their unarmed strikes.
coral reefs. For druids who choose instead to take domains as The following abilities may be taught by coastal monasteries or
their nature bond option, the GM should also allow them access learned after spending significant time in the sea.
to the Deep, Fish, Ocean, and Sea Monster cleric domains. Ki Pool (Ex): In addition to the standard ki powers, you can
In addition to these options, consider the following alternate activate the following as swift actions. By spending 1 point from
class features for coastal or aquatic druids: your ki pool, you can make a single attack as a standard action
Rapid Swimming (Ex): Starting at 2nd level, your natural to drive the air from the lungs of creatures holding their breath.
swimming speed increases by +10 ft., and you receive a +4 The victims of such attacks lose a number of rounds of breath
bonus to all Swim checks. These benefits apply only when from their total equal to the damage dealt by the monk.
you are wearing no armor, light armor, or medium armor, and You may also spend a single point of ki to focus your strikes,
you are not carrying a heavy load. Apply this bonus before negating the penalties for fighting underwater for a number of
modifying your speed because of any load carried or armor rounds equal to your Wisdom bonus.
worn. This bonus stacks with any other bonuses to swim speed Fast Swimming (Ex): At 3rd level, you gain an
and replaces woodland stride. enhancement bonus to your swimming speed equal to the bonus
you would normally be granted from the fast movement ability.
Fighter While in armor or carrying a medium or heavy load, you lose
Fighters take to water more naturally than most. With their high this extra speed. This feature replaces the bonus granted to land
Strength and Constitution scores, they are strong swimmers speed by fast movement.
and capable divers, able to hold their breath longer than most Presence of Still Water (Su): At 3rd level, an aquatic animal
other characters and navigate high tides and water hazards more or magical beast cannot attack you unless it makes a Will save

16
(DC 10 + 1/2 your monk level + your Wisdom modifier). A Ranger
creature that saves against this effect is immune to it for 24 Like druids, rangers who choose aquatic environments as their
hours. This effect is negated if the monk attacks the creature. favored terrain make exceptional guides among sunken ruins

Chapter 2: Pelagic Characters


At 4th level, you may expend a ki point to increase the save and lost cities. Such characters are able to quickly recognize
by +2 for a number of rounds equal to his Wisdom modifier. the inherent dangers of the sea, such as poisonous coral and
This may be done as an immediate or swift action. This ability entangling kelp beds, making them naturally adapted to lives
replaces still mind. spent exploring the waves. Such characters also learn to use the
Slow Metabolism (Ex): At 4th level or higher, by slowing sea to their best advantage, and rangers who finally achieve the
your metabolism and breathing, you can spend a single ki camouflage special ability gain a deadly advantage that not even
point to gain a number of rounds of held breath equal to your the most effective of undersea predators can manage.
Constitution. This ability replaces slow fall. Pelagic rangers have the same animal companion options
Focused Swimmer (Ex): At 5th level, you add your level to available to them as pelagic druids. Rangers skilled at two-
all Swim checks. In addition, by spending 1 point of ki as a swift weapon fighting often choose effective net and trident
action, you gain a +20 bonus on Swim checks for 1 round. This combinations, and GMs might allow pelagic rangers to include
ability replaces high jump. nets on their weapon proficiency list.
Wave Step (Sp): At 5th level, you can water walk as the spell Combat Style Feat (Ex): At 2nd level, you may add net-and-
as long as your movement begins and ends on land (CL equals trident fighting style to your list of combat styles to pursue. Your
class level). This ability replaces high jump. expertise manifests in the form of bonus feats at 2nd, 6th, 10th,
Body of Water (Su): At 9th level, you can spend a ki point 14th, and 18th level. You can choose feats from this combat style,
as an immediate or swift action to turn your body into water. even if you do not have the normal prerequisites.
You gain DR 5/bludgeoning for a number of rounds equal to If you select net-and-trident style, you can choose from
your Wisdom modifier. While this ability is active, your unarmed the following list whenever you gain a combat style feat: Net
strikes deal +1d6 damage to creatures with the fire subtype. Fighter, Point Blank Shot, Quick Brace, Quick Fold, and Two-
This ability replaces improved evasion. Weapon Fighting. At 6th level, you
add Improved Two-Weapon
Paladin Fighting, Lunge, Improved
Like fighters, paladins’ greatest strength can turn into their Net Fighter, and Two-
largest hindrance below the waves. A heavily armored paladin Weapon Defense to the list.
swinging a holy broadsword is easy prey for deadly sharks and
eels if not properly prepared for underwater adventure. Some
paladin orders claim origins in the temples and societies of the
first age of man, and many seek lost relics and other remains of
their order in sunken cities.
Lay on Hands (Su): Beginning at 2nd level, you can use your
Lay on Hands ability once per day to restore vitality to a creature
holding its breath, granting the subject a number of rounds of held
breath equal to your Charisma score. Using this ability is a standard
action, unless you target yourself, in which case it is a swift action.
Using it in this fashion restores no hp. Despite the name of this
ability, you only need one free hand to use it.
Divine Bond (Sp): Upon reaching 5th level, you are
divinely bonded to a celestial spirit and may call on it to add the
wavesplitting weapon property to your chosen weapon at the cost
of a +1 bonus (in addition to the standard options). If you
choose to bond with a loyal steed, you may select a dolphin
with the giant simple template added (for a Medium paladin)
or a standard dolphin (for a Small paladin).
Alternately, you may choose a seahorse with stats identical
to either a heavy horse (for a Medium paladin) or a pony (for
a Small paladin) although with darkvision 60 ft., swim speeds
in place of land speeds, and hoof attacks replaced with slam
attacks. Such mounts function as a druid’s animal companion,
using your paladin level as your effective druid level. Bonded
mounts have an Intelligence of at least 6.

17
At 10th level, you add Greater Two-Weapon Fighting and Strike Floater (Ex)—You gain a +8 bonus to Swim checks to stay
Back to the list. afloat as long as you do not move.
The benefits of your chosen style feats apply only when you Slippery Body (Ex)—You can roll twice for Escape Artist skill
wear light, medium, or no armor. You lose all benefits of your checks and take the best result. Also, you can use your Escape
combat style feats when wearing heavy armor. Once you select a Artist skill in place of your CMD.
combat style, it cannot be changed. Advanced Talents: At 10th level and every 2 levels
Aquatic Hunter (Ex): You develop knowledge of foes thereafter, you can choose one of the following advanced
you encounter in your native environment and specialize in talents in place of a rogue talent:
exploiting the weaknesses of all aquatic creatures rather than Jet (Ex)—You can move backward 1/round as a full-round
a specific creature. If you select this class ability, you do not action at double your speed. You must move in a straight line; you
gain a favored enemy at 1st level or subsequent levels. Instead, do not provoke attacks of opportunity while doing so.
you gain a +1 bonus on Bluff, Knowledge, Perception, Sense Punish Landlubber (Ex)— You can make an attack of
Motive, and Survival checks against all creatures with the aquatic opportunity 1/round against an opponent that does not
subtype. Likewise, you gain a +1 bonus on attack and damage possess a natural swim speed. This attack counts as an attack
rolls against them. These bonuses increase by +1 whenever of opportunity for that round. Even a rogue with the Combat
you would normally gain a new favored enemy. You may make Reflexes feat can’t use the punish landlubber ability more than
Knowledge skill checks untrained when attempting to identify 1/round.
aquatic creatures. Taken to Water (Ex)—Once you have 10 ranks in Swim, you are
Littoral Movement (Ex): Starting at 7th level, you may considered to have a natural swim speed equal to your land speed.
move through any sort of coastal or aquatic terrain (such
as loose sand, urchin aggregations, and similar terrain) at Sorcerer
your normal speed and without taking damage or suffering Sorcerers carry their power in their veins, and those raised
impairment. In addition, you receive a +4 bonus to Swim along the shore or near the sea naturally have a tendency to
checks. This ability replaces woodland stride. carry some trace of the ocean’s salty brine in their blood. The
Scent (Ex): Beginning at 8th level, you can follow creatures by powerful ebb and flow of the tides crash through their bodies.
smell underwater and gain the scent ability while in your favored For some, it is granted as a gift; for others, it is an ancient and
environment. This ability replaces swift tracker. powerful ancestry; for a few, it is a dark bargain with creatures
of the sea, waiting patiently to collect the harrowing price.
Rogue Sorcerers raised along the coast have options available to
Rogues, with their vast reservoir of skills, are likely the most them beyond those of their inland brethren. For those taking
versatile of explorers and guides for undersea ruins, and they the arcane bloodline, they may choose among the new aquatic
often command high wages from archaeological and exploratory familiars options available to wizards. In addition, several new
teams who need skilled linguists to interpret dead languages, bloodlines become available.
keen eyes to spot ancient traps, and sharp blades to combat Oceanic Sorcerer Bloodlines: The power of the sea is such
lurking horrors. Talented rogues are natural treasure seekers, that all creatures hear its siren call. Your blood resonates not
drawn by the allure of ancient artifacts and valuable salvage. only with the rush of the waves, but with their power as well.
Rogue Talents: You may add the following abilities to the
list of rogue talents. You cannot select an individual talent more Aboleth
than once. Talents marked with an asterisk add effects to a The star-spawned aberrations are constantly experimenting
rogue’s sneak attack. Only one of these talents can be applied to with fleshwarping other creatures. You, or an ancestor, were the
an individual attack and the decision must be made before the subject of such a process before escaping the malignant clutches
attack roll is made. of the aboleth. Or perhaps the foul taint of a nearby aboleth city
Agile Swimmer (Ex)—This talent allows you to add your has infused your body with aberrant power.
Dexterity modifier to all Swim skill checks. Class Skill: Knowledge (arcana)
Breathtaker (Ex)—Opponents holding their breath lose a Bonus Spells: hypnotism (3rd), minor image (5th), major image
number of rounds of breath equal to your Dexterity modifier (7th), hallucinatory terrain (9th), dominate person (11th), programmed
when damaged by your sneak attack. image (13th), project image (15th), screen (17th), dominate monster
Breathstealer (Ex)—Opponent holding their breath must (19th)
immediately begin making Constitution checks to continue Bonus Feats: Blind-fight, Combat Casting, Improved Disarm,
holding their breath when damaged by your sneak attack. You Improved Grapple, Improved Unarmed Strike, Iron Will, Spell
must have the breathtaker talent before choosing breathstealer. Penetration, Skill Focus (Knowledge [dungeoneering])
Deep Breath (Ex)—You can hold your breath an extra number Bloodline Arcana: You add your Charisma modifier to all
of rounds per day equal to your rogue level. You also gain a +2 Will saves instead of your Wisdom modifier.
bonus to Constitution checks to avoid drowning. Bloodline Powers: A dire and evil intelligence permeates

18
your mind. Even if you are not evil, you cannot help but feel primordial ocean. You inflict 1d6 damage +1 for every 2 sorcerer
other creatures are but pests. levels you possess. At 7th level, the touched creature is also
Slime Glob (Sp)—At 1st level, you can hurl a glob of acidic slowed for 1 round. At 11th level, the damage increases by one

Chapter 2: Pelagic Characters


slime as a standard action, targeting any foe within 30 ft. as a step to 1d8. This damage bypasses damage reduction as untyped
ranged touch attack. The glob deals 1d4 acid damage +1 for energy damage. You may use this ability a number of times per
every 2 sorcerer levels you possess and 1 point splash damage day equal to 3 + your Charisma modifier.
for every 2 sorcerer levels you possess. You may use this ability Formless (Ex)—At 3rd level, you gain a bonus to your CMD
a number of times per day equal to 3 + your Charisma modifier. equal to 3 + your Charisma modifier. You also gain a +4 bonus to
Alien Presence (Ex)—At 3rd level, your aberrant taint becomes resist polymorph and petrification effects. At 9th level, if you fail
more obvious. You gain a +2 inherent bonus to Intimidate skill a save against a petrification or polymorph effect, you revert to
checks. Animals will not attack you unless they succeed on a your normal form after 1 round.
Will save (DC = 10 + 1/2 your level + your Charisma modifier). Hydromancer (Ex)—Starting at 9th level, you may cast a spell
At 11th level, your bonus to Intimidate checks increases to +4 with the Silent Spell metamagic feat without increasing its level
and to +6 at 17th level. or casting time 1/day. You may use this ability 2/day at 13th
Malign Intelligence (Ex)—At 9th level, you gain a +2 inherent level, and 3/day at 17th level.
bonus to your Intelligence, and you add your Intelligence Protean Shape (Sp)—At 15th level, you can change into a watery
modifier to all Intimidate skill checks. Your bonus to version of yourself. This affects you as if you had cast liquid form.
Intelligence increases to +4 at 13th level and to +6 at 17th level. You can do this a number of rounds per day equal to your sorcerer
Tentacles (Su)—At 15th level, you can deploy up to four level. These rounds do not need to be consecutive.
otherwise hidden tentacles with a reach of 15 ft. Each tentacle Ocean Lord (Ex)—At 20th level, you are immune to critical
can make a melee touch attack that deals 1d6 acid damage/ hits, sneak attacks, and sonic damage. You cannot drown, and
sorcerer level but do not otherwise increase your threatened area. you automatically succeed on all Swim skill checks.
Attacking with more than one tentacle in a round is considered
a full-attack action. You may use these tentacles for a number of Vril
rounds per day equal to your Charisma modifier. These rounds do You carry the heritage of Ankeshel, passed down from
not need to be consecutive. survivors of an ancient cataclysm. Your parents nurtured these
Skum Lord (Ex)—At 20th level, your aberrant heritage is innate abilities with head binding to optimize the shape of your
made plain to everyone: your eyes grow larger, your gills are skull. You can control the powerful life force known to your
visible, and so forth. You can breathe underwater, and you gain ancestors as vril.
blindsight with a range of 60 ft. Your strange anatomy grants Class Skill: Knowledge (history)
you DR 5/— and a 25% chance critical hits and sneak attacks Bonus Spells: hypnotism (3rd), levitate (5th), suggestion (7th),
fail against you. Any foe you successfully demoralize in combat confusion (9th), telekinesis (11th), mass suggestion (13th), grasping hand
is frightened instead of shaken. (15th), clenched fist (17th), crushing hand (19th)
Bonus Feats: Combat Casting, Persuasive, Iron Will, Skill
Ocean Focus (Knowledge [arcana]), Silent Spell, Spell Penetration, Still
Your blood runs with the primordial, chaotic power of the sea. Spell
You might possess an ocean-deity ancestor or somehow channel Bloodline Arcana: Whenever you cast a spell of the
the power of tide and wave itself. compulsion subschool, increase the spell’s DC by +2.
Class Skill: Escape Artist Bloodline Powers: While your oblong skull gives you an
Bonus Spells: endure elements (3rd), water walk (5th), water unusual appearance, you can draw power from the world around
breathing (7th), freedom of movement (9th), rusting grasp (11th), control you to manipulate the actions of others and move objects and
water (13th), elemental body IV (15th), polymorph any object (17th), creatures with the power of your mind.
shape change (19th) Mind Shield (Su)—Starting at 1st level, you generate a mental
Bonus Feats: Brew Potion, Craft Rod, Craft Wondrous shield around your body that protects you from physical attack.
Item, Empower Spell, Great Fortitude, Iron Will, Skill Focus As an immediate or swift action, you gain a +1 deflection bonus
(Knowledge [nature]), Widen Spell to AC for 1 round. This increases by +1 for every 5 sorcerer
Bloodline Arcana: When you cast a spell with the water or cold levels you possess, to a maximum of +5 at 20th level. You may
descriptor, its duration increases by 50% (minimum 1 round). do this a number of times per day equal to 3 + your Charisma
Bloodline Powers: Your powers are more than just the modifier.
ability to control water. This energy inside you runs with the Telepathy (Su)—Starting at 3rd level, you can communicate
protean element that gave birth to the land, the sky, and the telepathically with any creature within a range of 30 ft. This range
gods. You channel the formless and vast nature of water. increases by 10 ft. every 3 levels to a maximum range of 180 ft.
Dissolving Touch (Sp)—At 1st level, you can deliver a melee at 18th level. You can use this ability a number of rounds per day
touch attack that infuses a creature’s flesh with the chaos of the equal to your level. These rounds do not need to be consecutive.

19
Invisible Hand (Su)—At 9th level, you can project a 30-ft. cone at one time. If you designate another glyph spell as permanent,
of force as a standard action as a ranged touch attack, striking the previous spell immediately ends.
creatures in the cone as the violent thrust option of the telekinesis Rapid Scriber (Ex)—At 8th level, you can cast one prepared
spell. Spell resistance does not apply against this ability. You may glyph spell as a swift action without increasing the spell’s level
do this 2/day at 13th level and 3/day at 17th level. or casting time. You may do this 1/day at 8th level, and an
Imposition of Will (Sp)—At 15th level, if you still have an additional 1/day/4 wizard levels after 8th.
uncast spell of at least 5th level you may give up that spell to Glyph School Spells
cast dominate person instead. At 19th level, you may give up an The spells a glyph wizard normally learns are listed below in the
uncast spell of 8th level or higher to cast dominate monster. spell list. You can choose any of these spells as your bonus spell
Dominator (Su)—At 20th level, your mental powers reach their when able to cast spells of that level. (New spells are designated
zenith. You can cast any spell you know using the Silent Spell and by a superscript “N” and are detailed in Chapter 4.)
Still Spell feats without increasing its caster level 1/day. Also, you 0—arcane mark, read magic, resistance
gain a +4 racial bonus to resist enchantments and mind-affecting 1st—erase, magic weapon, mark of ThalassosN, protection from good/evil
effects, and when you cast a spell from the compulsion subschool, 2nd—defending glyphN, elemental glyphsN, hypnotic pattern
you increase its DC by a total of +4. 3rd—explosive runes, glyph of warding, illusory script, magic circle,
scrivener glyphN, sepia snake sigil, Tezum’s glyphN
Wizard 4th—dispelling glyphN, greater magic weapon, illusory script, Nal-
The promise of forgotten arcane secrets and undiscovered Vaskin’s glyphN, secret page, touch of CallimachusN
magics draws wizards to explore old ruins and lost cities, the 5th—shrieking glyphN, symbol of sleep, symbol of pain
remains of civilizations thought to have tapped into primordial 6th—greater glyph of warding, symbol of persuasion, symbol of fear
forms of magic. The inquisitive and power-hungry seek control 7th—animate glyphsN, instant summons, symbol of stunning, symbol
of these forgotten arts. of weakness
For wizards in coastal regions both above and below the 8th—binding, scintillating pattern, symbol of death, symbol of insanity
water, a wide range of new familiars becomes available. Hawks 9th—gate, soul bind, teleportation circle
and ravens can substitute for albatrosses and seagulls, lizards can
serve as iguanas, and vipers as sea snakes; 14 additional familiars Water School
for spellcasters in aquatic areas are described in Chapter 7. Hydromancers use water’s powers of creation and destruction
In addition, those who spend their time chasing the waves to bolster allies and crush foes. This school is generally
have developed new schools of magic, known as the glyph and unknown except in areas near the ocean, inland seas, or massive
water schools, to manipulate their chosen environment and tap lakes, where its power is the strongest.
into the power of runes and sigils. Sodden (Su)—Your flesh is briny, moist, and cold. You gain
resist fire 5 at 1st level. This resistance increases by 1 point for
Glyph School every 2 wizard levels you possess. At 20th level, you are immune
Glyph wielders use the magic contained in esoteric symbols to to mundane fire and gain SR 10 + your wizard level against all
manipulate reality, harm foes, and enhance allies. Glyph-crafters spells with the fire descriptor.
believe it was the first school of magic—protean and basic— Briny Spray (Sp)—As a standard action, you can coat any foe
scribed in the language of creation. within 30 ft. with a stinging caustic spray as a ranged touch
A Thousand Tiles (Su)—Starting at 1st level, you can scribe a attack. The spray does 1d4 acid damage +1 for every 2 wizard
number of small tiles or other small items (such as a piece of levels you possess. The spray also partially blinds creatures. A
cloth) equal to 3 + your Intelligence modifier times 1/4 your sighted target hit with the spray treats all other creatures as if
Wizard level (minimum 1). Each tile grants a +1 bonus to one those creatures had concealment. This effect lasts for 1 round.
attack roll, save, or skill check or caster level check, the type of You may use this ability a number of times per day equal to 3 +
which is chosen when you prepare your spells. You may use your Intelligence modifier.
a tile as a swift or immediate action to grant yourself a bonus Water Walk (Su)—At 8th level, you can water walk for a
on the chosen roll, after which the tile must be reinscribed the number of rounds equal to your wizard level. These rounds do
next day to grant further benefit. You must use a tile before the not need to be consecutive.
result of the roll is known. At 4th level, you can divide the total Water School Spells
number of +1 bonuses among any number of tiles, though a The spells that water wizards normally learn are listed below in
single tile cannot confer a bonus of greater than +5. the spell list. You can choose any of these spells as your bonus
Indelible Glyph (Su)—Whenever you cast a spell of the glyph spell when able to cast spells of that level. (New spells are
school, increase the duration by a number of rounds equal designated by a superscript “N” and are detailed in Chapter 4.
to 1/2 your wizard level (minimum 1). At 20th level, you can Douse can be found in Kobold Quarterly #3.)
change the duration of all glyph spells to permanent. You can 0—create water, douse (see Kobold Quarterly #3), locate waterN, sea legsN
have no more than one glyph spell made permanent in this way 1st—aspect of the dolphinN, full lungN, grease, ink cloudN, obscuring

20
mist, mark of ThalassosN (history) skill checks. If you have 10 or more ranks in one of
2nd—acid arrow, fog cloud, tempestN these skills, the bonus increases to +4 for that skill.
3rd—land walkerN, Neptune’s steedN, puddle jumpN, quench, water

Chapter 2: Pelagic Characters


breathing, water walk Bioluminescent
4th—elemental body I, shape waterN, solid fog, wall of waterN An aquatic ancestor has gifted you with the ability to make your body glow
5th—cone of cold, elemental body II, rusting grasp, transmute rock to mud in bewildering patterns.
6th—animate waterN, calm the wavesN, control water, elemental body III Benefit: You can cast hypnotism as a spell-like ability 2/day.
7th—acid fog, elemental body IV, whirlpoolN Blind creatures and creatures that cannot see you are immune
8th—horrid wilting, tidal waveN to this ability.
9th—dominate monster, elemental swarm
Born to the Water
You are a strong and confident swimmer.
Underwater Feats Prerequisite: Swim 2 ranks
Feats are summarized on Table 2-1 Feats. The prerequisites and Benefit: You can swim your speed as a full-round action or
benefits of the feats on the table are abbreviated for ease of half your speed as a move action. You gain a +2 bonus to
reference. See the feats description for full details. Constitution checks to avoid drowning.

Aboleth Spawn Call Leviathan


Your ancestry is polluted with the taint of the aboleth. The sea creatures you summon are giants of their kind.
Prerequisite: Must be taken a 1st level Prerequisite: Conjuration school or Ocean, Sea Monster, or
Benefit: You can use acid splash as a spell-like ability a number of Water Domain
times per day equal to 3 + your Charisma modifier (minimum 1). Benefit: When you summon a creature with the aquatic
subtype, you can choose to apply the giant creature simple
Agile Netter (Combat) template to that creature. If the creature is already Colossal, it
You are an expert at entangling opponents with nets. instead gains a +4 bonus to Strength and Constitution.
Prerequisite: Improved Net Fighter, Net Fighter, proficiency in
net, base attack bonus +6 Castaway
Benefit: When you have an opponent entangled by a net you’ve You survived a shipwreck or were once marooned on a deserted isle.
thrown and you control the trailing rope, you can make an Benefit: You gain a +2 bonus to Knowledge (nature) and
opposed Strength check to consider the opponent flat-footed to Survival skill checks. If you have 10 or more ranks in one of
you for 1 round. these skills, the bonus increases to +4 for that skill.

Antiquarian Tinkerer Cranial Manipulation


You know how the ancients thought and can more easily understand You have forcibly deformed your skull to mimic the oblong shape of the
their technology. ancient vril masters, granting yourself increased mental powers.
Prerequisite: Disable Device 5 ranks Benefit: Whenever you cast a spell of the enchantment school
Benefit: You can use a Disable Device skill check instead of that affects a number of creature HD, you add +4 to the total
the Craft (lost technology) skill to repair and operate ancient number of creature HD you can affect. However, you take a -1
weapons and devices. penalty to all Bluff, Diplomacy, and Disguise skill checks.

Aqualung Deep Diver


You can hold your breath better than most land dwellers. You are resistant to the cold and pressure of deep water.
Benefit: You can hold your breath for 4 rounds/point of Benefit: When you take damage from cold or pressure due to
Constitution. You can also take a standard action without increased depth, reduce that damage by an amount per die equal
reducing your time by 1 round. to your Constitution modifier (minimum 1). This cannot reduce
Normal: You can only hold your breath for 2 rounds/point of the damage below 1.
Constitution and taking a standard action reduces your time by Normal: Without special equipment or spells, you experience
1 round. the effects of the depth zone you visit.
Special: Water breathing creatures can take this feat to spend
more time on land. Depth Affinity
You suffer no adverse effects from deep water.
Artifact Hunter Prerequisite: Aquatic subtype
You are trained to recognize the value of ancient items. Benefit: You are immune to damage and other adverse effects
Benefit: You gain a +2 bonus to Appraise and Knowledge caused by the pressure and cold of deep water.

21
Table 2-1: Underwater Feats
Feat Prerequisite Benefit
Aboleth Spawn Must be 1st level Use acid splash as a spell-like ability
Antiquarian Tinkerer Disable Device 5 ranks Use Disable Device to operate ancient technology
Aqualung — Hold breath for extended duration
Artifact Hunter — +2 bonus on Appraise and Knowledge (history) checks
Bioluminescence — Use hypnotism as a spell-like ability
Born to the Water Swim 2 ranks Increased swim speed; +2 to Con checks
Call Leviathan Conjuration school; or relevant Add template to summoned aquatic creature
domain (Ocean, Sea Monster, or Water)
Castaway — +2 bonus on Knowledge (nature) and Survival checks
Cranial Manipulation — Increase number of Hit Dice affected by enchantment spell
Deep Diver — Decrease damage from cold and pressure
Depth Affinity Aquatic subtype Immune to cold/pressure damage
Elemental Connection Water School; or Water Domain Spells cast in water are more powerful
Fisherman’s Eye Perception 1 rank, Profession (sailor or +4 bonus on Perception checks underwater
fisherman) 1 rank; or Aquatic subtype
Fish Skin Must be 1st level Heal at double rate when in water
Glyph Familiar Wizard level 5th, possess familiar Your familiar also benefits from personal spells
Glyph Reader Knowledge (history) 2 ranks; or +4 bonus to operate ancient technology and magic
Linguistics 2 ranks
Hydromancer Wizard level 3rd, Water school Add water descriptor to prepared spell
Improved Net Fighter Net Fighter, net proficiency, base Control entangle opponent as a move action
attack bonus +1
Agile Netter Improved Net Fighter Opponents in net are flat-footed
Ioun Stone Bond Wizard level 12th, arcane bond choose ioun stone as your bonded item
Leviathan Slayer Base attack bonus +1 +2 to attack/damage against Large aquatic creatures
Like an Eel — Make Acrobatics checks instead of Swim checks
Long Distance Swimmer Con 13, Swim 2 ranks +4 bonus to avoid non-lethal damage when swimming
Merchant Adventurer — +2 bonus on Appraise, Diplomacy and Linguistics checks
Net Fighter Base attack bonus +1, net proficiency +2 to DC of check made while entangled

Elemental Connection Prerequisite: Must be 1st level


The physical presence of water makes your spells last longer. Benefit: You heal at twice the normal rate if you spend at least
Prerequisite: Water school or Water domain 4 hours a day submerged in water.
Benefit: When you cast a water spell while standing in water Special: You cannot take this feat if you have the aquatic subtype.
at least waist deep, the spell’s duration increases by 50%
(minimum 1 round). This does not stack with the Extend Spell Fisherman’s Eye
feat. However, in dry areas such as desert, water spells you cast You are adept in seeing what’s going on under the waves.
have their duration halved, but cannot last less than 1 round. Prerequisites: Perception 1 rank, Profession (Sailor or
Fisherman) 1 rank, or swim speed
Englyph Spell (Metamagic) Benefit: You get a +4 bonus to Perception skill checks to notice
The glyphs of lost Ankeshel enable you to manipulate and enhance your spells. things underwater (or above the water, if you are underwater).
Benefit: You can combine another spell with a glyph spell and
cast both as a single prepared spell. Both spells must be of a Glyph Familiar
level you can cast, and the second spell must target one or more A tattooed glyph on your familiar increases the arcane bond you have with it.
creatures. Both spells affect the target of the glyph spell. An Prerequisite: 5th level, glyph school, arcane bond class ability
englyphed spell uses up a spell slot four levels higher than the Benefit: When you cast on yourself a spell with a target
higher of the two. of “you,” your familiar also gains the benefits of that spell
as long as the spell is active and you are within 1 mile of
Fish Skin your familiar.
Your marine heritage grants you faster healing when in the water. Special: A wizard may select this feat as a wizard bonus feat.

22
Feat Prerequisite Benefit

Chapter 2: Pelagic Characters


Pattern Glyph — +1 to DC of pattern spells
Quick Brace Base attack bonus +1, wielding a Brace weapon as immediate or swift action
weapon with the brace quality
Quick Fold Base attack bonus +1, Quick Draw, net Fold a net as a move action
proficiency
Rebuke Sea Creatures Channel positive energy, relevant domain Channel energy can be used to make aquatic creatures flee
(Ocean, Sea Life, Sea Monster, or Water)
Roil Water Channel energy class feature, relevant Channel energy can be used to create area
domain (Ocean or Water) of turbulent water
Rigging Monkey — +2 bonus on Acrobatics and Climb checks
Sea Dog — +2 bonus on Knowledge (geography) and
Profession (sailor) checks
Strong Swimmer Swim 1 rank Bonus to Swim speed.
Swim-by Attack Swim speed
attack while swimming
Underwater Caster — +4 on concentration checks to cast spells underwater
Unhampered Casting — Bonus to cast spells underwater without components
Vril Heritage Must be 1st level Use mage hand as a spell-like ability
Water Fighter Base attack bonus +1 No penalty to attack with selected weapon underwater
Waterstep Speed 50 ft., Acrobatics 8 ranks Briefly walk on water
Waterwise — +2 bonus to Knowledge (nature) and Perception checks
Wave Fighter Swim 5 ranks (or swim speed), Ignore underwater fighting penalties for one
base attack bonus +1 weapon group
Will to Live — Use Will save instead of Constitution check to avoiddrowning

Metamagic
Englyph Spell — Add glyph spell to other spell
Shielded Spell — No concentration check to cast spell underwater

Glyph Reader Benefit: When you have an opponent entangled in a net you
You are learned in the ways and writing of lost Ankeshel. can make an opposed Strength check as a move action to
Prerequisite: Knowledge (history) 2 ranks, Linguistics 2 ranks control the trailing rope.
Benefit: You gain a +4 insight bonus to Craft (lost technology) Normal: Making an opposed Strength check to control a net’s
and Use Magic Device checks when attempting to operate or trailing rope is a standard action.
restore Ankeshelian magic items or technology.
Ioun Stone Bond
Hydromancer You can focus arcane energy through an ioun stone.
Your skill with spellcasting allows you to weave your favored element into Prerequisite: Wizard 12th level, arcane bond class feature
any spell you know. Benefit: You can choose an ioun stone as your bonded
Prerequisite: Wizard 3rd level, water school item after completing a ritual to replace your current
Benefit: You can add the water descriptor to any spell you bonded item.
prepare at the time you prepare it. You cannot change this
descriptor once the spell is prepared. You can have a number Leviathan Slayer (Combat)
of non-water spells prepared with the water descriptor equal to You are skilled at killing the monsters of the deep.
your Intelligence modifier. Prerequisite: Base attack +1
Benefit: You gain a +2 insight bonus on attack and
Improved Net Fighter damage rolls against Large size or larger creatures with
You are skilled at controlling opponents caught in your net. the aquatic subtype. This insight bonus increases to +4 at
Prerequisites: Net fighter, proficiency net, base attack +1 11th level.

23
Like an Eel Net Fighter (Combat)
You take to water and swimming as if you were a fish. You are an expert at entangling opponents with nets.
Benefit: You can make Acrobatics skill checks whenever you Prerequisite: Base attack +1, proficiency net
would normally make a Swim skill check. Benefit: Opponents entangled by you with a net attack add +2
to the DC of their Escape Artist attempts and Strength checks
Long Distance Swimmer to escape, and entangled spellcasters add +2 to the DC of their
You can swim much longer and farther than most other people. concentration checks to cast spells.
Prerequisite: Swim 2 ranks, Constitution 13
Benefit: You gain a +4 bonus to Constitution checks to avoid Pattern Glyph
taking non-lethal damage after 1 hour of swimming. You weave powerful, mind-affecting glyphs from lost Ankeshel into some of
your illusion spells.
Merchant Adventurer Benefit: When you cast a spell of the pattern sub-school,
You once traveled the world in search of exotic items to buy and sell. increase the save DC by +1. This stacks with the Spell Focus
Prerequisite: Must be taken at 1st level and Greater Spell Focus feats.
Benefit: You gain a +2 bonus to Appraise, Diplomacy, and
Linguistics skill checks. Quick Brace (Combat)
You can quickly set your weapon to receive an opponent’s charge.
Prerequisite: Base attack +1, wielding a brace weapon
Benefit: As an immediate or swift action, you can brace your
weapon against an opponent making a charge attack against you.
You can do this 1/round.
Normal: Bracing a weapon against a charge requires a readied action.

Quick Fold (Combat)


You can fold nets quickly and efficiently in combat.
Prerequisite: Base attack +4, Quick Draw, proficiency in net
Benefit: You can fold a net as a move action in combat.
Normal: Folding a net takes 2 rounds for a proficient user, or 4
rounds for a nonproficient user.
Special: You can gain Quick Fold multiple times. Each time you
take the feat, it applies to a new type of net.

Rebuke Sea Creatures


Calling on the ocean powers you worship, you cause sea creatures to flee
from the might of your divine energy.
Prerequisites: Channel energy class feature, Ocean, Sea
Monster, or Water Domain
Benefit: As a standard action, you can use one of your
uses of channel energy to cause all animals and magical
beasts with the aquatic subtype within 30 ft. of you to
flee, as if panicked. Magical beasts receive a Will save to
negate the effect. The DC for this Will save is equal to 10
+ ½ your cleric level + your Charisma modifier. Aquatic
creatures that fail their save flee for 1 minute. Magical
beasts with Intelligence greater than 3 receive a new saving
throw each round to end the effect. If you use channel
energy in this way, it has no other effect (it does not heal or
harm nearby creatures).

Rigging Monkey
You once spent time on a large ship, working the sails.
Benefit: You gain a +2 bonus to Acrobatics and Climb skill
checks. If you have 10 or more ranks in one of these skills, the
bonus increases to +4 for that skill.

24
Roil Water competence bonus to concentration checks to cast a spell
Invoking the gods of water and seas, you cause the water around you to while underwater.
churn with divine might.

Chapter 2: Pelagic Characters


Prerequisites: Channel energy class feature, Ocean Domain or Unhampered Casting
Water Domain. Spells you cast without verbal or somatic components are easier to cast
Benefit: As a standard action, you can spend one of your uses underwater.
of channel energy to make the water in a 30-ft. radius around you Benefit: When you cast a spell without verbal or somatic
rough and choppy for a number of rounds equal to your Wisdom components while underwater, you gain a +4 bonus to
modifier. The Swim DC in this area increases to 10 + ½ your concentration checks to cast the spell. If a spell you cast
cleric level + your Charisma modifier. Creatures with a Swim underwater has neither verbal nor somatic components, you add
speed in this area take 1d4 bludgeoning damage for every 2 cleric a +8 bonus to the concentration check to cast that spell.
levels you possess. If you use channel energy in this way, it has no
other effect (it does not heal or harm nearby creatures). Vril Heritage
You possess some of the mental powers of the people from lost Ankeshel.
Sea Dog Benefit: You can use mage hand as a spell-like ability a number of
You are an old hand on the ships. times per day equal to 3 + your Charisma modifier (minimum 1).
Benefit: You gain a +2 bonus to Knowledge (geography) and
Profession (sailor) skill checks. If you have 10 or more ranks Water Fighter (Combat)
in one of these skills, the bonus increases to +4 for that skill. You know to jab with your weapon when fighting in the water.
Prerequisite: Base attack +1
Servants of the Deep Benefit: Choose one slashing or bludgeoning weapon with which
Denizens of the underwater realms are particularly susceptible to your call. you are proficient. If you are not off balance when attacking with
Benefit: Against creatures with the aquatic subtype, charm and this weapon while in the water, you suffer no attack or damage
compulsion spells you cast gain a +2 bonus to their DC. This penalties for using a slashing or bludgeoning weapon in water.
feat stacks with the Spell Focus feat. Normal: Slashing and bludgeoning weapons suffer a -2 penalty
to attack rolls and deal only half damage if used underwater.
Shielded Spell (Metamagic)
You can cast spells that ignore environmental effects. Waterstep
Benefit: A spell adversely affected by the environment can be You can run over water for short distances.
cast without negative effect. For example, a spellcaster using a Prerequisites: Speed 50+, Acrobatics 8 ranks
spell with the fire descriptor underwater will not require a caster Benefit: You can, by using two move actions in a round, jump
level check. A spell that would normally be dispersed by wind on water and then jump off it as if on dry land. This is handled
will instead persist for the duration. A shielded spell uses up a like two normal running jumps.
spell slot 1 level higher than the spell’s actual level.
Waterwise
Strong Swimmer You are more aware of dangers that lurk in the water.
You have a naturally powerful stroke. Benefit: You gain a +2 bonus to Knowledge (nature) and
Prerequisite: Swim 1 rank Perception skill checks while in or on a body of water. If you
Benefit: You add 10 ft. to your base speed when calculating have 10 or more ranks in one of these skills, the bonus increases
your swim speed. to +4 for that skill.

Swim-by Attack Wave Fighter (Combat)


This creature can make an attack before and after it moves while swimming. You’ve learned to adapt your attacks to full effect in underwater environs.
Prerequisite: Swim speed Prerequisites: Swim 5 ranks or natural swim speed, base attack
Benefit: When swimming, the creature can take a move action bonus +1.
and another standard action at any point during the move. The Benefit: Select any melee weapon group for which you have chosen
creature cannot take a second move action during a round when weapon training. When using weapons from this chosen group, you
it makes a swim-by attack. ignore any attack or damage penalties for fighting underwater.
Normal: Without this feat, the creature takes a standard action
either before or after its move. Will to Live
For you, holding your breath is an act of will that can overcome the limits
Underwater Caster of your body.
You are practiced at casting spells while submerged. Benefit: When you must make a Constitution check to avoid
Benefit: If you cannot breathe underwater, you gain a +4 drowning you can instead roll a Will save.

25
C hapter 3
A quatic E quipment &
L ost T echnology
As usual, Callimachus ran ahead of the rest of us, unable to around the coastal areas of Cassadega and have begun to see
contain his excitement at the Ankeshelian murals and glyphs more widespread use. Some were developed by merfolk in
that covered the wall of that tomb. We must have let our guard antiquity for the hunting of large aquatic beasts, while others are
down, and maybe Hendrick didn’t inspect that brackish pool common fishing tackle put to nefarious means.
as well as he could have because, before we knew it, those skum Barbed Net: Typically, creatures use these nets to catch
were all over the place. fish and other prey along the coast. Skum have put them to
Once they got behind me, they threw those damn nets over us, more nefarious use, favoring them as weapons. Barbed nets
and those hooks buried deep, I tell you! We were trapped, and incorporate dozens of hooks of various sizes that entangle and
the way they pushed and pulled us all over that chamber, taking damage enemies. Unlike normal nets, barbed nets deal damage
most of our group out with their tridents while we were helplessly to entangled opponents at the rate of 2 piercing damage/round.
entangled, you’d have thought they were children playing with rag Due to the cruel barbs, these nets are difficult to break or
dolls. I was lucky to swim out of there alive... escape, requiring a full-round action (DC 25 Escape Artist
check; 6 hp, break DC 25); such attempts deal an additional 1d4

T
he docks and streets of Cassadega sprawl among the piercing damage, whether successful or not. A Heal check (DC
towering ruins of old Ankeshel, and many an entrepreneur 15) successfully removes the hooks without further damage ,
has set up some ramshackle shop or another, hoping to requiring 10 minutes.
make their fortune when naïve adventurers pawn off valuable, Barbed nets are useful only against creatures within 1 size
barnacle-encrusted artifacts that seemingly have little or no category of the user and follow all rules for normal nets.
intrinsic value but are in fact priceless artifacts of a lost culture. Gaff Hook: A gaff hook is a short, 5-ft. long wood pole topped
The following weapons have come to common use in and with a large hook. The barbed hook is typically used for snaring

26
caught fish and dragging them aboard a boat but can also make 1d6 piercing damage. The helmet is considered a martial weapon.
for an effective weapon. On a successful hit, the target is hooked Once the mechanism is tripped, the closed jaws of the helmet
(Reflex DC equals 10 + damage dealt). You can limit a hooked impose a -4 penalty to Perception checks until the jaws are reset.

Chapter 3: Aquatic Equipment & Lost Technology


creature’s movement by succeeding on an opposed Strength check On an attack roll of a natural 1, the jaws become stuck in this
while holding it, and the hooked creature can move only within position (Craft [armorsmithing] DC 10 unlocks).
the limits that the weapon’s length allows (typically only squares Sinker Net: A weighted net has heavier than normal
adjacent to you). Spellcasting is also limited (concentration DC metal sinkers. It functions identically to a normal net, but
equals 15 + spell level). The weapon deals 1 hp damage/round to entangled creatures take an additional -4 penalty to all Swim
hooked creatures. The gaff hook can be removed with a full round checks while entangled.
action and deals 1 hp damage on withdrawal (Heal check DC 15 Spear Sling: These unusual items were developed by skin
avoids). Gaff hooks can be used to make trip attempts. divers to hunt large fish in shallow waters. Similar to a slingshot
Harpoon: Large spears specially constructed to lodge into for javelin ammunition, the device consists of a wood handle
opponents, hunters use harpoons against whales and other large attached to a Y-shaped frame that houses a round wooden
aquatic creatures. A 50-ft. rope attached to the butt of the spear chamber with a single recessed hole to fit a javelin shaft. A
allows for retrieving prey. On a critical hit, the harpoon lodges in loop of elastic catgut with a small pocket flanks each side of
the target in addition to dealing additional damage. the device. You insert the butt of a javelin into the hole of the
Harpooned creatures are restricted to 1/2 speed and cannot chamber and draw back with the elastic catgut, waiting to launch
run or charge. You control the trailing rope by succeeding on underwater. Such javelins have an underwater range increment
an opposed Strength check while holding it, and the harpooned of 10 ft. and do not suffer the -2 penalty/5 ft.
creature can move only within the limits that the length of Springcaster: These specialized, aquatic light crossbows do
the rope allows. Spellcasting is also limited (concentration DC not have the distinctive arms of those weapons but, rather, a
equals 15 + spell level). The harpoon can be removed as a full taut, elastic catgut running the length of the weapon’s body that
round action but deals normal damage when taken out (Heal is used to propel bolts. Specially designed for use underwater,
check DC 15 avoids). springcasters are not subject to the -2 penalty/5 ft. of distance
Merfolk Polespear: Specialized shortspears developed by fired for ranged attacks. Springcasters use their normal range
merfolk for spear fishing, these weapons hide a deadly surprise increment both underwater and above, and they fire standard
for those not familiar with them. From the butt of the spear crossbow bolts.
dangles a loop of elastic catgut, usually grasped by the user. Stingray Barb: A natural resource put to use by goblin
The loop prevents the spear from being an effective ranged sharks, giant stingray barbs are mounted on wood handles
weapon, but as a move action that does not provoke attacks similar to shortspears. The weapon’s barbed stinger has two
of opportunity, proficient users can draw the elastic loop grooves that run its length that retain a dose of poison when
forward with the crook of their thumb, drawing the catgut tight properly cured, even underwater. Such spears are often made
and retaining tension by grasping the weapon’s shaft. Once with elastic catgut loops, and in these cases can perform the
“cocked,” the spear’s shaft is released, and the tension propels special reach maneuver of a merfolk polespear.
the spear forward at a deadly velocity. Using the spear this way
increases the melee reach of the weapon to 10 ft. for one attack
and imposes a -2 penalty on subsequent attacks that round. Armor & Shields
Oar: Used to propel rowboats and other small craft, oars make Typically frowned on by aquatic explorers who cannot afford
effective and simple to use bludgeoning weapons in a pinch. magical enhancements to make armor less cumbersome and
Sawfish Sword: These cruelly barbed shortswords are restrictive, coastal communities like Cassadega have nevertheless
harvested from the long, saw-like snouts of the elusive sawfish developed adequate protection for divers and adventurers who
and are regularly traded by goblin sharks along dockside might face dangerous creatures below the waves.
communities. Fitted with crudely decorated bone hilts, most Barnacle Armor: This leather armor is left to cure along
warriors see the items as more fit as decoration on the walls of guarded coastal shallows in specially crafted molds. The curing
seaside restaurants and taverns, for a roll of a natural 1 when solution attracts barnacles that attach themselves to the leather
using the sawfish sword breaks the weapon. Masterwork and permanently, and the suits are then harvested and allowed
magical examples of this weapon do not have this flaw, and to dry. The hard crust of barnacles improves the protective
it has never bothered goblin sharks, who have gained a cruel qualities of normal leather and acts as armor spikes. You gain a
reputation with their use. +4 circumstance bonus to Escape Artist checks if bound with
Shark Jaw Helmet: Inspired by the voracious maws of the rope or similar soft bindings.
sea’s most ferocious predators, these helmets are constructed with Coin Armor: Coin armor is composed of leather thread strung
the real jaws of sharks mounted onto a spring-loaded, protective through punched coins to form armor much like a chain shirt.
iron framework. When the mechanism is set as a move action, the Coin Armor is normally found among barter societies without
helmet grants the user the equivalent of a bite attack that deals sophisticated metalworking techniques and is typically discovered in

27
chests of buried treasure or wrecked merchant ships. Adventuring Gear
Diving Suit: This thick, airtight oiled-leather suit comes with
heavy iron boots, a weighted belt, and a large copper helmet with Many shops specialize in offering equipment to adventurers to
several glass portholes. The helmet has connections for a stout air get them below the waves and often negotiate steep discounts
hose, and if connected to a manned air pump, the user can stay for groups who agree to deals of first refusal on recovered
underwater, walking along the sea floor, for hours. If the hose is items and to splitting salvage rights.
severed (see “Air Hose” on this page the helmet retains 10 rounds Air Hose: This pliable, oiled-leather hose provides air to pearl
worth of breathable air before users must begin holding their breath. and sponge divers and diving suit wearers when connected to an
Dunkleosteus Scale: This lightweight scale armor consists air pump or powered by a small summoned air elemental. The
of dozens of hard yet flexible overlapping scales from the hose is available in 50-ft. sections, and multiple hoses can be
prehistoric fish dunkleosteus. The suit includes gauntlets. connected end-to-end. Severed hoses become a serious liability
Orca Suit: This padded armor, crafted by merfolk who attack to air breathers too far below the surface to reach adequate air
ships at sea, displays the distinctive two-tone coloration that many supply. If attacked in any square adjacent to you, the hose has
aquatic species use as underwater camouflage and provides a +4 an AC equal to your touch AC, with a hardness 2 and 6 hp. If
bonus to Stealth checks while the wearer is submerged. attacked at any unprotected portion of its length, it has AC 5.
Seashell Armor: This cheap alternative to heavier armors is Air Pump: This large pump contraption incorporates two
made of seashells sewn onto a leather shirt, and it is typically large belt-driven bellows, operated with a pivoting, seesaw-
worn by thugs or laborers expecting trouble in warehouse raids like foot pedal by a single user. The bellows provide a fresh
or territorial dock disputes. While effective protection against air supply to divers via a connected air hose. The air supply
most weapons, each successful hit with a bludgeoning weapon continues for 1 additional minute after pumping stops.
against seashell armor crushes the shells and drives them into Some magically inclined users put an unseen servant to
the flesh of the wearer, inflicting 1 extra work on their pumps while they dive.
damage. Automatic Air Pump: This noisy contraption
Shark Jaw Helmet: Constructed with real is similar to a manual air pump but has a belt-
shark jaws, these special helmets may be driven bellows powered by a small engine.
added to any suit of armor. The helmet is The air provided by this pump is warmer and
considered a martial weapon. (See above for weapon tends to fog up diving helmets, imposing a -2
description.) to all Perception checks. The pump runs
Sharkskin Armor: This specially for 2 hours on 10 pints of lantern oil.
cured and extremely pliable Beach Glass: This jar full of fragments
leather armor is made from of colorful glass reflects and refracts light. When
the skins of dangerous used as a gift to undersea folk with Intelligence
tiger or great white sharks. scores of 3 or greater, it enhances your
The rough, sandpaper-like reputation immensely, allowing you to re-roll one
surface provides a +2 failed Charisma-based check in the encounter after
circumstance bonus to the gift is presented.
Escape Artist checks if the Deck Wax: Deck wax is
wearer is bound with rope or composed of a mixture of paraffin
similar soft bindings and beeswax. This wax is rubbed
Shield, Snapping: onto oar handles, dock planks, and
This masterwork heavy ship’s decks to minimize slipping. One
spiked steel shield is soap-like bar treats a 10-ft.-by-10-ft. area,
fashioned to appear as removing the penalty imposed on Acrobatics
the gaping jaws of a snapping checks by the slippery condition.
turtle skull. Used as an off-hand Deep Compass: Inside the small glass
weapon, it can make shield globe, a brass arrow floats in a clear liquid.
bash attacks. With a successful The needle always points up, regardless
shield bash attack, when the of location or depth.
mechanism is set (a move Diving Barrel: An unusual personal
action), the jaws snap shut on diving apparatus for medium creatures, the
the opponent like a steel trap, diving barrel is literally a watertight, ironbound
dealing 2d4 piercing damage reinforced oak barrel, complete with brass
in addition to the base 1d6 portholes, a reserve air bladder, and two
of the bash. watertight, gloved “sleeves” that allow for the

28
Table 3-1: Aquatic Weapons
Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Special

Chapter 3: Aquatic Equipment & Lost Technology


Light Melee Weapons
Stingray Barb 4 gp 1d4 1d6 ×2 20 ft. 2 lb. P
One-Handed Melee Weapons
Oar 1 gp 1d4 1d6 ×2 — 4 lb. B
Two-Handed Melee Weapons
Gaff Hook 2 gp 1d3 1d4 ×2 — 15 lb. P trip, hook
Ranged Weapons
Spear Sling 2 gp 1d4 1d6 ×2 10 ft. 2 lb. P
Springcaster 40 gp 1d6 1d8 19-20/x2 10 ft. 4 lb. P

Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Special
Light Melee Weapons
Sawfish Sword 6 gp 1d4 1d6 19–20/×2 — 1 lb. P or S
Sharkjaw Helmet 80 gp 1d4 1d6 x2 — 5 lb. P
Two-Handed Melee Weapons
Harpoon 18 gp 1d8 1d10 x4 20 ft. 15 lb. P lodge

Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Special
One-Handed Melee Weapons
Merfolk Polespear 4 gp 1d4 1d6 ×2 — 4 lb. P reach
Ranged Weapons
Barbed Net 25 gp 2/1d4 2/1d4 ×2 10 ft. 7 lb. P
Sinker Net 25 gp — — — 10 ft. 12 lb. —

clumsy manipulation of objects outside the contraption. Used injury. The 10-ft. variety provides reach.
independently of air-hose support and lowered from a ship or Rescue Compass: Although resembling an ordinary deep
dock, a diving barrel holds enough air for a 1/2 hour dive. With compass, the liquid-encased brass arrow always points to the
an air pump or summoned air elemental connected via a hose, nearest source of fresh air.
you can safely explore indefinitely at depths up to 60 ft. You Snorkel: This hollowed out wooden tube or hollow reed,
receive a -8 armor check penalty and a -4 penalty to all attack rolls, rigged with a mouthpiece, can be used to stay underwater
but you have total cover. The barrel has hardness 6 and 40 hp. without need to surface. It is only 1 ft. long, so you must
Hand Fins: Hand fins add +5 ft. to your speed while keep close to the surface but can retain the benefits of being
swimming. When worn, the use of weapons or shields is submerged underwater (total cover) from attacks from land.
impossible, as is the casting of spells with somatic components.
Hook Pole: These wooden poles are available in 5 and 10-ft.
lengths. They are alchemically treated to prevent decay and Special Substances
swelling when used underwater and have a curved brass and Items
hook attached to one end. The hook allows you The following items are manufactured in reeking
to secure alchemical items that are normally shops and labs all over Cassadega. In some
thrown above water—such as aboleth acid, cases, the items are new inventions, while in
alchemist fire, blast coral, corrosive oil, others, mystic formulas have been deciphered
holy water, sahuagin fire, and from ancient texts and reconstructed by
thunderstones—and modern craftsmen.
use them for an Aboleth Acid: Rumored
attack underwater. to be harvested from a
You can make as a touch hibernating aboleth long ago trapped
attack to deliver in a basement flooded at high tide,
the alchemical flasks of this caustic fluid are
payload at a distance potent missiles. You can
without suffering throw a flask of aboleth acid

29
Weapons Dealers, Blacksmiths, & When used underwater, each creature within a 5-ft. radius from
Armorers of Cassadega the point of impact is dazed for 1 round and deafened for 1 hour
Amaldricius’ Aquatic Accessories & Equipment Emporium: (Fortitude DC 15 avoids) and takes 2d4 piercing damage from the
This cluttered shop along the westward docks is stuffed to exploding shards of stinging coral (Reflex DC 15 avoids).
the gills with oars, fish scale armor, tide charts, alchemical If used above water, blast coral can be lobbed as a ranged
concoctions, and all manner of maritime equipment for touch attack with a range increment of 20 ft. where it creates a
the discerning deckhand. The proprietor, Amaldricius, is a deafening bang that is treated as a sonic attack. Each creature
rumored assassin for hire and is known to carry more illicit within a 10-ft. radius is deafened for 1 hour (Fortitude DC
goods, like various poisons, in the back room. 15 avoids) and takes 2d4 piercing damage from the exploding
Relics & Reliquaries: This shop specializes in holy antiquities shards of stinging coral (Reflex DC 15 avoids).
and rarities. Holy symbols, special sacrificial materials, Corrosive Oil: This alchemical acid has been congealed
decorative favored weapons of various deities, minor relics, into a clinging semi-solid mass, so it may be administered to a
religious texts, rare steles, and idols of gods both living and target underwater. As the acid dissolves into the surrounding
dead can all be found within the establishment. The building water, the acid retains a “splash” effect. The acidic gel must
sits along a crumbling ruined wall carved with murals of be administered by hand (Reflex DC 15 avoids taking equal
religious significance to Ankeshel, and the proprietor spends his damage as the target) or via a special pole. If used out of water,
spare minutes researching the esoteric texts he has spent the corrosive oil has a secondary effect similar to that of alchemist’s
last 9 years deciphering. When not pontificating on his crackpot fire, dealing 1d4 acid damage during the subsequent round
theories to the origin of the hieroglyphs, he can be found (Reflex DC 15 avoids), but it has no splash effect.
manufacturing divine potions and scrolls for sale in his shop. Essence of Ulat-kini: This black, tar-like, and potentially
Wrickwram’s Wrecks: Wrickwram, a grizzled sea dog of a lethal substance is stored in wax-sealed, clay jars. A pregnant
human, runs this dockside warehouse where shoppers can woman who imbibes the contents and survives the poison
purchase all manner of flotsam and jetsam that Wrickwram ensures her unborn child will inherit the characteristics of a
has accumulated through the right of salvage. Occasionally, skum. This essence is highly prized by aboleth worshippers and
strange and wondrous goods appear in the inventory, deranged descendants of fallen sea kings; both groups use it to
including minor magic items and lost relics of an ancient age grant their children the heritage they believe they deserve.
that his crews dredge from the sunken ruins. Wrickwram Hard Air: This alchemical substance sold by the pound in
knows the best places to find wrecked ships smashed on packets of small bluish cubes made from a firm, gelatinous
the local reefs and always seems to be the first on the scene material. When chewed and mixed with saliva, these cubes
to claim salvage rights. He’s always looking for adventurers produce breathable air and can be used to breathe underwater.
to help him in this work, either as guards, divers, scouts, or A single cube provides a minute of breathable air and can be
haulers. administered as a standard action that provokes attacks of
The Sunken Market: This half-submerged, broken-topped opportunity. A 1-lb. bag contains 20 cubes.
spire juts from the waves of the bay, surrounding a central Hard Water: These chewy, small gelatinous cubes are sold
flooded open area overseen by the distractingly beautiful in packets of 20 and have a greenish coloration. When chewed
mermaid proprietor, who sells an assortment of alchemical and mixed with saliva, these cubes produce oxygen-rich water
gear designed to work underwater, at a significant markup that can be passed over gills by water-breathing creatures to
from list price. A ferry regularly arrives on the 1/2 hour, breath above the surface. A single cube provides 1 minute of
where purchased items are delivered to the waiting oxygenated water and can be administered as a standard action
customers by special poles. that provokes attacks of opportunity.
Magnesium Torch: These carved wooden rods are tipped
as a splash weapon, treated as a ranged touch attack with with heads of magnesium-impregnated pitch. Once lit, the torch
a range increment of 10 ft. A creature directly hit by the sheds a bright white light in a 30-ft. radius and increases the
broken flask takes 1d6 acid damage for 2 rounds. Creatures light level by one step for an additional 30 ft. beyond that area
caught in the substance’s splash take 2 damage for 2 rounds. (darkness becomes dim light and dim light becomes normal
Water immediately neutralizes aboleth slime. light) but does not increase the light level in normal light or
Blast Coral: These sharp coral polyps are cultivated under bright light.
high pressure and are typically thrust upon foes from the end of A magnesium torch burns even underwater with no
long hooked poles so the user can stay out of the range of their reduction in its range of illumination. It burns quickly,
effects. When these 3-inch chunks of coral strike a hard surface however, and lasts for only 1 hour before extinguishing. It can
(or are struck hard) with a successful touch attack, they create be used just as a torch in combat but deals 2 hp fire damage
a deafening bang that is treated as a sonic attack and sends on a successful hit.
needle-sharp shards in all directions. Sahuagin Fire: This gelatinous mixture functions as

30
Table 3-2: Aquatic Armor
Armor Maximum Armor Arcane Spell —Speed—

Chapter 3: Aquatic Equipment & Lost Technology


Armor Cost Bonus Dex Bonus Check Penalty Failure Chance 30 ft. 20 ft. Weight
Light Armor
Barnacle 75 gp +3 +4 -1 20% 30 ft. 20 ft. 30 lb.
Coin 50 gp +4 +3 -2 20% 30 ft. 20 ft. 25 lb.
Dunkleosteus Scale 50 gp +4 +4 -3 15% 30 ft. 20 ft. 20 lb.
Orca Suit 700 gp +1 +6 0 10% 30 ft. 20 ft. 5 lb.
Sharkskin 300 gp +2 +5 -1 15% 30 ft. 20 ft. 15 lb.
Medium Armor
Seashell Suit 15 gp +5 +2 -5 35% 20 ft. 15 ft. 40 lb.
Heavy Armor
Diving Suit 800 gp +5 +1 -6 35% 20 ft. 15 ft. 40 lb.
Shields
Snapping Shield 300 gp +2 — -1 15% — — 15 lb.
Extras
Sharkjaw Helmet 80 gp — — -1 5% — — +5 lb.

alchemist’s fire but burns even underwater. It has no splash doubles the time between saving throws against hypothermia
damage and must be administered by hand (Reflex DC 15 or similar cold effects for up to 6 hours. In hot environments,
avoids taking equal damage as the target) or via a special hooked however, you must make saving throws against overheating in
pole. If used above water, it is treated as normal alchemist fire half the usual time.
but flares out quickly, failing to produce a second round of Vril Cream: This paste is found in small, opaque jars that
effect or a splash radius. are frequently covered in strange, dimly lit runes. When the
Sahuagin Raiding Oil: This oil was invented by sahuagin single application within is applied, you instantly mend open
to prevent their bodies from drying on land while raiding the wounds, healing 2d8+2 damage. (Only intelligent humanoid
inhabitants of the coastline. It is used and created by other targets are affected.)
aquatic races as well, but the name stuck. It doubles the time an The target can resist (Fortitutde DC 15 negates). If you
aquatic and water dependent creature can move in hot and dry accept the healing or fail the save, you suffer a -4 penalty to Will
climates before adverse effects set in. saves to resist spells and effects with the charm descriptor. This
Sea Rot: A reddish powder that when flung onto an item effect lasts for 24 hours.
or creature made of steel or iron causes 1d6+1 damage for
3 rounds, ignoring hardness. If another metal or steel object
touches an area of active sea rot, that object also takes 1d6+1 Special Materials
damage (ignoring hardness) for 3 rounds. Oil neutralizes sea Orichalcum: This mystical metal is mentioned by several
rot. Anything destroyed by sea rot becomes useless and rusted ancient writers, most notably Plato. In his accounts of
beyond repair. Atlantis, he described the material as “being more precious
Shoggoth Polyp: This squirming, giant tadpole is the proto- in those days than anything except gold.” The laws of the
spawn of a shoggoth. Ingesting a shoggoth polyp causes you city were said to be carved on a pure pillar of the metal and
to sprout lidless eyes across the surface of your body for 1d6 buildings, temples, and richly adorned walls flashed with the
hours. While the eyes are manifested, you gain a +4 bonus to “red light” of the precious substance. For game purposes,
Perception skill checks and cannot be flanked. However, you orichalcum is a lighter-than-steel, durable, copper-gold alloy
take 1 Constitution damage/hour as the polyp writhes in your with a reddish-gold tint used in the manufacture of armor,
guts, causing intense pain and internal damage. A remove disease weapons, and valuable art objects.
spell kills the polyp and ends the effect. In your campaign, you may want to unlock its secrets
Squid Ink Vial: This alchemically treated liquid is harvested to a few talented blacksmiths who have discovered the
from giant squid and instantly disperses to a great volume of metallurgy behind this “mountain copper” or to keep the
murk when the bottle is uncorked underwater. The ink fills a 10- secret of its manufacture lost with the metal only available
ft. cube (treat the effect as obscuring mist, except that high tide or when salvaged from priceless antiquities and melted down
rougher current dissipates the solution in 1 round) and the black to be reworked into extraordinary items. Ancient treasure
ink dissipates naturally after 1 minute. caches undoubtedly contain orichalcum coins, which are
Swimmer’s Salve: This salve insulates your body and equivalent in value to gold but weigh half as much (100 to

31
Table 3-3: Adventuring Gear Weapons or armors fashioned from orichalcum are always
masterwork items as well; the masterwork cost is included in the
Item Cost Weight Craft DC prices given below. Orichalcum has 30 hp/inch of thickness and
Air Hose, 50 ft. 50 gp 100 lb. hardness 10.
Air Pump, Automatic 2,000 gp 300 lb. Orichalcum Item Item Cost Modifier
Air Pump, Manual 400 gp 200 lb. Light Armor +800 gp
Beach Glass 5 sp ½ lb. Medium Armor +3,000 gp
Deck Wax 2 cp ½ lb. Heavy Armor +7,000 gp
Deep Compass 40 gp 1 lb. Shield +800 gp
Diving Barrel 200 gp 350 lb. Other items +300 gp/lb.
Hand Fins 5 sp 1 lb.
Hook Pole 3 gp 4 lb.
Rescue Compass 200 gp 1 lb. Lost Technology
Snorkel 5 sp — First, Joseffy wasn’t even sure what he’d found. Hell—I could
Special Substances and Items hardly tell myself, as barnacle encrusted as it was, but it was the
Aboleth Acid 25 gp 1 lb. 25 length of a javelin, and had a shine of metal to it once you got
Blast Coral 30 gp 1 lb. 25 through enough dirt, and a lot of old seawater poured out of
Corrosive Oil 20 gp 1 lb. 20 its hollow tube. Once we got the thing cleaned off, we could see
Essence of Ulat-kini 1,500 gp 1 lb. 15 some old coppery coils around one end, and there seemed to be a
Hard Air 200 gp 1 lb. 25 whole lot of it missing—maybe where wood parts used to be that
Hard Water 200 gp 1 lb. 25 the sea worms got to. When Joseffy cleaned off those two knobs,
Magnesium Torch 1 gp 1 lb. 25 though, and got the idea of hooking up one of those vril batteries
Sahuagin Fire 20 gp 1 lb. 20 to it, well, that’s when things got a little crazy. Damn thing blew
Sahuagin Raiding Oil 2 gp ½ lb. 20 a hole in the wall big enough to crawl through, and it was a
Sea Rot 30 gp ½ lb. 20 crying shame what happened to the cat. Joseffy’s wife wouldn’t let
Shoggoth Polyp 500 gp 1 lb. 25 us in the house with any of those old things after that.
Squid Ink Vial 20 gp ½ lb. 20 —Balsamo, of Wrickam’s Wreck & Salvage
Swimmer’s Oil 1 gp ½ lb. 15
Vril Cream 200 gp ½ lb. 20 It wasn’t long after their arrival when the early scholars and
explorers of Ankeshel began discovering unrecognizable
the pound). You may want to make certain creatures and devices and wondrous artifacts washed ashore or among
monsters of your campaign vulnerable to orichalcum or to the ruins of the old city. The sites of old aboleth sieges
replace other special materials in a creature’s DR to reflect typically resulted in the biggest finds, and the corroded
some ancient enmity. Perhaps merfolk, like fey to cold items were eventually correlated with murals and
iron, have an aversion to the metal due to some lingering hieroglyphs depicting the battles of the final days against
racial memory, or perhaps aboleths avoid structures made the aboleths. Before long, a whole cottage industry of
of the metal, explaining why the ancients covered the curators and craftsmen began restoring the items for
walls of their cities with the substance (see Orichalcum display—considered at the time to be items that focused the
Warding, page ##). vril-powered of the city’s old inhabitants, similar to staffs.
Armors made of orichalcum are comfortable and lighter Surely, the scholars mused, no normal item could contain
than their steel counterparts. Ancient armors of this material the powers displayed in the murals.
are always breastplates and shields, but blacksmiths can They were wrong. When the tomb of Thalassos IV was
work salvaged orichalcum into modern forms. Spell failure discovered, one of the most exciting finds among the treasures
chances for armors and shields made from orichalcum are within was apparently a commonplace item at the time of
decreased by 5%, maximum Dexterity bonuses are increased his burial—a vril battery. Even more exciting was that this
by 1, and armor check penalties are decreased by 2 (to a powerful reservoir was still fully charged, and it wasn’t long
minimum of 0). before scholars discovered that it was the battery—not the
An item made from orichalcum weighs half as much as the same arcane might of the bearers of the weapons previously
item made from other metals. In the case of weapons, this lighter discovered, that powered the devices they had found strewn
weight does not change a weapon’s size category or the ease with across ancient battle sites and armories. Meticulously restored
which it can be wielded (whether it is light, one-handed, or two- items could be powered by the devices, and it wasn’t long
handed). Items not primarily of metal are not meaningfully affected before the decorative museum pieces and curiosities began
by being partially made of orichalcum. (A longsword can be an disappearing from collections and winding up in less-than-
orichalcum weapon while a quarterstaff cannot.) reputable shops or in the hands of adventurers. The devices

32
found below have one thing in common—they are all powered
with vril batteries, but their individual effects are as varied as Designing Lost Technology
those that carry such weapons. This chapter presents a fascinating array of lost technology

Chapter 3: Aquatic Equipment & Lost Technology


Some devices have recessed protective containers for the to insert into your campaign world. Careful consideration
vril batteries, while others are connected to their batteries was given to striking a delicate balance between equipment
via thick, insulated copper wires. These wires have an AC normally available to adventurers and spells and magical
equal to the user’s touch AC with hardness 4, 8 hp, and DR weapons, in particular with regard to pricing. Since most
10/slashing. If severed by a metal weapon, the attacker of these items use charges, wand creation was used as a
immediately takes 1d6 electricity damage from the exposed model for cost. A 1st-level wand of shocking grasp costs
wires. Additionally, the live wires deal 1d6 electricity damage 750 gp, which equates to 15 gp/charge, each of which deals
to the wearer each round the battery is worn. Each such shock 1d6 electricity damage, or twice that for a wand that does
drains one charge from the battery. The cell pack can be 2d6 damage. So, the lost technology design, primarily using
removed as a full round action. vril batteries as the power source, have a baseline equal to
roughly 20 gp/charge with each charge spent equivalent to
a value of either 1d6 or a +1 bonus for a limited duration,
Ankeshelian Vril Weapons typically 1d6 rounds.
Ankeshelian hoplite warriors girded for war against the Furthermore, restored technological items are a large
aboleths with an amazing array of weapons and armor, investment, even at mid-levels, and characters wishing to
including charged spears, vril-powered armor, and icy take advantage of these devices will not be able to do so
firearms. The arts of making these weapons has largely cheaply, helping to maintain balance of your game world.
been lost. These items should be novel and interesting, not game
Ankeshelian Charged Spear: These ancient spears are breaking. Using these values and ideas as rough guidelines,
occasionally recovered deep within sunken armories of lost you can create all manner of new technology to take
empires. Once their rotted shafts and corroded terminals advantage of lost secrets developed by the ancients. You
are replaced, these spears can be connected to vril batteries may also allow players to assign ranks to a new Craft (lost
via thick, insulated copper coils. When the barbed spears technology) skill to let them take advantage of the vril
deal damage in combat, they also release a pulse of electrical power source and invent new variations of their own from
energy into the target, dealing an additional 1d6 damage and salvaged secrets found in the sunken ruins they explore.
draining 1 charge from the attached battery.
Ankeshelian Eel Net: These copper wire nets are Cassadegan Weapons
thought to have been used as submission weapons in ancient These rebuilt weapons are always a mixture of ancient and
Ankeshelian gladiatorial pits. Their thin, flexible wires modern elements.
resemble normal nets and require the same proficiency to Cassadegan Coil Rifle: Exceedingly rare, these mystical
use without penalty. Their connection to vril batteries allows devices are typically found in ancient caches in advanced stages
them to emit a stunning charge to those creatures entangled of corrosion. As a result, it often takes over a dozen specimens
within them. to reconstruct a single operational rifle. Partial specimens can
When powered by a battery connected via a 10-ft. length sometimes wait for months for the discovery of the necessary
of thick, insulated copper coils, the net drains 2 charges each components because craftsmen cannot currently duplicate their
round that a creature is entangled, dealing 2d6 nonlethal damage forgotten metallurgy.
and stunning for 1 round (Fortitude DC 13 negates stun; DC Once restored, these powerful ranged weapons can be plugged
increases by +1 each round target is entangled). into vril batteries, which provide a pulse of electromagnetic
Ankeshelian Submission Trident: Two large, wicked looking energy to the propulsion coils, accelerating a special ferromagnetic
barbs top this copper-infused wooden trident. At its base, a long, projectile to deadly speeds. Rifles without a power source are
cloth covered cable attaches to a vril battery, powering it, while inert and cannot fire. The weapons are breech-loaded, with a
a single button, midway along the trident, activates the device. falling block action operated by a lever as a move action, and their
The weapon can be used as a normal trident in combat, but the unusual segmented barrels extend up to 5 ft. long.
barbed head of the weapon can also be fired at creatures with a Cassadegan Rail Revolver: Perhaps the rarest of
range increment of 10 ft. as a standard action. The action requires Ankeshelian artifacts, only a few examples of this technology
two ranged touch attacks. are known, discovered in what has come to be known as the
If either barb hits the target, the stored energy released deals Donnelesh Cache. Operating in a similar manner to other
3d4 nonlethal damage and stuns for 1 round (Fortitude DC 16 magnetically charged, battery-powered firearms of this type,
halves damage and negates stun). If both barbs hit, the weapon the rail revolvers have an extended capacity, allowing for a more
deals 6d4 nonlethal and stuns for 2 rounds (Fortitude DC 18 rapid fire than their more primitively designed cousins.
halves damage and negates stun). A special revolving cylinder holds 7 ferromagnetic

33
Table 3-4: Vril Weapons
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Special
One-Handed Melee Weapons
Charged Spear 1,500 gp 1d6 1d8 x3 — 10 lb. Piercing vril
Submission Trident 1,750 gp 1d6 1d8 x2 10 ft. 11 lb. Piercing vril
Ranged Weapons
Eel Net 1,500 gp — — — 10 ft 8 lb. — vril

projectiles. A hand-cocked lever below the trigger cycles this a razor-sharp sliver of vril ice. A single cock of a lever refills
cylinder and advances the spent chamber as a free action, the breech with vril water, and a single pint jar holds enough
aligning a new projectile with the breech and charging the water for 20 shots. Cocking the lever and refilling the chamber
chamber and coils. The complicated mechanism misfires on a is a move action; with Rapid Reload, it may be cocked as a free
natural 1, 2, or 3 on attack rolls. The firearm can be fired only action and fired as many times per round as you have attacks.
as many times as you can attack in a round, and it takes a move The weapon requires a filled vril water container, and the jars
action to reload a single chamber. With the Rapid Reload feat, may be replaced as a full round action. Firing the weapon
one chamber/round may be reloaded as a swift action. consumes 2 charges from a vril battery. Immunity or resistance
Cryothermic Firearms: Unlike the usual weapons restored to cold offers no protection from this ice bullet because it deals
by Cassadegan craftsmen, cryothermic firearms discharge bludgeoning and piercing damage, not cold.
various states of specially prepared vril water. The weapons Ferromagnetic Projectiles: These round balls are crafted
contain a special recess that allows pint-sized glass jars of with a secret formula of specially charged iron that reacts to the
the substance to be screwed into their breech; the water is vril-powered propulsive force of the firearm’s battery pack.
consumed over the course of repeatedly firing the weapon. Mining Blunderbuss: To those familiar with other
They also require the use of a vril battery. Normal water has no Ankeshelian weapons, this device resembles a coil rifle with a
effect if used in the weapons. flaring, funnel-like muzzle. However, this miner’s rifle was not
Cryothermic Pacifier: This complicated firearm requires a designed for use as a weapon, but as a mining tool. When the
curious mix of cobalt and copper and feels cold to the touch. trigger is pressed, the device emits energy in a 20-ft. cone. If
Used primarily for crowd control, the funnel-shaped barrel held on a target for a full round (requiring a full-round action),
discharges a 20-ft. cone of freezing air that drains vitality from the rifle’s energy deals 8d6 damage to anything in the area.
those in its path (Reflex DC 12 halves). The freezing vapor may However, the rifle only affects materials equal to or less
be fired 1/round as a standard action that drains 4 charges from than the density of stone. If used as a standard action, the rifle
a connected vril battery, and the weapon requires a full vril water deals 4d6 damage (Reflex DC 16 halves; DC 12 if you are not
container. A single pint of vril water produces 4 shots from the proficient). You can use the miner’s rifle as a full round action to
weapon, and the jars may be replaced as a full round action. cut a 5-ft. wide tunnel through dirt or rock. Using a miner’s rifle
Cryothermic Rifle: This long-barreled firearm is similar in for a full round uses 4 battery charges, while using it as a standard
appearance to a coil rifle with the exception of several tubes action consumes 2 battery charges.
that pump vril water through the breech of the mechanism. Vril Water: These oblong, pint-sized jars screw into a
When properly prepared with both a jar of vril water and the special recess on cryothermic weapons. Specially prepared
connection of a vril battery, the device creates and discharges by alchemists, the water contains heavy concentrations of

34
Table 3-5: Exotic Weapons
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Capacity Charge Weight Type

Chapter 3: Aquatic Equipment & Lost Technology


Ranged Weapons
Coil Rifle 3,000 gp 1d6 1d8 19-20/×3 200 ft. 1 1 10 lb. B&P
Cryothermic Pacifier 4,000 gp 4d6 4d6 — 20 ft. 5 4 25 lb. cold
Cryothermic Rifle 4,500 gp 2d6 2d6 x2 60 ft. 20 2 15 lb. B&P
Vril Water, pint 20 gp — — — — — — 1 lb.
Miner’s Blunderbuss 5,000 gp special special x2 20 ft. — 2 or 4 25 lb.
Rail Revolver 5,000 gp 1d4 1d6 x2 60 ft. 7 1 7 lb. B&P
Ferromagnetic Bullets (10) 10 gp — — — — — — 1 lb.

Table 3-6: Ankeshelian Armor


Armor Max Armor Arcane Spell —Speed—
Armor Cost Bonus Dex Bonus Check Penalty Failure Chance 30 ft. 20 ft. Weight
Medium Armor
Charged Armor 1,500 gp +5 +4 -4 25% 20 ft. 15 ft. 40 lb.
Exploration Suit 12,000 gp +2 +3 -3 20% 20 ft. 15 ft. 15 lb.
Shields
Hoplite Shield 1,000 gp +2 — -2 15% — — 12 lb.

a dissolved ferrous iron, allowing cryothermic firearms to light as a slight repulsive force is enabled, turning away enemy
properly propel the vril-powered water. The craft DC to blades. Up to three charges can be drained from the battery per
produce vril water is 25. use, and the shield increases its shield bonus by +1 for each
charge spent in this manner. A +1 bonus lasts for 6 rounds, a
+2 bonus lasts for 3 rounds, and a +3 bonus lasts for 1 round.
Ankeshelian Armor A sundered shield presents somewhat of a liability, for you
The requirements of seaborne and Underdeep exploration gave take an automatic 2d6 electricity damage/round while remaining
rise to the creation of specialized armors in Ankeshel. Some used in contact with the shield, draining 2 charges from the battery
the same vril power sources as weapons of the period. and dealing this damage to anyone touching the shield each
Charged Armor: These barnacle-encrusted breastplates are round until the battery drains fully.
sometimes salvaged from the deep sea floor sands of ancient Exploration Suit: This suit is crafted from a strange metallic
battle sites. Once these intricately filigreed bronze breastplates cloth with intricate copper bands defining the neck, wrists, and
are cleaned and restored, they can be plugged into orichalcum ankles. A small, copper box on the back accepts a vril battery.
cell batteries and realize their full, terrifying potential. Insulated The suit easily fits over normal clothing but is far too restrictive
copper coils radiate from the back of the breastplate, and the to be worn over armor or other, bulkier gear. When donned,
protection includes a special armored compartment on the the suit provides a +2 bonus to saving throws against acid, cold,
back to hold the fragile batteries. Once every 3 rounds, as a and fire effects. The suit can be activated in 1 hour increments,
move action, you can emit a pulse of electricity that effects all expending 2 charges/hour. In addition, a heavy charge can be
adjacent opponents, dealing 2d6 electricity damage and draining applied, enveloping you in a shimmering field of energy to.
2 charges from the battery. This field protects you from gases, provides fresh air regardless
Hoplite Shield: Sporting ancient, wasp-waisted designs and of the outside environment, and provides a +5 competence
thin, nearly imperceptible swirling glyphs, these orichalcum bonus to saving throws against fire, acid, and cold effects. This
heavy dipylon shields seemed to have survived the centuries consumes 1 charge/round.
in more common numbers than other martial equipment of
the era. Once heavy oxidation and sea floor encrustations are
removed and their straps replaced, the shields make for fairly Other Lost Technology
light, functional protection. Many other devices and mechanisms of lost Ankeshelian
The shields have a recessed compartment for an orichalcum technology surface all the time. Many of these items are named
cell battery as well as two terminals for connecting the power for the noble families who discovered the first specimens of
supply. The shield can be activated as a move action, and the these items.
swirling glyphs that cover the shield’s face glow with a faint blue Ankeshelian Arc Light: Wondrously wrought contraptions

35
Table 3-7: Lost Technology Gear
3 charges can be drained from the battery per attempt. If you
Item Cost Weight wear metal armor while wearing this gauntlet, you suffer a -1
Ankeshelian Arc Light 500 gp 7 lb. penalty to AC/charge drained as your armor becomes rigid
Dimension Disruptor 4,000 gp 18 lb. and restrained by the powerful electromagnetic force, and if
Ferromagnetic Gauntlet 4,000 gp 9 lb. you wield metal weapons, you take a cumulative -1 penalty to
Vril Battery 1,500 gp 8 lb. attack and damage rolls/charge spent. This condition lasts 2d4
Vril Coil 800 gp 12 lb. rounds regardless of charges expended. As a touch attack, this
restricting electromagnetic force can be transferred to another
built of watered black bronze and orichalcum, it is thought creature, who then suffers the AC, attack, and damage penalties
that these devices once served as exploratory lighting for noble for the remainder of the duration. Such gauntlets, curiously,
visitors to orichalcum mines. Something of an intricate metal have only been discovered to fit the left hand.
torch, the arc light’s fluted body flares at the end and is topped Vril Battery: These long, cylindrical glass jars contain
with a grapefruit-sized glass globe flanked by two entwined alternating discs of copper and orichalcum suspended in a
copper terminals. The device is connected to a vril battery briny alchemical solution. The jars are sealed with filigreed
near its base and can be activated as a move action, draining 5 brass end caps with short terminals and thumbscrews that
charges from the battery. allow for the attachment of all manner of devices for which
When activated, the glass globe spins rapidly and flares into a this battery powers. Newly charged batteries contain 50 charges
blinding white light, charging the air around it with the smell of and attached devices consume this power at different rates, as
ozone. The arc light burns for 1 hour when activated, shedding described in those devices. The containers are rare, and despite
bright light in a 40-foot radius and increasing the light level their non-magical nature, efforts to reproduce them result in
by 1 step for an additional 40 feet beyond that area (darkness failure. The metal plates and solution can be replaced at the cost
becomes dim light and dim light becomes normal light). If an of 1,000 gp, recharging the battery to 50 charges.
arc light is used in combat, treat it as a one-handed improvised Vril Coil: This hollow, glyph-covered copper sphere is 12
weapon that deals 1d3 bludgeoning damage, plus 1d6 points of inches in diameter and mounted on an elaborate tripod, which
electricity damage. contains terminals for vril battery connection. It is theorized
Dimensional Disruptor: This squat, 2-ft.-tall that the device is a sort of ancient perimeter defense, perhaps
cylinder rests on three metal legs. A stack of charged against aboleths, for the glyphs resemble writhing primitive
electrical disks hover intermittently over a central forms of those tentacled aberrations.
core shaft of orichalcum. When The device can be activated as a standard
activated the device emits an energy action, after 1 round, the copper sphere
field in a 30-ft. radius that negates levitates slightly from the tripod and begins
all invisibility, making any creatures spinning rapidly, arcs of lighting-like plasma
under spell effects or supernatural discharging from its surface. In this standby
abilities that grant invisibility visible. In mode, the device consumes 1 charge for every 10
addition, all ethereal creatures that enter minutes of operation, and produces a charged field
a dimensional viewer’s energy field are in a 20-ft. radius, centered on the device. Creatures
forced onto the Material Plane (Will entering this radius immediately take 1d6 electricity
DC 18 negates). This save must be damage for every 5 ft. traveled closer to the source,
rolled each round an ethereal to a maximum of 4d6 electricity damage
creature remains in the area within 5 ft. of the device. These discharges
even if a previous save was consume 1 charge from the battery for
successful. The device runs every die of damage dealt/creature/round.
for 10 minutes once activated For example, if two ogres charged the
and drains 5 charges/10-minute interval. device and made it to the squares adjacent to
Ferromagnetic Gauntlet: This the contraption, each would take a total of 10d6
large, oversized gauntlet of darkly damage from the device, draining 20 charges
patinated, overlapping iron plates with from the vril battery, 10 for each creature. The
various terminals and condenser coils globe has AC 5, hardness 10, and 10 hp. Means
reveals an interesting property once of turning off the device remotely have never
properly connected to a charged been discovered, and many take to tying a long
vril battery. The gauntlet can string to a loose terminal connection, so the battery
be activated as a move action to can be disconnected at a distance with a gentle tug.
develop an intense magnetic charge. Up to

36
Chapter 3: Aquatic Equipment & Lost Technology
Cassadegan Firearms
While technically ancient Ankeshelian • Replacing the vril water jar on a cryothermic firearm
creations, these weapons are usually referred to is 1 full round action; the Rapid Reload feat does not
as Cassadegan firearms; the craftsmen of Cassadega are reduce this on cryothermic pacifiers, but does reduce
responsible for their rediscovery and reconstruction, not reload time on cryothermic rifles to a swift action.
invention. Incredibly deadly weapons, ancient firearms Charges: This entry details the number of charges
are thankfully rare, owing to the scarcity of their discovery from a vril battery the firearm drains per use. Firearms
and the inevitable corrosion and degradation of their not attached to such a battery are non-functioning. The
component alloys by salt water. biggest liability of the firearms are their exposed power
Though they are found as little more than cables, which can be severed. The cable has an AC equal
barnacle-encrusted barrels and heavily oxidized to the user’s touch AC with hardness 4, 8 hp, and DR
breech mechanisms, specialized craftsmen rebuild 10/slashing.
missing wood components in the stock and forearm If severed by a metal weapon, the attacker
and replace the copper acceleration coils. While these immediately takes 1d6 electricity damage from the
craftsmen reconstructing their appearance from old exposed wires. Additionally, the live wires deal 1d6
hieroglyphs, they often adding a few artistic additions and electricity damage to the wearer each round the battery
modifications of their own. The firearms are as unique as is worn. Each such shock drains one charge from the
those wealthy enough to carry them and generally work battery, and the cell pack can be removed as a full round
as any other weapon, except where noted. action. Cryothermic weapons require an additional
These weapons fire special ferromagnetic accessory—the vril water jar—and their use drains an
ammunition, one of the few items modern craftsmen appropriate amount of the liquid as explained in each
have been able to replicate although they are still weapon’s description.
prohibitively expensive for most. A single projectile costs Damage: The ferromagnetic ammunition of
as much as a good day’s meal. Cassadegan firearms deals both bludgeoning and piercing
Firearm Proficiency: The Exotic Weapon Proficiency feat damage due to the kinetic forces of their propulsion.
grants proficiency in any single firearm listed here. Non-
proficient characters attack with the standard -4 penalty Firearm Options
to attack rolls but suffer twice the normal miss chance for Additional Damage Dice: Whenever you roll maximum
misfires (see below). damage on any firearm attack, reroll that die and add
Attacks of Opportunity: Attacking with a firearm the resulting damage to the total. If you again roll
provokes attacks of opportunity. maximum damage, you may reroll again, repeating
Capacity: This entry details the number of this exponential damaging property for each maximum
projectiles—either ferromagnetic or vril—a weapon can damage die you roll.
hold. You may still only fire as many times per round as Misfire: Whenever you roll a natural 1 on an attack,
you have attacks, up to this number. Some firearms are the firearm misfires. You roll a 1d20. A 1 results in the
limited in the number of shots that may be taken due to firearm releasing a pulse of electromagnetic energy,
their need to recharge. See individual firearms listings for dealing 2d6 electricity damage to you, draining 2 charges
details. Cassadegan firearms are breech loaded, with a from the battery, and damaging the weapon’s conduction
chamber door unlocked and pivoted away from the rear coil 1 day to repair (Craft [gunsmithing] check DC 25),
of the barrel, where the projectile is then inserted. Once plus requiring rare parts that may be hard to come
closed, the gun begins building a charge in preparation for by. A 2-10 results in 1d6 electricity damage to you, a
firing. single charge drained, and damage to the transformer,
• Reloading a Cassadegan coil rifle or miner’s requiring 1 hour to repair (Craft [gunsmithing] check DC
blunderbuss requires 1 round; the Rapid Reload feat 20). An 11-18 results in jammed ammunition and a single
reduces this to a move action. charge drained. The ammunition takes 1 full round action
• Reloading a single round in a Cassadegan rail to clear. The result of a 19-20 is simply a drained charge
revolver requires 1 move action; the Rapid Reload misfire, and the weapon can be charged and fired again
feat reduces this to a swift action. normally as if just reloaded.

37
C hapter 4
Spells and
Magic Items
The wizard traced her hand lightly over the subtle curves of the
ancient arcane glyphs that covered the walls of the ancient tomb.
“They seem to be a record of the reign of the Priest-King…”
she stopped short as one of the glyphs pulsed with the briefest
glimmer of sentience, writhing around her outstretched fingers
like a living thing. Her companions recoiled slightly, waiting to
see what effect the triggered rune might produce. The spellcaster
pulled back and rubbed her brow slightly, smiling at her
concerned companions. “I’m OK. It was nothing. Dead magic.”
And so the great Priest-King Nal-Vashkin found himself set
loose again upon the world.

Bard Spells
0-Level Bard Spells
Sea Legs: You ignore violent motion while casting spells.

1st-Level Bard Spells


Mark of Thalassos: Glyph grants bonuses to Bluff,
Diplomacy, and Intimidate checks against aquatic creatures.

2nd-Level Bard Spells


Freeze: Icy sheath solidifies and encapsulates target.

3rd-Level Bard Spells


Horrors of the Deep: Target suffers drowning sensation
and suffers escalating nonlethal damage.
Liquid Form: You transform into living water.
Tezum’s Glyph: Glyph provides blindsight while
underwater.

5th-Level Bard Spells


Shrieking Glyph: Subject produces sonic cones of
discordant noise.

Cleric Spells
0-Level Cleric Spells
Waterskin: Extends length of time water-dwelling creatures
can stay out of water.

2nd-Level Cleric Spells


Defending Glyph: Orbiting glyph absorbs damage.
Defy Depth: Protects creatures from cold water and depth Ranger Spells
pressure damage in deep seas.
Freeze: Icy sheath solidifies and encapsulates target.

Chapter 4: Spells
1st-Level Ranger Spells
3rd-Level Cleric Spells Waterskin: Helps water-dwelling creatures stay out of water.
Land Walker: Water-breathing subjects able to breathe air
and negate effects for being out of water. 4th-Level Ranger Spells
Tezum’s Glyph: Glyph provides blindsight while
6th-Level Cleric Spells underwater.
Calm the Waves: Area of rough water becomes calm.

9th-Level Cleric Spells Sorcerer/Wizard Spells


Sink Land: Destroys land and structures in 500-ft. radius.
0-Level Sorcerer/Wizard Spells
Universal
Druid Spells Sea Legs: You ignore violent motion while casting spells.

and
0-Level Druid Spells 1st-Level Sorcerer/Wizard Spells
Waterskin: Helps water-dwelling creatures stay out of water. Abjuration
Mark of Thalassos: Subjects granted bonuses to Bluff,

Magic Items
1st-Level Druid Spells Diplomacy, and Intimidate checks against aquatic creatures.
Aspect of the Dolphin: You gain swim speed and bonus to Waterskin: Extends length of time water-dwelling creatures
Swim checks. can stay out of water.
Locate Water: Detects direction and distance to bodies of water.
Riptide: Generates a tide-like wave of force. Conjuration
Ink Cloud: Cloud of ink obscures you.
2nd-Level Druid Spells
Defy Depth: Protects creatures from cold water and depth Divination
pressure damage in deep seas. Locate Water: Detects direction and distance to bodies
Watery Sphere: Rolling globe of water quenches fire and of water.
ensnares creatures. Seeing Stones: Empowers ioun stones to provide all-around vision.

3rd-Level Druid Spells Transmutation


Barnacle Armor: Barnacles grows to provide protection. Aspect of the Dolphin: You gain swim speed and a Swim
Land Walker: Water-breathing subjects able to breathe air check bonus.
and negate effects for being out of water. Full Lung: You can hold your breath longer.
Liquid Form: You transform into living water.
Shape Water: You shape water into useful solid objects. 2nd-Level Sorcerer/Wizard Spells
Abjuration
5th-Level Druid Spells Defending Glyph: Orbiting glyph absorbs damage.
Wall of Water: Creates an opaque wall of water.
Evocation
6th-Level Druid Spells Elemental Glyphs: Swirling glyphs deal energy damage as
Animate Water: Transforms water into animated construct ranged touch attacks.
under your control. Riptide: Generates a tide-like wave of force.
Calm the Waves: Area of rough water becomes calm.
Transmutation
8th-Level Druid Spells Bulwark of Blades: Orbiting blades take attacks of
Tidal Wave: Creates massive tidal wave that floods area, opportunity, make ranged attacks.
damaging creatures and dragging them to sea. Defy Depth: Protect creatures from cold water and depth
pressure damage in deep seas.
9th-Level Druid Spells Tempest: Roiling water in area hampers movement and
Sink Land: Massive destruction of land and structures in hinders Swim checks.
500-ft. radius. Water Hammer: Globes of freezing water damage targets

39
3rd-Level Sorcerer/Wizard Spells level damage and knocks enemies prone.
Conjuration
Barnacle Armor: Barnacles grow to provide protection. Transmutation
Puddle Jump: You teleport between bodies of water. Animate Glyphs: Your glyphs animate and deal energy damage.

Divination 8th-Level Sorcerer/Wizard Spells


Ocularum: Inscribed glyph allows you to scry on area from afar. Transmutation
Tidal Wave: Creates massive tidal wave that floods area,
Evocation damaging creatures and dragging them to sea.
Watery Sphere: Rolling globe of water quenches fire and
ensnares creatures.
Spells
Transmutation
Freeze: Icy sheath solidifies and encapsulates target. Animate Glyphs
Ioun Storm: Burnt-out ioun stones become construct swarm. School transmutation; Level sorcerer/wizard 7
Land Walker: Water-breathing subjects breathe air and Casting Time 1 standard action
survive out of water. Components V, S
Liquid Form: You transform into living water. Range touch
Scrivener Glyph: Thrown glyph rewrites mundane and Target one Small glyph/caster level
magical writing into its own form. Duration 1 hour/level or until expended (see text) (D)
Tezum’s Glyph: Glyph provides blindsight while underwater. Saving Throw none; Spell Resistance yes
You may trace a number of glyphs equal to your level, each
4th-Level Sorcerer/Wizard Spells corresponding in size to a Small object. As you increase in
Abjuration levels, you may inscribe larger glyphs as follows: a Medium
Dispelling Glyph: Protective glyphs intercept and dispel glyph counts as two Small glyphs, a Large glyph as four, and a
incoming magics. Huge glyph as eight.
Nal-Vaskin’s Glyph: Protective glyph damages melee attackers. Once the glyph or glyphs are complete, they remain
immaterial and adjacent to you, floating silently until activated
Enchantment as a move action. When so activated, they spring to life as
Touch of Callimachus: Touched subject becomes more animated objects (see Pathfinder Bestiary) appropriate to the size
susceptible your spells. of the glyph or glyphs traced. These animated glyphs remain for
1 round/level or until destroyed.
Evocation Glyphs created by this spell have hp equal to half that of an
Wall of Water: Creates an opaque wall of water. animated object of their size category, and the animated glyphs
have a touch attack that deals acid, cold, fire, electricity, or
Necromancy sonic damage (caster’s choice at time of casting). The damage
Horrors of the Deep: Target suffers drowning sensation depends on the size of glyph; Small glyphs deal 2d8 damage,
and suffers escalating nonlethal damage. and each successively larger glyph deals 1d8 more damage. Spell
resistance applies to this damage.
Transmutation
Shape Water: You shape water into useful solid objects. Animate Water
School transmutation; Level druid 6, sorcerer/wizard 6
5th-Level Sorcerer/Wizard Spells Casting Time 1 standard action
Evocation Components V, S
Shrieking Glyph: Subject produces sonic cones of discordant noise. Range medium (100 ft. + 10 ft./level)
Target a body of water equal in volume to a Small creature/
6th-Level Sorcerer/Wizard Spells caster level; see text
Transmutation Duration 1 round/level
Animate Water: Water becomes construct under your control. Saving Throw none; Spell Resistance no
Calm the Waves: Area of rough water becomes calm. You imbue a certain amount of water with cohesiveness,
giving it a humanoid shape and a semblance of life. The volume
7th-Level Sorcerer/Wizard Spells of water determines the size of the creature you create. You
Evocation can animate an amount of water equal to the size and mass of
Crushing Depths: Waves of pressurized water deals 1d6/ a Small or smaller creature. You can animate a larger amount

40
of water based on the following: a Medium creation counts as Components V, S, M (one dagger)
two Small or smaller creatures, a Large creation as four, a Huge Range personal
creation as eight, a Gargantuan creation as 16, and a Colossal Target you

Chapter 4: Spells
creation as 32. You can change the size and number of the Duration 1 round/level
creations as a move action, as if directing an active spell. Saving Throw none; Spell Resistance no
The creations have the statistics of animated objects as You hold up a single dagger sized for you; it vanishes and
described in the Pathfinder Bestiary with the following difference: is replaced by 1 dagger/caster level that orbit your body,
instead of hardness the animated water has DR 10/magic and remaining within your space but in no way impeding your
takes half damage from piercing and slashing weapons. actions. Each of these magically created daggers is composed
This spell cannot affect any liquids carried by a creature. of the same material as the original and of the same quality
Animate water can be made permanent with a permanency spell. (although all other features such as magical enhancements or
poison coatings are lost).
Aspect of the Dolphin Any person provoking an attack of opportunity from you
School transmutation; Level druid 1, sorcerer/wizard 1 will also suffer a single attack from one of these daggers.
Casting Time 1 standard action The daggers strike with a BAB equal to your caster level, and
Components V, S they are treated as if you had Strength and Dexterity scores

and
Range personal equal to your primary spellcasting attribute (Intelligence for
Target you a wizard, Charisma for a sorcerer). No more than one dagger
Duration 10 min./level will retaliate against any one action that provokes an attack
Saving Throw yes (harmless); Spell Resistance yes of opportunity from you, but several of them can make these

Magic Items
You imbue yourself with the speed and hydrodynamics of a attacks in a single round, and a single creature may provoke
dolphin. You gain a swim speed equal to your land speed (including multiple attacks of opportunity if it takes multiple actions that
the +8 bonus to Swim checks granted to all creatures with a swim provoke them.
speed). You can choose to take 10 on a Swim check even if you As a move-equivalent action, you can order any one
are endangered or distracted. This spell grants no ability to breathe of these daggers to strike at a single target within melee
water but doubles the duration you can hold your breath. range, or even to hurl itself at a foe at range. Daggers that
are hurled at a distant foe vanish at the end of that round,
Barnacle Armor whether a hit or miss, but those that do not leave your
School conjuration; Level druid 3, sorcerer/wizard 3 personal space remain available to retaliate against those who
Casting Time 1 standard action impose upon your personal space for the full duration.
Components V, S, M (a small barnacle shell)
Range touch Calm the Waves
Target creature touched School transmutation; Level cleric 6, druid 6, sor/wizard 6
Duration 10 min./level or until discharged Casting Time 1 standard action
Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Components V, S, M/DF (a fish scale)
The subject creature grows a colony of encrusting barnacles Range long (400 ft. + 40 ft./level)
that provide protection from cuts and slashes. The subject gains Area 20 ft./level radius sphere
DR 5/bludgeoning. You ignore the first 5 damage each time Duration 30 min./level
you take damage from a weapon although bludgeoning weapons Saving Throw none; Spell Resistance no
bypass the reduction. Once the spell has prevented a total of 5 This spell reduces the size and strength of waves in a body
damage/caster level (maximum 50 points), it is discharged and of water, making it easier to swim or sail through the affected
the encrustation crumbles off. area. Stormy or rough water conditions, including tides and
In addition, the sharp barnacles allow you to deal an extra 1d6 undertows, whether above the surface or below, immediately
piercing damage on a successful grapple attack. You can also make become calm for the duration of the spell, requiring DC 10
a regular melee attack (or off-hand attack) with the barnacles, and Swim checks to move through.
they count as a light simple weapon in this case, although you can’t
also make an attack with them if you have already made an attack Crushing Depths
with another off-hand weapon, and vice versa. School evocation; Level sorcerer/wizard 7
The barnacles provide a +5 to Escape Artist checks to escape Casting Time 1 standard action
soft bonds that can be cut, such as ropes. Components V
Range 60 ft.
Bulwark of Blades Area cone-shaped burst
School transmutation; Level sorcerer/wizard 2 Duration instantaneous
Casting Time 1 standard action Saving Throw Fortitude half, see text; Spell Resistance yes

41
With a grand gesture, you send a rippling wave of crushing
You trace a glowing, animated glyph in the air before you
pressure toward your enemies. This creates a line that deals
that hovers near your body and intercedes against physical
1d6 bludgeoning damage/level to anyone in the area (max
attacks. This esoteric symbol grants you damage reduction 5/
20d6). If cast above ground, any creature that fails the
piercing. Once the glyph has prevented a total of 5 damage/
Fortitude save must also make a Reflex save to avoid being
caster level (maximum 50 points), it fades away and the spell
knocked down. If cast underwater, any creature that fails the
is discharged.
Fortitude save must also make an additional Fortitude save or
become fatigued.
Defy Depth
School transmutation; Level cleric 2, druid 2, sor/wiz 2
Defending Glyph
Casting Time 1 standard action
School abjuration; Level cleric 2, sorcerer/wizard 2
Components V, S, M (a preserved and atrophied male angler fish)
Casting Time 1 standard action
Range touch
Components V, S
Target one creature/2 levels
Range personal
Duration 1 hour/level
Target you
Saving Throw Will negates (harmless); Spell Resistance
Duration 1 hour/level or until discharged
yes (harmless)
Saving Throw none; Spell Resistance no
This spell grants protection from the crushing pressure
and cold temperatures of the deep ocean. Targets and their
equipment are immune to the cold environment of the deep seas
and from all depth pressure damage.

Dispelling Glyph
School abjuration; Level sorcerer/wizard 4
Casting Time 1 full round action
Components S, M
Range personal
Effect one or more dispelling glyphs
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
You call forth a writhing, inky glyph of dark force for every 4
caster levels you possess. These slithering inscriptions orbit your
person to intercept hostile magics. Each glyph counters a single
spell, treated as a targeted dispel magic at your caster level.
No more than one glyph can trigger in a single round, and a
glyph that attempts to counter a spell is expended whether
it succeeds or fails on the dispel check. At 14th level, the
glyphs are treated as greater dispel magic for the purposes of
countering spells.

Elemental Glyphs
School evocation [see text]; Level sorcerer/wizard 2
Casting Time 1 full round action
Components S, M (phosphorescent inks worth 30 gp), F
(copper plaque)
Range close (25 ft. + 5 ft./2 levels)
Effect one or more elemental glyphs
Duration 1 round/caster level
Saving Throw none; Spell Resistance yes
You call forth a brightly glowing glyph of white energy, plus
one additional glyph for every 4 levels beyond 3rd. The glyphs
orbit your body in a dazzling display for 1 round/level. As a
standard action 1/round, you can send a single glyph streaking
forth as a ranged touch attack to target a foe within range,

42
dealing 3d6 damage of either acid, cold, electricity, fire, or Saving Throw Will partial; Spell Resistance yes
sonic damage, chosen as you unleash the glyph. Once either all The horrors of the deep physically engulf your target, coating
of the glyphs are expelled in this manner, or the duration ends, it in grim, slithering, twitching fluid and subjecting it to the

Chapter 4: Spells
the spell is ended. horrible despair of a drowned man. This inflicts 1d6 nonlethal
The material component for this spell is a copper plaque damage/round on a failed save.
focus etched with acidic, phosphorescent inks, which rise to A successful Will save negates the damage for that round but
become the swirling glyphs of power. These special inks cost a does not end the effect. Instead, each successful save escalates
total of 30 gp/casting. the fear effect, forcing it to end sooner but potentially causing
more damage. If a target saves against this spell once, reduce
Freeze the remaining duration by half and increase the nonlethal
School transmutation; Level bard 2, cleric 2, sor/wiz 3 damage/round to 2d6. If the target successfully saves a
Casting Time 1 standard action second time, reduce the duration again by half and increase
Components V, S, M (a piece of beach glass), DF the nonlethal damage/round to 4d6. Three successful saves
Range close (25 ft. + 5 ft./2 levels) completely resists the spell.
Target one creature
Duration 1 round/level Ink Cloud

and
Saving Throw Fortitude negates; Spell Resistance yes School conjuration [creation]; Level sorcerer/wizard 1
A blast of cold air billows around your target, causing water Casting Time 1 standard action
or moisture to solidify around it and freeze it in place. It is Components S, M (squid or octopus head)

Magic Items
aware and breathes normally but cannot take any actions, even Range 20 ft.
speech. Each round on its turn, the subject may attempt a new Effect Ink spreads in 20-ft. radius from you, 20 ft. high
saving throw to end the effect as a full-round action that does Duration 1 min./level
not provoke attacks of opportunity. Saving Throw none; Spell Resistance no
The subject may also substitute an Escape Artist check with A cloud of ink billows outward from you. The ink
a DC equal to the spell’s save DC + 5 to break free of its icy obscures all sight, including darkvision, beyond 5 ft. A
sheath. A frozen winged creature cannot flap its wings and creature within 5 ft. has concealment. Creatures farther
falls. A swimmer cannot swim and may drown. A subject that away have total concealment. A moderate current (11+
successfully escapes still loses its next move action. mph) disperses the ink in 4 rounds; a strong current (21+
mph) disperses the ink in 1 round. This spell only functions
Full Lung underwater or in other liquid.
School transmutation; Level sorcerer/wizard 1
Casting Time 1 standard action Ioun Storm
Components V, S School transmutation; Level sorcerer/wizard 3
Range touch Casting Time 1 full round action
Target creature touched Components V, S, F (six dull gray ioun stones)
Duration instantaneous Range touch
Saving Throw Will negates (harmless); Spell Resistance Effect one 10-ft. swarm of burnt ioun stones
yes (harmless) Duration 1 round/level
You grant one touched creature the ability to hold its breath Saving Throw none; Spell Resistance no
longer than normal. The spell’s recipient instantly resets Using six dull gray ioun stones (25 gp each) as a focus, you
the duration it can hold its breath underwater and gains an can tap into the dim residual energies of the stones and magnify
additional number of rounds equal to your Intelligence modifier them greatly. The stones buzz forth as a deadly bludgeoning
(minimum 1). The subject also gains +4 bonus to Constitution swarm 10 ft. square. The focus stones appear to multiply six
checks to avoid drowning. fold, and swarm in a dizzying flurry, striking any creature within
the area with bruising force.
Horrors of the Deep Treat the swarm of ioun stones as a wasp swarm (see
School necromancy [fear; mind-affecting]; level bard 3, Pathfinder Bestiary) with these exceptions: construct and swarm
sorcerer/wizard 4 traits instead of vermin and swarm traits; all damage is treated
Casting Time 1 standard action as bludgeoning; and the swarm has no poison ability. The ioun
Components V, S, M swarm moves as long as you actively direct it mentally (a move
Range close (25 ft. + 5 ft./2 levels) action); otherwise, it remains stationary.
Target one intelligent creature When the spell ends, the original six dull gray ioun stones
Duration 1 round/level (see below) return to orbit the caster’s head (unless the swarm has been

43
destroyed, in which case they are simply lost), and all of the Locate Water
temporary duplicates vanish. This spell has no effect on ioun School divination; Level druid 1, sorcerer/wizard 1
stones that are not burnt out. Casting Time 1 round
Components V, S, M/DF (a forked twig or plumb bob)
Land Walker Range long (400 ft. + 40 ft./level)
School transmutation; Level cleric 3, druid 3, sor/wiz 3 Area circle with a radius of 400 ft. + 40 ft./level, centered on you
Casting Time 1 standard action Duration 1 min./level
Components V, S, M/DF (dried fish gills) Saving Throw none; Spell Resistance no
Range touch You sense the direction and distance of a body of water such
Target living creatures touched as a lake, stream, or ocean even if it is underground or beyond
Duration 2 hours/level (see text) your sight. This spell cannot be used to sense the presence of
Saving Throw Will negates (harmless); Spell Resistance water in a creature’s body or small amounts of water such as
yes (harmless) that contained in a flask, cup or barrel. This spell is blocked by
The spell’s recipient can breathe air if it normally can only even a thin sheet of lead, but it will pierce illusions.
breathe underwater. The affected creature also suffers no damage
if it normally takes damage for being out of the water, effectively Mark of Thalassos
gaining the amphibious special quality for the duration of the spell. School abjuration; Level bard 2, sorcerer/wizard 1
Divide the duration evenly among all the creatures you touch. The Casting Time 1 standard action
spell does not make creatures unable to breathe underwater. Components V, S
Range touch
Liquid Form Target one creature/2 caster levels
School transmutation; Level bard 3, druid 3, sor/wiz 3 Duration 1 hour/level
Casting Time 1 standard action Saving Throw Will negates (harmless); Spell Resistance
Components S, M/DF (a mouthful of water and a sieve) yes (harmless)
Range touch You inscribe the touched creature with a magic rune
Target willing corporeal creature touched recognizable to all sea creatures as the mark of the Drowned
Duration 2 min./level (D) King. This rune’s inherent power grants the spell’s recipient a
Saving Throw none; Spell Resistance no +4 bonus on Bluff, Diplomacy, and Intimidate checks made
The subject and all its gear become liquid and translucent. against creatures with the aquatic subtype. In addition, creatures
Its material armor (including natural armor) becomes with the aquatic subtype take a -2 penalty on attack and damage
worthless, though its size, Dexterity, deflection bonuses, and rolls against the targeted creature while the spell is in effect.
armor bonuses from force effects still apply. The subject
gains DR 10/magic, takes half damage from falling and Nal-Vaskin’s Glyph
from piercing and slashing weapons, and becomes immune School abjuration; Level sorcerer/wizard 4
to sonic damage, sneak attacks, and critical hits. It cannot Casting Time 1 standard action
attack or cast spells with verbal, somatic, material, or focus Components V, S
components while in liquid form. It can use certain spells Range personal
that it may have prepared using the feats Silent Spell, Target you
Still Spell, and Eschew Materials. The subject also loses Duration 1 round/level (D)
supernatural abilities while in liquid form. If it has a touch You trace a protective esoteric glyph on your body that damages
spell ready to use, that spell is discharged harmlessly when creatures that attack you in melee. The glyph grants you a +2
the liquid form spell takes effect. deflection bonus to AC, and any creature hits you in melee takes 1d6
A liquid creature cannot run, but it can move across sonic damage +1 damage/caster level (maximum +15) as arcane
horizontal surfaces at a speed of 10 ft., or 20 ft. on a down feedback. If the attacker has spell resistance, it applies to this effect.
slope. It can enter water and has a swim speed of 10 ft. It can
pass through small holes or narrow openings, even cracks, Ocularum
with all was wearing or holding in its hands as long as the spell School divination; Level sorcerer/wizard 3
persists. It cannot manipulate objects or activate items, even Casting Time 1 minute
those carried along with its liquid form. Continuously active Components S, M (ocular fluid from living creature)
items remain active. While underwater in this form, the subject is Range touch
invisible. Unlike normal invisibility that displaces water and leaves Effect one scrying symbol
a visible, body-shaped “bubble,” the subject blends in perfectly, Duration 24 hours
and gains total concealment (50% miss chance). Saving Throw none; Spell Resistance no

44
You can paint a glyph with the clear fluids extracted from the in retaining their footing, although the spellcasting itself may
eye of any living creature, creating a potent scrying tool. As a provoke a standard attack of opportunity normally.
full-round action at any time during the spell’s duration, you can

Chapter 4: Spells
attune yourself to any such glyph you have created that is within Scrivener Glyph
a range of 1 mile/caster level and see out of that glyph as if you School transmutation; Level sorcerer/wizard 3
were physically present at that location, including any enhanced Casting Time 1 standard action
vision such as darkvision and see invisibility. You cannot use any Components V, S
sense other than vision through the ocularum. Range close (25 ft. + 5 ft./2 levels)
The glyph is nearly imperceptible and requires a DC 20 Target one or more written works within 5 ft. of each other
Perception check to locate. It has 1 hp, and if the glyph is Duration instantaneous
destroyed during any round you are actively looking through Saving Throw Reflex negates(object); Spell Resistance
it, you are immediately and permanently blinded. While no (see text)
actively viewing another area through the glyph, you become You trace a wildly animated glyph in the air and make a
unaware of your own surroundings, receiving a -10 penalty to ranged touch attack to strike your target. If the attack misses,
all Perception checks in your actual location. This spell only use the misdirected thrown splash weapon rules (see Pathfinder
functions on the plane of existence you are currently occupying. Roleplaying Game) to determine where the glyph lands. On

and
a successful attack, the glyph attaches itself to a randomly
Puddle Jump determined written work on the target (or the nearest target
School conjuration [teleportation]; Level sor/wiz 3 from where the glyph lands) and replaces every word with non-

Magic Items
Casting Time 1 standard action magical copies of itself in one full round.
Components V If another unaffected written work is within 5 ft. of its first target,
Range personal the glyph will jump to that work to begin anew. If no unaffected work
Target you remains within range, or any target successfully saves, the spell ends.
Duration instantaneous The glyph only affects mundane works or magic items with a
You move from one body of water directly to another within maximum CL of 4th. The maximum CL affected increases to 8th at
medium range (100 ft. + 10 ft./level) and within line of sight, CL 9th, to 12th at CL 13th, and to 16th at CL 17th. For the purposes
without passing through the intervening space. Each body of of this spell, a spellbook is considered to have a CL equal to the
water must have a surface area large enough to accommodate minimum caster level necessary to cast the highest-level spell in it.
the passage of your body. (You cannot move between a glass of
water and a dewdrop, for example.) Sea Legs
After making a puddle jump, you can’t take any actions until your School universal; Level bard 0, sorcerer/wizard 0
next turn. You can bring along objects as long as their weight doesn’t Casting Time 1 standard action
exceed your maximum load. Your familiar is the only creature you Components V, S
can bring along with you. In an ocean or large lake, the same body Range personal
of water can serve as both the origin and destination of the spell. Target you
Duration 1 min./level
Riptide You grant yourself the ability to ignore violent motion while
School evocation [force]; Level druid 2, sorcerer/wizard 2 casting spells. You gain a +4 bonus to Concentration checks
Casting Time 1 standard action when casting spells while under vigorous or violent motion.
Components S, M (pint of seawater)
Range 15 ft. Seeing Stones
Area cone-shaped burst School divination; Level sorcerer/wizard 1
Duration instantaneous Casting Time 1 full round action
Saving Throw special (see text); Spell Resistance yes Components V, S, F (ioun stone)
You create a wave of blue-green force that sweeps all in the Range touch
affected area from their feet. All creatures in the area of effect Target one or more ioun stones
are subject to a trip attempt. If the DC of the spell exceeds Duration 10 min./level
the target’s CMD, the target is knocked prone. If the target Saving Throw none; Spell Resistance no
has more than two legs, increase the creature’s CMD by +2 for This spell empowers one or more ioun stones, including
each additional leg it has. Creatures that cannot be tripped, such burned-out, dull gray stones, and links them with your visual
as oozes, creatures without legs, and flying creatures, cannot senses. The stones temporarily change to the same color as
be affected by this spell. Subjects affected by this spell do not your irises, and for the duration of the effect, you can see in all
gain an attack of opportunity to trip the caster if they succeed directions around yourself through the orbiting stones, gaining a
+5 to Perception checks and rendering you immune to flanking.

45
Shape Water and must also make the same concentration check for verbal
School transmutation; Level druid 3, sorcerer/wizard 4 components as in previous rounds.
Casting Time 1 standard action The sinking land affects all terrain, vegetation, structures,
Components V, S, M (the water to be shaped) and creatures in the area. The specific effect of a sink land spell
Range touch depends on the nature of the terrain where it is cast:
Target water, up to 10 cu. ft. + 1 cu. ft./level Cave, Cavern, or Tunnel—The roof collapses, dealing 8d8
Duration instantaneous damage to any creature caught under the cave-in (Reflex DC 16
Saving Throw none; Spell Resistance no for half) and pinning that creature under the rubble (see below).
You can shape water into any hard object that suits your purpose. Water floods the cavern or tunnel; creatures unable to breathe
The object is solid but fine details aren’t possible. There is a 30% water must hold their breath until freed or drown.
chance that any shape including moving parts simply doesn’t work. Cliffs, Hills, and Mountains—Sink land crumbles cliffs and
Aquatic spellcasters use this spell to construct items not easily lowers mountains by up to 10 ft./caster level. This creates a
fashioned underwater such as doors, walls, chests, bottles, cups, landslide or mudslide that travels 40 ft. for every 10 ft. it falls
and coffins. The items are translucent and have a hard, glass-like vertically. Any creature in the path takes 8d8 bludgeoning
consistency, with hardness 5 and 5 hp/inch of thickness. damage (Reflex DC 16 for half) and is pinned under the rubble
(see below). In addition, springs and melting snow or ice water
Shrieking Glyph spring forth from the hillside, turning the terrain to mud. The
School evocation [sonic]; Level bard 5, sorcerer/wizard 5 affected area slumps down and may form an alpine lake, ice
Casting Time 1 standard action field, or tarn if surrounded by higher terrain.
Components V, S Open Ground—Each creature standing in the area must
Range touch make a DC 16 Reflex save to successfully take a breath before
Target creature touched plunging underwater to prevent drowning; creatures that fail
Duration 1 hour/level or until expended (see text) (D) drop held items. The sinking creates a large lake or waterhole
Saving Throw Fortitude partial; Spell Resistance no in even the driest region. The lake is 10 ft. deep/caster level in
You trace a glyph resembling discordant musical notes on the marsh, swamp, plains, or urban terrain; 5 ft. deep/caster level
subject’s face, granting them the ability to emit a 30-ft.-cone of in forests or jungle; and 5 ft. deep/2 caster levels in snowy
sound as a standard action. Creatures in the area take 7d6 sonic tundra. In a desert, the sinking creates a marsh 5 ft. deep
damage and are deafened for 3d6 rounds unless they make a regardless of caster level and affects half the usual radius. If
successful save, which negates the deafness and reduces the cast along a shoreline or coast, the lake merges with the nearby
damage by half. Once the subject uses this ability 3 times, the body of water.
spell is expended. Structures—Any structure on open ground takes 100 damage
from sinking foundations and rushing floodwaters. This
Sink Land collapses a typical wooden or masonry building but not a
School evocation [water]; Level cleric 9, druid 9 structure of stone or reinforced masonry. Hardness does not
Casting Time 1 standard action reduce this damage, nor is it halved as damage dealt to objects
Components V, S, M (isonade heartblood worth normally is. Any creature inside a collapsing structure takes
5,000 gp), DF 8d6 bludgeoning damage (Reflex DC 16 for half) and is pinned
Range long (400 ft. + 40 ft./level) beneath the rubble (see below) below water level and may be
Area 500-ft.-radius spread (S) subject to drowning.
Duration 3 rounds Pinned Under Rubble—Any creature pinned beneath rubble
Saving Throw see text; Spell Resistance no takes 1d6 nonlethal damage/minute while pinned. If a pinned
When you cast sink land, the earth around you sinks and the character falls unconscious, he or she must make a DC 15
water table rises. This creates a powerful shockwave and tidal Constitution check or take 1d6 lethal damage each minute
rush and permanently alters the terrain near you. The sinking thereafter until freed or dead.
effect lasts for 3 rounds, during which time creatures on the
ground can’t move or attack. In the first and second rounds, Tempest
the land sinks and movement and attacks are hampered; in the School transmutation; Level sorcerer/wizard 2
third round, water rushes into the area of the spell and speech, Casting Time 1 standard action
movement, and attacks are all prevented. Starting in the fourth Components V, S, M (a miniature paddle or fan of coral)
round, creatures can move and act normally. Range close (25 ft. + 5 ft./1 level)
Spellcasters on the ground must make a concentration check Target an area of water of 10 ft. radius (+ 5ft./2 levels) and
(DC 20 + spell level) or lose any spells they try to cast. Being 5 ft. deep (+5 ft./2 levels)
underwater in the 3rd round, spellcasters must follow the rules Duration 1 round/level
for underwater spellcasting (see Pathfinder Roleplaying Game) Saving Throw none (see text); Spell Resistance none

46
You make the water churn and roil, increasing the DC of by 1/4 caster levels to a total of -6 at 20th level. In addition,
Swim checks and hampering the movement of creatures within. you gain a +2 bonus to caster checks to overcome the affected
The DC to swim in the affected area is equal to the spell’s creature’s spell resistance, if any.

Chapter 4: Spells
DC and must be made each round the creature is in the area.
Creatures who fail their Swim check are pulled underwater 5 Wall of Water
ft. and take 1d4 bludgeoning damage/2 caster levels from the School evocation; Level druid 5, sorcerer/wizard 4
churning water. Attacks made through or into the area of rough Casting Time 1 standard action
water suffer a 20% miss chance. Components V, S, M/DF (a handful of water)
Range medium (100 ft. + 10 ft./level)
Tezum’s Glyph Effect opaque sheet of water up to 20 ft. long/level or a
School transmutation; Level bard 3, ranger 4, sor/wiz 3 ring of water with a radius of up to 5 ft./2 levels; either
Casting Time 1 standard action form 20 ft. high
Components V, S, M (eye of sightless fish) Duration concentration +1 round/level
Range touch Saving Throw Reflex partial, see text; Spell Resistance yes
Target creature touched You create an opaque, upward rushing wall of water that
Duration 1 hour/level blocks vision. Creatures trying to pass through the wall take 2d6

and
Saving Throw Will negates (harmless); Spell Resistance bludgeoning damage +1 damage/caster level (maximum +20)
yes (harmless) and must make a Reflex save or be pushed back 5 ft. The wall
You swallow this spell’s material component and trace the rune deals double damage to creatures with the fire subtype.

Magic Items
of the Lord of the Sightless Depths on the target’s skin. The subject If you evoke the wall so that it appears where creatures
gains blindsight 60 ft. for the duration of the spell while underwater. are, each creature takes damage as if trying to pass through
the wall (half damage on a successful Reflex save) and is
Tidal Wave pushed into a square of the creature’s choice adjacent to the
School transmutation; Level druid 8, sorcerer/wizard 8 area occupied by the wall. If any 5-ft. length of wall takes
Casting Time 1 standard action 20 damage or more of magical fire damage in 1 round, that
Components V, S, M length evaporates.
Range long (400 ft. + 50 ft./level) Wall of water can be made permanent with a permanency spell. A
Area 50 ft. long +10 ft./level line of water 200 ft. wide permanent wall of water suppressed with fire becomes inactive for
Duration 1 round/level 10 minutes, then reforms at normal strength.
Saving Throw Reflex partial, see text; Spell Resistance no
When you cast this spell, you call a massive wave from the Water Hammer
nearby ocean to crash on land. The wave is 200 ft. wide and School transmutation; Level sorcerer/wizard 2
inundates an area inland within 50 ft. plus 5 ft./level of the shore. Casting Time 1 standard action
Creatures caught in the wave take 1d6 bludgeoning damage/caster Components V, S
level (maximum 20d6) at the moment of impact and must make Range close (25 ft. + 5 ft./2 levels plus the area)
a Swim check each round the spell lasts equal to the spell’s saving Area one 5-ft. square/2 levels; max 4 squares
throw DC to stay above water. Duration instantaneous
At the end of the spell, unsecured objects and creatures caught Saving Throw none; Spell Resistance No
in the wave are pulled back out to sea to a distance equal to half the You create a small globe of freezing water around your fist
distance the wave came inland unless they succeed on a Reflex save. and send it hurtling out. The sudden blast of water affects
Buildings and objects caught in the wave take 100 damage at anything within the target squares. The spell does 1d6 cold
the moment of impact. damage plus +1 /2 levels (max 1d6+5). For every 2 caster levels,
you may affect another square, to a maximum of four squares at
Touch of Callimachus 9th level. Each square must be adjacent to another square.
School transmutation; Level sorcerer/wizard 4
Casting Time 1 standard action Waterskin
Components V, S School abjuration; Level cleric 0, druid 0, rang 1, sor/wiz 1
Range Touch Casting Time 1 standard action
Target creature touched Components V, S
Duration 10 min./level Range touch
Saving Throw Will negates; Spell Resistance yes Target one creature
Your touch evokes a raised, bluish glyph on the subject. The Duration 1 hour/level
target is more susceptible to your spells and takes a -2 penalty Saving Throw Will negates (harmless); Spell Resistance no
to all saves against spells you cast with the penalty increasing Soothing liquid bathes the subject’s skin and constantly

47
refreshes it. At the time you cast the spell, choose whether it is
Magic Items
Benthis had been staring at that copper plate we found sticking
fresh or salt (or more exotic) water. Water dwellers subject to
out of the sea floor for too long. We’d already faced a ruin full
this spell gain a +4 bonus to resist the environmental effects
of bone crabs and fought off half a dozen goblin sharks, yet
of being out of the water on dry land or in air for extended
he was just distracted by that thing and wouldn’t take his eyes
periods of time. If they attempt to resist a fire-based spell
off it. Ruffulo got the bright idea of snatching it away from
while under the effect of waterskin, they may choose to end
him, thinking maybe it was cursed or something, but when he
waterskin to gain a +1 bonus to the saving throw.
did, the two just started playing tug-o’-war, and Benthis got
pretty upset.
Watery Sphere
He blurted out some sort of mystic syllable, and the
School water (evocation); Level druid 2, sorcerer/wizard 3
plate broke apart. I don’t mean that they broke it, mind
Casting Time 1 standard action
you—I mean the thing fell apart like a puzzle, and all the
Components V, S, M/DF (a bit of shell)
pieces started floating around Benthis, zapping poor Ruffulo
Range medium (100 ft. + 10 ft./level)
until he stepped back. Benthis had never looked so proud.
Effect 5-ft.-diameter sphere
Duration concentration
Saving Throw Reflex to negate; Spell Resistance no The possibility of magic surviving the fall of lost
A globe of water moves and rolls in whatever direction you civilizations brims with adventure hooks, and the forms the
point, up to 30 ft./round. As part of this movement, it can magic items of these ancient people took should be a source
climb or jump up to 30 ft. to strike an object. It quenches fires of intrigue and mystery to PCs. The GM should always
and can entangle one creature of Medium sized or smaller. experiment with form and consider what shape—what
When the sphere enters the space of a target, it can be avoided approach—the ancients might have taken that differs from
with a successful Reflex save. On a failed save, the target is the magic items of a campaign’s current era. Weapons and
entangled by the sphere; it is immediately considered submerged armor, certainly, should be more primitive, with bronze
and must hold its breath to avoid drowning if it cannot breathe breastplates, short swords and spear being the norm, but
water. Once the watery sphere has entangled a creature, it moves when awarding players new items, consider presentation and
with them. The entangled creature can attempt to break free of flavor, and even jaded players might find themselves stumped
the sphere as a move action, making a Strength or Escape Artist by a simple scroll of magic missile, even if only inscribed on a
check with a DC to escape equal to the DC of the spell. copper tube.

48
Magic Armor Special Table 6-1 Armor
Ability Descriptions Special A b i l i t i e s
Magic armor and shields can have one or more of the special

Chapter 4: Spells
abilities detailed below. Armor or shields with a special ability Special Ability Base Price Modifier
must have at least a +1 enhancement bonus.
Benthic +1 bonus
Benthic: Benthic armor allows you to breathe water and exist in
Eelskin +11,500 gp
the cold waters and crushing pressures of the deep ocean, granting
Swimming +3.750 gp
immunity to damage from cold water and all depth pressure damage.
Minor transmutation; CL 5th; Craft Magic Arms and Armor,
water breathing, depth defy; Price +1 bonus
Eelskin: Eelskin armor can only be constructed from non- Table 6-2 Specific Armors
metallic armors such as leather and hide. This dark, glistening
Specific Armor Market Price
armor absorbs the first 5 electricity damage/attack that the
Cephalopod breastplate 3,250 gp
wearer would normally take, provides a +5 bonus to Escape
Dunkleosteus breastplate 12,000 gp
Artist checks (like slick armor), and 3/day can shock attackers
Liquid mithral shirt 10,500 gp
who hit the wearer with metallic weapons for 5 damage as a

and
swift action.
Minor transmutation; CL 3rd; Craft Magic Arms and Armor,
grease, resist energy, shocking grasp; Price +11,500 gp T able 6-3 S pecific S hields

Magic Items
Swimming: Swimming armor seems to glisten like fish scales
Specific Shield Market Price
when worn. It provides a +5 competence bonus on its wearer’s
Orichalcum heavy shield 820 gp
Swim checks, and the wearer is considered unarmored for the
Snapping shield 9,170 gp
purposes of these checks.
Tentacled shield 9,559 gp
Faint conjuration; CL 4th; Craft Magic Arms and Armor,
freedom of movement; Price +3,750 gp

Liquid Mithral Shirt


Specific Armors Aura moderate transmutation; CL 5th
Slot armor; Price 10,500 gp; Weight 10 lb.
Dunkleosteus Breastplate Description
Aura moderate conjuration; CL 10th At first glance, this glistening +2 mithral shirt seems
Slot armor; Price 12,000 gp; Weight 30 lb. fashioned from hardened water and always appears slightly
Description wet. When wearing it, you can assume liquid form 1/day for
This dark iron +1 breastplate is fashioned in the form of a up to 10 minutes.
gaping-jawed dunkleosteus skull. Whenever you are grappled Construction
or pinned, the jaws animate and snap shut as a free action, Requirements Craft Magic Arms and Armor, liquid form; Cost
automatically dealing 2d6 piercing damage each round to your 5,250 gp
opponent on your turn.
Construction
Requirements Craft Magic Arms and Armor, summon nature’s Specific Shields
ally IV; Cost 6,000 gp
Orichalcum Shield
Cephalopod Breastplate Aura no aura (nonmagical); CL —
Aura moderate conjuration; CL 1st Slot shield; Price 820 gp; Weight 7.5 lb.
Slot armor; Price 3,250 gp; Weight 30 lb. Description
Description This heavy shield is constructed in an ancient wasp-
This bronze +1 breastplate depicts two krakens fighting. You can waisted style and is much lighter than shields made of
command the armor to release a billowing cloud of black mist other materials. It has a 10% arcane spell failure chance,
in a 20-ft. radius 3/day. This inky miasma acts as obscuring mist a maximum Dexterity bonus of +3, and no armor check
when above water and ink cloud when underwater. penalties. Scholars speculate such shields were used in
Construction ancient wars to ward against the approach of aboleths.
Requirements Craft Magic Arms and Armor, ink cloud, obscuring (See “Orichalcum Warding,” page 76, for more on aboleth
mist; Cost 1,625 gp revulsion to this precious material.)

49
Snapping Shield Wavesplitting: Wavesplitting weapons
Aura moderate conjuration; CL 10th slice through liquid, negating any penalties
Slot shield; Price 9,170 gp; Weight 15 lb. for fighting underwater. You also ignore
Description all cover when making attacks against
This +2 heavy steel shield is sculpted in the form targets in the water, but you still have
of a snapping turtle skull. As a free action to aim the weapon at the right square.
3/day, you can command the jaws of the Thrown and ranged weapons with
turtle to snap shut and attack (independently this quality do not suffer penalties
of the shield wearer), biting with your for underwater use.
BAB (including multiple attacks, if Strong divination; CL 12th; Craft
you have them) and dealing 2d6 Magic Arms and Armor, freedom of
damage. This attack does not movement; Price +1 bonus
count against your own.
Construction
Requirements Craft Magic Arms Specific
and Armor, summon nature’s Weapons
ally IV; Cost 4,670 gp
Hammer of the Sea Forge
Tentacled Shield Aura strong evocation; CL 12th
Aura moderate conjuration; CL 10th Slot none; Price 23,812 gp; Weight 5 lb.
Slot shield; Price 9,559 gp; Weight Description
15 lb. This +1 adamantine forgefire warhammer
Description has additional properties in the hands of
This +2 heavy steel shield is sculpted in a blacksmith. The weapon can be used as an
the form of a writhing cephalopod. As a free artisan tool for the purposes of crafting metal
action 3/day, the jointed tentacles of the squid arms and armor. The heat generated from it negates the
can be animated in a disarm attempt (independently of your need of a forge to heat metal before shaping and tempering,
actions), striking with a +2 bonus to your CMB on the disarm even underwater, although you still require an anvil. The
attempt. This attack does not count against your own. hammer grants no additional properties to the materials
Construction worked but conveys a +5 competence bonus on Craft checks
Requirements Craft Magic Arms and Armor, summon nature’s to work metal items.
ally IV; Cost 4,780 gp Construction
Requirements Craft Magic Arms and Armor, flame strike, fireball,
or heat metal, creator must have 5 ranks of a smith-related
Weapons Craft skill; Cost 11,906 gp
Aquaphobic: Aquaphobic weapons are cold and moist to
the touch, and they deal an extra 1d6 cold damage on a hit. Sharktooth Dagger
Additionally, on a confirmed critical hit, the target is filled Aura moderate transmutation; CL 10th
with the terror of drowning in deep waters and becomes Slot none; Price 20,000 gp; Weight 6 lb.
panicked as if by a fear spell (Will DC 14 partial). Those Description
who fail their save take -2 on saving throws, skill checks and Crudely constructed from a jagged tooth of a megalodon
ability checks, drop anything held, and flee away from you at with a sharkskin-covered hilt, this dagger acts as a +1 dagger
top speed. If the save succeeds, the creature is only shaken of wounding. On a successful critical when underwater,
for 1 round. the blood of the wounded enemy attracts 1d3 sharks if
Moderate necromancy; CL 10th; Craft Magic Arms and any are within 400 ft. For each 50-ft. distance the sharks
Armor, fear; Price +2 bonus have to travel, there is a 1-round delay, and they attack the
Forgefire: A forgefire weapon glows red hot on command wounded creature. If the bleeding damage is healed before
and deals an extra 1d6 fire damage on a hit. Additionally, the arrival of the sharks, they still arrive in the area and are
on a confirmed critical hit, a forgefire weapon causes metal instead treated as a random encounter in which all present
equipment worn by the target to become red-hot, as the are fair game.
heat metal spell. Magic items must make a DC 14 Will save Construction
to negate. Requirements Craft Magic Arms and Armor, bleed, summon
Strong evocation; CL 12th; Craft Magic Arms and Armor, nature’s ally IV; Cost 10,000 gp
flame strike, fireball, or heat metal; Price +2 bonus

50
Spear of the Narwhal T able 6-4 W eapon
Aura moderate transmutation; CL 10th S pecial A b i l i t i e s

Chapter 4: Spells
Slot none; Price 32,302 gp; Weight 6 lb.
Special Ability Base Price Modifier
Description Aquaphobic +2 bonus
Fashioned from narwhal tusk and whale bone, this spear
Forgefire +2 bonus
acts as a +1 wavesplitting spear of wounding. Due to the
Wavesplitting +1 bonus
wavesplitting property, when thrown underwater, you do
not suffer the normal attack penalty for ranged
underwater combat. Table 6-5 Specific Weapons
Construction Specific Weapon Market Price
Requirements Craft Magic Arms and Armor, bleed, freedom of
Hammer of the Sea Forge 23,812 gp
movement; Cost 16,151 gp
Sharktooth Dagger 20,000 gp
Spear of the Narwhal 32, 302 gp
Stingray Whip Stingray Whip 4,301 gp
Aura faint necromancy; CL 5th
Trident of the Vortex 170,000 gp
Slot none; Price 8,301 gp; Weight 2 lb.

and
Description
The handle of this +1 whip resembles a conch shell, and the
tough, leathery thong of the weapon ends in a serrated barb.
TABLE 6-6: Potions
Potion Market Price

Magic Items
Unlike normal whips, the presence of the barb allows the
Barnacle armor 750 gp
whip to deal lethal damage. Additionally, the whip allows
Defy depth 300 gp
you to use a poison effect (as the spell, save DC 14) upon a
Full lung 50 gp
creature struck by the weapon 1/day. You can decide to use
Land walker 750 gp
the power after you have struck. Doing so is a free action,
Liquid form 750 gp
but the poison effect must be invoked in the same round that
Mark of Thalassos 50 gp
the barb strikes.
Tezum’s glyph 750 gp
Construction Waterskin 50 gp
Requirements Craft Magic Arms & Armor, poison;
Cost 4,301 gp
TABLE 6-7: Staves
Trident of the Vortex Staff Market Price
Aura moderate conjuration; CL 10th
Vril 15,800 gp
Slot none; Price 170,000 gp; Weight 5 lb.
Description
This copper trident has a shaft of inlaid blue pearl and is slightly Staves
heavy for its size. It functions as a +2 trident. When underwater
2/day, you can summon a large whirlpool (as whirlwind,
Vril Staff
Aura moderate transmutation, faint enchantment; CL 9th
underwater only; see Chapter 10 of the Pathfinder Roleplaying
Slot none; Price 15,800 gp; Weight 5 lb.
Game) 15 ft. tall to instantly form centered on yourself.
The whirlpool is identical to that of a Large water elemental Description
This staff seems to be a silver, hollow tube of metal capped at
(see Pathfinder Bestiary; DC 19, slam 1d8+5) and lasts for 10
either end with copper plates and etched with indecipherable
rounds or until dismissed. You are unaffected by the whirlpool,
glyphs. Small keys, like those of a flute, cover the length of the
and it moves with you.
staff and are manipulated by you to control its power. It allows
Construction the use of the following spells:
Requirements Craft Magic Arms or Armor, summon nature’s ally
● mage hand (1 charge)
V; Cost 85,000 gp
● charm person (1 charge)
● telekinesis (2 charges)
Potions Additionally, in the hands of a wizard or creature with at least a
15 Intelligence, the vril staff grants you a +4 competence bonus
Table 6-6 outlines the new spells in this book that are
to all Bluff and Intimidate skill checks.
appropriate for potion brewing. See Chapter 15 of the Pathfinder
Roleplaying Game for full details on making potions and other Construction
Requirements Craft Staff, charm person, eagle’s splendor, mage
use-activated magic items.
hand, telekinesis; Cost 7,900 gp

51
Wondrous Items Construction
Requirements Craft Wondrous Item, cone of cold; Cost 19,000 gp
Bosun’s Plank
Aura faint transmutation; CL 3rd Dominator’s Bands
Slot —; Price 300 gp; Weight 4 lb. Aura moderate enchantment; CL 9th
Description Slot arms; Price 13,500; Weight 1 lb.
This ordinary looking, 4-ft. long board bears an arcane brand at Description
one end. When placed over a hole or a damaged portion of a This pair of steel bracers are carved with glyphs of old Ankeshel.
ship’s deck, the board expands to close any gap 10-ft. square or Originally meant to fit over the tips of aboleth tentacles, the
smaller and repairs 4d6 damage to the craft. bands magically resize when placed around the arms of a
Construction humanoid. The bracers grant you the ability to cast dominate
Requirements Craft Wondrous Item, make whole; Cost 150 gp person a number of times per day equal to your Intelligence
modifier (to a maximum of 10/day). Since the aboleth sometimes
Bottled Boat allowed skum overseers to wear these bands, they built in a fail-
Aura moderate transmutation; CL 7th safe mechanism. Any creature other than an aboleth using the
Slot —; Price 300 gp; Weight 2 lb. dominator’s bands suffer a -4 penalty to Will saves.
Description Construction
This clear glass bottle contains a tiny replica of a wooden rowboat Requirements Craft Wondrous Item, dominate person; Cost 7,750 gp
down to the smallest detail, including two stout oars, a miniature
coil of hemp rope, a fishing net, and a small cask. When the bottle Everbreath Mask
is smashed, the rowboat and all of the items emerge as full sized, Aura moderate transmutation; CL 7th
normal, and permanent items of their type: including 50 ft. of Slot head; Price 7,500 gp; Weight 4 lb.
hemp rope, a cask containing 20 gallons of fresh water, two oars, Description
and a 12-ft.-long rowboat, which holds three Medium passengers. A silver bottle attached to a belt and capped with a flexible
Construction tube of gut, the breather is an adaptation of the bottle of air. By
Requirements Craft Wondrous Item, shrink item; Cost 150 gp attaching the belt to your waist and placing the end of the tube
in your mouth, you can breathe freely, whether underwater or in
Buoyant Chest other environments lacking good air. Using the everbreath mask
Aura faint transmutation; CL 3rd is a free action, but you cannot use the item and cast spells that
Slot —; Price 15,000 gp; Weight 25 lb. require verbal components.
Description Construction
This appears to be a common sea chest capable of holding Requirements Craft Wondrous Item, water breathing; Cost 3,750 gp
approximately 12 cubic ft. of material. In underwater environments,
a command word will cause the closed chest to float upward Feather Tokens
through water at a rate of 20 ft./round, regardless of the weight Aura strong conjuration; CL 12th
within. The chest is capable of lifting an extra 300 lb. of weight Slot —; Price 450 gp (beacon), 500 gp (coral), 750 gp (doubloon),
outside of it, in addition to whatever weight is inside. The chest will 300 gp (knot), 50 gp (spar), 600 gp (toothsome); Weight
move with any currents or tides, and offers no resistance to outside Description
forces, nor will the chest move through solid objects it cannot lift. Each of these items is a small feather that has a power to suit
Once the chest reaches the surface of any body of water, it floats a special need. The kinds of tokens are described below. Each
until retrieved. A second command word will cause the chest to token is usable once. A particular feather token has no specific
lose its buoyant quality and sink if unsupported. features to identify it unless its magic aura is viewed—even tokens
Construction with identical powers can be wildly different in appearance.
Requirements Craft Wondrous Item, levitate; Cost 7,500 gp Beacon—This token transforms into a 25-ft.-tall stilt
platform with a ladder, a large mirror atop it, and a reservoir of
Conch of Ice oil that will burn for up to 24 hours. The platform disappears
Aura moderate evocation; CL 9th once the oil burns out.
Slot —; Price 38,000 gp; Weight 7 lb. Coral—This token causes a large mass of coral to
Description spring into being (10 ft. in diameter and 20 ft. high). This is an
This large conch shell has been fashioned into a horn and attached instantaneous effect.
to a leather strap. It radiates a chilling aura and is cold to the touch. Doubloon—This small copper coin bears an engraving
Anyone within 5 ft. of the conch of ice can comfortably exist in of a stylized human eye on one side and a mouth on the other.
hot temperatures as if under the affects of endure elements. When If placed beneath the tongue of a corpse, the user may question
blown 1/day, the conch of ice can unleash a cone of cold. the dead creature as if it were under the effect of a speak with dead

52
spell. The coin reverts to a normal copper piece once it is used. TABLE 6-8: Wondrous Items
Knot—This sailor’s knot of ship’s rope releases a gust
of wind spell under the direction of the user with a firm yank Item Market Price

Chapter 4: Spells
on both ends. Once untied the rope reverts to a normal rope Minor
about 1 ft. long. Bosun’s plank 300 gp
Spar—This token creates a large pointed wooden beam, Bottled boat 300 gp
giving a +2 bonus on Swim checks to remain afloat as long as Everbreath mask 7,500 gp
someone clings to it. The spar lasts for 12 hours. An hour before it Feather token, beacon 450 gp
vanishes, it falls into smaller and smaller pieces. Unlike most feather Feather token, coral 500 gp
tokens, this token activates after immersion in water for 1 minute. Feather token, doubloon 750 gp
Toothsome—This token is a 6-inch string of tiny shark Feather token, knot 300 gp
teeth. It can be used once to summon biting needlefish swarm Feather token, spar 50 gp
(see “Aquatic Variants” in Chapter 7). This swarm lasts 4 rounds Feather token, toothsome 600 gp
and attacks at your mental command. If any creature within 30 Island bell 1,600 gp
ft. are suffering bleed damage, they disregard you and attack the Obscuring sand 300 gp
bleeding individual in a frenzy (Charisma check DC 12 reasserts Protective porcupinefish 600 gp

and
your control, free action each round), inflicting a further 2d6 Moderate
damage/round. Once control is lost, it cannot be regained. The Buoyant chest 15,000 gp
toothsome token will not operate out of water. Dominator’s bands 13,500 gp
Construction Glyph plaque, defending 20,000 gp

Magic Items
Requirements Craft Wondrous Item, major creation; Cost 225 gp Glyph plaque, dispelling 20,000 gp
(beacon), 250 gp (coral), 375 gp (doubloon), 150 gp (knot), Glyph plaque,opportunistic 10,000 gp
25 gp (spar), 300 gp (toothsome) Octopus bracers 12,600 gp
Thrall collar 14,000 gp
Glyph Plaque Wreck finder 20,000 gp
Aura strong varied; CL 12th Major
Slot —; Price 20,000 gp (defending), 20,000 gp (dispelling), Conch of ice 38,000 gp
10,000 gp (opportunistic); Weight 1 lb. Squid gloves 70,000 gp
Description
These thin sheets of beaten metal are embossed
with arcane sigils and glyphs. Once held discorporates into 4 sharp-edged glyphs.
and released, the stamped metal symbols Any creature provoking an attack of
separate into half a dozen individual glyphs opportunity from you also provokes
that orbit 1d3 ft. from your body. The metallic an attack from a glyph, which strike
glyphs are elusive and have AC 25, 10 hp, and with your BAB with a +2 bonus.
hardness 10. The glyphs deal 1d4+2 damage on a
Each plate’s powers vary depending on the successful hit, and they are considered
plaque’s substance and the arcane formula magic weapons for purposes of DR.
inscribed thereon. You, as the glyph plaque’s Each glyph may make only one attack/
owner, can easily grasp the nearest orbiting round. A single creature may still provoke
symbol at which point all other glyphs multiple attacks of opportunity if it takes
rejoin into the embossed metal plaque. multiple actions that provoke them and
Defending—This burnished bronze plaque there is a glyph available to strike.
discorporates into half a dozen defending Construction
glyphs that intervene on attacks against you, Requirements Craft Wondrous Item, creator
granting DR 2/—. must be 12th level; Cost 10,000 gp (defending),
Dispelling—This silver plaque discorporates 10,000 gp (dispelling), 5,000 gp (opportunistic)
around you into 10 individual sigils. The
orbiting glyphs absorb spells of 4th level Island Bell
or lower, and for every 2 spell levels so Aura faint divination; CL 5th
absorbed, a single glyph crumbles. Once the Slot —; Price 1,600 gp; Weight 2 lb.
glyphs have absorbed a combined total of Description
20 spell levels, none remain. This ornate, gold and pearl bell sounds like crashing wave when
Opportunistic—This cold iron plaque struck. When struck underwater 1/day, the bell produces a faint

53
hum that enables you to speak with fish and other aquatic animals as Squid Gloves
if under the effect of speak with animals spell for 1 minute. Aura moderate transmutation; CL 5th
Construction Slot hands; Price 70,000 gp; Weight 1 lb.
Requirements Craft Wondrous Item, speak with animals; Cost 800 gp Description
These webbed, leather gloves have a strange texture and are
Obscuring Sand a creamy white color with large violet speckles. Wearing them
Aura faint conjuration; CL 3rd grants you a natural swim speed of 20 ft. and the ability to
Slot —; Price 300 gp; Weight 1 lb. breathe underwater. In addition, you can jet through water
Description in a straight line for 240 ft. 3/day. This movement is a full
This small pouch of sand, when released into a body of water, round action that does not provoke attacks of opportunity,
will dirty and cloud a sphere of water in a 20-ft. but if you jet into a wall or similar object, you take 3d6
radius. The sand obscures vision, including damage from the impact. When the jet ability
darkvision, beyond 5 ft. Within is used, the gloves expel a cloud of dark
the cloud, a target 5 ft. away has ink at your starting location, identical
concealment, and beyond that, a to an ink cloud spell. The gloves only
target has total concealment. function underwater.
The effect of obscuring sand lasts Construction
for 3 rounds or until swept away Requirements Craft Wondrous Item,
by a moving current of water. beast shape I, ink cloud, fly; Cost
Construction 35,000 gp
Requirements Craft Wondrous
Item, obscuring mist; Cost 150 gp. Thrall Collar
Aura faint transmutation; CL 3rd
Octopus Bracers Slot neck; Price 14,000 gp Weight 1/2 lb.
Aura moderate transmutation; CL 7th Description
Slot wrists; Price 12,600 gp; Weight 1 lb. This necklace of linked copper glyph-
Description plates fits snugly around your neck and
These bronze bracers, etched with depictions fastens at the back with a lock. The thrall collar was
of frolicking octopuses, allow you to transform designed to keep slaves of Ankeshel passive but also to
your arms into tentacles, extending your reach by 5 ft. as an increase their hardiness and enable them to work longer and
immediate action. The tentacles act as natural weapons, doing in harsher environments. You gain a +2 inherent bonus to
1d3 damage, and grant the grab ability (see Pathfinder Bestiary). Constitution but come under the effects of calm emotions. The
You may wield weapons with the tentacles, but all weapons lock can be opened with a DC 25 Disable Device check.
wielded this way are considered improvised weapons. Monks Construction
may substitute their unarmed damage for the tentacle damage. Requirements Craft Wondrous Item; bear’s endurance, calm
The bracers may be used for 10 rounds/day, and the rounds emotions; Cost 7,000 gp
need not be consecutive.
Construction Wreck Finder
Requirements Craft Wondrous Item, beast shape II; Cost 6,300 gp Aura moderate divination; CL 5th
Slot —; Price 20,000 gp; Weight 5 lb.
Protective Porcupinefish Description
Aura faint abjuration; CL 6th Made of tarnished brass, this compass-like device contains
Slot —; Price 600 gp; Weight 2 lb. a numerical counter, adjustment dials, and three hands of
Description varying lengths. When immersed in seawater 1/day, the wreck
You activate this small, dried blowfish and release it as a finder will locate the closest submerged cache of treasure
standard action. It puffs up like a spiky, bony ball and hovers within a 5-mile radius. Adjusting the counter allows you to
in mid air around your body for 1 minute. During this time, it eliminate treasures worth less than a given amount in 100 gp
intercepts attacks against you, granting DR 5/bludgeoning. In increments. If a treasure cache is located, the hands of the
addition, any creature striking you with a natural weapon or wreck finder will indicate the direction, distance, and depth
unarmed strike takes 1d6 piercing damage from the fish. Once of the treasure. If the treasure is within 60 ft. of the wreck
the dried porcupine fish has prevented a total of 30 damage or finder, the face of the device will glow, shedding light in a
the duration expires, it crumbles to dust. 30-ft. radius.
Construction Construction
Requirements Craft Magic Arms and Armor, defending glyph; Cost 300 gp Requirements Craft Wondrous Item, locate object; Cost 10,000 gp

54
C hapter 5
T he S unken E nvironment

It was tough for a surface dweller underwater. It was cold. And Underwater Adventuring
dark. And if it wasn’t for half a dozen spells from the wizard, dventurers are most comfortable when their feet are
they would have been crushed by the pressure, lost, and drowned
long before now. But the clock was ticking, and it was a long way
to the surface.
A on solid ground. Goblin dens, reeking dungeons, and
trapped lairs hardly rate a second thought or sideways
glance before adventurers charge headlong into the darkness to
Half the party was missing. No one saw what face an array of traps, creatures, and cultists. But even tempted
happened to the rogue. One minute he was swimming along with incredible treasures and lost secrets, once the barrier
beside them, slashing through a kelp grove, and the next—just becomes lapping waves rather than dry, dusty stairs leading into
gone. The wizard was next. As the group swam through a darkness, even the stoutest of fighters or the wiliest of rogues
maze of coral, something started to eat away at their minds, let forth a collective gulp at the prospect of getting their feet
and by the time they realized the source as a brain-shaped wet. And who can blame them—the sea is a dangerous place!
polyp, the spellcaster was missing. They kept going deeper, but Luckily for adventurers, the dangers of the sea can be
realizing they would never reach the sunken ruins in time, they overcome, even for amateur dungeon-delvers just starting
stopped. Surrounded only by the darkness, they feared going out on the road to fame and riches. Equipment, magic items,
deeper, but they knew they could never reach the surface before spells, and abilities can all overcome the dangers of the sea, and
their waterbreathing ran out. as the higher adventurers rise in experience, the deeper they
All around, the brief flashes of bioluminescent fish can explore. Opening up this new world for exploration can
glowed like stars but blinked silently back to darkness as a low, invigorate campaigns and fire the imagination of even the most
audible hum began to reverberate through the depths. Something jaded players. From the edge of the sea where the water meets
was swimming toward them. And it was massive.  the shore, to the darkest depths where unspeakable horrors lurk,

55
life below the waves is fraught with dangers. (See the Pathfinder water breathing to the party themselves, and at this point, an average
Roleplaying Game for details on the dangers of water, especially adventuring party of four characters can spend about 2-1/2 hours
drowning, and the intricacies of underwater combat.) below the surface before they must emerge or recast the spell.
This makes them valuable to salvage companies and sages seeking
Levels 1-4 lost artifacts and knowledge hidden in coastal ruins.
At these low levels, GMs should promote underwater explorations Some characters may even assume the forms of local fauna
in shallow water along the coast or in partially sunken ruins off the with beast shape or elemental body, and control water provides some
coast that allow for a mix of above and below water adventuring. battlefield control in the open seas. Spells such as Tezum’s glyph and
Land or boats should always be in easy reach, and the surface liquid form can enhance senses underwater or provide concealment
should never be too far away for PCs to replenish their breath. from the senses of others. At this level, clerics also have water walk
Of course, adventurers have many tools at their disposal available, enabling adventures to abandon boats and vessels and
to survive underwater, and magic can alleviate many of these make their way quickly to offshore islands and half-submerged
dangers. As they begin their careers, characters are better off ruins by traveling over the waves by foot, although this also makes
avoiding deeper water, but submerged explorations near the them tempting targets for sharks and orcas.
coast among submerged ruins and sunken dungeons are entirely Perhaps the most important of spells now available that
feasible. Characters can pool their resources for transportation, adventurers will rely on, along with water breathing, is freedom
such as a rowboat, and can make short dives seeking adventure of movement, which allows them to most closely approximate
and treasure, perhaps as pearl divers or salvagers. their land-bound abilities under the seas and function more
Low-level spells such as full lung extend the duration naturally after several levels of fighting the environment as well
characters can hold their breath underwater, and while it does as hungry monsters. Several important magic items come into
not grant the ability to breathe water, aspect of the dolphin grants play around these levels: cloaks of the manta ray, sharkskin vests,
casters a swim speed and bonuses to Swim checks, allowing gloves of swimming, and bottles of air are all well within grasp of a
them to make better use of their time in the seas with a full party’s resources by this point in their adventuring career, not to
range of movement. By 3rd level, defy depth provides protection mention potions and wands of key spells that could allow PCs
from the cold and crushing pressures of the Underdeep, and extensive time underwater as well. The swimming armor quality
characters become limited only by the fear of what they might can help fighters who are hesitant to give up their precious
face on such deep dives. Scrolls and potions of these spells can protection, and wavesplitting weapons negate the penalties
be found in shops along busy docks and are within the cost normally incurred for fighting underwater.
range of beginning adventurers.
Mundane equipment such as diving bells and suits are also
well within reach of a low-level party’s resources, and benefactors Levels 9-12
may even loan magical everbreath masks for short excursions in By 9th level, characters should have most of the means at their
exchange for a cut of treasure. Resourceful characters might even disposal to be effective and deadly underwater adventurers, even in
learn secrets of their environment, such as stealing air from kelp the deeper zones. Swim skills should be able to withstand all but the
fronds to extend their stay in sunken ruins. Druids can provide most dangerous of riptides and rogue currents, and spells such as
some protection from roving predators in the form of hide from calm the waves can neutralize them when they don’t. Magic items,
animals, and the obscuring sand magic item gives a cheap option for spells, and feats should all contribute toward incredible capabilities
eluding pursuers. Spells such as summon monster and summon nature’s of those born on land to now be at home in the seas.
ally have aquatic options for casters, and toothsome tokens, island bells, Many characters will be able to assume other forms with
and spar tokens are all easily obtainable and useful magic items to ease, whether they be druids or under the effects of powerful
have at these levels. spells such as polymorph, upper level beast shape and elemental
Nixies (see Pathfinder Bonus Bestiary) can provide a party of four body, or even in the guise of mighty dragons through form of
with 6 hours of water breathing, and by 3rd level, GMs may allow dragon spell at 11th level (allowing casters to choose from an
PCs to summon these diminutive sprites with summon monster array of chromatic and metallic dragons with swim speeds and
II or summon nature’s ally II. This boon, coupled with potions of underwater versatility). Magic items like rings of improved swimming
aspect of the dolphin, makes underwater adventures, provided the and iridescent ioun stones make travel and breathing easy, and the
party does not stray too deep for too long, entirely feasible even crown jewels of underwater adventuring, in one case literally,
at this low level. Elixirs of swimming are affordable and can aid become available at this level in the form of helms of underwater
characters in their travels. Spells like mark of Thalassos can also aid action and plate armor of the deep.
in negotiations with underwater inhabitants, and rings of swimming
become acquirable after a few levels. 13 and beyond
By 13th level, most adventurers will have little hesitation to brave
Levels 5-8 the open sea and probe the mysteries that lay hidden in deep
By 5th level, clerics, druids, sorcerers, and wizards can provide channels and sunken ruins thousands of feet below the waves.

56
Valuable magic items such as gloves of the squid, the ever-desirable Beaches
ring of freedom of movement and even rings of elemental command (water) Beach terrain includes the gently sloping dunes of sandy beaches
become realities in a PCs inventory. Even the enigmatic apparatus and the ragged, wave-beaten cliffs and crags of rocky shorelines.

Chapter 5: The Sunken Environment


of the crab can aid in deep-sea explorations down to 900 ft. Cliffs: Rocky beach terrain typically alternates between high
Druids can transform entire parties into powerful aquatic cliffs and rocky eroded inlets and coves. Such seaside cliffs are
creatures with animal shapes at 15th level, and by 17th level, typically 2d6 × 10 ft. tall (Climb check DC 15). Cliff slopes
druids, sorcerers and wizards can assume the form of even aren’t perfectly vertical, and they take up 5-ft. squares if less
more deadly and fearsome beasts of the waves with shapechange. than 30 ft. tall, or 10-ft. squares if 30 ft. or taller. Cliffs that
exceed 80 ft. take up 20 ft. of horizontal space.
Driftwood: Washed up palms and other organic debris
Environmental Zones provide the only cover on otherwise open coastline between
As the ocean descends, sages and scholars have given names to the water and the dunes. Squares containing driftwood cost
the zones where certain phenomenon occur, and each is detailed 2 squares of movement to enter and provide cover against
here, along with the depth pressure and cold damage one attackers within 30 ft. on the other side of the driftwood as long
might expect, inhabitants and lurking creatures of the area, and as the target is closer to the driftwood than the attacker is.
hazards and terrain unique to each zone. Dunes: Created by the build-up of sand trapped in marsh
grass and the constant reshaping by strong coastal winds, dunes
Coastal Zone are considered hills, although the topography is always shifting
Waves crash violently against tall, rocky cliffs or lap gently and changing, as storms and tides perpetually reshape the
along a serene, sandy beach. Tides rise and fall in a perpetual shoreline. Dunes extend from the water line and far inland and
struggle of reclamation and relinquishment. Here, villages come always have a gentle slope, facing the shore. This incline does
and go, drawn by the bounty of the sea, and the secrets that not affect movement, but characters gain a +1 bonus on melee
submerged ruins conceal slowly give themselves up to inevitable attacks against downhill foes.
and irreversible erosion. This is the intertidal zone—the long The backside of dunes, facing inland, is more difficult to
stretches of beach exposed during low tide and reclaimed by the navigate and is always steeply sloped, and characters must spend
rough surf when tides are high. 2 squares of movement to enter each square of this side of
In these shallow waters, the enemy is more often than not the dune. Characters running or charging downhill (moving to
the environment itself—waves and currents that can drag the an adjacent square of lower elevation) must succeed on a DC
unaware under before nearby companions even realize. Where 10 Acrobatics check (or DC 10 Ride check if mounted) upon
the ruins emerge from the waves and into the salty air, cnidari entering the first steep slope square. Characters who fail this
find purchase on the eroded sills and parapets of ancient check stumble and must end their movement 1d2 × 5 ft. later.
civilizations, their keen senses scanning for wayward fishermen Characters who fail by 5 or more fall prone in the square where
who do not take precautions against them. Below, scrags and they end their movement. A steep slope increases the DC of
goblin sharks feast on their castoff meals, and sea hags join with Acrobatics checks by 2.
their sisters, speaking to the stones of sunken civilizations to Rocky Beach: Coves and inlets along rocky shores are
pry from them some bizarre esoterica. covered in rocks of all shapes and sizes, from small pebbles

57
to gigantic stones from collapsed cliffs. Such areas are either Sea levels rise and fall due to planetary motion and the exertion
light or dense rubble. Light rubble does not affect movement of the gravitational forces of a world’s moons.
but increases the DC of Acrobatics checks by 2. Dense rubble Most coastal areas have two high tides and two low tides
includes larger rocks, and it costs 2 squares of movement to in a 24 hour period, and while the tide tables drift forward by
enter such squares with the DC of acrobatics checks increasing approximately 10 minutes/day, a GM can assume that low tides
by 5 and the DC of Stealth checks increasing by 2. occur at approximately 6 am and 6 pm, while high tides occur
Sand: Sand along coastal shorelines is either dry sand that at noon and midnight, adjusting as necessary for the campaigns.
impedes movement or moist sand wet from recent tidal activity. Characters can make a DC 12 Knowledge (nature) or Knowledge
Wet sand, including that along the sea floor, does not inhibit (local) check to determine when the tides will occur.
movement, but dry sand hinders movement significantly, costing High Tide: The breaking waves of high tide create rough
2 squares of movement to enter such a square. water about 5 ft. deep that costs 4 squares of movement for
Sea Grass: These thick, heavy grasses are specially adapted wading characters, although they can also swim the heavy surf
to grow in the harsh environment of the shifting dunes. Such at normal speed with a DC 15 Swim check. In addition, wading
patches of this grass can be considered either light or heavy characters are smashed by the pounding waves and must make a
undergrowth. Light undergrowth costs 2 squares of movement DC 12 Acrobatics check to avoid falling prone.
to move into, provides concealment, and increases the DC Characters falling prone or failing their Swim check by 5 or more
of Acrobatics and Stealth checks by 2. Heavy undergrowth is take 1d3 nonlethal damage/round or 1d6 lethal damage among
more difficult to navigate: running and charging are impossible, sharp reefs, coastal rocks, wooden docks or sunken ruins. Large and
it costs 4 squares of movement to move into, it provides medium creatures in an area of high tide are granted concealment
concealment with a 30% miss chance (instead of the usual by the churning, foaming water, while smaller creatures gain cover.
20%), the DC of Acrobatics checks increases by 5, and it grants Low Tide: The same stretch of coast covered by churning,
a +5 circumstance bonus on Stealth checks. chest-deep breaking waves during high tide is reduced to ankle-
Sea Stack: Sea stacks are massive columns of rock formed by deep, gently lapping waves during low tide. Each square costs
erosion from the wind and waves. A typical sea stack is 1d6 x 5 wading characters 2 squares of movement to enter, and the DC of
ft. tall, covers 1d8 squares, and is considered unworked stone for Acrobatics checks are increased by 5. The water is considered calm,
Climb checks (DC 15). Such rocks are usually very slippery with and characters can make DC 10 Swim checks to navigate the area
accumulations of barnacles and other sea life near the water line. once they move into water appropriately deep for their size.
Portions of such boulders that see regular water coverage are Riptide: Riptides are not actual tides but, rather, incredibly
considered slippery for purposes of movement and climb checks. strong currents flowing from the shoreline and back out to sea.
Tidal Pools: Tidal pools are accumulated water left behind in A DC 15 Knowledge (nature) check can identify these breaks
shallow depressions after high tide. If a square is part of a tidal in the surf. For those unlucky enough to be caught in such a
pool, it has wet sand and standing seawater about 1 ft. in depth. current, the consequences can be deadly.
It costs 2 squares of movement to move into a square with a tidal Riptides are typically 1d6 x 50 ft. across and extend 1d4 x 100 ft.
pool, and the DC of Acrobatics and Stealth checks in such a square from the shore into much deeper water. If caught in the current,
increases by 2. Such depressions can be a source of salvageable you are swept away from the shore by the force of rushing water
food since animals often become trapped with the outgoing tide. unless you succeed on a DC 15 Strength check (if on the sea floor)
The presence of such pools after high tide provides a +5 bonus or a DC 25 Swim check if swimming. These checks are modified
to Survival checks to acquire food along coastal environments. by your special size modifier (see Pathfinder Roleplaying Game).
(Some GMs might consider some pools to have the property of Failing these checks, you are knocked prone and swept away
quicksand, as detailed in the Pathfinder Roleplaying Game.) from the shore at 1d6 × 10 ft./round, taking 1d4 nonlethal
Stealth and Detection in Coastal Regions: Long stretches of damage/10 ft. traveled due to the rough battering and fatigue. A
clear coastlines have little undergrowth and only sporadic patches of successful Swim check each round negates the damage and allows
driftwood and occasional debris to provide cover or concealment you to move at your normal rate toward the edge of the current.
for Stealth checks, so spotting creatures is limited only by line of Creatures often survive the journey to the end of the riptide, but
sight in the area. Once characters get more than a stone’s throw often too fatigued to return to shore, they drown in deep water.
away from the waterline, however, the presence of dunes makes
spotting more difficult, and line of sight is limited to 6d6 × 10 ft. Sunlit (Epipelagic) Zone
The sunlit or epipelagic zone is the uppermost zone of the ocean
Tides that extends from the surface to a depth of approximately 700
More often than not, the waters of the intertidal zone present ft. The most accessible of sunken ruins are easily reached at the
as much of a danger as the creatures that lurk in these waters. upper depths of this level, some reachable by talented skin divers
Tides ebb and flow; riptides draw weak swimmers out into or snorkelers. Close to shore, the terrain resembles beach, only
deeper waters to succumb to the mercy of the waves; and underwater. The seafloor is either wet sand or rubble of varying
stronger undertows can pull even the strong under to drown. densities, and there are sheer ledges and even cliffs.

58
Once below the choppier waters of the surface, navigation Table 5-1 CR 5 Coastal Encounters
below the waves at this level is somewhat easy and the water—
aside from hazardous areas and heavy storms on the surface—is d% Encounter Avg. CR

Chapter 5: The Sunken Environment


considered calm. Once beyond the depths that host most 1-4 1 crocodile, saltwater 2
coral reefs, however, damage from water pressure becomes 5-14 1 giant crab 2
increasingly dangerous and the creatures become bigger. 15-19 1 rat swarm 2
Giant Kelp: Perhaps the most important vegetation dotting 20-23 1 strangleweed 3
the terrain of the sunlit shallows is kelp. Analogous to terrestrial 24-31 1 water mephit 3
trees, massive growths of giant kelp flourish along the ocean 32-36 1d6 water elemental (small) 4
floor in shallower regions. These huge weeds are firmly 37-38 1d4 sahuagin 4
anchored to the seafloor and grow upward to a sunlit canopy 39-42 1 wharfling swarm* 4
in leafy vertical fronds. The plants grow at an amazing rate, 43-50 2d6 zombies 4
and a strand can grow the length of a man’s arm in a single 51-60 1 cnidari 4
day, ultimately reaching heights of up to 250 ft. A creature 61-66 2d6 wharflings* 4
swimming in the same square as a giant kelp growth gains 67-71 1 sea hag 4
partial cover (+2 AC, +1 Reflex saves); the presence of the kelp 72-77 1 crab swarm 4
doesn’t otherwise affect the creature’s fighting space because it’s 78-79 1d6 skum 5
assumed that the creature is using it to their advantage. 80-81 1d4 ooze mephit 5
To maintain an upright position, most kelp species have 82-83 1d6 bone crabs* 5
gas-filled bladders called pneumatocysts near the base of their 84-85 1 scrag 5
stalks that provide buoyancy. Air-breathing swimmers can locate 86-91 1d6 goblin sharks* 6
and obtain air from a frond with a DC 10 Survival check. A 92-93 1 will-o’-wisp 6
successful check provides an additional round of breath plus an 94-95 1 drowned maiden* 7
additional round of breath for every point the check exceeds 96-97 1 chuul 7
the DC. Extracting breath from kelp fronds is a standard action. 98 1 slick 7
Giant kelp fronds have AC 3 and 6 hp. 99 1 dire crocodile 9
Kelp Beds: Small patches of anchored kelp are known as 100 1 doldrum* 9
kelp beds and typically cover 1d4 contiguous squares. Spaces The creatures marked with an asterisk (*) may be found in
covered in light kelp beds cost 2 squares of movement to move Chapter 6.
into and provide concealment. The DC of Acrobatics, Stealth,
and Swim checks increase by 2 due to the heavy strands of it costs 2 squares of movement to enter a square with coral.
kelp. Heavier kelp beds also exist, covering 2d4 contiguous Travel across coral adds 5 to the DC of Acrobatics checks and
squares. Movement within these spaces costs 4 squares of adds 2 to the DC of Stealth checks. Creatures moving along
movement and provides concealment with a 30% miss chance. this surface without an armor or natural armor bonus take 1d2
The DC of Acrobatics and Swim checks increase by 5, but a +5 damage/round from the sharp coral.
circumstance bonus is awarded the Stealth checks of creatures Urchin Aggregation: Urchins are slow moving, spiny
attempting to hide within these dense beds. Taking run actions echinoderms that eat kelp and algae. Urchin roe are a delicacy
or charging while swimming are impossible. among merfolk and discriminating land walkers, but urchins are
Kelp Forest: In favorable environments, dense aggregations considered a pest due to their voracious appetites and frequent
of kelp grow in massive forests along the ocean floor, decimation of kelp forests. The spines of these tiny creatures
sometimes stretching 5 miles on the side. In such forests, any cause painful wounds when trampled. For adventurers walking
given square is considered to contain a light kelp growth bed, the sea floor, they can be quite a nuisance. A single 5-ft. square
with a 50% chance that the square is a heavy kelp bed instead. contains dozens of urchins, and creatures walking underwater
Pathways through these forests are occasionally created by through such an area run the risk of injury.
passing large predators or merfolk harvesters, and urchin If you move at greater than ½ speed, you must succeed on a
infestations can create barren fields. Such areas allow normal DC 12 Reflex save or you step on an urchin and take 1 damage.
movement and provide no cover or concealment. (Footwear provides a +2 bonus to this save.) Land-based
Coral Reef: Coral beds thrive in the sunlit zone and are movement is reduced by half due to this injury, and the penalty
rarely found below 200 ft., although some deep-sea exceptions lasts for 24 hours or until you receive magical healing or a DC
do exist that live via stinging cells rather than the photosynthetic 15 Heal check.
relationship with symbiotic algae. Coral reefs are incredible Stealth and Detection in the Sunlit Zone: Sunlight
accumulations of the exoskeletal material of the tiny colonial increasingly fades the deeper you travel, and visibility is poor
marine organisms that live within. even in clear water with creatures able to see only 4d8 × 10 ft.;
Walking along a coral reef can be a treacherous affair, and this is reduced to 1d8 × 10 ft. in murky or turbid water.

59
the strands possess small barbs along their length that cause them
Sunken Ruins to wrap around the limbs of creatures moving through its area.
The sunken remains of ancient buildings that lay submerged If you enter a square containing blood kelp, you become
off coastal regions reflect lost traditions and possibly even entangled (Reflex DC 13 to avoid; Escape Artist check DC 15
lost architectural arts that have yet to be rediscovered. In our or Strength check DC 20 to escape, full-round action). The
world, Romans discovered the secrets of concrete by mixing strands constrict tightly when agitated, and for each failed check,
ash, pumice, and quicklime, and built incredible structures the DC to escape or cast spells while entangled increases by +1,
that still hold us in awe today. But, when the empire fell, to a maximum of +5. You can also cut yourself free by dealing
the secrets of concrete were lost for 13 centuries until the 10 damage to the tangling weeds with a slashing weapon; hitting
formula was reconstructed in the 17th century. the kelp is automatic. Creatures of Tiny size and smaller are not
Sunken ruins, even in whatever abysmal state they subject to the entangling affect.
may currently exist, could reflect such feats of engineering In addition, the kelp exudes a blood-like substance when
and display impossible spires and feats of architecture disturbed that attracts aquatic predators. This substance attracts
otherwise unknown in your campaign world. Such walls 1d3 sharks if any are within 400 ft. For each 50-ft. distance the
should be considered superior masonry at the very least, sharks have to travel, there is a 1-round delay, and they attack
but time and erosion may have worn them enough in some creatures in the area immediately on arrival.
cases to be considered unworked stone. If doors still exist, Fire Coral (CR 4): Fire coral is a beautiful coral-like creature
they are stone, and old warding spells such as arcane lock, that grows in a half circle like an open fan. Its color ranges from
sepia snake sigil, glyph of warding, and various symbol orange to deep red. Despite its benign appearance, it secretes
spells may still protect these portals. a caustic toxin that damages unprotected skin. Any creature
Alternatively, such buildings may be magically treated, coming in contact with fire coral is exposed to its poison.
and have withstood the test of time virtually untouched Creatures with a natural armor bonus (or those adapted to the
and free from erosion although finding lost contents will environment) are immune to fire coral. An affected creature’s
undoubtedly still be a challenge after centuries of wave skin burns as if exposed to a small flame, swelling in a painful
action. Or these buildings could be even more fantastic, red rash. The area swells and turns red.
organically grown from magic-infused coral, as taught to Fire coral poison—contact; save Fortitude DC 14; frequency 1/
these early civilizations by aboleth architects (see Chapter minute for 5 minutes; effect 1d3 Cha; cure 1 save
7). In addition, such buildings could harbor deadly traps. Red Tide (CR 8): Another type of algal bloom, this reddish
Perhaps the most effective devices that fall into this plankton strips the water of oxygen (see algal bloom, above) and
category were not originally intended as such, but with also produces a neurotoxin as a by-product. In addition to any
the slow erosion of years, their meaning and purpose has effects of reduced oxygen, you are exposed to red tide poison.
become lost, and the ancient technology may still function Red tide poison—contact; save Fortitude DC 15; frequency 1/
as originally intended, but without the knowledge of how minute for 6 minutes; effect 1d3 Con damage and 1d3 Dex
or why, shifting walls and flooding chambers can present a damage; cure 1 save
potentially life-threatening challenge. Jellyfish Bloom (CR 4): Poisonous invertebrates that roam
the oceans in swarms of thousands, large jellyfish blooms
Hazards can clog coastlines and shipping lanes and threaten creatures
The sunlit area of the sea teems with life, perhaps more than due to their stinging, paralytic poison. On any round that you
anywhere else in the world. The rich diversity of flora and fauna enter a square containing a jellyfish bloom, you are exposed to
includes those both beautiful and benign, loathsome and deadly. jellyfish poison.
Algal Bloom (CR 5): This mass of green algae floats on the Jellyfish poison—contact; save Fortitude DC 15; frequency
water’s surface. While not dangerous, it strips the surrounding 1/round for 6 rounds; effect 1d4 Strength damage; cure 2
water of oxygen. A water-breathing creature adjacent to any consecutive saves
5-ft. square containing an algal bloom must make a successful
DC 10 Constitution check or begin drowning. This includes The Underdeep
air-breathing creatures under the effects of a spell or effect that Sages and scholars assign all manner of academic names to the
grants water breathing. deep seas, labeling them with obscure names according to depth
Since this effect is invisible, a creature cannot choose to hold its and temperature, but ask any adventurer, and they’ll say “it gets
breath before entering an affected square unless it recognizes the deep and just goes deeper.” At some point, the differentiation
algal bloom with a successful DC 15 Knowledge (nature) check. of these zones becomes an academic exercise, but for those
Massive blooms have been known to cover areas up to a mile across facing the terrors this deep below the surface—beyond 700
with the drowning effect extending 1/3 this distance in all directions. ft.—there are only 3 of vital note: impenetrable darkness,
Blood Kelp (CR 5): These thick fronds of kelp are nearly unforgiving cold, and incredible pressures that can implode
indistinguishable from benign species, among which they grow, but magical full plate like a pie tin. Once the last dusky haze of

60
sunlight fades from the level above and adventurers pass the Table 5-2: CR 9
thermocline border into the bitter-cold depths, you are entering Underdeep Encounters
the area adventurers call the Underdeep.

Chapter 5: The Sunken Environment


Many fish thrive in these dark recesses by making their own d% Encounter Avg. CR
light: bioluminescence. The ocean floor is universally barren, 1-4 2d6 giant trilobites 4
punctuated only by fields of black smokers, whale carcasses 5-14 1 jellyfish bloom 4
and the occasional sick glow of an aboleth stronghold. Out 15-19 2d6 merfolk 4
of the reach of the warming rays of the sun, the temperature 20-23 1d6 squid 4
drops rapidly to near freezing at the lower reaches of the 24-31 1 hagfish swarm 4
Underdeep, and hypothermia is a real risk for unprotected 32-36 1d6 sahuagin 5
creatures, dealing 1d6 cold damage/minute of exposure. 37-38 1 giant angler fish 5
Depth pressure is crushing at this level, dealing 1d6 damage/ 39-42 1d4 cnidari 6
minute/100 ft. of depth to unprotected creatures. (Adapted 43-50 1d6 ooze mephits 6
aquatic creatures, especially those found on the random 51-60 2d6 sahaugin 8
encounter table for this depth, are immune to this damage, 61-66 1d6 deep cloakers 8
and for others, the Depth Affinity feat from page 21 is 67-71 2d6 skum 8
available for others.) 72-77 1d4 bore worms 9
Near the twin cities of Cassadega, the continental shelf 78-79 1 spirit naga 9
plunges deeply only a short boat ride from shore, about 5 80-81 1 giant squid 9
miles from the coast on a jagged ledge known to local as 82-83 2d4 giant moray eels 9
“the Brink.” Here, the water drops from an average depth of 84-85 1 doldrum 9
200 ft. to a staggering 10,000 ft. Powerful magic is needed 86-91 1d4 aboleths 9
to explore these depths, which include the final remnants 92-93 1 water elemental (elder) 11
of Ankeshel, now dominated by aboleths and their deep- 94-95 1 sea serpent 12
dwelling slaves. 96-97 1 purple worm 12
98 1 isonade 16
Hazards 99 1 kraken 18
While these depths appear barren, life does exist. The 100 1 shoggoth 19
blinking lights of bioluminescence break the black monotony,
and stranger, darker things roam in these deep waters. If caught in this blast, you are stunned for 3d4 rounds (Will
Black Smoker: These hydrothermal vents are found in DC 18 avoids). If you succeed on the save, you are simply
scattered fields along the ocean floor. A single black smoker confused for 1 round. A brain coral can emit a blast every 10
emits a column of acrid, superheated water containing minutes. Intelligent creatures often lurk down current from
dissolved minerals harmful to creatures not specially adapted brain coral and devour the stunned victims who float nearby; the
to their environment. Creatures within a 10-ft. radius of these nutrients released from this feeding are absorbed by the coral.
dangerous vents take 10d6 fire damage/round. The thick cloud Dead Zone (CR 6): These large clouds of oxygen-deprived
of minerals around a black smoker spreads in a 20-ft. radius seawater are a threat to all creatures who breathe water. Often
from the vent and obscures all sight, including darkvision, 60 ft. in radius, but known to grow, much, much larger, these
granting concealment (20% miss chance) to characters within it. zones force all water-breathing creatures, including those who
In addition, the vapors are highly acidic, and deal 2d6 acid do so magically, to hold their breath, for they cannot take air
damage to creatures within them. Water-breathing creatures from the water of a dead zone. Creatures that run out of breath
who breathe the heavy smoke, including those under the in the zone begin to drown.
effects of a water breathing spell, become nauseated each round Rot Worms (CR 5) Related to rot grubs but adapted to a
spent within the effect (Fortitude DC 15+1/previous check). marine environment, rot worms look like small white threads.
If you’re nauseated for 2 consecutive rounds, you take 1d6 They drift through the oceans in great undulating white clouds
nonlethal damage. seeking sustenance. When they encounter life, they swarm
Brain Coral (CR 8): Named for its effects and not for its around it and burrow into flesh to lay their eggs.
appearance, although some versions resemble bleached brains Fortunately, rot worms have a short life cycle, most clouds
of large creatures, scholars attribute brain coral’s origins to living just long enough to find one victim and begin the cycle
aboleth experiments, leftover magic from an extinct underwater anew. Creatures swarmed by rot worms take 1d4 Constitution
civilization or alchemical surface runoff. This deep-water coral damage/round until dead after which the worms lay eggs in
has learned to feed in the absence of sunlight by emitting a 60- the carcass and expire, having completed their life. Rot worm
ft. psionic blast (directed as a sphere around the coral) whenever swarms can be killed with energy attacks of any sort that deal at
a creature comes within 30 ft. least 1 damage but are immune to physical weapons.

61
C hapter 6
C reatures of the D eep
“Nothing yet! The water is still as a stone!” Vandrin and his companions had been exploring stone wells within a ruined temple complex,
moving heavy diving equipment from room to room in search of glorious treasure they hoped had been dumped here in sacrifice long ago. So
far, they had only wet clothes and sore hands to show for their trouble. Perhaps the ancients weren’t a particularly generous lot when it came to
venerating their gods.
A single bubble broke the surface of the nearby well, and Vandrin looked at the dark water, puzzled, drawing nearer to investigate as he
slowly drew his sword from his waist. Then, what seemed like hundreds of slimy tentacles burst from the surface, and a mind-peircing cry echoed
throughout the room. Unable to move, unable to breath, Vandrin disappeared beneath the surface, the water settling into silence again, still as a stone.

Bone Crab
A cracked skull arises among discarded bones and skeletal Fort +5, Ref +3, Will +2
remains, scurrying forward on the bone-white legs of a large DR 5/bludgeoning
crustacean that makes the cranium its home. Offense
Voracious scavengers, bone crabs live in seaside crags and coves Speed 20 ft., swim 10 ft.
near coastal communities where they use their specialized chelae Melee 2 claws +4 (1d4 plus disease)
to crack open the skulls of washed-up bodies and feast on the Special Attacks disease, leap (2 claws +4, 1d4)
decaying brains within. Centuries of such feeding have given Statistics
them a collective intelligence. Str 10, Dex 14, Con 14, Int 1, Wis 12, Cha 4
Much like an enormous hermit crab, bone crabs inhabit the Base Atk +2; CMB +1; CMD 13 (29 vs. trip)
salvaged skulls of humanoids, and they hide among discarded Feats Improved Initiative, Weapon Focus (claw)
skeletons and washed up bones along the coast where their spiny, Skills Perception +2, Stealth +8 (+16 among bones), Swim +11;
ivory-white legs blend in perfectly with the surrounding detritus. Racial Modifiers +8 Stealth (among bones), +8 Swim
Because of a bone crab’s specialized diet of decayed humanoid Ecology
flesh, it carries a dangerous disease, as many an unfortunate and Environment any aquatic
hungry sailor has discovered. Victims typically suffer high fevers, Organization solitary or cast (2–12)
consumption, and delirium; those desperate sailors and dockside Treasure standard
scavengers who manage to stomach a bone crab’s unwholesome, Special Abilities
rotten flesh are lucky if they live to regret it. Disease (Ex) White ghost shivers—injury, ingested; save Fort DC
Served by their hive mind, bone crabs hunt in clever, wolf-like 13 (Constitution-based); onset 1d3 days; frequency 1/day;
packs and grab smaller vulnerable prey in tidal pools, stranded effect 1d3 Con damage and 1d3 Wis damage; cure 2
by the outflowing tide. The bone crabs drag such prey out consecutive saves.
above the high tide line and leave them to fester in the day’s Leap (Ex) Bone crabs have incredibly powerful legs and can
hot sun before the feast. They pick corpses clean in a few leap up to 10 ft. straight ahead or backwards as a move
hours, and areas infested with bone crabs are littered action. This counts as a charge attack.
with cracked bone and sun-bleached skeletal Hive Mind (Ex) All bone
remains—the perfect hiding place for these crabs within 100 ft. of
littoral predators. one another can
communicate perfectly.
Bone Crab CR 2 If one is aware of
600 XP danger, they all
N Small vermin (aquatic) are. If one in a
Init +6; Senses darkvision 60 particular group
ft.; Perception +2 is not flat-footed,
Defense none of them are flat-
AC 18, touch 13, flat-footed footed. No bone crab
16 (+2 Dex, +5 natural, in such a group is
+1 size) considered flanked
hp 19 (3d8+6) unless all are.

62
Bore Worm 15/slashing, 18 AC), but the nematocyst can be yanked
A stony shell of hard overlapping plates snaps open like
free (Strength check DC 20). Creatures speared in this
a sprouting artichoke, revealing a tough tube of sinewy

Chapter 6: Creatures
way are numbed and weakened, suffering 1d4 Strength
muscle topped with a lamprey-like mouth ringed in razor-
damage (Fort DC 19, Constitution-based). The bore
sharp teeth.
worm does not gain the grappled condition while using
These seafloor dwelling, predatory vermin infest sunken
its filament in this manner and can only have one active
ruins and deep reefs, shooting their nematocysts at all
filament at a time.
approaching creatures in hopes of snaring a meal. They are
Retract into Carapace (Ex) A bore worm can spring from its
similar to overgrown barnacles, growing stony, shell-like
carapace as a free action, and retract again as a move
encrustations for protection, and typically root themselves
action (or as part of a move action). When retracted, the
to hard surfaces on the ocean surfaces near fertile feeding
bore worm’s shell encrustation gives it a +5 armor bonus. It
grounds; however, a snail-like foot allows them limited
cannot use its bite attack while retracted, but it can continue
locomotion. Sensing nearby prey, bore worms strike from
to reel in any prey stuck to its nematocyst.
ambush with their barbed filaments, reeling in weakened
victims and voraciously boring into the flesh with a circular,
Variant Bore Worms
lamprey-like mouth. When threatened, bore worms retract
Bore worms grow in kelp forests, near important gates, or even
defensively into their rock-hard shells.
within sunken chests as traps. The most dangerous are the acid
bore worms; these excrete a weak acid to carve tunnels from
Bore Worm CR 7
coral, limestone, and even armor. Their bite attack adds +1d6
XP 3,200

of the
acid damage and destroys armor on a critical hit; a DC 19
N Medium vermin (aquatic)
Fortitude saving throw is required to keep the armor or shield
Init +3; Senses blindsight 60 ft.; Perception +0
intact (this is a Con-based attack).
Defense
AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 85 (9d8+45)

Deep
Fort +11, Ref +6, Will +3
Defensive Abilities retract into carapace; Immune mind-
affecting effects
Offense
Speed 10 ft.
Melee bite +11 (1d6+7 plus grab)
Ranged nematocyst filament +9 (1d4 plus pull)
Special Attacks ambush, bore (2d6+10), nematocyst filament,
pull (nematocyst, 10 ft.)
Statistics
Str 20, Dex 17, Con 20, Int —, Wis 10, Cha 1
Base Atk +6; CMB +11 (+19 grapple); CMD 24 (can’t be tripped)
Skills Stealth +7; Racial Modifiers +4 Stealth
Ecology
Environment any ocean
Organization solitary or nest (5–10)
Treasure incidental
Special Abilities
Ambush (Ex) A bore worm that attacks from ambush in a
surprise round can take a full round of actions.
Bore (Ex) The bore ability is identical to the constrict
ability except the damage is piercing and it gains an
additional +4 bonus to grapple.
Nematocyst (Ex) Tethered to its body by fine
filament, a bore worm can fire barbed
nematocysts to a range of 40 ft.: this is a
ranged touch attack with no range increment.
The nematocyst embeds within the flesh of any
creature hit. The filament is quite strong (5 hp, DR

63
Cnidari nematocysts. The creatures fire these tiny, crystal-like barbs
A large, jellyfish-like creature emerges from the waves and hovers from their tentacles as a standard action, with one of three
above the sands of the shore, its tentacles whipping wildly in the effects. A creature that successfully saves against an effect
air as a sharp proboscis stabs the air around it. from a cnidari’s arcanocysts cannot be affected by that same
Cnidari are highly advanced invertebrates that emerge from the effect from that cnidari for 24 hours. The saves for these
waves to hunt the dunes and ruins of shore side communities. effects are Constitution-based:
Cnidari look like large, hyper-evolved jellyfish. Hardened Brain Barbs—Tiny fibers burst from the cnidari and inject
transparent plates protect their soft inner flesh; their organs and a mind-altering substance into affected creatures. All
a spongy, brain-like nerve center are visible within. Dozens of creatures in a 20-ft. radius are confused for 1d4 rounds
specialized tentacles dangle from the floating creature and are able (Will DC 14 negates).
to fire all manner of specialized nematocysts. A sharp, mosquito- Glass Lung—A single creature within 10 ft. is targeted with
like proboscis and a pair of segmented eyes protrude from the a fine spray of inhaled barbs, and suffers 1d6 bleed for
creature’s hard carapace. The creatures communicate in a shrill, 1d4+1 rounds (Fort DC 14 negates). This internal bleeding
shrieking form of Aquan. cannot be halted by a Heal check.
Cunning and intelligent, the cnidari are an ancient race. Infectious Burst—All creatures in a 10-ft. radius take
Evidence exists of a once wide-ranging, advanced civilization, 1d6 damage from inhaling cnidocyte spores (Fort DC
but the creatures now encountered display a somewhat savage 14 negates). An affected victim begins exhaling mature
disposition. Rumors persist that the cnidari who hunt the shore cnidocyte spores 1d3 days later, forcing all creatures
are merely a lower caste of hunters, sent to propagate their within 10 ft. of it to make a Fortitude save as above each
species and that more advanced cnidari able to wield arcane round to avoid taking 1d6 damage and contracting the
power exist somewhere beneath the waves. spores. A creature slain while infected hatches a cnidari
1d2 days later.
Cnidari CR 4 Proboscis (Ex) If the cnidari establishes or maintains a pin, it
XP 1200 plunges a barbed proboscis into the grappled target’s flesh
CE Medium aberration (aquatic) and deals 1d2 Constitution damage/round. The cnidari can
Init +3; Senses blindsight 40 ft., darkvision 60 ft.; Perception +4 also constrict this victim each round and does not gain the
Defense grappled condition when feeding.
AC 19; touch 13, flat-footed 16 (+3 Dex, +6 natural) Sonar Blast (Ex) The cnidari can emit a sharp, piercing sonic blast.
hp 32 (5d8+10) This blast affects a 40-ft. radius and stuns creatures
Fort +3, Ref +4, Will +4 for 1d4 rounds (Will DC 14,
DR 5/slashing Constitution-based).
Offense A cnidari can use
Speed fly 40 ft. (average), swim 30 ft. its sonar blast
Melee bite +6 (1d6+2 plus proboscis), 4 tentacles +4 (1d4+1 1/1d4+1 rounds.
plus grab)
Special Attacks arcanocysts, constrict (1d4+2), proboscis,
sonar blast
Statistics
Str 14, Dex 16, Con 14, Int 14, Wis 11, Cha 9
Base Atk +3; CMB +5 (+9 grapple); CMD 18 (can’t be tripped)
Feats Flyby Attack, Multiattack, Weapon Finesse
Skills Acrobatics +11, Bluff +3, Escape Artist +10, Fly +10,
Intimidate +6, Knowledge (arcana) +5, Knowledge (history)
+4, Perception +4, Stealth +11, Swim +14; Racial Modifiers
+8 Swim
Languages Aquan
SQ amphibious, invertebrate empathy (jellyfish)
Ecology
Environment any ocean, coastal region
Organization solitary, pair, or family (3-5)
Treasure standard
Special Abilities
Arcanocysts (Ex) Cnidari produce a variety of specialized

64
Coral Drake Swim-By Attack
Skills Bluff +14, Diplomacy +9, Intimidate +14, Knowledge
Swimming upright, this creature seemingly peels itself from the

Chapter 6: Creatures
(nature) +8, Perception +15, Stealth +16, Survival +9, Swim
vibrant seascape before striking with needle-thin claws, shredding
+21; Racial Modifiers +12 Stealth, +8 Swim
teeth, and a wickedly curved stinger.
Languages Aquan, Common, Draconic
Like a piece of moving coral, this drake’s coloration and scale
SQ camouflage
patterns change to match nearby anemones, corals, seaweed,
and urchins. This adaptation allows the creature considerable Ecology
Environment warm oceans
stealth in its natural habitat. Long separated spines stretch from
Organization solitary
the coral drake’s body waving in brilliant colors against a blue
Treasure double
sea. The creature’s long snout stretches out from its narrow face
and is crowned with an array of spikes and slender protrusions. Special Abilities
Breath Weapon (Su) Coral drakes nurture their offspring in
Inside the mouth, serrated teeth form multiple ringed ridges.
specialized throat sacks, and they can pressurize this sack
Needle thin talons spring from finned appendages, and a stinger
to spew forth a 15-ft. cone of its spawn. Any creatures in
frilled with tiny barbs curves at the end of its slender tail. A
this area take 6d4 damage from thousands of tiny bites. In
coral drake measures 7 ft. from the tip of its snout to its barbed
addition, all creatures in the area become nauseated for 1
stinging tail. Thin and agile, the beast weighs less than 100 lb.
round (Fort DC 19, Constitution-based). A coral drake can use
Both male and female coral drakes gestate their delicate
its breath weapon every 1d4 rounds since the creature must
eggs inside sacks within their mouths and throats. This oral
siphon its young back into its throat sack before expelling
incubation protects the vulnerable eggs, but even still, only

of the
them again.
a handful of these creatures ever reach maturity since their
Camouflage (Su) A coral drake’s coloration and shape lends
parents use the ravenous spawn for defense when faced with
to its stealth. For 10 rounds/day, a coral drake can shift its
dangerous enemies.
coloration, granting the benefit of 20% concealment. These
Coral drakes live in warm waters near great coral reefs. Many
rounds need not be consecutive.
of these creatures hollow out small lairs in these reefs and
Poison (Ex) Coral drake venom—injury; save DC 19 (Constitution-

Deep
protect their meager hoards with the aid of the area’s natural
based); frequency 1/round for 4 rounds; effect 1d4 Str and
inhabitants. Taking advantage of its natural immunity to poison,
1d4 Wis damage; cure 2 consecutive saves.
coral drakes often choose lairs nestled in forests of poisonous
urchins, stinging anemones, and toxic corals.

Coral Drake CR 8
XP 4,800
NE Medium dragon (aquatic)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +15
Defense
AC 22, touch 13, flat-footed 19; (+2 Dex, +1 dodge, +9 natural)
hp 115 (11d12+44)

Fort +11, Ref +9, Will +8


Defensive abilities camouflage; Immune paralysis, poison,
sleep; Resist cold 10
Offense
Speed 30 ft., swim 60 ft.
Melee bite +15 (1d6+4), 2 claws +15
(1d4+4), sting +15 (1d4+4 plus
poison)
Special Attacks breath weapon, poison
Statistics
Str 19, Dex 15, Con 18, Int
10, Wis 13, Cha 10
Base Atk +11; CMB +15; CMD 27
Feats Combat Reflexes, Dodge,
Improved Initiative,
Lunge, Power Attack,

65
Doldrum sneak attacks and critical hits, and it is unable to use its
An amorphous cloud writhes beneath the waves, struggling in its physical attacks and supernatural abilities. Creatures within
watery prison as claws of translucent mist coalesce from the surf. this area gain concealment but take 1d6 nonlethal damage
Imprisoned below the waves in a time long before man every 15 minutes. Once victims fall unconscious through
for unknown crimes against elemental lords, doldrums are the accumulation of nonlethal damage, they must make a
air elementals now eternally bound to the sea. For reasons Constitution check (DC 18, Constitution-based) every 15
unknown to scholars, doldrums are only able to subsist on minutes or begin to take lethal damage at the same rate. The
the exhalations of other creatures and, thus, are the scourge doldrum can maintain this form for 6 hours/day.
of sailors. Some speculate that there is but one unique entity Steal Breath (Su) Doldrums derive great pleasure in stealing the
known as the Doldrum, while others think they were a group air from the lungs of living creatures. If the doldrum begins
of fallen, treacherous elementals banished by their lord to the its turn successfully grappling an opponent, it can make a
Material Plane. Whatever the case may be, captains and their combat maneuver check (as though attempting to pin the
crews keep a sharp eye out for these dangerous creatures, and foe) to force part of itself into the victim’s lungs to steal its
merfolk avoid areas known to host the foul elementals. breath. If it succeeds, the victim is nauseated and suffers 1d2
Constitution damage each round (Fort DC 18, Constitution-
Doldrum CR 8 based). The doldrum gains a +4 bonus to slam the engulfed
XP 1,600 creature and does not gain the grappled condition when
NE Large outsider (air, aquatic, elemental, extraplanar) engulfing. If a creature is under the effects of water
Init +11; Senses darkvision 60 ft.; Perception +10 breathing or similar magic, the doldrum’s attack reduces the
Defense spell’s duration by 10 rounds for each round the victim is
AC 23, touch 17, flat-footed 15 (+7 Dex, +1 dodge, +6 natural, -1 engulfed, regardless of the result of the save.
size) Wave Imprisonment (Su) The doldrum is mystically bound to the
hp 85 (9d10+36) sea, and cannot stray more than 30 ft. from it. Any attempts
Fort +10, Ref +13, Will +4 at magical containment or teleportation automatically fail.
DR 5/magic; Immune elemental traits; SR 20 Doldrums who emerge onto ship decks or along the shore to
Offense attack pull water with them like molasses, the ocean refusing
Speed fly 60 ft. (good), swim 60 ft. to relinquish its grip. Squares through which the creature
Melee 2 slams +15 (2d6+4 plus grab) moves may become slippery as a result.
Space 10 ft.; Reach 10 ft. Any attempt to interfere with the ancient pacts that bind a
Special Attacks engulf ship, steal breath doldrum using dismissal, banishment, or similar magics that
Spell-Like Abilities (CL 9th) might free the doldrum from its imprisonment, intentionally
3/day—control winds (DC 16), fog cloud or not, immediately set off protective wards. The doldrum is
Statistics not affected by the spell immediately. Instead, on the same
Str 18, Dex 24, Con 18, Int 10, Wis 12, Cha 13 round as the dismissal attempts and for 2 rounds following
Base Atk +9; CMB +14 (+18 grapple); CMD 31 the first, a summon nature’s ally VI spell generates 1d4+1
Feats Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon air mephits that arrive to fight the spellcaster. Only once the
Finesse chain of mephit guardians that arrive have been defeated
Skills Acrobatics +15, Bluff +8, Escape Artist +13, Fly will the doldrum be released from the Material Plane.
+17,Knowledge (planes) +11, Perception +10, Sense Motive
+10, Stealth +14, Swim +20; Racial Modifiers +8 Swim
Languages Aquan, Auran
SQ wave imprisonment
Ecology
Environment any ocean
Organization solitary, plus 2-5 water mephit tormentors
Treasure none
Special Abilities
Engulf Ship (Su) Doldrums can discorporate their bodies, settling
over ships as a Colossal translucent mist and robbing sailors
of air. This ability is similar to the effects of gaseous form
and creates an area of dead calm 80 ft. in diameter: the
doldrum loses its natural armor bonus and suffers -8 size
penalty to AC, its DR becomes 10/—, it gains immunity to

66
Drowned Maiden Special Attacks constrict (2d4+2), kiss, pull (hair, 10 ft.), tresses
Spell-Like Abilities (CL 10th)
Surrounded in utter silence, the woman whose visage was that of

Chapter 6: Creatures
At will—disguise self (DC 16), silence (DC 17)
inconsolable sorrow only moments before glowers in rage, her hair
snaking through the water toward you. Statistics
Str 15, Dex 16, Con —, Int 10, Wis 12, Cha 20
Drowned maidens are piteous but terrifying undead created
Base Atk +7; CMB +9; CMD 22
when a woman meets her end in water due to a doomed romance,
Feats Improved Initiative, Iron Will, Skill Focus (Stealth), Weapon
whether from a quiet suicide over unrequited love or the violent
Finesse, Weapon Focus (hair)
hands of a philandering lover. Either way, the drowned maiden
Skills Bluff +15, Disguise +14, Intimidate +9, Knowledge (History)
awakens from death enraged and desiring vengeance on all those
+3, Perception +14, Sense Motive +5, Stealth +18, Swim +13;
who might have the life that she was denied. The maiden lurks
Racial Modifiers +8 Swim
in the silent depths where she died, usually long deserted docks,
Languages Common
bridges, or coastal cliffs, forever waiting to pull the living to the
same watery grave in which she is now condemned. Ecology
Environment any aquatic
A drowned maiden uses her disguise self ability to appear as in
Organization solitary
life. Surrounding herself in silence, she beckons victims from afar
Treasure incidental
as if in distress or in danger of drowning. When within range,
the maiden uses her hair to pull her victim close enough to kiss it. Special Abilities
Kiss (Ex) If a drowned maiden successfully pins an opponent up
If forced to defend herself, the maiden will physically attack, but
to Large size that is grappled in her tresses, she can embrace
she is loath to otherwise engage in combat. Desperate individuals

of the
it to deadly effect. On each round that the drowned maiden
are said to be able to bargain with drowned maidens, and it is
embraces a creature in this manner, she will kiss it. Victims
rumored they will agree to release pleading victims who promise
kissed by a drowned maiden take 1d4 Strength drain (Fort DC
to return to their lair with the person who caused the maiden’s
20, Charisma-based).
passing. Doing so will release the maiden from her curse of
Tresses (Ex) At will, a drowned maiden can cause her hair to
undeath, although the fate of her beloved is another story.
extend to great lengths or retract with great speed. Her hair

Deep
is prehensile and capable of attacking and is considered a
Drowned Maiden CR 7
primary attack (break DC 25; AC 17, touch 15; 10 hp; DR 15/
XP 3,200
slashing). On a successful attack, it can grab a target, who is
NE Medium undead (aquatic)
then pulled to the maiden. Only one target can be grappled
Init +7; Senses darkvision 60 ft.; Perception +14
at a time, and during that time, the hair cannot be used
Defense to attack. A drowned maiden does not gain the grappled
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
condition while using her hair in this manner.
hp 95 (10d8+50)
Fort +8, Ref +6, Will +10
Defensive Abilities undead traits
Offense
Speed 30 ft., swim 40 ft.
Melee 2 claws +10 (1d4+2), hair +11 (2d4+2 plus grab)
Space 5 ft.; Reach 5 ft. (20 ft. with hair)

67
Familiar his chest or shoulder. Barnacles have no attack or movement,
Presented here are the base animal descriptions for common but they grant the caster a +2 natural armor bonus to AC.
aquatic familiars, but they can be used for normal animals of Horseshoe Crab: These primitive arthropods are not
this type as well. Tiny animals like these use Dexterity to modify true crabs and are more closely related to spiders. They have
Climb and Swim checks. nine eyes covering their tough exoskeleton, with other visual
receptors along their tail spine, so they grant their masters a +3
Arthropod bonus on Perception checks. The claw attack listed is replaced
Arthropods are a diverse phylum of creatures that includes with a tail spine attack. Horseshoe crabs slowly regenerate lost
crustaceans. These marine invertebrates have hard chitinous limbs over time.
exoskeletons and segmented bodies. They vary greatly in form, Trilobite: These prehistoric seabed predators have tough,
and for the purposes of vermin familiars, this listing includes such segmented exoskeletons. They have no attack but gain an
crustaceans as crabs and barnacle colonies, plus the prehistoric additional +1 natural armor bonus. As familiars, they provide a
trilobites. Arthropods that undergo the ritual of binding to casters +3 bonus to Survival checks made by their master.
as familiars gain a single point of Intelligence, in addition to the
other changes the creature undergoes as part of the binding ritual. Cephalopod
This grants them a single feat (typically Weapon Finesse) and a Cephalopods include squids, octopuses, cuttlefish, and the
single skill point to either Stealth or Perception. shelled nautilus, all of which have highly evolved vision and a
playful intelligence. While some species of these creatures can
Arthropod CR 1/3 grow to dangerous sizes, these stats represent tiny versions
135 XP suitable for aquatic spellcasters to take as familiars.
N Tiny vermin (aquatic)
Init +1; Senses darkvision; Perception +1 Cephalopod CR 1/3
Defense 135 XP
AC 16, touch 13, flat-footed 15 (+1 Dex, +3 natural, +2 size) N Tiny animal (aquatic)
hp 4 (1d8) Init +3; Senses low light vision; Perception +5
Fort +2, Ref +1, Will +1 Defense
Offense AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
Speed 15 ft., swim 10 ft. hp 4 (1d8)
Melee claw -1 (1d3-3) Fort +2, Ref +5, Will +1
Space 2-1/2 ft.; Reach 0 ft. Offense
Statistics Speed swim 40 ft.
Str 4, Dex 13, Con 10, Int —, Wis 12, Cha 2 Melee bite +5 (1d3-3), tentacle +0 (1d2-3 plus grab)
Base Atk +0; CMB -1; CMD 6 (22 vs. trip) Space 2-1/2 ft.; Reach 0 ft.
Skills Swim +12, Stealth +9; Racial Modifiers +8 Swim (modified Statistics
by Dex) Str 4, Dex 16, Con 10, Int 2, Wis 12, Cha 2
Ecology Base Atk +0; CMB +1 (+5 grapple); CMD 8 (can’t be tripped)
Environment any marine Feats Weapon Finesse
Organization solitary or cast (2–20) Skills Perception +5, Stealth +11, Swim +14; Racial Modifiers +8
Treasure none Swim (modified by Dex)
Arthropod Variants Ecology
The following marine arthropods are suitable for aquatic Environment any marine
familiars if the GM allows for vermin. These are only a few Organization solitary or cast (2–20)
examples of thousands of species that exist, and their granted Treasure none
abilities are included here. Cephalopod Variants
Crabs: Varieties of crabs, such as blue crab, fiddler crab, and Thousands of species of cephalopods exist, and the most
ghost crab, are appropriate as Tiny familiars. Such creatures have common among these are included below.
powerful pincers for their size and gain the attach ability to their Blue-Ringed Octopus: These tiny octopuses are known for
claw attack. Casters who choose a crab familiar gain +3 hp. possessing not only a cunning intelligence, but also a poisonous
Attach (Ex)—When a crab hits with a claw attack, it bite. Casters who choose a blue-ringed octopus gain a +2 bonus
automatically grapples its foe, inflicting automatic damage each to Fortitude saves.
round. Poison (Ex)—Blue-ringed octopus poison (bite)—injury; save Fort
Barnacles: These stats represent a small colony of barnacles. DC 10 (Constitution-based); frequency 1/round for 6 rounds;
A caster choosing a barnacle familiar grows a small colony on effect 1d2 Con; cure 2 saves.

68
Cuttlefish: Among the most intelligent invertebrates, and many casters carry one of these invertebrates as well to
cuttlefish are effective, stealthy hunters, using their color-shifting give their familiars comfort. The playful clown fish adds +3 on
bodies to communicate and stalk prey. Their masters gain a +3 all Diplomacy checks when a caster chooses one at his familiar.

Chapter 6: Creatures
bonus to Stealth checks. These stats are also appropriate for other reef fish.
Nautilus: Similar in form to a tiger-striped, spiral-shelled Gar: These aggressive, prehistoric-looking fish are covered in
squid, these creatures are not fast swimmers, and reduce their thick, hard scales that act as armor. Casters who take them on as
swim speed to 10 ft. Casters who choose a nautilus as a familiar familiars gain a +1 natural armor bonus to AC. The bite attack
gain a +1 bonus to AC. of gars is somewhat more impressive than other fish of their
Squid: While squid can grow to legendary size, including the size, dealing 1d6-4 damage.
extremely dangerous kraken, these stats represent a tiny squid Ray: This ancient order of fish includes stingrays, skates, and
suitable for a familiar. These creatures grant a +2 bonus to their sawfish. Presented here is a stingray, which replaces the listed
master’s CMB for grapple checks only. bite attack with a venomous barbed spine attack. Casters paired
with rays gain a +3 bonus to all Swim checks.
Fish Poison (Ex)—Stingray venom (spine)—injury; save Fort DC 9
Untold varieties of fish swim in the world’s oceans, lakes, rivers, (Constitution-based); frequency 1/round for 3 rounds; effect 1d2
and seas. These stats refer to tiny aquatic vertebrates such as Dex; cure 1 save.
clown fish, lionfish, sea dragons, and others appropriate as Sea Horse: These brilliantly finned fish include sea dragons
familiars for aquatic casters. and pipefish, and they are adept at hiding among coral reefs,
kelp beds, and mangroves, where they camouflage themselves

of the
Fish CR 1/3 by changing color. Sea horses and sea dragons (but not pipefish)
135 XP only have a swim speed of 5 ft. and no bite attack and, rather,
N Tiny animal (aquatic) cling to caster with whom they are paired. These small fish add
Init +2; Senses low light vision; Perception +6 +3 to a caster’s Stealth checks.
Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)

Deep
hp 3 (1d8-1)
Fort +1, Ref +4, Will +2
Offense
Speed swim 50 ft.
Melee bite +4 (1d3-2)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6 (can’t be tripped)
Feats Skill Focus (Perception), Weapon Finesse
Skills Perception +6, Stealth +10, Swim +13; Racial
Modifiers +8 Swim (modified by Dex)
Ecology
Environment any marine
Organization solitary or school (2–20)
Treasure none
Fish Variants
Fish exist in a multitude of shapes and variations. Listed below
are only a few distinctive varieties and their corresponding
abilities when used as familiars. Countless others could exist.
Chimaeras: These distinctive cartilaginous, deep-water fish
are among the oldest orders in the world and are universally
strange, enigmatic, and wholly prehistoric in appearance. The
order includes ghost sharks, ratfish, long-nosed chimaeras,
wobbegongs, and cookie-cutter sharks. Typically bottom feeders
and ambushers, they grant +3 to Perception checks to casters
who bind them as familiars.
Clown Fish: Bright orange with white stripes, these beautiful
fish normally have a symbiotic relationship with sea anemones,

69
Fish, Dunkleosteus Fish, Giant Angler
This great fish moves methodically through the dark water, From the dark murk of the Underdeep, the faint glow of a
hunting for prey with which to carve between its cleaver-like jaws. potion bottle emerges like discarded magical flotsam. Deeper
The dunkleosteus is a gigantic primordial predator that still is the gaping, toothy maw that awaits, consuming those who
undersea explorers pray they never encounter. Heavily would pursue such treasure.
armored with thick bone and scales, these fish have no natural With hundreds of sharp teeth in its gaping maw, the giant
enemies except their cannibalistic kin, and they can slaughter anglerfish’s head makes up half of its body. A typical giant
all but the largest of whales. Rather than teeth, the bony anglerfish is 8 ft. long and weighs 200 lb. It resembles its smaller
mouth of the dunkleosteus has two gnathal plates that form cousin and uses the same method to draw prey to its waiting
a sharp beak, and it is capable of rapidly opening its jaws to mouth. The giant anglerfish has a taste for intelligent creatures
create an incredibly powerful suction to pull prey toward its and has an evolved a lure that looks like a glowing potion bottle
mouth. Schools of dunkleosteus maraud the oceans and, in to more effectively draw in prey.
large enough numbers, will attack even galleons or dragon
turtles without hesitation. Giant Angler CR 5
XP 1,600
Dunkleosteus CR 7 N Large animal (aquatic)
XP 3,200 Init +5; Senses low-light vision; Perception +6
N Huge animal (aquatic) Defense
Init +2; Senses low-light vision; Perception +15 AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, -1 size)
Defense hp 52 (7d8+21)
AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, -2 size) Fort +8, Ref +6, Will +3
hp 104 (11d8+55) Offense
Fort +11, Ref +9, Will +5 Speed swim 40 ft.
Offense Melee bite +10 (2d8+7)
Speed swim 50 ft. Space 10 ft.; Reach 5 ft.
Melee bite +15 (4d6+12/19-20 plus grab) Special Attacks lure
Space 15 ft.; Reach 15 ft. Statistics
Special Attacks pull (bite, 10 ft.), swallow whole (4d6+12 Str 20, Dex 12, Con 17, Int 1, Wis 12, Cha 12
bludgeoning damage, AC 16, 9 hp) Base Atk +5; CMB +11; CMD 22 (can’t be tripped)
Statistics Feats Ability Focus (lure), Improved Initiative, Skill
Str 26, Dex 15, Con 18, Int 1, Wis 15, Cha 10 Focus (Stealth), Weapon Focus (bite)
Base Atk +8; CMB +18; CMD 30 (can’t be tripped) Skills Perception +6, Stealth + 12, Swim +16 Racial
Feats Dazzling Display, Improved Critical, Modifiers +4 Stealth, +8 Swim
Intimidating Prowess, Skill Focus (Perception), Ecology
Toughness, Weapon Environment any ocean
Focus (bite) Organization solitary
Skills Intimidate Treasure none
+4, Perception Special Abilities
+15, Swim Lure (Ex) Giant anglerfish draw
+19; Racial prey with a bioluminescent lure.
Modifiers +8 Swim Creatures within 30 ft. become
Ecology captivated (Will DC 16, Con-based). A
Environment any ocean creature that saves is not subject to the same
Organization solitary or fish’s lure for 24 hours. Lured victims move
pack (3–18) toward the creature using the most direct
Treasure none means available. If the path leads a victim
through a dangerous area such as thermal
vents or dangerous coral, that creature gains
a second save to end the effect. Captivated
creatures can take only defensive actions.
A victim within 5 ft. of the fish offers no
resistance to the initial attack. The effect
ends as soon as the victim takes damage.

70
Goblin Shark Statistics
Str 14, Dex 15, Con 14, Int 10, Wis 12, Cha 6
A 4-ft.-tall goblin emerges from the waves and crawls along the Base Atk +4; CMB +6; CMD 18

Chapter 6: Creatures
shore, shedding its shark-like form and grinning with an impossibly Feats Improved Natural Attack (bite), Weapon Focus (bite)
wide mouth filled with rows of sharp teeth. Skills Bluff +6, Perception +8, Stealth +13, Swim +17 Racial
Incredibly ugly and unnerving, these gilled goblins are Modifiers +4 Bluff, +4 Stealth, +8 Swim
somewhat larger and leaner than their terrestrial cousins and Languages Aquan, Common, Goblin
possess a protruding shelf of a nose overhanging an incredibly SQ amphibious, change shape (goblin or shark, polymorph)
wide mouth filled with multiple rows of sharp, triangular teeth. Ecology
Their large noses are a hard, thick protuberance that grants Environment any ocean
them a keen sense of smell. Able to take the shape of equally Organization pack (4–9), warband (10–16 with 6 sharks), or
ugly shark-like creatures, packs of goblin sharks patrol shallow tribe(more than 17 plus 100% noncombatants; 1 sergeant
coral reefs in search of food while terrorizing fishermen and of 3rd level/20 adults; 1 or 2 lieutenants of 4th–5th level; 1
merchant ships. Entire tribes dwell in caves carved from dead leader of 6th–8th level; and 10–40 sharks)
reefs or within the sunken ruins of forgotten empires, and areas Treasure standard
that host such a tribe are typically filthy and polluted. Special Abilities
Like their land-bound cousins, goblin sharks are quite Keen Scent (Ex) In either form, a goblin shark can notice
superstitious, and make use of all manner of flotsam to create creatures by scent in a 180-ft. radius underwater and can
primitive weapons, clothes, and tools. Less scrupulous men detect blood in the water a range of up to 1 mile. Above
in dockside communities often form partnerships with rogue water, this ability acts as scent.

of the
packs of young goblin sharks, taking advantage of their ability Smuggler’s Pouch (Ex) Goblin sharks raise their young in
to consume and regurgitate small items to bypass port fees and specially evolved incubation pouches. Wily goblin sharks
taxes on items they do not wish to declare to authorities. distend their massive jaws to swallow and hide objects up to
size Tiny (or two Fine objects and so on) within this pouch.
Goblin Shark CR 3 Swallowing or disgorging an object in this manner takes a full

Deep
XP 800 round action. Once in the pouch, objects cannot be targeted
NE Medium monstrous humanoid (aquatic, by effects or attacks that require line of sight or line of effect.
goblinoid,shapechanger) Wounding (Ex) Any living creature damaged by a goblin shark’s
Init +2; Senses blindsense 30 ft., darkvision 60 ft., keen scent; voracious bite in either shark or goblin form continues to
Perception +8 bleed, losing 1 hp/round thereafter. Multiple wounds do
Defense not result in cumulative bleeding loss. The bleeding can be
AC 16, touch 12, flat-footed 14; (+2 Dex, +4 natural) stopped by a Heal check (DC 10) or by the application of a
hp 30 (4d10+8) cure spell or similar healing magic.
Fort +3, Ref +6, Will +5
Offense
Speed 30 ft., swim 30 ft.
Melee short sword +6 (1d6+2/19-20), bite +2 (1d8+1);
as shark, bite +7 (1d8+3)
Special Attacks wounding

71
Isonade Isonade CR 16
XP 76,800
A gargantuan thrashing tail lined with cruelly hooked barbs shoots
CN Gargantuan magical beast (aquatic)
high into the air from beneath the waves, smashing all in its path
Init +6; Senses darkvision 90 ft., low-light vision, scent;
as shoreline cities crumble around it.
Perception +23
Not merely a predator seeking the savory taste of blood, the
isonade is a beast of destruction, an agent of aggressive erosion. Defense
AC 24, touch 8, flat-footed 20; (+2 Dex, +16 natural, -4 size)
The isonade wrecks seaside communities with battering winds
hp 319 (22d10+198)
and carves coastlines from below with its powerful magic.
Fort +21, Ref +15, Will +13
Though not very intelligent, sometimes the beast singles out
Immune ability damage, atmospheric immunity; SR 27
a community and tries to lure residents into the waves with its
whispering wind ability, sending confused riddles, grand promises, Offense
Speed swim 100 ft.
and eerie noises to the unsuspecting townsfolk.
Melee bite +28 (2d10+10/19-20 plus grab), tail slap +23
Anytime the hardy citizens of afflicted coastal communities (2d8+5/19-20 plus grab)
met the foul fates of a hurricane or tsunami, they fell back on Space 20 ft.; Reach 15 ft. (20 ft. with tail)
folklore and blamed the stirrings of the dreaded isonade. To some, Special Attacks swallow whole (4d8+10 damage, AC 18, 21 hp),
appeasement seems the only route to surviving when fraught with a tail sweep
leviathan such as this, and whispers of cults surround this monster. Spell-Like Abilities (CL 18th; concentration +22)
Most of the tales claim that a degenerate group seeks to draw the At will—whispering wind
beast forth, sailing from sight of land and dumping a long chain of 3/day—earthquake
bound and screaming sacrifices into the lightless depths of the sea. 1/day—control water, control winds (DC 19),
Most common citizens learning of this practice rarely speak out sink land (see page 46), tidal wave (see page 47),
against it, putting a little faith in the practice and more than a transmute rock to mud (DC 19)
little blood on their hands. Not immune to its destruction, Statistics
few of these scattered cultists live to describe their Str 31, Dex 14, Con 26, Int 6, Wis 18, Cha 8
terrible idol. Their claims tell of the creature Base Atk +22; CMB +36 (+40 grapple); CMD 48 (can’t be
weighing over 3 tons and reaching upwards of tripped)
45 ft. from its gaping maw to the hooked fins Feats Bleeding Critical, Blind-Fight, Combat Reflexes, Critical Focus,
of its wicked tail, responsible for half of Improved Critical (bite), Improved Critical (tail slap), Improved
its length. The beast’s age is unknown, Initiative, Iron Will, Power Attack, Stunning Critical, Toughness
as it seems every culture throughout Skills Perception +23, Swim +27; Racial Modifiers +8 Swim
history maintained some variation Languages Aklo, Aquan
of the legend. Ecology
Environment any ocean
Organization unique
Treasure standard
Special Abilities
Atmospheric Immunity (Ex) The isonade can comfortably exist
at any level of the sea and suffers no penalties at any depth.
Barbed Tail (Ex) The hooked protrusions and sharp barbed
growths allowing the isonade’s tail attacks to do
bludgeoning, piercing, and slashing damage. The isonade
can also grab opponents with its barbed tail just before
swallowing them whole.
Tail Sweep (Ex) The isonade can sweep its tail as standard
action. The sweep affects a half-circle area with a radius of
30 ft. extending from an intersection on the edge of its
space in any direction. Creatures within the swept area
are affected if they are four or more size categories
smaller than the isonade. A tail sweep automatically
deals the indicated damage plus 1.5 times the isonade’s
Strength bonus (Reflex DC 25 halves, Wis-based).

72
Wharfling Wharfling Swarm
Water drips from the hairless skin of this ugly creature, dimly The mass of hairless bodies writhes together as it moves along

Chapter 6: Creatures
reflecting the moonlight. It gives the fish dangling in its large jaws the coast in the moonlight. Squeals mingle with the screams of
one final shake and scampers down the beach on webbed feet. the occasional unfortunate fisherman caught in its path.
Though often assumed some sort of hairless dire rat, wharflings Periodically, wharflings congregate in huge numbers and tear
are more closely related to raccoons. Growing up to 2 ft. in along the shoreline for miles until finally dispersing back to
length, wharflings have large, webbed hands and feet and their dens. Whether they do this for pleasure or for some other
oversized mouths. Those who have suffered its bite rightly fear reason is unknown, but most locals know to avoid the shores on
the needle-like teeth, but most coastal communities hate the these nights.
animal more for its propensity for theft.
An adept fish catcher, wharflings typically make their dens Wharfling Swarm CR 4
near the shores of oceans, lakes, and rivers. Whether in burrows 1,200 XP
or hollow logs, though, they invariably fill their lairs with small N Tiny animal (swarm)
metal trinkets confiscated during their nocturnal ramblings. Init +7; Senses low-light vision; Perception +8
(A wharfling taken as a familiar adds a +3 bonus to Sleight of Defense
Hand checks made by its master.) AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 size)
hp 45 (10d8)
Wharfling CR ½ Fort +6, Ref +10, Will +6
200 XP Defensive Abilities swarm traits

of the
N Tiny animal Weaknesses swarm traits
Init +3; Senses low-light vision; Perception +1 Offense
Defense Speed 30 ft., climb 30 ft., swim 20 ft.
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size) Melee swarm (2d6 plus bleed and grab)
hp 3 (1d8-1) Space 10 ft.; Reach 0 ft.

Deep
Fort +1, Ref +5, Will +1 Special Attacks bleed (1), distraction (DC 14), locking bite (2d6)
Offense Statistics
Speed 30 ft., climb 30 ft., swim 20 ft. Str 4, Dex 16, Con 8, Int 2, Wis 12, Cha 8
Melee bite +5 (1d4-3 plus bleed and grab) Base Atk +7; CMB 8, CMD 15 (can’t be tripped)
Space 2-1/2 ft.; Reach 0 ft. Feats Dodge, Improved Initiative, Iron Will, Skill Focus
Special Attacks bleed (1), locking bite (1d4-3) (Perception), Toughness
Statistics Skills Climb +14, Perception +8, Sleight of Hand +15, Stealth +14,
Str 4, Dex 16, Con 8, Int 2, Wis 12, Cha 8 Swim +14; Racial Modifers +8 Climb (modified by Dex), +8
Base Atk +0; CMB +1; CMD 8 (+12 vs. trip) Swim (modified by Dex)
Feats Weapon Finesse Ecology
Skills Climb +14, Sleight of Hand +7, Stealth +14, Swim +14; Environment any temperate shores
Racial Modifiers +8 Climb (modified by Dex), +8 Swim Organization solitary or pack (2-5 swarms)
(modified by Dex) Treasure standard (in lair only; all metallic)
Ecology Special Abilities
Environment any temperate shores Locking Bite (Ex) Opponents that leave a
Organization solitary or pack (2-20) wharfling swarm do so with 1d3 wharflings
Treasure standard (in lair only; all metallic) attached to them. These wharflings inflict
Special Abilities 1d4-3 damage and 1 bleeding damage each
Locking Bite (Ex) A wharfling that hits with its bite round thereafter. Multiple wounds do not result in
attack automatically grapples its foe, inflicting cumulative bleeding loss. A wharfling attached
automatic bite damage each round. in this way gains a +8 to its CMD versus
Pilfer (Ex) A wharfling that has entered an opponent’s attempts to dislodge it.
space can make a Sleight of Hand attempt as a free Pilfer (Ex) A wharfling swarm makes
action against its opponent’s CMD. If successful, 2d4 Sleight of Hand checks each round
the wharfling successfully steals some small against any opponent within the swarm.
metallic object. A wharfling that has These checks are opposed by CMD. Each
successfully pilfered will try to flee the successful attempt represents 1 small
combat with its treasure. Sleight of metallic object that has
Hand is a class skill for wharflings. been lifted from the victim.

73
Aquatic variants
the aquatic template applied, and gain a +2 bonus to their
The seas and oceans contain a vast variety of dangerous flora natural armor.
and fauna to challenge PCs. The Pathfinder Bestiary lists over 20 Hagfish Swarm (CR 4) Wasp swarm variant—Hagfish
suitable creatures, and that’s not counting the creatures that are among the foulest creatures of the deep sea, scavengers
thrive along coastal areas; Sunken Empires adds an exciting new that feast on the decaying carcasses of whales and produce a
batch of thrilling monsters for PCs to encounter. thick, gelatinous slime as a defensive mechanism. Although
But GMs need not stop there. Dozens of new creatures their slow metabolism allows them to go for months without
await with simple modifications to existing monsters—just feeding, large swarms have been known to congregate to
add the new aquatic simple template. This template turns devour a new carcass, twisting and writhing in knot-like
land-bound creatures aquatic, granting them water breathing patterns and tearing out huge hunks of flesh.
and a swim speed. In some cases, like aquatic cloakers, the Such swarms apply the aquatic template to wasp swarms.
variant may be somewhat familiar. In others, such as swarm Hagfish swarms have no poison, but creatures who fail their
conversions, simple creatures such as bat swarms take on a save against the swarm’s distraction ability can no longer
whole new life under the waves with a reimagining of their breathe the water due to the thick build-up of hagfish slime
given abilities. and must hold their breath while the swarm occupies their
Aquatic Creature (CR +0) Aquatic creatures dwell in space, in addition to the other effects of the distraction ability.
water, whether in lakes and streams, beneath the ocean, Jellyfish Bloom (CR 4) Centipede swarm variant—These
or along coastal regions. If the creature dwells exclusively swarms are composed of large, dangerous jellyfish, such as
underwater, it gains the aquatic subtype and replaces its land the box jellyfish. Use the stats for centipede swarms, including
speed with an identical swim speed. If the creature is able to poison, with the aquatic simple template applied.
also travel on land, it also gains the amphibious special quality, Needlefish Swarm (CR 2) Bat swarm variant—These
reduces its land speed by 10 ft., and acquires a swim speed predatory fish are too small to be individually harmful to
equal to its original land speed plus 10 ft. An aquatic creature larger creatures, but when they school together, they attack
also gains low-light vision 60 ft. much larger prey, inflicting painful wounds with long,
Barracuda Battery (CR 5) Army ant swarm variant— narrow jaws filled with sharp teeth, which often break off in
Voracious, dangerous predatory fish that congregate their victims and cause profuse bleeding. Needlefish swarms
in swarms known as batteries when they are half-grown, apply the aquatic simple template to bat swarms, granting
barracudas present a dangerous threat to swimmers and them a swim speed of 40 ft. and retaining their wounding
other sea life when hungry. Such batteries can strip a much special ability.
larger fish clean in a matter of minutes, reducing it to little Slick (CR 7) Black pudding variant—At first sight, these
more than a skeleton, slowly descending toward the benthic creatures are usually confused with large shoreline tar
layer. These batteries use the statistics for army ant swarms deposits, and beachcombers who happen upon such oozes
with the aquatic simple template, replacing all land speeds are lucky to get away with their lives. These aquatic black
with a swim speed. pudding variants replace their climb speed with a swim
Deep Cloaker (CR 5) Cloaker variant—Cloakers resemble speed, retaining their land speed and gaining the amphibious
evolved manta rays for a reason—they owe their origins to the special quality.
sea. Below the waves, cloakers serve aboleth masters to achieve They are typically encountered dragging themselves from
sinister goals, and scrag cults collaborate with the creatures, the shallows, when currents or wave action disturbs them in
wearing them as cloaks in some bizarre symbiotic relationship. their Underdeep nest. Other scholars believe that all black
They use the stats of their terrestrial counterparts, replacing puddings have their origins in the ocean’s depths and that
their fly speed with a swim speed. In addition, water amplifies this migration to land is but an early part of the pudding life
and carries their moan abilities, and this ability is treated as if cycle. Whatever the case may be, swimmers, explorers and
under the effects of the Enlarge Spell metamagic feat. adventurers should learn to avoid such slicks.
Electric Ray (CR 2) Electric ray variant—Electric eels are Strangleweed (CR 3) Assassin vine variant—This
freshwater creatures, but saltwater varieties of rays do exist, deadly, animated seaweed is thought to wash up from the
exhibiting the same abilities. They use their electric discharges Underdeep, where it has evolved its specialized diet away
to stun and incapacitate prey or threats. Such creatures use the from the life-giving rays of the sun that other plants rely on.
same stats as electric rays. Whether this aquatic assassin vine evolved from the land-
Giant Trilobite (CR 1/2) Giant centipede variant—These based variety and moved into the sea or the Underdeep was
armored arthropods are dangerous seabed predators. Covered the first home of this terror, scholars can only speculate.
in a tough, segmented exoskeleton, they often attack larger Strangleweed can also be found in the sunlit zones and along
prey, and have developed a poison that slowly paralyzes their coastal areas, where it uproots from the depths in search of
victims. These creatures use the stats for giant centipedes with more abundant prey.

74
The Ecology of the Aboleth Aboleths who find themselves in dry locales undergo a
physiological change in which they attempt to bury themselves
They never forgive, they never forget, and they never die. while secreting specialized mucus that dries into a watertight

Chapter 6: Creatures
—Knavaar Albertus cocoon to prevent desiccation. Known as aboleth estivation, the
Of the races that lurk below the waves, perhaps none are immortal aboleths can stay in this state of dormancy, a type of
so reviled or feared as aboleths. A race that does not seem suspended animation, indefinitely. It can take an aboleth weeks
of this world or time, aboleths hearken from strange realms or even months to emerge from this listless stupor, and the
beyond mortal comprehension and think and act in alien ways, creature sheds layers of sloughed, desiccated skin until a moist
viewing their place in the world as absolutely dominant and layer is finally revealed when the aboleth emerges, cicada-like,
on a geographical scale. Sages endlessly dispute the origins of from the remains of its desiccated tissues. The presence of
the creatures, some claiming they were the first intelligence water accelerates this process, and the experience is one of
to clamber out of primordial cesspools. Others believe they the few true fears aboleths have, for they can remain in this
slipped between the barrier between our world and the dark immobile state for centuries, an experience that can drive even
behind the stars, while still others claim they are the first true the most clever and diabolical aboleths insane.
gods, and gifted early man with the tools to build civilization.
Whatever their origin, aboleths are a foul, despicable race, Aboleth Culture & Cities
but in that nightmarish reality lies a subtle beauty in their deadly Aboleths lurk in grotesque, organic cities hidden in the depths
effectiveness, in their eternal machinations and intricately- of the Underdeep. Towering spires and magnificent
wrought schemes that can carry over for long generations domes of bizarre geometry warp and twist beneath
of mankind while seemingly being but an eye’s blink for the the waves, composing alien avenues, strange

of the
immortal creatures.

Aboleth Physiognomy
Aboleths are enormous creatures with most mature
specimens growing up to 25 ft. and exceeding 3 tons.

Deep
Like gigantic prehistoric monstrosities, they have three
massive and cat-like eyes, a mucus-covered body without
scales, powerful tentacles, and sharp spines and fins over
the length of their body. They
are hermaphroditic and
immortal with young
specimens almost
unheard of, and elder
specimens rumored
but rarely encountered.
The mucus secretions
grant two distinct abilities. Aboleths
can exude clouds of this viscous material
in a manner similar to hagfish. Creatures
exposed to it can lose their ability to
breathe air, instead breathing only water.
Aboleths take advantage of this property
to enslave creatures by making them
dependent on the mucus to survive in
depths beyond their capacity to escape.
Their tentacles exude a modified form of
this slime that further traps creatures, and direct
applications of the substance by an
aboleth’s attack causes a creature’s
flesh to transform in ways that
make survival outside of aquatic
domains unlikely at best, further
hindering escape from the clutches of
the creatures.

75
Optional Rule: Orichalcum Warding Scholarly Speculation
The entire circuit of the wall they covered with a coating of Scholars speculate that the highly efficient aboleths are
brass, and the circuit of the next wall they coated with tin, much too far advanced along evolutionary lines to have
and the third, which encompassed the citadel, flashed with developed into their present forms. As the fossil record
the red light of orichalcum. shows, they remain unchanged, like sharks and cockroaches,
—Plato, Critias after millions of years. Since aboleths make no claim of a
creator, and none has ever been discovered that the creatures
To emphasize the cultural war between the ancient credit for their existence, these same scholars speculate that
Ankeshelians and the aboleths, you may want to implement the creatures instead represent the apex of evolution, and
the optional rule that aboleths recoil at the presentation are from a time not out of the primordial past but, rather,
of orichalcum or shun structures or area with high far in the future. Here, the cyclic cataclysms of their race
concentrations of the previous metal. come to an end in a final planetary apocalypse long after all
Orichalcum Weakness (Su) Aboleths cannot tolerate other races have perished, either at the end of all days or
the presence of orichalcum and will not enter areas bearing the death throes of the sun. According to these theories,
strong concentrations of it. The substance does not harm the creatures have plans along geological timescales that will
aboleths, but it can hold them at bay. Aboleths will not finally see fruition and come to intrude on the natural order
approach within 5 ft. of an object or creature bearing at least of the world by violating the distant past, using their vast
4 lb. of orichalcum, whether the object is an orichalcum- accumulated knowledge and powerful magics to start the
coated wall or a warrior brandishing a longsword of the cycle anew by tearing open the fabric of some alien realm,
metal. The creature recoils from the object and refrains from reestablishing their perpetual civilization at the birth of our
any melee or touch attacks against the warded creature or world before even the gods awaken.
area (Will DC 25 negates, each round). If this hypothesis is true, it would go far toward explaining
the incredibly complex thought processes of aboleths,
considered beyond strange and alien to humanoid mindsets.
habitations, and unusual structures specially suited to aboleths Even long-lived elves have problems comprehending the truly
and their slaves. Enormous bathhouses serve as social gathering ancient mental pathways of aboleths. If aboleths truly live
places for the creatures, the buildings grown around naturally in such a cyclical, never-ending loop of existence in which
occurring thermal vents and black smokers that clean parasites they are living out fates of which they are aware, acting only
from the flesh of aboleths and provide them with needed according to dictated events they already know are going to
nutrients in the depths of the sea. Within these vast chambers, happen, then their actions and machinations ultimately make
aboleths gather in their councils, where they plot events to sense. Other scholars refute such claims, and claim a parallel
a miniscule level that may seem almost insignificant to the theory that aboleths instead perceive an additional dimension,
uninitiated, but which serve their ultimate goals. and with proper concentration are able to perceive the past,
Their cities are grown from deep-water coral such as present, and future. This leads to an acute fatalism in which
lophelia pertusa, which aboleth architects control through the aboleths know and accept their overall fate in the grand
use of specialized mucus that accelerates the growth of the scheme of the universe.
reefs, influencing these tiny creatures to grow in accordance
to their alien, non-Euclidean designs. Such cities often have Variant Aboleths
an extended territory well beyond their walls, protected by The stratified urban society in aboleth cities gives rise to a
guardian slaves and beasts, as well as hidden glyph-stones number of fascinating aboleth variants.
and other magical barriers to bar passage for those who Aboleth Architects: Aboleth architects are responsible
would intrude on these secret cities. Reality around the for the construction of aboleth cities. Well-versed non-
cities seems to warp, with time shifting in their proximity in Euclidean geometric principles that reflect the otherworldly
unusual ways. Neighboring merfolk are usually give them and nature of their kind, these specialized aboleths use specially
their territories wide berth. evolved mucus clouds and their dominate monster ability to
Near the coast of Cassadega, the continental shelf plunges enslave seabed microorganisms to grow in accordance to
some 12,000 ft. below the water’s surface, and here, among the their grotesque designs. Even the mindless organisms that
deeply sunken ruins of the ancient city center of Ankeshel, create coral bend to their will, and aboleth mucus accelerates
the aboleths swim lazily in the old avenues of the empire they the growth of these minuscule creatures, creating ornate
once inspired, meticulously salvaging the ruins for shared spires of coral that grow in strange fractal patterns. The
secrets they too have lost, in some bizarre approximation of creatures also retrain their natural spell-like abilities to
the humans and merfolk activities closer to the coast with manipulate earth and stone, replacing the abilities with the
which they war. following list:

76
Spell-Like Abilities (CL 16th)
At will—arcane mark, explosive runes, magic circle against Using Aboleths
good, soften earth and stone It can be a bit tricky, playing a super-intelligent creature

Chapter 6: Creatures
3/day—dominate monster (DC 22), move earth, stone shape that has perfect recall of everything that has ever
1/day—greater glyph of warding (DC 20), guards and wards happened to it and that has been planning the demise of
(DC 20), transmute mud to rock, transmute rock to mud the PCs in a clever scheme started when their ancestors
In addition, aboleth architects replace their normal slime ability were still banging rocks together to create fire. However,
with the following variant: clever GMs can confound players and really display the
nearly unaccountable scheming of the race with a little
Temporal Slime (Ex) Aboleth architects have developed a preparation.
specialized slime to promote the rapid growth of deep- Like an aboleth, you might pull the strings a little bit.
water coral for the structures they build, but it may also Aboleths have slaves and minions infiltrating every aspect
be used as a deadly weapon. A creature hit by an aboleth of society, and it might be OK to bend the rules a little bit,
architect’s tentacle begins to age unnaturally, aging 3 reacting to PC plans in the most efficient and beneficial
years each round over the course of 1d4 rounds (Fortitude means possible. In such circumstances, you may even
DC 20 negates, Constitution-based). Characters suffer employ what has become known as the Xanatos Gambit
aging effects based on their race, including the decrease in which even an aboleth’s defeat serves to further its
in ability scores (to a minimum of 1), but do not gain the own foul deeds. Such actions can be attributed to the
increase in mental ability scores. These aging effects are exceedingly careful planning of aboleths, but you should
cumulative, and creatures immune to magical aging are not overuse such techniques or you may face frustrated

of the
immune to this effect. Additional hits add 1d4 to the players. But, PCs who experience the secret manipulations
duration of the effect. and schemes of aboleths, if played correctly and with a little
help of “foresight” from the GM, will be in for some very
Aboleth Mnemonists: These specialized aboleths are memorable games indeed
lethargic, hulking, immobile beasts whose minds wander

Deep
uncontrollably in four dimensions; as extreme specimens
of their kind, they are both empowered and somewhat lost mnemonists can usually consult the creature for information.
in the non-Euclidean mnemonic structures of the aboleth Mnemonists have an Intelligence score of 30 and make all
brain. In practical terms, the mnemonists are incapable of Knowledge skill checks as if trained.
distinguishing between the past, present, and future, and Wild rumors persist of an estivating aboleth mnemonist
they collectively share the experiences of all aboleths. As a confined in an orichalcum chamber below a Cassadegan
result, the mnemonists are incredible fonts of knowledge gambling house, which the owners consult to fix betting
and half-lost in a dreamworld at the best of times. In their results and numbers. If this is true, of course, they have little
somnambulist state, they are consulted by other aboleths conception of the value the creature would fetch to noble
who do not wish to untangle their own memories as oracles, Cassadegan linguists, and thus, the rumors are usually dismissed
prophets, and seers. as bitter complaints by those that have lost wagers.
This immediate access to knowledge comes at a price, as Aboleth Scriveners: Merfolk tell of powerful runes and
mnemonists have so much trouble distinguishing between explosive symbols guarding the forbidden borders of aboleth
their mental timeframes that they often fail to react if realms, some persisting despite their host stone having long
attacked. In this sluggish state, the mnemonists are considered since eroded away. The stories of other deep races confirm
fascinated, and the condition is broken only when they take these tales of grotesque, glowing emblems, yet most aboleths
damage and succeed on a DC 25 Will save. This saving throw encountered have no such power to scribe such powerful
must be made each round they receive damage for them to magics. These powerful symbols are the work of aboleth glyph
realize that the events are taking place in the present. crafters, the deep masters of inscribed arcane glyphs and
Mnemonists are physically indistinguishable from normal wards. While the creatures themselves are rarely encountered,
aboleths, with the exception of their excessive bulk due to their their handiwork is a testament to the power they wield and
extreme lethargy. Aboleth mnemonists replace the normal spell- serve as true warnings against those who might trespass on the
like abilities with the following list: sites they protect.
Spell-Like Abilities (CL 16th) Indeed, the only notable difference between the glyph
At will—locate creature, locate object, telepathic bond, tongues casters and their kin are the subtly glowing runes orbiting their
3/day—legend lore, prying eyes, true seeing bodies, or the high concentration of slaves capable of wielding
1/day—foresight, moment of prescience, vision arcane magic. Glyph crafters are often well versed in sorcery
In their listless state, aboleth mnemonists are incredibly themselves, and augment their glyphs with powerful evocation
docile, and characters able to communicate with the and necromantic spells. These specialized aboleths substitute

77
1/day—greater glyph of warding (DC 20), guards and wards
Nommos & Oannes (DC 20), mage’s private sanctum, permanency
This monster dwelt by day with men, but took no food;
Divine Siphoners: The superior mentality of the aboleth
he gave them knowledge of letters, arts, and sciences; he
mindset makes no concession for devotion to higher powers,
taught them to build towers and temples; and to establish
and aboleths, as a rule, are mentally and biologically incapable
laws; he instructed them in the principles of geometry;
of even feigning worship convincingly enough to solicit divine
taught them to sow, and to gather the fruits of the earth;
power from deities they universally disdain. At the same time,
in short, whatever could contribute to polish and civilize
aboleths crave mystic power in all its forms and thirst for the
their manners. At sunset, he retired to the sea, in which he
divine spark that deific fealty provides.
passed the night in the deep, for he was amphibious. There
Eons of biological experimentation eventually resulted
appeared likewise others of the same species.
in a small sect of aboleths who trained their minds and
—Berossus, from ancient fragments
bodies to siphon divine power for their own use without
the inconvenience of actual worship, perverting the natural
Mythologies of our own world contain disturbing
order of divine law. Such aboleths gain cleric levels, domains
fragments of knowledge that might make you think twice
(typically Knowledge, Magic, Rune, or Trickery) and the ability
about Mr. Cook’s obviously tenuous claims to cloud the true
to channel energy, but without worship. They have no deity to
influence of aboleths in our history. An ancient Babylonian
grant them spell slots, so these wily blasphemers steal magic
account of Mesopotamian history in the 3rd century BCE
from beneath the noses of divinity with their siphoning mucus
tells of the Oannes, a race of aboleth-like, amphibious
cloud, harvesting divine spell slots from captured clerics and
beings who nurtured knowledge and civilization in mankind,
divine magic items and putting them to their own foul, twisted
raising them from savagery and barbarism into an age of
use. In addition, these aboleths grant these harvested slots
reason and prosperity.
to worshipers in a mockery of divine order, and cults and
The creatures are said to have risen from the waters of
churches dedicated to these false idols have long been the
the Red Sea after coming to the world in a “great egg,” and
source of inquisitions and religious scourges. Divine siphoner
possessed the form of an amphibious fish, but with human-
aboleths use the standard creature statblocks but have cleric
like features as well, including an articulate human voice.
levels and two additional alternate abilities: siphoning mucus
These beings, having names like Annedotus and Odacon,
and divine slime.
would occasionally rise from the Persian Gulf to advise great
Siphoning Mucus (Ex) A divine siphon aboleth can exude an
kings, imparting in them advanced knowledge and tales of the
alternate cloud of transparent slime. Divine spellcasters
history of a time when all was but “darkness and an abyss of
adjacent to the aboleth are drained of any unused spell slots
waters.” The reign of these great kings came to an end, no less,
for the day to power the aboleth’s divine abilities (Will DC
in a great cataclysmic flood.
20 negates, each round). Memorized spells are considered
A similar legend appears among the Dogon people
unused spell slots for this purpose, but previously cast spells
of Mali, who claim a race of sentient, hermaphroditic,
or used slots are not.
amphibious beings with an unusual amalgamation of fish
If the captured cleric has higher-level slots available than
and man came from a distant star, descending from the
the aboleth itself can access, those slots can be used to
sky in a fiery vessel. This craft subsequently landed in the
power lower-level spells as normal. The slots are retained
water, and the Nommos—also called the “teachers,” the
indefinitely until used, although the aboleth cannot exceed
“monitors,” and “masters of the water”—emerged to teach
its normal spells/day allotment based on its cleric level.
the Dogon civilization. Indeed, the Dogon possess advanced
Divine magic items are also vulnerable to this effect and are
astronomical knowledge that scholars would not discover
permanently drained of all magic with the aboleth gaining
for centuries after these legends appear, such as the rings of
spell slots as if it had drained slots from a cleric of the item’s
Saturn and the presence of unobservable stars orbiting Sirius,
CL (Will DC 20 negates, each round using better of item’s and
a disconcerting acquired knowledge that modern scholars
wielder’s save, Constitution-based). The aboleth can Switch
have been unable to dismiss. Sometimes, truth is stranger
slime types as a standard action.
than fiction.
Divine Slime (Ex) As a standard action, divine siphon aboleths
can grant spell slots to divine spellcasters already under
their Iron Will feat with Spell Focus (abjuration) and replace
the effect of their regular slime ability, infusing the mucus
their normal spell-like abilities with the following array:
membrane with spell slots. These slots are deducted from
Spell-Like Abilities (CL 16th)
the aboleth’s own spell slot allotment absorbed through
At will—alarm, arcane mark, explosive runes, magic circle
its siphoning mucus, and it may grant as many slots as it
against good
deems the servant worthy, perpetuating its role as a god
3/day—dominate monster (DC 22), explosive runes (DC 17),
worthy of homage.
glyph of warding (DC 17)

78
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”).
All Rights Reserved.

Chapter 6: Creatures
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Deep
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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.
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,
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Sunken Empires. Copyright 2010, Open Design, LLC; Authors: Brandon Hodge, David “Zeb” Cook, and Stefen Styrsky.
www.koboldquarterly.com

79
Z o b e c k G az etteer IV
S unken E m pi r es
S unken Empires is a treasure trove for anyone
fascinated with lost civilizations and
ancient magic: from GMs who want to add
the technology of lost civilizations, run astonishing
new Pathfinder Roleplaying Game class options, spells
for casters, and gear both magical and mundane.
Sunken Empires supports aboleth-centric, Atlantean,
and similar adventures with technology and lore for
undersea adventures, expand their aboleth lore—to any civilization, lost or otherwise, and with inventive
those who just want to sink an inconvenient continent. creatures from the Underdeep that creep ashore.
And Sunken Empires is packed with options for players: It’s time to go beneath the surface!

• Introduction by the creator of the aboleths, D&D designer David “Zeb” Cook
• Weapons and technology of lost empires, from lightning spears to mind probes
• Complete ecology of the aboleth
• New PC race and class options, including net fighting and oceanic bloodlines
• 30+ new spells and magic of the sea, including new domains
• More than 10 new creatures, including coral drakes, drowned maidens, and goblin sharks
by

• GM tools and adventure hooks


B ran don H od ge

Designed by Brandon Hodge and Open Design patrons with frequent review, ISBN 978-0-9843159-6-3
playtest, and feedback to maximize playability. 51895 > ™


9 780984 315963
The Open Design logo is a trademark of Open Design LLC. All rights reserved

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